• Title/Summary/Keyword: Smart On-Device

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Measuring the Economic Impact of Item Descriptions on Sales Performance (온라인 상품 판매 성과에 영향을 미치는 상품 소개글 효과 측정 기법)

  • Lee, Dongwon;Park, Sung-Hyuk;Moon, Songchun
    • Journal of Intelligence and Information Systems
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    • v.18 no.4
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    • pp.1-17
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    • 2012
  • Personalized smart devices such as smartphones and smart pads are widely used. Unlike traditional feature phones, theses smart devices allow users to choose a variety of functions, which support not only daily experiences but also business operations. Actually, there exist a huge number of applications accessible by smart device users in online and mobile application markets. Users can choose apps that fit their own tastes and needs, which is impossible for conventional phone users. With the increase in app demand, the tastes and needs of app users are becoming more diverse. To meet these requirements, numerous apps with diverse functions are being released on the market, which leads to fierce competition. Unlike offline markets, online markets have a limitation in that purchasing decisions should be made without experiencing the items. Therefore, online customers rely more on item-related information that can be seen on the item page in which online markets commonly provide details about each item. Customers can feel confident about the quality of an item through the online information and decide whether to purchase it. The same is true of online app markets. To win the sales competition against other apps that perform similar functions, app developers need to focus on writing app descriptions to attract the attention of customers. If we can measure the effect of app descriptions on sales without regard to the app's price and quality, app descriptions that facilitate the sale of apps can be identified. This study intends to provide such a quantitative result for app developers who want to promote the sales of their apps. For this purpose, we collected app details including the descriptions written in Korean from one of the largest app markets in Korea, and then extracted keywords from the descriptions. Next, the impact of the keywords on sales performance was measured through our econometric model. Through this analysis, we were able to analyze the impact of each keyword itself, apart from that of the design or quality. The keywords, comprised of the attribute and evaluation of each app, are extracted by a morpheme analyzer. Our model with the keywords as its input variables was established to analyze their impact on sales performance. A regression analysis was conducted for each category in which apps are included. This analysis was required because we found the keywords, which are emphasized in app descriptions, different category-by-category. The analysis conducted not only for free apps but also for paid apps showed which keywords have more impact on sales performance for each type of app. In the analysis of paid apps in the education category, keywords such as 'search+easy' and 'words+abundant' showed higher effectiveness. In the same category, free apps whose keywords emphasize the quality of apps showed higher sales performance. One interesting fact is that keywords describing not only the app but also the need for the app have asignificant impact. Language learning apps, regardless of whether they are sold free or paid, showed higher sales performance by including the keywords 'foreign language study+important'. This result shows that motivation for the purchase affected sales. While item reviews are widely researched in online markets, item descriptions are not very actively studied. In the case of the mobile app markets, newly introduced apps may not have many item reviews because of the low quantity sold. In such cases, item descriptions can be regarded more important when customers make a decision about purchasing items. This study is the first trial to quantitatively analyze the relationship between an item description and its impact on sales performance. The results show that our research framework successfully provides a list of the most effective sales key terms with the estimates of their effectiveness. Although this study is performed for a specified type of item (i.e., mobile apps), our model can be applied to almost all of the items traded in online markets.

A Novel Query-by-Singing/Humming Method by Estimating Matching Positions Based on Multi-layered Perceptron

  • Pham, Tuyen Danh;Nam, Gi Pyo;Shin, Kwang Yong;Park, Kang Ryoung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.7
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    • pp.1657-1670
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    • 2013
  • The increase in the number of music files in smart phone and MP3 player makes it difficult to find the music files which people want. So, Query-by-Singing/Humming (QbSH) systems have been developed to retrieve music from a user's humming or singing without having to know detailed information about the title or singer of song. Most previous researches on QbSH have been conducted using musical instrument digital interface (MIDI) files as reference songs. However, the production of MIDI files is a time-consuming process. In addition, more and more music files are newly published with the development of music market. Consequently, the method of using the more common MPEG-1 audio layer 3 (MP3) files for reference songs is considered as an alternative. However, there is little previous research on QbSH with MP3 files because an MP3 file has a different waveform due to background music and multiple (polyphonic) melodies compared to the humming/singing query. To overcome these problems, we propose a new QbSH method using MP3 files on mobile device. This research is novel in four ways. First, this is the first research on QbSH using MP3 files as reference songs. Second, the start and end positions on the MP3 file to be matched are estimated by using multi-layered perceptron (MLP) prior to performing the matching with humming/singing query file. Third, for more accurate results, four MLPs are used, which produce the start and end positions for dynamic time warping (DTW) matching algorithm, and those for chroma-based DTW algorithm, respectively. Fourth, two matching scores by the DTW and chroma-based DTW algorithms are combined by using PRODUCT rule, through which a higher matching accuracy is obtained. Experimental results with AFA MP3 database show that the accuracy (Top 1 accuracy of 98%, with an MRR of 0.989) of the proposed method is much higher than that of other methods. We also showed the effectiveness of the proposed system on consumer mobile device.

