• Title/Summary/Keyword: digital device

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A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents - (클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 -)

  • Doo, Ill Chul;Baek, Jae Yong;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.181-195
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    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.

Interface Modeling for Digital Device Control According to Disability Type in Web

  • Park, Joo Hyun;Lee, Jongwoo;Lim, Soon-Bum
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.249-256
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    • 2020
  • Learning methods using various assistive and smart devices have been developed to enable independent learning of the disabled. Pointer control is the most important consideration for the disabled when controlling a device and the contents of an existing graphical user interface (GUI) environment; however, difficulties can be encountered when using a pointer, depending on the disability type; Although there are individual differences depending on the blind, low vision, and upper limb disability, problems arise in the accuracy of object selection and execution in common. A multimodal interface pilot solution is presented that enables people with various disability types to control web interactions more easily. First, we classify web interaction types using digital devices and derive essential web interactions among them. Second, to solve problems that occur when performing web interactions considering the disability type, the necessary technology according to the characteristics of each disability type is presented. Finally, a pilot solution for the multimodal interface for each disability type is proposed. We identified three disability types and developed solutions for each type. We developed a remote-control operation voice interface for blind people and a voice output interface applying the selective focusing technique for low-vision people. Finally, we developed a gaze-tracking and voice-command interface for GUI operations for people with upper-limb disability.

Development of a Real-Time Simulation Algorithm of HTS Power Cable using HTS Wire (고온초전도선을 이용한 초전도전력케이블의 실시간 시뮬레이션 알고리즘 개발)

  • Kim Jae-Ho;Park Min-Won;Cho Jeon-Wook;Sim Ki-Deok;Yu In-Keun
    • Progress in Superconductivity and Cryogenics
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    • v.8 no.3
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    • pp.54-58
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    • 2006
  • In this paper, authors developed a real-time simulation algorithm for the power device application of HTS(High Temperature Superconducting) wire by using Real Time Digital Simulator(RTDS). At present, in order to extend the power capacity of some area where has a serious problem of power quality. especially metropolitan complex city, there are so many problems such as right of way for power line routes. space for downtown substations. and the environmental protection, etc. HTS technology can be useful to overcome this problem. Recently, according to the advanced HTS technology, the power application is being researched well. Simulation is required for safety before installation of HTS power cable, a fabrication model used at the power system simulation. This paper describes a real time digital simulation method for the application of HTS wire to power device. For the simulation analysis, test sample of HTS wire was actually manufactured. And the transient phenomenon of the HTS wire was analysed in the simulated utility power grid. This simulation method is the world first trial in order to obtain much better information for installation of HTS power device into a utility network.

The Effect of Personal Characteristics on Use Outcomes of Smart Device : Moderating Effects of Mobile Divide (개인의 특성이 스마트 디바이스 이용성과에 미치는 영향 : 모바일 정보격차 조절효과를 중심으로)

  • Seol, Joongho;Yu, Dengsheng;Lim, Gyoo Gun
    • Journal of Information Technology Services
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    • v.17 no.2
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    • pp.17-33
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    • 2018
  • The purpose of this study is to verify the moderating effect of mobile divide on the relationship between individual characteristics and the use outcomes of smart device. Data was collected through a survey for periods from May 12, 2017, to May 17, 2017. As a result of multiple regression analysis based on collected data, self-efficacy, information seeking desire and culture capital have a positive effect on the use outcomes of smart device. To examine the moderating effect of mobile divide, we conducted a hierarchical regression analysis by calculating the interaction variables of the independent variable and the mobile literacy. As a result of the analysis, it was found that mobile literacy has negative moderating effect between self-efficacy and the use outcomes of smart device. The results of this study can be interpreted as the higher the self-efficacy and information desire for ICT technology users are. In addition, it can be interpreted that the smart device is convenient in the cultural activities of individuals, and therefore, it is highly utilized. Next, among those who have excellent mobile use ability, those who have high confidence in ICT technology can be interpreted as having low utilization because they recognize that the benefits provided by smart devices are familiar and natural. The results of this study confirm that the digital divide problem in the smart environment is influenced by individual characteristics as well as demographic variables. Therefore, we expect the government to set appropriate policies considering the characteristics of individuals.

Error Correction of Real-time Situation Recognition using Smart Device (스마트 기기를 이용한 실시간 상황인식의 오차 보정)

  • Kim, Tae Ho;Suh, Dong Hyeok;Yoon, Shin Sook;Ryu, KeunHo
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1779-1785
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    • 2018
  • In this paper, we propose an error correction method to improve the accuracy of human activity recognition using sensor event data obtained by smart devices such as wearable and smartphone. In the context awareness through the smart device, errors inevitably occur in sensing the necessary context information due to the characteristics of the device, which degrades the prediction performance. In order to solve this problem, we apply Kalman filter's error correction algorithm to compensate the signal values obtained from 3-axis acceleration sensor of smart device. As a result, it was possible to effectively eliminate the error generated in the process of the data which is detected and reported by the 3-axis acceleration sensor constituting the time series data through the Kalman filter. It is expected that this research will improve the performance of the real-time context-aware system to be developed in the future.

