• Title/Summary/Keyword: Smart phone Application

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An Emotional Communication System Using Emotion Recognition of Users (사용자의 감성인식을 통한 감성통신 시스템)

  • Cho, Myeon-gyun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.6 no.4
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    • pp.201-207
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    • 2011
  • This paper introduces a novel concept of 'Emotional Communication' for future smart phone. While traditional information based communication technologies focus on how to precisely transmit the content of message, emotional communication is intended to support and augment social relationship among people and to comfort the user to be happy. In this paper, we propose future communication services and core technologies which can estimate emotional desire of users and respond to the desire to be happy with connectedness and consolation from peoples. Firstly, we introduce emotion recognition techniques to estimate emotional desire of users. At second, the emotional responding services are categorized to four parts and the details are shown. Lastly we propose the process to implement emotional communication system and the main techniques to fulfill the system requirements for future smart-phone services.

Identification of user's Motion Patterns using Motion Capture System

  • Jung, Kwang Tae;Lee, Jaein
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.6
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    • pp.453-463
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    • 2014
  • Objective:The purpose of this study is to identify motion patterns for cellular phone and propose a method to identify motion patterns using a motion capture system. Background: In a smart device, the introduction of tangible interaction that can provide new experience to user plays an important role for improving user's emotional satisfaction. Firstly, user's motion patterns have to be identified to provide an interaction type using user's gesture or motion. Method: In this study, a method to identify motion patterns using a motion capture system and user's motion patterns for using cellular phone was studied. Twenty-two subjects participated in this study. User's motion patterns were identified through motion analysis. Results: Typical motion patterns for shaking, shaking left and right, shaking up and down, and turning for using cellular phone were identified. Velocity and acceleration for each typical motion pattern were identified, too. Conclusion: A motion capture system could be effectively used to identify user's motion patterns for using cellular phone. Application: Typical motion patterns can be used to develop a tangible user interface for handheld device such as smart phone and a method to identify motion patterns using motion analysis can be applied in motion patterns identification of smart device.

Mobile Application UI Design for TV Broadcasting Content Recommendation (TV 방송콘텐츠 추천용 모바일 어플리케이션 UI 제안)

  • Son, Hee-Jeong;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.86-93
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    • 2012
  • The emergence of cable TV, satellite broadcasting and IPTV provides viewers with a variety of TV programs. However, viewers' desire for watching their favorite TV program at convenient time has increased because of insufficient spare time. As an increase in smart phone market has accelerated an entry into "the age of smart network media" since 2009, mobile media suggests services connected to other digital devices. Recently, there has been growing interest in TV controling system of smart phone. Therefore, the present study aims to provide an concept of the smart phone application which recommends contents of TV program by analyzing personal watching pattern. To suggest detailed direction of the interaction and UI design, we analyzed previous research and examples of TV controlling applications and products. In addition, public opinion survey was carried out to rationalize this study and suggest suitable UI structure.

Design and Implementation of M2M-based Smart Factory Management Systems that controls with Smart Phone (스마트폰과 연동되는 M2M 기반 스마트 팩토리 관리시스템의 설계 및 구현)

  • Park, Byoung-Seob
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.4
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    • pp.189-196
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    • 2011
  • The main issues of the researches are monitoring environment such as weather or temperature variation and natural accident, and sensor gateways which have mobile device, applications for mobile health care. In this paper, we propose the SFMS(Smart Factory Management System) that can effectively monitor and manage a green smart factory area based on M2M service and smart phone with android OS platform. The proposed system is performed based on the TinyOS-based IEEE 802.15.4 protocol stack. To validate system functionality, we built sensor network environments where were equipped with four application sensors such as Temp/Hum, PIR, door, and camera sensor. We also built and tested the SFMS system to provide a novel model for event detection systems with smart phone.

The Study on the Development of Application Service Module for Automatic Memorizing Learning of English Word (영단어 자동암기 학습 어플리케이션 서비스 모듈 개발에 관한 연구)

  • Kim, Sang-Gyu;Choi, Seong-Yoon;Ho, Jeong-Won;Moon, Song-Cheol
    • Journal of Service Research and Studies
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    • v.1 no.1
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    • pp.113-122
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    • 2011
  • In this research, we developed an practical service module as a application which operating on the smart phones based on the Android operating system. The service module supports on the voice processing function and inquiry windows also. After some documents and screens related on system analysis, service module are designed and implemented. The details about these modules are explained. We can expect to enhance the learning effects of english words memorizing competence for smart-phone users.

