• Title/Summary/Keyword: Smart Phone Industry

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A Review of Mobile Data Traffic Explosion according to Digital Convergence and Action Plans of Network Operator (디지털 컨버전스 활성화에 따른 모바일 데이터 트래픽 증가 현황에 대한 고찰 및 대응 방안 모색)

  • Park, Bok-Nyong;Moon, Tae-Hee;Kwack, Jun-Yeung;Kwon, June-Hyuk
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.9 no.4
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    • pp.131-140
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    • 2010
  • Recently, mobile wireless data traffic has been dramatically increased due to not only the popularization of digital convergence devices including smart phone, Net-book, and Tablet PC, but also the vitalization of wireless Internet related eco-systems such as AppStore. In addition, it is expected that a tremendous increase in mobile data is caused by the release of unlimited mobile data plans (flat-fee). In order to deal with such mobile data traffic explosion, it is necessary that network operators should make efforts to offload wireless data traffic. This paper reviews the condition of mobile wireless data traffic in domestic and international telecommunication industry and looks for various action plans to overcome the difficulty of network operators.

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A Real-time Revenue Management Research Based on Smart Phone (안드로이드폰 기반 실시간 수입관리 연구)

  • Cho, Ga-Won;Yu, Wan-Sun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.285-287
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    • 2011
  • 본 논문은 실시간으로 수입이 발생되면 휴대하고 있는 스마트폰으로 수입을 관리하도록 개발된 논문으로 실시간 정보를 입력할 수 있는 DB를 추가하고 발생데이터를 추가하도록 처리하였다. 수입에 대한 분석을 위해 입력된 전체리스트를 검색할 수도 있고, 검색조건을 이용하여 해당되는 건으로도 조회가 가능하다. 또한, 지출 건의 비용 발생시 여러 사람이 나누어 낼 경우, 각자 내기 기능을 두어 1인당 지출할 비용를 계산하기 쉽도록 설계하였다. 본 관리프로그램을 사용한다면 수입에 따른 지출을 예상하여 체계적인 소비생활이 기대되며, 사용자에 따라 필드를 추가하고 메뉴의 기능을 다양화 한다면 상용 프로그램으로 확장시킬 수 있을 것이다.

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A Comparative Study of the Usability differences in accordance with Information Architecture in the Social commerce app (소셜커머스 앱에서 정보구조(IA)의 차이에 따른 사용성 비교연구 -쿠팡, 티몬, 위메프 앱을 중심으로-)

  • Oh, Moonseok;Won, Jongwook;Lee, Boyong;Han, Gyuhoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.3
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    • pp.113-124
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    • 2015
  • As the development of new media and smart phone, more and more people are using social commerce application to shop on-line. Comfort and easiness of the UX design of the application directly affect the social commerce user's searching and buying the merchandise. This study analyzes the effect of social commerce application, especially focusing on the lay-out of the GUI, on the consumer's interest and we suggest an attractive application design of the UX. The material of this study is the lay-out of the GUI of 3 major social commerce - Wemakeprice, Coupan and Ticket monster. We asked questions to the university students who are skillful smart phone users to select frequent on-line shoppers and performed in-depth interview with them to draw a conclusion. As a result of study, differences of main screen layout and information architecture of each social commerce applications has confirmed that indicates a significant difference in usability.

Recognition of Passport MRZ Information Using Combined Neural Networks (결합 신경망을 이용한 여권 MRZ 정보 인식)

  • Kim, Jinho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.4
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    • pp.149-157
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    • 2019
  • In case of reading passport using a smart phone in contrast with a dedicated passport reading system, MRZ(Machine Readable Zone) character recognition can be hard when the character strokes were broken, touched or blurred according to the lighting condition, and the position and size of MRZ character lines were varied due to the camera distance and angle. In this paper, the effective recognition algorithm of the passport MRZ information using a combined neural network recognizer of CNN(Convolutional Neural Network) and ANN( Artificial Neural Network), is proposed under the various sized and skewed passport images. The MRZ line detection using connected component analysis algorithm and the skew correction using perspective transform algorithm are also designed in order to achieve effective character segmentation results. Each of the MRZ field recognition results is verified by using five check digits for deciding whether retrying the recognition process of passport MRZ information or not. After we implement the proposed recognition algorithm of passport MRZ information, the excellent recognition performance of the passport MRZ information was obtained in the experimental results for PC off-line mode and smart phone on-line mode.

An Empirical Study on Failure Factors in the practical application of Logistics Information System Practice Based on Smart-phone' Characters - Focus on Container Transportation Firms - (스마트 폰을 이용한 물류정보시스템의 실무적용 상 애로요인에 관한 실증분석 - 컨테이너 육상운송을 중심으로 -)

  • YOON, Tae-Han
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.70
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    • pp.81-107
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    • 2016
  • Purpose : The purpose of this study is to find that Factors in the practical application of LISMB(Logistics Information System Practice Based) on S.P(Smartphone)' Characters. and take in the whole situation of LISMB on S.P' Characters by this research and it is clear from the findings that LISMB on S.P' Characters situations and distinctiveness. Research design, data, methodology : Research model and hypotheses have been developed based on literature review and working-level interview The collected data were analysed with structural equation modeling, examining the hypothesized relationships and mediating effect. Result : The results of research are as follows, First, LISMB on S.P' Characters has a positive effect on a precariousness of operation management. but That has no effect on a precariousness of general management. Second, Consign management and User non-cooperation has a mediating effect on relationships between LISMB on S.P' Characters and general management. Third, Old version system, User non-cooperation and Unskilled in equipment new system has a partly mediating effect on relationships between LISMB on S.P' Characters and operation management. Conclusion : Smart-phon Prevalence rates keeps increasing. Nevertheless, LISMB on S.P' Characters may no be used in Container transportation market. This problem are being blamed for hampering corporate activities and harbor logistics industry development. so we need new way to solve that problem.

