• Title/Summary/Keyword: cross-platform

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Cross-Platform Mobile System for Social Applications (소셜 응용을 위한 크로스-플랫폼 모바일 시스템)

  • Kim, Kwang-Sup;Kang, Sang-Gu;Kim, Nam-Yun;Hwang, Ki-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.193-198
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    • 2011
  • As smartphone use has been steadily growing over the past year, social networking on the mobile phones appears to be increasing. In this paper, we propose a cross-platform mobile architecture for supporting social applications. The key design objectives for developing the proposed system include: 1) providing personalized data through filtering information which is supplied by various social applications, 2) providing a cross-platform architecture for adapting various smartphones such as Apple iPhone and Google android. We verified system design by implementing a smartphone application which displays the filtered pictures from social network services such as Flickr and Picasa.

Improvement and Evaluation of the Korean Large Vocabulary Continuous Speech Recognition Platform (ECHOS) (한국어 음성인식 플랫폼(ECHOS)의 개선 및 평가)

  • Kwon, Suk-Bong;Yun, Sung-Rack;Jang, Gyu-Cheol;Kim, Yong-Rae;Kim, Bong-Wan;Kim, Hoi-Rin;Yoo, Chang-Dong;Lee, Yong-Ju;Kwon, Oh-Wook
    • MALSORI
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    • no.59
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    • pp.53-68
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    • 2006
  • We report the evaluation results of the Korean speech recognition platform called ECHOS. The platform has an object-oriented and reusable architecture so that researchers can easily evaluate their own algorithms. The platform has all intrinsic modules to build a large vocabulary speech recognizer: Noise reduction, end-point detection, feature extraction, hidden Markov model (HMM)-based acoustic modeling, cross-word modeling, n-gram language modeling, n-best search, word graph generation, and Korean-specific language processing. The platform supports both lexical search trees and finite-state networks. It performs word-dependent n-best search with bigram in the forward search stage, and rescores the lattice with trigram in the backward stage. In an 8000-word continuous speech recognition task, the platform with a lexical tree increases 40% of word errors but decreases 50% of recognition time compared to the HTK platform with flat lexicon. ECHOS reduces 40% of recognition errors through incorporation of cross-word modeling. With the number of Gaussian mixtures increasing to 16, it yields word accuracy comparable to the previous lexical tree-based platform, Julius.

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Distribution of Mobile Apps Considering Cross-Platform Development Frameworks in Android Environment (안드로이드 환경에서 크로스 플랫폼 개발 프레임워크에 따른 모바일 앱 분포)

  • Kim, Gyoosik;Jeon, Soyeon;Cho, Seong-je
    • Journal of Software Assessment and Valuation
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    • v.15 no.1
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    • pp.11-24
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    • 2019
  • Using cross-platform development frameworks, mobile app developers can easily implement mobile apps for multiple platforms in one step. The frameworks also provides adversaries with the ability to write malicious code once, and then run it anywhere for other platforms. In this paper, we analyze the ratio of benign and malicious apps written by cross-platform development frameworks for Android apps collected from AndroZoo's site. The analysis results show that the percentage of benign apps written in the frameworks continues to increase, accounting for 45% of all benign apps in 2018. The percentage of malicious apps written in the frameworks accounted for 25% of all malicious apps in 2015, but that percentage has declined since then. This study provides useful information to make a suitable choice when app developers face several challenges in cross platform app development.

A Study on the Complementation of Play Differences by Platform in Cross-Platform PVP (크로스 플랫폼 PVP의 플랫폼 별 플레이 차이 보완에 관한 연구)

  • Eun-Ju Ko;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.129-132
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    • 2023
  • 본 논문은 다양한 플랫폼에서 동일 계정으로 호환이 가능한 게임들이 늘어나고 있는 추세이다. 크로스 플랫폼을 이용하는 다양한 계층의 유저 유입을 만들어 내기 위해서 플랫폼 간의 호환 차이를 줄이는 것은 필수적이다. 플랫폼에 따른 플레이 차이는 크게 UI, 조작 밸런스 시스템 등에서 찾아 볼 수 있으며, 이를 해결하기 위해서 플랫폼에 따라 UI 디자인 재배치, 조작 차이를 줄이기 위한 밸런스 시스템 추가, 다른 플랫폼 사이의 경재 제한 등이 필수적으로 더 나은 방향에 대해서 제시해본다.

