• Title/Summary/Keyword: Smart Phone Application Service

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A study on smart launcher features in terms of UX (UX 관점에서의 스마트 런처 특징연구)

  • Lee, Jung-Ae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.463-468
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    • 2015
  • A study on how a launcher as smart phone application was utilized as brand communication by deriving a characteristic element that could be changed into an extended function which carried out brand communication function going beyond the basic function of launcher pre-installed for the purpose of UI differentiation according to each device brand. In the results of analyzing the items and features of brand communication shown in each detailed item after classifying properties of launcher components into that of home component and personalization function element, (1) brand image identity element and (2) service marketing commitment element was derived.

Transmission Performance of Voice Traffic over LTE-R Network (LTE-R 네트워크에서 음성트래픽의 전송성능)

  • Kim, Young-Dong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.568-570
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    • 2018
  • Currently, with rapid progress and supply of mobile communication technology, LTE(Long Term Evolution) technology is expanded and widely used to industrial and emergency communications beyond earlier smart-phone based service. In this paper, transmission performance of voice traffic, one of railway communication service based on LTE-R as an application field of LTE technology, is analyzed. This study is performed performance analysis with level of application service and consider effects of satisfaction level for users. Computer Simulation based on ns(Network Simulation)-3 is used for analysis and VoIP(Voice over Internet Protocol) specification is used for voice traffics. Results of this paper is used to implement LTE-R networks and develope application services over LTE-R network.

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A Study on Development of Smartphone Mobile Application for Word-of-Mouth Marketing in Low-Budget Independent Film (저예산 독립영화의 구전 마케팅을 위한 스마트폰 모바일 애플리케이션 모델 개발 연구)

  • Kim, Hye-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.4
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    • pp.1525-1531
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    • 2012
  • This study has been developed to make a marketing tool for word-of-mouth marketing for "Low-Budget Movie". By developing an application program of Low-Budget Movie for 20millions of Smart-Phone user, it can find out the best environment of service, function, etc. Hereby, it could contribute the progress of Korean film industry with this marketing tool of Low-Budget movie. For the research, conjoint analysis has been done through conjoint survey and general survey.

Design and Implementation of Competition Application for Artists (예술인들을 위한 공모전 어플리케이션 설계 및 구현)

  • Kim, Hyo-Su;Choi, Yue-Soon;Joung, Suck-Tae
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.1
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    • pp.107-113
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    • 2018
  • In this paper, we design and implement a contest application that enables artists to participate in contest activities, manpower, and job information using smart-phone, and to share and systematically manage the information. While the competition is very important for the artists, it is not easy for them to search the competition information due to lack of time. Therefore, it is effective to provide them with contest information suitable for their interests and to be more immersed in creative activities by sharing them. The core function is to provide a space where artists can share contests in real time through the contest bulletin board and aims to provide a variety of functions for convenient convenience, such as buying and selling of works by artists and spoon market for purchasing materials and art tools do.

Effects of a Smart Phone Weight Loss Program on Obesity and Body Composition in Adolescents (스마트폰 앱을 이용한 체중감량 프로그램이 고교생의 비만도와 신체조성에 미치는 효과)

  • Jun, Min Kyung;Ha, Ju Young
    • Journal of Korean Public Health Nursing
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    • v.27 no.1
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    • pp.102-112
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    • 2013
  • Purpose: The purpose of this study was to determine the effects of a weight loss program administered through a smart phone application on body composition and obesity in adolescents. Methods: This study applied a 6-week weight loss program with dietary education, exercise therapy, and behavior modification therapy from 4 June 2012 to 20 July 2012. The collected data were analyzed by descriptive statistics and the Wilcoxon signed rank test using the SPSS WIN 18.0 program. Results: After the 6-week program, the average weight of the subjects was reduced from 75.96kg to 74.41kg (Z=$-3.994^p$, p<.001), while the body mass index (BMI) decreased from 29.23 to 28.60 (Z=$-3.980^p$, p<.001), and the obesity index decreased from 38.45% to 35.59% (Z=$-3.977^p$, p<.001). The percentage of body fat decreased from 32.45 to 31.92 (Z=$-3.947^p$, p<.001), and the rate of skeletal muscle growth increased from 26.06% to 26.58% (Z=$-3.822^p$, p<.001). Conclusion: A weight loss program using a SNS (social network service) application, with dietary education, exercise therapy, and behavior modification therapy can reduce obesity and impact body composition in a short-term. Therefore, the utilization of the SNS application can be used to effectively enhance the management of adolescent obesity.