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The Design of User-Authentication technique using QR-Code recognition (스마트폰의 QR-Code의 인식 기법을 이용한 사용자 인증 기법 설계)

  • Lee, Yong Jae;Kim, Young Gon;Park, Tae Sung;Jun, Moon Seog
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.3
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    • pp.85-95
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    • 2011
  • Smart phones, greatly expanding in the recent mobile market, are equipped with various features compared to existing feature phones and provide the conveniences to in several ways. The camera, one of the features of a smartphone, creates the digital contents, such photos and videos, and plays a role for the media which transmits information, such as video calls and bar code reader. QR-Code recognition is also one of the camera features. It contains a variety of information in two-dimensional bar code type in matrix format, and makes it possible to obtain the information by using smart phones. This paper analyzes the method of QR-Code recognition, password method-the existing user-authentication technique, smart card, biometrics and voice recognition and so on and thenn designs a new user-authentication technique. The proposed user-authentication technique is the technique in which QR-Code, which can be simply granted is read by smart phones and transmitted to a server, for authentication. It has the advantages in view that it will simply the process of authentication and conteract the disadvantages, such as brute force attack, man-inthe-middle attack, and keyboard hacking, which may occur in other authentication techniques.

A Study on Strategic Positioning for Sustained Growth of Korean Major Corporations in Age of New Normal: with a Focus on the Case of Smart Phone Industry (뉴 노멀 시대에 주력 기업의 지속성장을 위한 전략적 위치에 대한 연구: 스마트폰 사례를 중심으로)

  • Lee, Jae Yeul;Kang, Min Soo;Jung, Yong Gyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.39-46
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    • 2016
  • For several decades, Korean corporations have achieved remarkable success in the world market pursuing a quantitative growing strategy by benchmarking developed countries such as the United States, Japan and European Union. Recently, however, since not only the world economy enters into low growth age of New Normal, but the continuously increasing pressure of emerging countries like China and India, the global position of Korean corporations has ruffled. For these reason, the purpose of the study based on searching the strategy for Korean corporations to promote sustainable growth while gaining a competitive advantage in the world market. The study uses two analytical tools, Porter's Diamond Model and Productivity Frontier by analyzing the smart phone industry where Korea, the United States and China are competing desperately. The study is aimed at analyzing and comparing the global competitiveness among Apple as a leader, Samsung Electronics as a follower and Chinese corporations as newcomers in the smart phone industry. Based on the analysis and comparison, the study focuses on searching the strategic decision of Samsung Electronics, and suggests the future strategic positioning of major corporations in different industries in the world market.

Development of Indoor Navigation System based on the Augmented Reality in Subway Station (증강현실 기반 지하철 역사의 보행안내 시스템)

  • KIM, Wongil;LIM, Guk hyun;KIM, Hyun
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.18 no.1
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    • pp.43-55
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    • 2019
  • Smart phone based navigation applications are very useful in everyday life. Cost-effective and user friendly navigation can be provided to the user by many applications available in market. Using the Smart phone these navigation applications provide accurate navigation for outdoor locations. But providing an accurate navigation underground space such as subway station is still a challenge. It is hence more convenient and appropriate for mobility services if the visitors could simply view the guidance of the subway station on their mobile phone, wherever and whenever it is needed. This study develops a algorithm for indoor navigation with the help of Augmented Reality(AR) and QR marker code from the entrance to the train platform for users. This indoor navigation uses AR and QR maker codes for two purposes: to provide the user link to the subway station location and to provide the current guidance details to the user. This Smart phone algorithm that uses a smart phone optical tool to decode the QR marker to determine the location information and provide guidance to the AR without indoor Maps. This algorithm also provides a module to guide mobility vulnerable to the Barrier Free route to destination.

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.

The Evolution of Smartphone Game System through Auto Play System (자동 전투 시스템을 통해 본 스마트폰 게임 시스템의 진화)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.27-34
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    • 2016
  • New game systems have emerged with the rapid growth of Korea smartphone game industry. Especially auto battle system introduced in RPG which is the most popular genre, which has brought a significant change in the understanding of the computer games. To understand this change, it is necessary to look at what circumstances did emerge auto battle system. What is important here is the smart phone as the technical apparatus which defines the presence of a smart phone game, and the use pattern of the smart phone. the technical device and Its use pattern are affecting the activity of the user how to play the game, game developers are to create the game system according to this play style. By examining the appearance and growth of this auto battle system, we can confirm that the micro changes in the game system, reflect changes in the present form of a computer game. This fact will widen the understanding of the history of computer games.