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Design and Implementation of Digital Door Lock by IoT (사물인터넷을 이용한 디지털 도어락, DDiT의 설계 및 구현)

  • Seo, Dae Gyu;Ko, Han Shin;Noh, Yong Deok
    • KIISE Transactions on Computing Practices
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    • v.21 no.3
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    • pp.215-222
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    • 2015
  • In this paper, the Digital DoorLock by Internet of Things (DDiT) is introduced. In order to implement DDiT, an integrated micro-controller platform, Arduino is used to control an existing digital doorlock and an android type smart phone is adopted as a mobile platform. One of the advantages of DDiT is that it can be added to an existing digital doorlock and a smart phone application is used as a digital key. Owing to the smart phone application, several other types of applications could also be made. Therefore, DDiT could be used effectively and conveniently in ordinary homes as well as in high security applications such as in hotels, institutes, and companies.

The Quality Evaluation Model for Mobile RPG (모바일 RPG의 품질평가모델)

  • Kim, Giuhyoung;Lee, Nam-yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.457-460
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    • 2014
  • As to the rapid development of mobile technology, the era of 1-person 1-smart phone has come. Also, the application of smart phone became the part of our life. Especially mobile RPG(Role Playing Game) has the biggest market and the largest number of users. There could be no precise quality assessment result, if quality evaluation model of PC RPG game were applied to the mobile RPG. Thus, it is time to focus on new quality evaluation model for mobile RPG with the great reflection of smart phone attributes. In this paper, based on ISO/IEC 9126, the international standard of software quality, quality evaluation elements for mobile RPG were deducted. Then metrics for validation of elements were redefined and new quality evaluation model was proposed.

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A Smart System for Customer Ordering Management at Offline Stores (오프라인 매장에서 고객 순번 관리를 위한 스마트 시스템)

  • Chung, Myoungbeom
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.925-933
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    • 2018
  • In this paper, we propose a new smart ordering application system for granting the customer numbers. The proposed system assigns sequence number of customers who visit at offline store as using speaker and microphone of smart device. This system has more advantage than the existing ordering system. Because the proposed system does not need any customer information like as phone number or SNS ID, it can protect customer privacy information. In this system, we use high frequency which is inaudible to the human ear as communication signal between speaker and microphone. To confirm performance evaluation, we perform a test with ten smart devices like as iPhone 6, 7, 8, Galaxy s8 and the result shown a success rate of 98.7 percent. Therefore, the proposed system can be useful service technology at the various offline store which need to assign a sequence number for customers, because many customers visit at the store.

Design and Implementation of Document Management System using Near Field Communication (비접촉 근거리 무선통신을 이용한 문서관리 시스템의 설계 및 구현)

  • Kim, Cheolho;Lee, Wooyong;Hwang, Mintae
    • Journal of Korea Multimedia Society
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    • v.17 no.5
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    • pp.613-622
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    • 2014
  • In spite of the convenience and cost-effectiveness of an electronic document management system the paper-type documents still should be stored for a comparison against the original documents. In this paper, for the efficient management of paper documents, we designed and implemented a document management system using smart devices equipped with NFC(Near Field Communication) technology. To implement the proposed system we designed a database for document management and developed an Android application for smart device using Eclipse 3.0 and Java programming. Whenever we touch the smart phone on the NFC tags which are attached to the paper-type documents and document boxes, it is possible to registering, searching and carrying in and out services for documents and boxes. This study provides smart phone users with systematic, economical and convenient paper-type documents management functions, and thus enhances the business efficiency.

The Research and the Development Case of Smart phone based Serious Gamed Application with traditional cultural materials : Focused on the game "Find the wrong picture on Sacheonwang(四天王)" (문화원형을 활용한 모바일 기능성게임 개발에 관한 연구 : 사천왕(四天王)을 틀린그림찾기를 중심으로)

  • Lee, Young-Suk
    • Cartoon and Animation Studies
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    • s.35
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    • pp.271-289
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    • 2014
  • This study produced the serious game based of Sacheonwang for the smart phone. The popularization of smart phone has expanded the contents market. However the game content made of various Korean traditional cultures is just few. According to this problem, it considered Sacheonwang (Dongbang Jigukcheonwang, Bukbang Damuncheonwang, Namban jungcheonwang, Seobang Gwangmokchoenwang) and tried to develop the serious game application of smart phone based on the Korean traditional culture. It modernized the 4 types of Sacheonwang analyzed the characteristics, and it was created to super deformed characters. It suggested the production and development of game using Sacheonwang character and the Buddhist image. This study looked at the contents of the Buddhist and developed the Buddhist civilization and applied on the game contents to extend Korean traditional culture and interact Korean traditional culture. This study, therefore, will develop the Korean traditional characters and the game content using the research of the Buddhist cultural elements.