• Title/Summary/Keyword: Smartphone SoC

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Computer Programming Education using App Inventor for Android (안드로이드 앱 인벤터를 활용한 컴퓨터 프로그래밍 교육)

  • Kim, Byungho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.467-472
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    • 2013
  • Many people are showing interest on computing and computer programming ever as much as the smartphone become more popular. Computer programming languages, however, like Java or C++ being used to teach freshmen in computer science-related majors as the first programming language they will study are so difficult to understand. In this paper, we proposed a short-term curriculum for teaching computer programming using App Inventor for Android to freshmen students major in computer science as the first programming language they will study, which can encourage their interest in computer programming. According to survey from students participated in actual teaching, we found that the proposed curriculum can contribute to increase their interest on computer programming and even self-confidence on development of applications for smarphone.

Implementation of Multiplatform Game Application for Decorating The Lab (다중 플랫폼용 실습실 꾸미기 게임 앱 구현)

  • Rho, Wonbin;Won, Moonsook;Lee, Jihye;Ko, Eunbyul;Lee, Jongwoo
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.197-207
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    • 2014
  • Many people are now enjoying mobile games using various smartphone platforms. However, we have to develop games separately for each smart device platforms so far. Cocos2d-x, a game development framework is released to solve this problem. As a multiplatform version of the existing Cocos2d, Cocos2d-x can make one source code run on various platforms. It is an open software that is able to be used by everyone, and when using it, mobile games can be developed easily based on C++ and OpenGL. In this paper, we implemented a PC laboratory decorating game application, named ILove501, using Cocos2d-x. The 501 is a room number of our PC lab. ILove501 includes an educational feature of solving quizzes in order to highlight positive effects of game. For implementation of a multiplatform game, ILove501 was developed in Windows and iOS environment at the same time, and we verified the results of the execution by porting on a variety of devices such as Android, iPhone, iPad and Galaxy Tab.

Self-Organizing Middleware Platform Based on Overlay Network for Real-Time Transmission of Mobile Patients Vital Signal Stream (이동 환자 생체신호의 실시간 전달을 위한 오버레이 네트워크 기반 자율군집형 미들웨어 플랫폼)

  • Kang, Ho-Young;Jeong, Seol-Young;Ahn, Cheol-Soo;Park, Yu-Jin;Kang, Soon-Ju
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.7
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    • pp.630-642
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    • 2013
  • To transmit vital signal stream of mobile patients remotely, it requires mobility of patient and watcher, sensing function of patient's abnormal symptom and self-organizing service binding of related computing resources. In the existing relative researches, the vital signal stream is transmitted as a centralized approach which exposure the single point of failure itself and incur data traffic to central server although it is localized service. Self-organizing middleware platform based on heterogenous overlay network is a middleware platform which can transmit real-time data from sensor device(including vital signal measure devices) to Smartphone, TV, PC and external system through overlay network applied self-organizing mechanism. It can transmit and save vital signal stream from sensor device autonomically without arbitration of management server and several receiving devices can simultaneously receive and display through interaction of nodes in real-time.

VRS-based Precision Positioning using Civilian GPS Code Measurements (가상기준점 기반 코드신호를 이용한 정밀 측위)

  • Bae, Tae-Suk
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.29 no.2
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    • pp.201-208
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    • 2011
  • With the increase in the number of smartphone users, precise 3D positional information is required by various applications. The positioning accuracy using civilian single-frequency pseudoranges is at the level of 10 m or so, but most applications these days are asking for a sub-meter level Therefore, instead of an absolute positioning technique, the VRS-based differential approach is applied along with the correction of the double-differenced (DD) residual errors using FKP (Flachen-Korrektur-Parameter). The VRS (Virual Reference Station) is located close to the rover, and the measurements are generated by correcting the geometrical distance to those of the master reference station. Since the unmodeled errors are generally proportional to the length of the baselines, the correction parameters are estimated by fitting a plane to the DD pseudorange errors of the CORS network. The DD positioning accuracy using 24 hours of C/A code measurements provides the RMS errors of 37 cm, 28 cm for latitudinal and longitudinal direction, respectively, and 76 cm for height. The accuracy of the horizontal components is within ${\pm}0.5m$ for about 90% of total epochs, and in particular the biases are significantly decreased to the level of 2-3 cm due to the network-based error modeling. Consequently, it is possible to consistently achieve a sub-meter level accuracy from the single-frequency pseudoranges using the VRS and double-differenced error modeling.

Performance Evaluation of VoIP Secure Communication Protocols based on SIP in Mobile Environment (모바일 환경에서 적용 가능한 SIP기반 인터넷전화(VoIP) 보안 통신 프로토콜 성능 평가)

  • Yoon, Seok-Ung;Jung, Hyun-Cheol;Che, Xuemei;Chu, Gyeong-Ho;Park, Han;Baek, Jae-Jong;Song, Joo-Seok;Yoo, Hyeong-Seon
    • The KIPS Transactions:PartC
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    • v.18C no.3
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    • pp.143-150
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    • 2011
  • The adoption of VoIP is continuously increasing in public institutions, private enterprises and households due to cheaper cost and various supplementary services. Also, it is expected to spread widely the use of VoIP in mobile environment through the increasing use of smartphone. With the growing concern over the incidents of VoIP service while the VoIP service has become increasingly. Especially eavesdropping, it is possible to invade user privacy and drain the secret of company. So, it is important to adopt the protocols for VoIP secure communication. VoIP security protocols are already adopted in public institutions, but it is not adopted in private enterprises and households. In addition, it is necessary to verify whether the VoIP security protocol could be adopted or not in mobile VoIP due to its limited computing power. This paper compared the VoIP security protocol under fixed network and mobile network through performance evaluation. Finally, we found that it is possible to adopt the VoIP security protocols in mobile network.