Field Application Analysis of Cable Tension Measuring Device on Cable-Stayed Bridges (사장교 케이블장력 계측장치의 현장적용성 분석)

  • Lee, Hyun-Chol
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.4
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    • pp.295-311
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    • 2021
  • In this study, an experiment was carried out on the field applicability of tension measuring devices of the cables in cable-stayed bridges. The vibration method was used to estimate the tension of cables of cable-stayed bridge, and the mode characteristics of the cable were analyzed using a cable tension measuring device. GTDL360, NI Module, and 9 Axes Motion Sensorwere applied to estimate the cable tension of five target bridges. Numerical analysis of the five target bridges was conducted to analyze the natural frequency of the cable and cable tension. The estimated tension of the cable based on field measurements and estimated tension of cable by numerical analysis were compared with the estimated tension of the cable based on field measurements. The analysis showed that the measured tension of the cable based on field measurements was within the margin of error. Therefore, it is safe to apply these measuring devices to the site. As a result of comparing and analyzing the values of the acceleration-based cable estimation tension and numerical analysis of the field demonstration bridge, the acceleration-based cable estimation of tension is deemed appropriate within the allowable range. On-site applicability analysis revealed limitations of the measuring devices, such as the installation location of sensors and weather conditions, so continuous follow-up research on smart cable tension measuring systems is expected.

A study on the honeycomb entry and exit counting system for measuring the amount of movement of honeybees inside the beehive (벌통 내부 꿀벌 이동량 측정을 위한 벌집 입·출입 계수 시스템 연구)

  • Kim, Joon Ho;Seo, Hee;Han, Wook;Chung, Wonki
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.857-862
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    • 2021
  • Recently, rapid climate change has had a significant impact on the bee ecosystem. The decrease in the number of bees and the change in the flowering period have a huge impact on the harvesting of beekeepers. Accordingly, attention is focused on smart beekeeping, which introduces IoT technology to beekeeping. According to the characteristics of beekeeping, it is impossible to continuously observe the beehive in the hive with the naked eye, and the condition of the hive is mostly dependent on knowledge from experience. Although a system that can measure partly through sensors such as temperature/humidity change inside the hive and measurement of the amount of CO2 is applied, there is no research on measuring the movement path and amount of movement of bees inside the beehive. Part of the migration of honeybees inside the hive can provide basic information to predict the most important cleavage time in beekeeping. In this study, we propose a device that detects the movement path of bees and measures and records data entering and exiting the hive in real time. The device proposed in this study was developed according to the honeycomb standard of the existing beehive so that beekeeping farms could use it. The development method used a photodetector that can detect the movement of bees to configure 16 movement paths and to detect the movement of bees in real time. If the measured honeybee movement status is utilized, the problem of directly observing the colony with the naked eye in order not to miss the swarming time can be solved.

Efficacy of Listeria Innocua Reduction on Enoki Mushrooms by Utilization of an Air Sterilization Device (공기 살균 장치 적용 팽이버섯 재배사의 Listeria Innocua 저감 효과)

  • Lee, Hyun-Dong;Yu, Byeong-Kee;Seo, Da-Som;Kim, Se-Ri;Lee, Chan-Jung;Kwak, Kang-Su
    • Journal of Mushroom
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    • v.19 no.3
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    • pp.210-215
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    • 2021
  • For sterilization of microorganisms of the Listeria genus contaminating enoki mushroom, pilot mushroom grower equipped with air sterilization devices were developed. Sterilization experiments were performed using physical and chemical treatments. Internal temperature and humidity were controlled, maintaining 6.62℃±0.30 in the upper shelves, 6.46℃±0.24 in the middle shelves, and 6.48℃±0.25 in the lower shelves. Humidities were 79.97%±4.42, 79.43%±4.06, and 79.94±4.30%, respectively, with a temperature setting of 6.5℃, and a relative humidity of 75%. A suitable enoki mushroom cultivation stage for air sterilizer application was during the growth stage, with temperature in the 6.5~8.5℃ range, and humidity of 70~80%. At these same internal conditions, the ozone concentration in the mushroom cultivator was found to be 160 ppb during ion-cluster generator operation. After physical sterilization, the Listeria innocua survival rate was 0.1 to 0.9% using ion cluster sterilization, and 9.3 to 10.6% using UV air sterilization. The Listeria innocua survival rates on different materials were 9.3~10.6% on the metal specimen, and 9.9~16.2% on the plastic wrapper. The survival rate was particularly high on the rough side of the plastic wrapper. Ion cluster air sterilization is a labor-saving and effective method for suppressing the occurrence of Listeria bacteria on mushroom growers walls and shelves. For the plastic wrapper, chemical sterilization is more effective than physical sterilization.

