• Title/Summary/Keyword: Smart phone Application

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Turn signal lamp jacket to prevent accident of bicycles

  • Saxena, Tarika
    • Korean Journal of Artificial Intelligence
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    • v.4 no.1
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    • pp.4-7
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    • 2016
  • These days, citizens have made change of food life to take Western style food and to suffer from diabetes because of excessive nutrition taking, less exercise, stress and other environmental factors. They may suffer from diabetes because of genetic defect, surgery of pancreas, disinfection and medicine and others. One of ten Koreans may have symptom of diabetes to be popular. The diabetes that is a kind of metabolic disease has high blood sugar at disorder of hyper insulinism and/or defect of insulin action. Long time high blood sugar may produce chronic disease of kidney, eyes, nerve, heart and blood vessel and others. The purpose of health care of diabetes patient was to reach target blood sugar by diet, physical exercise and medicine and to prevent and delay complication. Diabetes patient shall control blood sugar to keep healthy. The blood sugar control requires time and effort, and all of the patients are difficult to make effort and to spend time. You can control blood sugar by the application. The application allows patients to control blood sugar and to save time and efforts and to make small sized input and automation of remaining area. The service was limited to blood sugar graph, and user carries smart phone to conduct test and to have difficulty. Further study needs to solve the problems and to investigate blood sugar testing not carrying smart phone and to make application of easy control of blood sugar.

Implementation of Application for Vocabulary Learning through Analysis of Users Needs Using Smart Phone (학습자 요구 분석에 따른 스마트폰 어휘 학습용 어플리케이션의 구현)

  • Lee, Ji-Seon;Choi, Jae-Hyuk
    • The Journal of Korean Association of Computer Education
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    • v.15 no.1
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    • pp.43-53
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    • 2012
  • The spread of smartphones, many educational applications have been developed. However, the existing educational applications, learning the simple and uniform, due to the way the needs of learners are given feedback after learning did not reflect the present problem is how. In this paper vocabulary learning applications to implement the existing application using the learners' needs, survey analysis, and analysis results to reflect the learner's motivation to continue the learners to self-built learning objectives according to the stages of learning tailored to the training schedule set up and made a systematic feedback learning vocabulary was designed and implemented applications.

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A Study on Two-Dimensional Analysis with the Acceptance of High-Tech New Product - Focusing on Smart-Phone's Usefulness Expectancy referring to Product and Application - (하이테크 신제품 수용의 2차원 연구 - 스마트폰의 제품과 애플리케이션 유용성 기대를 중심으로-)

  • Lim, Yang Whan
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.3
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    • pp.151-162
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    • 2011
  • This study defined acceptance of high-tech new product as user's active using the product such as utilizing application software rather than purchasing it. As exploring factors to effect on customer's acceptance, usefulness expectancy was examined from product side and application side. When investigating the exogenous variables to influence on usefulness expectancy from the product side, customer's product knowledge and social influences are put forward to support the hypothesis. From the application side, customer's knowledge about the application and its trust are put to explain usefulness expectancy of the application. Smart phone users were good subjects for this study and most hypotheses were tested using structural equation model and the results are followings. First usefulness expectancy of the product and of application significantly effect on customer's intention to use high-tech new product and also usefulness expectancy of the product positively effects on which of the application. Second customer's perceived knowledge about the product and social influences impact usefulness expectancy of the product. But third customer's perceived trust toward application didn't any positive impact usefulness expectancy of the application. Through the result, there will be several implications. First, from both of side; product and application, customer's usefulness expectancy should be satisfied to be successful in high-tech products market. Second, customer should be Ieant about advantages of the product and knowledge about the application as well, and then trigger their usefulness expectancy.