Critical Success Factor of Noble Payment System: Multiple Case Studies (새로운 결제서비스의 성공요인: 다중사례연구)

  • Park, Arum;Lee, Kyoung Jun
    • Journal of Intelligence and Information Systems
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    • v.20 no.4
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    • pp.59-87
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    • 2014
  • In MIS field, the researches on payment services are focused on adoption factors of payment service using behavior theories such as TRA(Theory of Reasoned Action), TAM(Technology Acceptance Model), and TPB (Theory of Planned Behavior). The previous researches presented various adoption factors according to types of payment service, nations, culture and so on even though adoption factors of identical payment service were presented differently by researchers. The payment service industry relatively has strong path dependency to the existing payment methods so that the research results on the identical payment service are different due to payment culture of nation. This paper aims to suggest a successful adoption factor of noble payment service regardless of nation's culture and characteristics of payment and prove it. In previous researches, common adoption factors of payment service are convenience, ease of use, security, convenience, speed etc. But real cases prove the fact that adoption factors that the previous researches present are not always critical to success to penetrate a market. For example, PayByPhone, NFC based parking payment service, successfully has penetrated to early market and grown. In contrast, Google Wallet service failed to be adopted to users despite NFC based payment method which provides convenience, security, ease of use. As shown in upper case, there remains an unexplained aspect. Therefore, the present research question emerged from the question: "What is the more essential and fundamental factor that should takes precedence over factors such as provides convenience, security, ease of use for successful penetration to market". With these cases, this paper analyzes four cases predicted on the following hypothesis and demonstrates it. "To successfully penetrate a market and sustainably grow, new payment service should find non-customer of the existing payment service and provide noble payment method so that they can use payment method". We give plausible explanations for the hypothesis using multiple case studies. Diners club, Danal, PayPal, Square were selected as a typical and successful cases in each category of payment service. The discussion on cases is primarily non-customer analysis that noble payment service targets on to find the most crucial factor in the early market, we does not attempt to consider factors for business growth. We clarified three-tier non-customer of the payment method that new payment service targets on and elaborated how new payment service satisfy them. In case of credit card, this payment service target first tier of non-customer who can't pay for because they don't have any cash temporarily but they have regular income. So credit card provides an opportunity which they can do economic activities by delaying the date of payment. In a result of wireless phone payment's case study, this service targets on second of non-customer who can't use online payment because they concern about security or have to take a complex process and learn how to use online payment method. Therefore, wireless phone payment provides very convenient payment method. Especially, it made group of young pay for a little money without a credit card. Case study result of PayPal, online payment service, shows that it targets on second tier of non-customer who reject to use online payment service because of concern about sensitive information leaks such as passwords and credit card details. Accordingly, PayPal service allows users to pay online without a provision of sensitive information. Final Square case result, Mobile POS -based payment service, also shows that it targets on second tier of non-customer who can't individually transact offline because of cash's shortness. Hence, Square provides dongle which function as POS by putting dongle in earphone terminal. As a result, four cases made non-customer their customer so that they could penetrate early market and had been extended their market share. Consequently, all cases supported the hypothesis and it is highly probable according to 'analytic generation' that case study methodology suggests. We present for judging the quality of research designs the following. Construct validity, internal validity, external validity, reliability are common to all social science methods, these have been summarized in numerous textbooks(Yin, 2014). In case study methodology, these also have served as a framework for assessing a large group of case studies (Gibbert, Ruigrok & Wicki, 2008). Construct validity is to identify correct operational measures for the concepts being studied. To satisfy construct validity, we use multiple sources of evidence such as the academic journals, magazine and articles etc. Internal validity is to seek to establish a causal relationship, whereby certain conditions are believed to lead to other conditions, as distinguished from spurious relationships. To satisfy internal validity, we do explanation building through four cases analysis. External validity is to define the domain to which a study's findings can be generalized. To satisfy this, replication logic in multiple case studies is used. Reliability is to demonstrate that the operations of a study -such as the data collection procedures- can be repeated, with the same results. To satisfy this, we use case study protocol. In Korea, the competition among stakeholders over mobile payment industry is intensifying. Not only main three Telecom Companies but also Smartphone companies and service provider like KakaoTalk announced that they would enter into mobile payment industry. Mobile payment industry is getting competitive. But it doesn't still have momentum effect notwithstanding positive presumptions that will grow very fast. Mobile payment services are categorized into various technology based payment service such as IC mobile card and Application payment service of cloud based, NFC, sound wave, BLE(Bluetooth Low Energy), Biometric recognition technology etc. Especially, mobile payment service is discontinuous innovations that users should change their behavior and noble infrastructure should be installed. These require users to learn how to use it and cause infra-installation cost to shopkeepers. Additionally, payment industry has the strong path dependency. In spite of these obstacles, mobile payment service which should provide dramatically improved value as a products and service of discontinuous innovations is focusing on convenience and security, convenience and so on. We suggest the following to success mobile payment service. First, non-customers of the existing payment service need to be identified. Second, needs of them should be taken. Then, noble payment service provides non-customer who can't pay by the previous payment method to payment method. In conclusion, mobile payment service can create new market and will result in extension of payment market.