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Fully Adaptive Feedforward Feedback Synchronized Tracking Control for Stewart Platform Systems

  • Zhao, Dongya;Li, Shaoyuan;Gao, Feng
    • International Journal of Control, Automation, and Systems
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    • v.6 no.5
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    • pp.689-701
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    • 2008
  • In this paper, a fully adaptive feedforward feedback synchronized tracking control approach is developed for precision tracking control of 6 degree of freedom (6DOF) Stewart Platform. The proposed controller is designed in decentralized form for implementation simplicity. Interconnections among different subsystems and gravity effect are eliminated by the feedforward control action. Feedback control action guarantees the stability of the system. The gains of the proposed controller can be updated on line without requiring any prior knowledge of Stewart Platform manipulator. Thus the control approach is claimed to be fully adaptive. By employing cross-coupling error technology, the proposed approach can guarantee both of position error and synchronization error converge to zero asymptotically. Because the actuators work in synchronous manner, the tracking performances are improved. The corresponding stability analysis is also presented in this paper. Finally, simulation is demonstrated to verify the effectiveness of the proposed approach.

A Cross-Layer Based Per-Application Mobility Management Platform (Cross-layer 기반 응용 별 이동성 관리를 위한 플랫폼)

  • Chang, Moon-Jeong;Lee, Mee-Jeong
    • Journal of KIISE:Information Networking
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    • v.35 no.1
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    • pp.11-20
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    • 2008
  • An inevitable trend in the next generation wireless network environments is coexistence of different wireless access networks in a complementary, manner. In addition, mobile devices equipped with multiple air interfaces simultaneously executing diverse applications have been emerging, In such network environment, It is required that a solution for mobile users to seamlessly roam between different access networks as well as to satisfy QoS requirements of each application by efficiently utilizing coexisting various wireless access networks. In this paper, therefore, we propose a mobility management platform based on per-application end-to-end mobility management and cross-layer handover controls. Four core functional modules composing the proposed platform for end user devices are defined: Monitoring Agents, Profile Database, Decision Engine, and IP Agent. We show through simulations that the presented platform provides an improved QoS as it selectively utilizes the best available networks.

Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.27-36
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    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

Design and Development of Implementation of augment reality application with support cross-platform (크로스 플랫폼을 지원하는 증강현실 구현 앱의 설계 및 개발)

  • Jo, Jae-ik;Jeon, Je-eung;Bae, Dong-hyeun;Yoon, Hyeon-su;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.438-440
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    • 2017
  • In this research, we design and develop an app that can be run on multiple platforms and easily realize augmented reality. It works on PC and mobile (Android, iOS) in cross platform and users want to lower the barriers to entry of augmented reality by allowing users to select the marker to be augmented reality coordinates and the model to be implemented within the app. The app consists of Unity 3D engine and ARToolkit, an open source augmented reality SDK. Unity 3D integrates UI, markers and objects, and is used as the main engine for cross-platform development. This paper presents the design and production method of the augmented reality application and explains the use examples.

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CTIS: Cross-platform Tester Interface Software for Memory Semiconductor (메모리 반도체 검사 장비 인터페이스를 위한 크로스플랫폼 소프트웨어 기술)

  • Kim, Dong Su;Kang, Dong Hyun;Lee, Eun Seok;Lee, Kyu Sung;Eom, Young Ik
    • KIISE Transactions on Computing Practices
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    • v.21 no.10
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    • pp.645-650
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    • 2015
  • Tester Interface Software (TIS) provides all software functions that are necessary for a testing device to perform the test process on a memory semiconductor package from the time the device is put into the test equipment until the device is discharged from the equipment. TIS should perform the same work over all types of equipment regardless of their tester models. However, TIS has been developed and managed independently of the tester models because there are various equipment and computer models that are used in the test process. Therefore, more maintenance, time and cost are required for development, which adversely affects the quality of the software, and the problem becomes more serious when the new tester model is introduced. In this paper, we propose the Cross-platform Tester Interface Software (CTIS) framework, which can be integrated and operated on heterogeneous equipment and OSs.

Platform Labor and Shadow Work of Platform Workers: Examining their Effects on Job Burnout and Turnover Intention (플랫폼 노동자의 플랫폼노동과 그림자노동: 직무소진 및 이직의도와의 관계 검증)

  • Park, Sang Cheol
    • The Journal of Information Systems
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    • v.32 no.2
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    • pp.25-43
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    • 2023
  • Purpose In online delivery platforms, platform workers are required to perform both platform labor, which is compensated with immediate wages, and shadow work which is a kind of unpaid job to support the platform labor. Thus, the objective of this study is to empirically examine how platform workers' platform labor and shadow work affect their job burnout and their turnover intention in the online delivery platform context. Design/methodology/approach This study developed a research model by employing platform labor and shadow work to influence job burnout and turnover intention. This study also tested the model by partial least square techniques after collecting 169 cross-sectional data from food delivery riders in Korea. Findings This study found that both platform labor and shadow work affected platform workers' job burnout. In addition, the results showed that shadow work influenced their turnover intention while platform labor did not affect the turnover intention. Based on the results, this study contributed to relevant researchers who are interested in platform contexts by offering measurable constructs on platform labor and shadow work. In addition, this study could provide practitioners with practical implications on managing platform workers.