The Analysis of Using an Information Service for Supplying Information in the Rural Amenity Resources by Utilizing a Smart Phone (스마트폰을 활용한 농촌어메니티 자원 정보제공을 위한 정보서비스 이용실태 분석)

  • Son, Ho-Gi;Kim, Sang-Bum;Jo, Lock-Hwan;Choi, Jai-Ung
    • The Korean Journal of Community Living Science
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    • v.22 no.4
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    • pp.579-590
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    • 2011
  • This study focused on developing various application services for smart phones in the rural amenity resources information service. By developing application services for smart phones, this study aims to stimulate rural tourism and increase the rural tourism economy. The main findings of this study revealed that 'information for reports/cultural/recreational facilities, etc', 'maps for rural villages(food, attractions, etc)', 'regional weather information', 'traffic reports for rural villages(public transportation, etc)' and 'introduction of rural experiences (festivals, exhibitions, events, etc)' are preferentially needed as the contents services of the rural amenity resources. Moreover, it has been found that the types of services firstly needed to offer information of rural amenity resources include 'searching the information around me(where I am)', 'wayfinding such as navigation', 'information sharing function with messenger and SNS, etc', 'taking and editing photography', 'searching information of rural villages about festivals, events, etc'. These are the items that can be utilized in developing application services needed by information services of rural amenity resources. It is expected that the future real-time smart phone services for rural amenity resources will be able to reinforce the competitiveness of rural tourism by giving urban dwellers the chance to utilize the customized information whenever they want.

Mobile Healthcare System Based on Bluetooth Medical Device

  • Kim, Jeong-Heon;Lee, Seung-Chul;Lee, Boon-Giin;Chung, Wan-Young
    • Journal of Sensor Science and Technology
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    • v.21 no.4
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    • pp.241-248
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    • 2012
  • Recently healthcare industry such as pharmaceutical, medical device and healthcare service technology is growing significantly. Mobile healthcare has attracted big attention due to IT convergence technology. Paradigm of healthcare has been changed from the 1st generation(communicable disease prevention) and the 2nd generation(treatment of disease due to extended life expectancy) to the 3rd generation(extended life expectancy due to prevention and control). In our study, we suggest the 3rd generation mobile healthcare system using Bluetooth based wearable ECG monitoring system and smart phone technology. The mobile healthcare system consists of wearable shirts with Bluetooth communication module, ECG sensor, battery, and mobile phone. The ECG data is obtained by a miniaturized sensor and the data is transferred to a mobile phone using Bluetooth communication. Then, user can monitor his/her own ECG signal on an application using Android in mobile phone. The Bluetooth communication device is used due to highly reliable data transmission property and the Bluetooth chip is embedded in every mobile phone. The wearable shirts with chest belt of Bluetooth ECG module is designed with a focus on convenience in the daily life of a wearer. The ECG signal evaluation software in Android based mobile phone is developed for the health check and the ECG signal variation is tested according to the activities of the wearer such as walking, climbing stairs, stand up and sit down, and so on.

Development of NFC Mobile Application for Information on Textile Materials (패션소재 정보 전달을 위한 NFC 모바일 어플리케이션 개발)

  • Park, Sohyun;Kim, Jongjun
    • Journal of Fashion Business
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    • v.20 no.1
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    • pp.142-156
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    • 2016
  • Convergence of IT devices and fashion is enabling the industry to take fully different approaches in various areas including product planning, fabric selecting, distributing, and marketing. At the same time, it also transforms the definition of clothing itself. Convergence of IT technologies in the realm of fashion and textiles industries can create a powerful synergy through connection digital devices, such as mobile phone. In this context, this study attempts to suggest how IT technology can be efficiently harnessed through the usage of mobile devices in the planning stage of fashion materials, where the initial production plan of a clothing item is mapped out. This study ultimately aims to enhance the effectiveness of databases on fashion material information by using mobile devices to utilize NFC, an RFID technology having as much revolutionary power as Internet - which can be the convergence between IT and fashion across the software dimensions. To pursue this research, data on fashion material information regarding 200 woven fabric specimens were provided by textile companies. The information includes elements such as its composition, weight, width, yarn, density and sales report. These pieces of information were organized into a database. Drawing on this data, Android-based applications that allow smart phones to read off fabric information from NFC tags were developed for this study using two methods. The system works as follows: 1. NFC tag stickers are attached onto the hangers where 200 fabric samples are hanging. 2. The NFC tag stickers are tagged, or read off from a smart phone that support NFC functions. 3. Upon tagging, the Smart phone swiftly displays all information available on its screen - not only the aforementioned six elements, but also the image of the clothing item from the fabric in its finalized product form, and the video of the model wearing the item - for convenient view. The method harbors immense potential for the fashion industry in general, and will also be useful in those fields inside the industry that harness NFC technology.

