• Title/Summary/Keyword: SmartPhone Distribution

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Design and Implementation of Cost-effecive Public Bicycle Sharing System based on IoT and Access Code Distribution (사물 인터넷과 액세스 코드 배포 기반의 경제적인 공공 자전거 공유 시스템의 설계 및 구현)

  • Bajracharya, Larsson;Jeong, Jongmun;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.8
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    • pp.1123-1132
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    • 2018
  • In this paper, we design and implement a public bicycle sharing system based on smart phone application capable of distributing access codes via internet connection. When smartphone user uses the application to request a bicycle unlock code, server receives the request and sends an encrypted code, which is used to unlock the bicycle at the station and the same code is used to return the bicycle. The station's hardware prototypes were built on top of Internet devices such as raspberry pi, arduino, keypad, and motor driver, and smartphone application basically includes shared bike rental and return functionality. It also includes an additional feature of reservation for a certain time period. We tested the implemented system, and found that it is efficient because it shows the average of 3-4 seconds delay. The system can be implemented to manage multiple bikes with a single control box, and as the user can use a smartphone application, this makes the system more cost effective.

The Impact of Education-Orientation on Technology Innovation and Company Outcome : Focusing on Korean Companies in China (기업의 교육지향성이 기술혁신과 기업성과에 미치는 영향 : 대 중국 투자 한국기업을 중심으로)

  • Kim, Jung Hoon;Lim, Young Taek
    • The Journal of Society for e-Business Studies
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    • v.19 no.4
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    • pp.231-249
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    • 2014
  • We define $21^{st}$ century as an amalgamation of globalization and localization, or Glocalization. Additionally, due to the increasing supply of smart phones and wide usage of social networking services, the ability to utilize such global and regional information has increased a coperation's competitiveness in its market, and even the business models have evolved from the conventional "production and distribution" to E-commerce, through which either a direct or a non-direct transaction is possible. My hypothesis is that the ability to adapt to this trend is possible through transfer of learning, and consequently, this will have an impact on company's performance. Thus, this thesis analyzes the mid- to the long-term impact of such ability and environmental factors on the performance and technology innovation of Korean companies in China. Ultimately, this study intends to engender a basic foundation for a corporation's management strategy in China. Finally this research focuses on those Korean companies in China only and on the proof of influential factors' impact on technological innovation and technological innovation's impact on those corporations' future performances. Section I is an abstract and section II, the case examines the uniqueness and current status of Korean companies in China identifies the concept and the definition of influential factors such as education-orientation, technological innovation, and performance, and then scrutinizes each factors through a closer look at their past researches. Section III explains the thesis model, the survey's method and target, the thesis, variable factors, the content, and the method of analysis. In section IV, the thesis is proved based on the outcome of the survey. The result in Section V highlights the high comprehension of technological innovation: both education-orientation and technological innovation prove to have a positive (+) correlation with the performance. The vision on education orientation proves to have a positive (+) influence on technological innovation. The vision on education-orientation and technological innovation prove to have a positive (+) influence individually on company's performance.

Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.

A Study on the Continuous Usage Intention Factors of O2O Service (O2O 서비스의 지속사용의도에 미치는 영향요인 연구)

  • Sung Yong Jung;Jin Soo Kim
    • Information Systems Review
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    • v.20 no.4
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    • pp.1-23
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    • 2018
  • A smart phone has been widely spread around world and makes people enjoy online shopping in any time and any place. Recently it also changes the distribution environment. O2O (Online-to-Offline) service becomes new normal due to its convenience of ease shopping of product and services. O2O service market shows steady and steep growth, It is reported that, however, 80% of the businesses has been discontinued within the first year because of unstable business models, customer dissatisfaction and distrust of service. Therefore, it is very important research issue to find out influential factors promoting continuous usage intention of O2O service. Previous study shows that it only considers online characteristics and lack of analysis about offline characteristics and social impact factors. The purpose of this paper is to find out continuous usage intention factors of O2O services by literature review, case analysis, and empirical test. A comprehensive research model and related hypothesis are developed and tested by using a structural equation, Survey was carried out among users who have used O2O service including payment service for at least once. Finally 611 samples are selected out of total 813 surveys. The result shows that the model is theoretically proved and 12 out of 17 hypotheses are accepted. The contribution of this paper is that it provides a new theoretical research model about continuous usage intention factors as well as practical guidelines about promoting continuous usage and growth strategies of O2O service.