• Title/Summary/Keyword: Smart Phone Case

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IoT Delegate: Smart Home Framework for Heterogeneous IoT Service Collaboration

  • Kum, Seung Woo;Kang, Mingoo;Park, Jong-Il
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.8
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    • pp.3958-3971
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    • 2016
  • With Internet of Things (IoT) technology, home environment becomes smarter than ever. Not only smart devices such as smart phone or smart TV, but also various IoT devices including sensor, smart thermostat, and smart scale has now become very common on the market. These devices have connectivity to the Internet, so that user can read data from the device or control the device using Internet technology. However, due to diversity of smart home requirements, device collaboration in smart home remains a challenging task still. Usually smart home is built with various technologies to fulfill its own purpose, and these purposes cover very wide area from controlling low-power sensor devices to controlling high-performance devices like smart TV and smart phone. This variety of smart home requirements makes smart home very complicated due to mixed network architecture, protocol and technology. In this paper, a framework to enable managing and collaborating heterogeneous IoT devices in smart home environment is proposed. Several programming models are defined in the proposed framework to make application development for heterogeneous devices more intuitive. The proposed framework has been implemented as a web service, and a case study with real-world smart home IoT devices is presented.

The Influence of After-Sales Service Quality on Customer Satisfaction and Loyalty in Mobile Phone (휴대폰 애프터서비스 품질이 고객만족과 고객충성도에 미치는 영향)

  • Lee, Jae jun;Ryu, Ji-Hyun;Lee, Sae-Jae;Oh, Hyun-Seung;Cho, Jin-Hyung
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.40 no.4
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    • pp.87-95
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    • 2017
  • This study aims to configure what dimensions make up for smart phone after service quality, and how this service quality affects customer satisfaction and customer loyalty. Smart phone market is a market of the device leading the digital convergence as well as positioning itself as one of the national growth driving industry. To survive in this matured market, companies should have to respond actively to radical changes and customers needs in the so-called Smart Revolution environment. Lately, however, the smart phone market is prospected to move from growth phase to mature phase by the scholars. In order to proactively respond to the change in such market condition, companies need to provide absolute advantage in customer loyalty over their competitors by revolutionizing the after-sales service quality. Qualified A/S will lead to service satisfaction and achieve customer loyalty. The empirical analysis results obtained through A/S quality are as follows : First, human quality (attitude, expertise, problem-solvability), environment quality (handling agility, convenience, comfort), service policy quality (quality guarantee, additional service operation) are dimensions that make up for A/S quality. Second, A/S quality dimension showed a significant positive influence on service satisfaction and A/S satisfaction showed a positive influence on customer loyalty as well. Based on this empirical study, we propose some implications for A/S quality improvement. First, human quality dimension has relatively higher influence on A/S satisfaction in case of free A/S, so companies need to solve the product problem completely when consumer's first visit by continual employee education. Second, in case of paid A/S, the service policy quality-especially A/S Warranty period- has higher influence on A/S satisfaction.

A Study on the Current Situation and Improved Method for the Smombie through Field Survey and ICT Trend Analysis (현장 조사와 ICT 동향 분석을 통한 스몸비 현황과 개선 방안 연구)

  • Lee, Dong Hoon;Oh, Hye Soo;Jang, Jae Min;Jeong, Jong Woon;Yang, Sang Oon
    • Journal of the Korean Society of Safety
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    • v.35 no.5
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    • pp.74-85
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    • 2020
  • Smart phone zombie or Smombie means pedestrians who walk without attention to their surroundings because they are focused upon their smart phone. Because the traffic accidents and injuries caused by Smombie have been increased rapidly in recent years, the social attention and policies are needed to prevent it. This study was conducted to analyze Smombie's current status and some solutions used before and to propose new improved method through the latest ICT trend. In this study, we did the field survey to check Smombies at several places in Seoul through people counting, and found that a lot of pedestrians still use the smart phone while walking. And we analyzed many case studies about some solutions to prevent Smombies previously. The case studies include legal regulations, government policies, smart phone app services and facilities that are used before. We studied them through internet searches and reference studies and we also checked the current operating situation as visiting several places that the solutions actually has been operated. Therefore, we found there are some limitations in previous solutions in terms of effectiveness and management. To consider new solution that can be expected to overcome the limitations, we analyzed the latest ICT trends focused on features to utilize the Smombie prevention, especially video recognition and digital signage. In these days, video recognition has been developed rapidly with assistance of AI technology and it can recognize the specific pedestrian's characteristics such as holding smart phone as well as hair style, clothes, backpack and etc. On the other hands, the digital signage is the convergence device that includes big display, network connection and various IoT sensors. It can be used as public media in many places for public services as well as advertising. Through these analysis results, we show the requirements and the user scenario for the improved method to prevent Smombie. Finally, we propose to develop R&D technology to recognize Smombie exactly as pedestrian attributes and to spread creative contents to increase pedestrian's interest and engagement for Smombie prevention through digital signage.

Development and Usability Analysis of a Serious Simulation Game on the Smart Phone (스마트폰 기반 기능성 시뮬레이션 게임 개발 사례 분석)

  • An, Sang-Ha;Roh, Chang-Hyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.139-148
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    • 2011
  • Various types of games have been published in a smart phone game market. However, there are little serious simulation games among them. In this study, parking simulation game has been developed and published on the Apple app store and Android market, to analyze the usability and prospects of the smart phone based serious simulation game. Developed game was designed to give users realistic simulation experience with immersion in the smart phone environment. In case of Apple app store, more than 300 thousands download have been recorded. This means serious simulation games have much more potential for commercial value, even though there are constrains with small display and user interface.