The Application for the Protection System of Location-based Information on a Smart-phone Environment (스마트폰 환경에서 개인위치정보 보호시스템 응용방안)

  • Kim, In-Jai;Choi, Jae-Won;Kim, Woon-Yoeng
    • The Journal of Society for e-Business Studies
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    • v.17 no.3
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    • pp.129-147
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    • 2012
  • In this paper, we research on the personal information protection system in smart-phone based on mobile environment. This paper proposes the enhanced personal location privacy mechanism in location-based service environment of a smart phone operating system(iOS, Android) for the relevant regulations on location-based protection and utilization. Also, the result verified that possibility on a self-control mechanism of the personal information protection system's subject in the window platform throughout the experiment. Therefore, this study have drew a method that user positively can cope with a protection of personal location information by having a user's self-control method in the system under development or done by illegal location-based service providers and illegal application developer.

Contents Analysis of Vocabulary Learning Game Application on Smart-Phone and Tablet PC for Young Children's Language Learning (유아 언어학습용 단어게임 애플리케이션 분석)

  • Hyun, Eunja;Yeon, Hyemin;Jang, Juyeon;Lee, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.551-561
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    • 2013
  • The purpose of this study was firstly, to evaluate the contents of vocabulary game applications for young children's language learning. and secondly, to examine whether there is any differences between Korean and English word games in terms of the evaluation score. For this purpose, the word game applications in smart phone and tablet PC were analyzed, which included 30 Korean word games and another 30 English ones. The criteria to evaluate the contents were developed based on Children's Software Evaluation Instrument developed by CTR, the multimedia evaluation standard by Hee Sook Park, Young Joo Lee, and mobile contents evaluation standard by Soo Ui Choi. As a result, the educational value got the highest score whereas the design characteristics area got the lowest score in the whole evaluation analysis. And English word game applications mostly got higher score than Korean versions. The result of this study would suggest the way to evaluate educational game applications in use and to contribute to developing educational game contents aimed at young children's language learning.

Design and Implementation of IoT Middleware Using Data Refinement Scheme based on IETF CoAP (IETF CoAP 기반의 데이터 정제 기법을 이용한 IoT 미들웨어 설계 및 구현)

  • Wang, Jian;SaKong, June;Kwak, Ho-Young;Kim, DoHyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.6
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    • pp.123-128
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    • 2015
  • Recently, a communication protocol for connectivity between various sensors and actuators is issue the key technology in IoT(Internet of Things). IETF(Internet Engineering Task Force) CoAP(Constrained Application Protocol) protocol supports the communication between things like sensors and actuator nodes in a limited environment. Smart-phone will work for the data processing of the sensors and the management of IoT nodes at the next generation communication environment. In this paper, we design the connection for smart-phone and IoT node based using IETF CoAP protocol, and implement the middleware with the proposed data refinement on smart-phone. The middleware detects and eliminates a error data and duplicated data using the proposed data refinement. The proposed data refinement scheme supports to transfer a reliability information in the constrained environment.

Additional location data transmission and Remote-controller App. Development using Smart Phone (스마트폰 기반 부가 위치 데이터 전송 및 Mobile 리모컨 App. 개발에 관한 연구)

  • Lee, JungHoon
    • Journal of Satellite, Information and Communications
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    • v.8 no.2
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    • pp.12-16
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    • 2013
  • In this paper, we proceeded a study about the mobile software applications using smartphone technology. Firstly, we proposed a communication which a position data transmission technique using LED flashlight with built-in smartphone and we develop the application to perform a remote controller for beam-forming communication based on visible light associated with the position of Smartphone user. OOK modulation was applied for transmitting location data via LED backlight flash of smartphone and PD is used for detecting receiving light. In case of remote controller application which was controlled by WiFi IP-networking and it controls LED direction for beam-forming communication. These suggestion can be a good example for ubiquitous position recognition system using smart phone and software.