Different of Physical Activity Using Visual Stimulation Smart Device on Children's Athletic Ability and Attention Concentration (시각자극 스마트기기를 활용한 체육활동에 따른 유아의 운동능력과 주의 집중력의 차이)

  • Lim, DONG-HO;LEE, SO-MI
    • Journal of Digital Convergence
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    • v.16 no.2
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    • pp.415-420
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    • 2018
  • The purpose of this study was to examine the effects of physical activity using visual stimulation smart devices on the athletic performance and attention - The conclusion is as follows. The physical activity using visual stimulation smart device was applied to the infant. The pre - and post - experiment results showed that the infants of the experimental group were higher than those of the control group. Specifically, the ability of the infant to participate in physical activity using the visual stimulation smart device was improved by sit-up bending and centering ability. Also, physical activity using visual stimulation smart device helped to improve attention of infants. In other words, it was confirmed that information and communication technology (ICT) and physical activity affect both physical and cognitive development of infants. Therefore, in order to improve the athletic ability and concentration of children more effectively, it is possible to maximize the educational effect by teaching the contents using various contents that can motivate the infant rather than the same teaching method.

An Explanatory Study on Factors Affecting the Purchase of Smart Device Game Applications in the framework of Contents Characteristic Factors (콘텐츠 특성요인에 따른 스마트기기 게임 앱 구매결정에 관한 탐색적 연구)

  • Lee, Jungmann;Park, Boyoung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.353-361
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    • 2013
  • In this study, to analyze the factors affecting the purchase of smart device applications, research model based on AHP(Analytic Hierarchy Process) model was employed and derived consumers' priorities of smart device game applications in the framework of contents characteristic factors. Survey was conducted with 10 experts who are involved in the smart game industry. The empirical result showed that the most important purchasing factor was story(0.217). And fame(0.171), graphics(0.134), operability(0.111), information(0.093), difficulty(0.085), speed(0.068), characters(0.053), price(0.042), genre(0.028) are presented in order in terms of the importance. The order of consumers' preferences to smart device game application was RPG, Tycoon, action, simulation, sports/leisure, quiz/puzzle/board, etc. gamble. It suggested that under the environment of smart devices consumers could enjoy not only simple puzzle and board game but also complicated and difficult games such as RPG and tycoon game due to the development of smart devices.

The Influence of Health Apps Efficacy, Satisfaction and Continued Use Intention on Wearable Device Adoption: A Convergence Perspective (헬스 앱의 효능감과 만족도, 지속적 사용의도가 웨어러블 기기의 수용에 미치는 효과: 융복합적 관점)

  • Park, Dong-Jin;Choi, Joung-Hwa;Kim, Do-Jin
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.137-145
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    • 2015
  • Mobile's health care and diagnostic capabilities are accepted as the most innovative sectors, and the combination with wearable device is being predicted as the future's most promising industries. However, the level of consumer acceptance and utilization is still insufficient compared to the development of technology. This study explores the use intention of wearable device based on previous studies about health apps. In particular, health-related use efficacy of the app, app use intention and app satisfaction are analyzed through a structural equation model. The use of health-related apps revealed that there is a statistically significant relationship with the use of the wearable device. The results suggest that the importance of app use efficacy, satisfaction, apps use should be considered for the successful diffusion of wearable health devices.

A System of Authentication and Security threat solution for N-screen services (N-스크린을 위한 인증 및 보안 위협 해결 시스템)

  • Hwang, Deuk-Young;Moon, Jeong-Kyung;Kim, Jin-Mook
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.775-781
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    • 2013
  • N-screen is a Service that can be provide for One Service Multi Device. If the network is changed or if the device is changed after authentication the device fits seamlessly send footage. Security threats that occur here have a problem with user authentication. In this paper proposes available in a multi-device the authentication system. Homomorphic Encryption Algorithm of authentication scheme used. Among the authentication mechanism that already exists is a simple and lightweight authentication mechanism. In addition, N-screen service that uses multiple devices is simple authentication process of the device. Review the results of proposed authentication protocol, encryption algorithm to process a small storage capacity and is easy to work in low processor. And was suitable for use with multiple devices.

The Intention of Using Wearable Devices: Based on Modified Technology Acceptance Model (웨어러블 디바이스 사용의도에 관한 실증 연구: 수정된 기술수용모델을 중심으로)

  • Jeong, Jee-Yeon;Roh, Tae-Woo
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.205-212
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    • 2017
  • This study examined the factors affecting the intention to use the wearable device consumers and the factors that have positive effects on the intention to use the wearable device or the consumers who have not yet used the wearable device. The purpose of this study was to examine the perceived usefulness, perceived usefulness, consumer individuality (individual innovation, self-efficacy, subjective norm) and wearable device characteristics (aesthetics, compatibility) of technology acceptance model (TAM). The results of the analysis are as follows. This study focused on the effect of consumers on the intention to use. (TPB) and Davis (1989) proposed technology acceptance model which is applied to various fields to predict the intention to use as it is proved validity and usefulness as a theory explaining various social behaviors. TAM) in order to examine the intention to use. In addition, we added consumer characteristics and variables related to product characteristics of wearable devices, which have not been studied much in previous studies.