Development of Digital Mileage Service System using Smart-Phone (스마트폰을 이용한 디지털 적립 서비스 시스템 개발)

  • Kang, Nam-Hi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.137-142
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    • 2011
  • Increasing users of smart phone and various marketing strategies activate lots of mobile mileage services recently. Such a mileage service is a typical marketing service to increase brand loyalty of clients and maximize purchase motivation. However, traditional offline mileage services introduce discomfort that users have to carry lots of mileage cards physically. Also, in case of using digital mobile mileage service, users have to search specific card to use from lots of digital cards stored in his mobile device. In this paper, to solve the problems, we design and develop a mobile mileage service system that especially discover a proper card automatically based on location information of user.

A study of the preparation And procedures by Smartphone Mobile Forensic evidence collection and analysis (스마트폰 모바일 포렌식 증거 수집 분석을 위한 준비사항 및 절차 연구)

  • Lee, Jae-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.269-272
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    • 2011
  • The lawsuit is being made on the smart phone. And recent is getting a lot of evidence for the smart phone data in a court of law. Thus, the evidence of illegal use smartphone for the extraction of data and evidence collection, forensic procedure is a need for research. In this paper, evidence of phone forensic procedure for the extraction of the data suggests. And, by collecting forensic evidence from smartphones ensure the integrity of digital evidence and how to solve the case investigated. With this study, smartphone forensic will be able to contribute to the development.

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The development of Smart Robot Game (스마트 로봇 게임 개발에 관한 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1596-1601
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    • 2019
  • A smart robot game, which is one of the new type expanding the market through coding education classes recently, has a characteristic to manipulate digital games with a smart-phone while using a robot instead of existing games. Under the same rules, the virtual world's game is connected to real world's robot through a smart-phone, and the game is played while exchanging data. This study analyzes smart robot game by dividing them into media features, digital game features, and playful features. In addition, we developed the game based on the board game genre that has the general rules while using the derived development features. As a result, by presenting the case of development of smart robot board game, we would like to propose the points to be considered in the development of smart robot game.

Utilizing Mobile Social Game as a Gamification Advertising Platform (게임화(Gamification)된 광고 플랫폼으로서 모바일 소셜네트워크게임(SNG)의 활용 -모바일 소셜 네트워크 게임(SNG) <레스토랑스타> 사례연구를 중심으로-)

  • Shin, Jiho
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.86-96
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    • 2013
  • This study is about utilizing social game as a gamification advertising platform. Since iPhone released to the world, the smart phone industry has rapidly increased. And the development of the smart phone industry has rapidly increased its rate of users in which it has led to leaping growths of new kind of service such as SNS(Social Network Service), and SNG(Social Network Game). The purpose of this study is predicting the development of advertising industry in smart phone paradigm shift. This study focused on social network game as a gamification advertising platform, and studied on case of which is social network game used as a gamification advertising platform. Finally, this study has developed suggestions for new way of advertising by utilizing Mobile social network game as a gamification advertising platform.

Analaysis of Smart phone Case Pattern Design Using Dominant Color and Luminosity (주조색과 밝기정보를 이용한 스마트폰케이스 패턴디자인 분석)

  • Choi, Ran;Kim, Cheol-ki
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.41-42
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    • 2014
  • 본 논문에서는 스마트폰 케이스에 제품디자인에 있어서 패턴 디자인 활용사례를 알아보고 주조색 분석을 통해 패턴디자인 트렌드를 살펴보는데 그 목적이 있다. 주조색 추출에 사용된 스마트폰 케이스는 +D프로젝트에 출시된 자료를 활용해 9명 디자이너 별 대표제품 2개를 분석했으며, 분석은 한국 표준색 색채분석, KSCA (Korea Standard Color Analysis) 프로그램을사용하여 각각의 이미지에서 5%이상 쓰인 주조색을 추출 하였고, Hue&Tone 분포를 통해 스마트폰케이스 패턴디자인에 사용된 색채 트렌드를 알아보고자 한다. 스마트폰케이스에 사용된 전체 주조색들을 살펴보면 색상에 있어서는 붉은색(R) 과 보라색-파랑색(PB) 의 분포가 상대적으로 높게 나타났고, 색조에 있어서는 밝은(B), 옅은(P) 톤이 가장 많이 사용 된 것을 알 수 있다. 향후 연구에서는 색채를 통한 감성분석을 연구해 스마트폰 케이스 제품디자인에 있어서 색채와 감성 간의 상관관계를 알아보고자 한다.

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A u-Farm Cultivation Diary Management System based on Web 2.0 and Smart-Phone for Agricultural Products Cultivation Efficiency (농작물 재배 관리 효율성을 위한 Web 2.0 및 스마트폰 기반의 u-Farm 재배일지 관리 시스템)

  • Kwon, Young Wook;Jung, Se Hoon;Sim, Chun Bo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.1
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    • pp.17-27
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    • 2012
  • Most of the current cultivation log is recorded by growers manually or whose environment information is input based on the grower's own judgement. It is not easy for growers to record the image of disease and insect pests in the cultivation log. In this regards, u-Farm cultivation log management system based on Web 2.0 and smart phone is introduced in this paper, that is used for the effective cultivation management and grower's convenience. In the system, the value of environment information is transmitted to servers via sensors. It designs and implements Web 2.0 Flex so as to make the cultivation log more reliable and provide users with active, convenient GUI in case the log is recorded by desktop. In this process, detailed modules are designed by object-oriented UML considering the reusability and maintenance of the system. Moreover, the system introduced in this paper is proved to be more excellent by the qualitative assessment compared with the other researches.