A Study on DGPS Framework and Performance Evaluation for High-Accurate Localization based on GPS/AGPS (GPS/AGPS 기반의 고정밀 측위가 가능한 DGPS 프레임워크 및 성능평가에 관한 연구)

  • Seo, Ho-Seok;Jung, Se-Hoon;Oh, Min-Joo;Park, Dong-Gook;Sim, Chun-Bo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.8
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    • pp.927-938
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    • 2014
  • A number of crime and disease relief situation show a clear increasing trend in domestic and overseas country. In particular, we desperately need a fast location information sharing with high accuracy for dealing with this situation efficiently. In this paper, we propose a DGPS framework and performance evaluation based on Web service enable increase location accuracy using low-cost GPS or AGPS. The framework consists of mobile station to realize the final service by receiving the correction values that are created in the base station closest to the current position from DGPS server, base station system to transmit the correct values to DPGS server by installing at base point and DGPS framework working at DGPS server. Our framework is fundamentally designed to respond based on XML to service request. In addition, for performance evaluation, we make use of 3 sites of Level 2 city base-station among the base stations being operated in Suncheon-si. Through performance evaluation, we show that our framework outperforms about 10%~15% in terms of error improvement rate, compared with the existing schemes. And we have the advantage that various services can be expanded owing to receiving the correction values through mobile device such as, smart phone, smart pad, net-book by using XML based Web services.

Improving Security Awareness about Smishing through Experiment on the Optimistic Bias on Risk Perception (위험인식의 낙관적 편향 실험을 통한 스미싱 보안인식 개선)

  • Kang, Ji Won;Lee, Ae Ri;Kim, Beomsoo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.2
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    • pp.475-487
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    • 2016
  • Recently, various risks of smartphone hacking are emerging. Smishing crime techniques become more cunning and its damage has been increasing, thereby requiring effective ways of preventing and coping with smishing. Especially, it is emphasized the need for smartphone users' security awareness and training besides technological approach. This study investigates the effective method for providing news messages in order to improve the perception of risk from smishing. This research empirically examines that the degree of optimistic bias on risk perception can vary depending on news frame, topic type, and involvement regarding smishing. Based on the findings, it identifies the factors influencing risk perception and verifies effective ways of promoting individual security awareness on smishing. The results of this study provide implications that assist in educating, campaigning and promoting information security awareness for smart device users.

Hands-On Experience-Based Comprehensive Curriculum for Microelectronics Manufacturing Engineering Education

  • Ha, Taemin;Hong, Sang Jeen
    • Transactions on Electrical and Electronic Materials
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    • v.17 no.5
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    • pp.280-288
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    • 2016
  • Microelectronic product consumers may already be expecting another paradigm shift with smarter phones over smart phones, but the current status of microelectronic manufacturing engineering education (MMEE) in universities hardly makes up the pace for such a fast moving technology paradigm shift. The purpose of MMEE is to educate four-year university graduates to work in the microelectronics industry with up-to-date knowledge and self-motivation. In this paper, we present a comprehensive curriculum for a four-year university degree program in the area of microelectronics manufacturing. Three hands-on experienced-based courses are proposed, along with a methodology for undergraduate students to acquire hands-on experience, towards integrated circuits (ICs) design, fabrication and packaging, are presented in consideration of manufacturing engineering education. Semiconductor device and circuit design course for junior level is designed to cover how designed circuits progress to micro-fabrication by practicing full customization of the layout of digital circuits. Hands-on experienced-based semiconductor fabrication courses are composed to enhance students’ motivation to participate in self-motivated semiconductor fab activities by performing a series of collaborations. Finally, the Microelectronics Packaging course provides greater possibilities of mastered skillsets in the area of microelectronics manufacturing with the fabrication of printed circuit boards (PCBs) and board level assembly for microprocessor applications. The evaluation of the presented comprehensive curriculum was performed with a students’ survey. All the students responded with “Strongly Agree” or “Agree” for the manufacturing related courses. Through the development and application of the presented curriculum for the past six years, we are convinced that students’ confidence in obtaining their desired jobs or choosing higher degrees in the area of microelectronics manufacturing was increased. We confirmed that the hypothesis on the inclusion of handson experience-based courses for MMEE is beneficial to enhancing the motivation for learning.

A Dual Security Technique based on Beacon (비콘 기반의 이중 보안 기법)

  • Park, Sang-Min;Kim, Chul-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.8
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    • pp.311-317
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    • 2016
  • Many services have been developed that are based on smart devices, and security between devices is emphasized. A beacon on the current IoT(Internet of Things) services has been utilized in the commercial field and is being applied to the services of the home IoT. On the other hand, the beacon is weak to security using Bluetooth-based services. Therefore, it is important to strengthen the security of the beacon. This paper proposes a dual security technique that can enhance the security of beacon-based services. The dual security architecture and security process is proposed based on beacon and authentication service. In addition, mobile application was developed and validated based on the beacon for proving the suitability of the proposed technique. The experimental method for verification are the authentication failure case, such as 1st authentication fail, and authentication success case, such as 1st authentication success and 2nd authentication success. The components of the verification experiments consists of two beacons (matched with Beacon ID, mismatched with Beacon ID), one mobile device and authentication application. This was tested to verify the compatibility of the dual security architecture and 1st/2nd authentication process.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.