Design of Falling Recognition Application System using Deep Learning

  • Kwon, TaeWoo;Lee, Jong-Yong;Jung, Kye-Dong
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.120-126
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    • 2020
  • Studies are being conducted regarding falling recognition using sensors on smartphonesto recognize falling in human daily life. These studies use a number of sensors, mostly acceleration sensors, gyro sensors, motion sensors, etc. Falling recognition system processes the values of sensor data by using a falling recognition algorithm and classifies behavior based on thresholds. If the threshold is ambiguous, the accuracy will be reduced. To solve this problem, Deep learning was introduced in the behavioral recognition system. Deep learning is a kind of machine learning technique that computers process and categorize input data rather than processing it by man-made algorithms. Thus, in this paper, we propose a falling recognition application system using deep learning based on smartphones. The proposed system is powered by apps on smartphones. It also consists of three layers and uses DataBase as a Service (DBaaS) to handle big data and address data heterogeneity. The proposed system uses deep learning to recognize the user's behavior, it can expect higher accuracy compared to the system in the general rule base.

A Relation-based Model for Analyzing Ecosystems of Products, Services and Stakeholders (제품 서비스 시장참여자의 에코시스템 분석을 위한 관계 기반 모델 개발)

  • Kang, Chang-Muk;Hong, Yoo-Suk;Kim, Kwang-Jae;Park, Kwang-Tae
    • Journal of Korean Institute of Industrial Engineers
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    • v.37 no.1
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    • pp.41-54
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    • 2011
  • A central theme in recent IT (information technology) industry is a mobile ecosystem. While a concept of business ecosystem, which is an economic community of firms and individuals producing and consuming goods and services, has been around for about 20 years now, the recent spotlight is mainly caused by the enormous success of iPhone. Many hand-set makers or platform developers want to mimic Apple's iPhone ecosystem from which both application developers and hand-set users can benefit. In this study, a representation model of the business ecosystem is proposed for supporting systematic design and analysis of ecosystems. Whereas previous studies also proposed some representation models, they emphasized only on the value chain between participating players. The proposed model, which is named relation-based ecosystem model, represents an ecosystem with the requirement relationships between product and service components and the roles of players, as well as their value chain. Such comprehensive representation explicitly reveals the strategic difference between ecosystems. This advantage was illustrated by comparing a Korean traditional mobile ecosystem and an emerging smart-phone ecosystem represented by the proposed model.

Designing Mobile Framework for Intelligent Personalized Marketing Service in Interactive Exhibition Space (인터랙티브 전시 환경에서 개인화 마케팅 서비스를 위한 모바일 프레임워크 설계)

  • Bae, Jong-Hwan;Sho, Su-Hwan;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.59-69
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    • 2012
  • As exhibition industry, which is a part of 17 new growth engines of the government, is related to other industries such as tourism, transportation and financial industries. So it has a significant ripple effect on other industries. Exhibition is a knowledge-intensive, eco-friendly and high value-added Industry. Over 13,000 exhibitions are held every year around the world which contributes to getting foreign currency. Exhibition industry is closely related with culture and tourism and could be utilized as local and national development strategies and improve national brand image as well. Many countries try various efforts to invigorate exhibition industry by arranging related laws and support system. In Korea, more than 200 exhibitions are being held every year, but only 2~3 exhibitions are hosted with over 400 exhibitors and except these exhibitions most exhibitions have few foreign exhibitors. The main reason of weakness of domestic trade show is that there are no agencies managing exhibitionrelated statistics and there is no specific and reliable evaluation. This might cause impossibility of providing buyer or seller with reliable data, poor growth of exhibitions in terms of quality and thus service quality of trade shows cannot be improved. Hosting a lot of visitors (Public/Buyer/Exhibitor) is very crucial to the development of domestic exhibition industry. In order to attract many visitors, service quality of exhibition and visitor's satisfaction should be enhanced. For this purpose, a variety of real-time customized services through digital media and the services for creating new customers and retaining existing customers should be provided. In addition, by providing visitors with personalized information services they could manage their time and space efficiently avoiding the complexity of exhibition space. Exhibition industry can have competitiveness and industrial foundation through building up exhibition-related statistics, creating new information and enhancing research ability. Therefore, this paper deals with customized service with visitor's smart-phone at the exhibition space and designing mobile framework which enables exhibition devices to interact with other devices. Mobile server framework is composed of three different systems; multi-server interaction, server, client, display device. By making knowledge pool of exhibition environment, the accumulated data for each visitor can be provided as personalized service. In addition, based on the reaction of visitors each of all information is utilized as customized information and so the cyclic chain structure is designed. Multiple interaction server is designed to have functions of event handling, interaction process between exhibition device and visitor's smart-phone and data management. Client is an application processed by visitor's smart-phone and could be driven on a variety of platforms. Client functions as interface representing customized service for individual visitors and event input and output for simultaneous participation. Exhibition device consists of display system to show visitors contents and information, interaction input-output system to receive event from visitors and input toward action and finally the control system to connect above two systems. The proposed mobile framework in this paper provides individual visitors with customized and active services using their information profile and advanced Knowledge. In addition, user participation service is suggested as well by using interaction connection system between server, client, and exhibition devices. Suggested mobile framework is a technology which could be applied to culture industry such as performance, show and exhibition. Thus, this builds up the foundation to improve visitor's participation in exhibition and bring about development of exhibition industry by raising visitor's interest.

Development of Emotion Inference Application with Location Information and User's Heartbeat Rate (심박 정보 기반 위치 정보 융합형 감정 추론 어플리케이션 개발)

  • Cha, Kyung-Ae;Choi, Hyun-Su;Hong, Won-Kee;Park, Se Hyun
    • Journal of the Korea Convergence Society
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    • v.8 no.8
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    • pp.83-88
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    • 2017
  • The personal activity information is expanding as a way to utilize wearable devices that are emerging as next generation smart devices. This paper develops an application for collecting heartbeat rate and location information of a user using SmartWatch, which is a smartphone and wearable device, and analyzing it through machine learning to infer user's emotion information. By using smart phone and smart watch, developed application can collect biometric data and location information by simply executing application and doing everyday life. In addition, adding the location information to the hearbit rate data, it proves higher utilization than existing ones.

A Study on Strategy for Activation of Mobile Spatial Information Industry (모바일 공간정보산업 활성화를 위한 정책 제안 연구)

  • Kim, Tae-Hoon;Hwang, Jung-Rae;Lee, Sang-Hoon;Na, Jun-Yeop
    • Journal of Korean Society for Geospatial Information Science
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    • v.20 no.2
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    • pp.39-46
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    • 2012
  • The application area of spatial information such as urban planing, facility management, traffic service are expanded to new service areas such as environmental pollution, securing resources, u-City. In particular, the increased importance of spatial information application in mobile environment based on smart phone, a mobile spatial data infrastructure and related strategy suggestions to provide mobile spatial information service is required. In this paper, we derived strategy suggestions to foster the next generation strategic industry and proposed the role of public sector, the development of mobile spatial information services, the construction of mobile spatial information infrastructure and the stepwise strategies.