• Title/Summary/Keyword: internet phone

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Cable/Wireless Integrated Server for WiBro Contents (와이브로 컨텐츠를 위한 유/무선 통합 서버)

  • Kim, Bae-Hyun;Heo, Jin-Kyoung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.5
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    • pp.73-78
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    • 2009
  • We researched economic efficiency and possibility of game portal service based PDA/Smart phone by popularize of next generation portable internet WiBro. PDA/Smart phone are difficult to equal level content service with PC, because of it has low CPU and memory than PC. This paper are implemented paper of integrated server of Cable or Wireless for WiBro contents. In this research, we implemented and show test result of CP killer contents in PDA. It can apply to WiBro portable internet and has required many functions in integrated server for cable or wireless. CP Killer contents for WiBro portable internet is developed by PC server base on Window XP. It can accept next generation wireless LAN, portable internet and ubiquitous issues. We expect activation of commercial use that WiBro contents and server trading.

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Implementation and Application of Internet Videophone System on URC Robot for the 3rd Generation Mobile Phone (3세대이동통신 영상전화서비스와 연동되는 국민로봇(URC) 영상전화 시스템의 구현 및 적용)

  • Ahn, Hee-June;Jung, Sung-Taek;Yoo, Hwan-Soo
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.617-618
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    • 2008
  • The paper describes the design and implementation of full-software videophone module for Korean Government's Ubiquitous Robotic Companion project 2007. The project shows the commercial feasibility of video service, particularly videophone service with 3G WCDMA cellular mobile phone.

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Analysis Influential Factors for Media Selection in Banking Transaction Context (온.오프라인 은행거래를 위한 매체선택 영향 요인)

  • Cho, Nam-Jae;Park, Ki-Ho;Lim, Hae-Kyung
    • Journal of Digital Convergence
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    • v.6 no.3
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    • pp.75-84
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    • 2008
  • The purpose of our this research, based on the Media Selection Theory, the Technology Acceptance Model, and the Social Influence Theory, is to investigate the influential factors that affect media selection in banking transactions. Analyses showed that for location sensitive bank window's and ATMs (automatic teller machines), defined as offline-based transaction channels, convenience was the variable affecting media selection. However, in the case of online media not related to location, (phone banking, internet banking, and mobile banking) reliability was the significant variable influencing use. The findings show that banking organizations may benefit from identifying traits of media affecting use, and should differentiate customer services for competitive advantage.

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Method for transmitting SMS for VoIP service supporting Multi-protocol (멀티프로토콜을 지원하는 VoIP 서비스에서 SMS 전송 방법)

  • Kim, Kwi-Hoon;Lee, Hyun-Woo;Ryu, Won
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.11-14
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    • 2005
  • In this paper, we propose a method for transmitting SMS(Short Message Service) for VoIP(Voice over IP) service supporting multi-protocol. The multi-protocol VoIP under consideration are generally composed of H.323, SIP and MGCP and Most ITSPs(Internet Telephony Service Provider) provide VoIP service with H.323 and SIP now. SMS is killer application in mobile telecom service and many people of various field use that service. For example, user can send many SMS messages and substitute e-mail. Also SMS can be provided with various internet application. Ahn, legacy phone of KT, can use SMS. Therefore VoIP phone also can be required with the same requirement. With the multi-protocol VoIP we will propose several methods sending efficiently SMS. To show the validity of the proposed method some examples are given in which the results can be expected by intuitive observation.

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A Study on Furniture Market of South Korea in New Normal - Focus on Economic Perspectives - (뉴 노멀시대 한국의 가구 시장 연구 - 경제적 관점을 중심으로 -)

  • Jung, Jaenah
    • Journal of the Korea Furniture Society
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    • v.29 no.1
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    • pp.8-17
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    • 2018
  • Economic crisis in 2008 has changed South Korean market including furniture related field. Owing to Subprime Mortgage Crisis, new economic order, in other words, New Normal was established. Low growth rate, low interest, high unemployment rate, high risks, regulation strengthening, and all that sort of negative things have became generalized. South Korean economy has developed drastically since the Korean War, however recent economic crisis and Internet and smart phone have leading roles in shaping new consumption market. In a way, furniture market has expanded despite economic recession. Total service for housing is suited to South Korean consumers and shortened Product Life Cycle induces consumers to buy more furniture. In addition, Internet and smart phone allow people to show off their private spaces to unspecified masses. As a result, consumer prefers inexpensive and expendable furniture. It is certain that furniture market makes quantitative growth, but qualitative sides are questionable. Even though the study is focused on the existent circumstances, It will help to find out the proper ways of future furniture market in South Korea.

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Combining Communications and Tracking: A New Paradigm of Smartphone Games

  • Lee, Soong-Hee
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.2
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    • pp.202-215
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    • 2013
  • The generalization trend of smartphones has brought many smartphone games into daily lives. These games are mainly dependent on the interactions on the display of the phone using finger touches. On the other hand, functions for detecting the positions and actions of the phones such as gyro-sensors have been rapidly developed over the former orientation sensors and acceleration sensors. Though it has become technologically possible to detect the users' motion via the smartphone devices and to use the phone device directly as the game device, it is hard to find the actualized cases. This paper proposes a new paradigm that includes basic frameworks and algorithms for the games combining the motion tracking and mutual communications on the smartphones and presents the details of its implementation and results.

A Review of Mobile Data Traffic Explosion according to Digital Convergence and Action Plans of Network Operator (디지털 컨버전스 활성화에 따른 모바일 데이터 트래픽 증가 현황에 대한 고찰 및 대응 방안 모색)

  • Park, Bok-Nyong;Moon, Tae-Hee;Kwack, Jun-Yeung;Kwon, June-Hyuk
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.9 no.4
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    • pp.131-140
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    • 2010
  • Recently, mobile wireless data traffic has been dramatically increased due to not only the popularization of digital convergence devices including smart phone, Net-book, and Tablet PC, but also the vitalization of wireless Internet related eco-systems such as AppStore. In addition, it is expected that a tremendous increase in mobile data is caused by the release of unlimited mobile data plans (flat-fee). In order to deal with such mobile data traffic explosion, it is necessary that network operators should make efforts to offload wireless data traffic. This paper reviews the condition of mobile wireless data traffic in domestic and international telecommunication industry and looks for various action plans to overcome the difficulty of network operators.

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Implementation of TCP-Friendly Internet Video Phone (TCP-Friendly Internet Video Phone의 구현)

  • 이소현;최태욱;박성호;강정구;정기동
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.04a
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    • pp.433-435
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    • 2001
  • 인터넷상에서 화상전화를 구현할 경우, 대용량의 멀티미디어 데이터의 전송은 네트웍 congestion의 원인이 될 수 있다. 이러한 congestion이 일어날 경우, congestion avoidance 알고리즘을 적용하는 TCP 데이터는 스스로 전송률을 줄이게 되므로, congestion 정책을 사용하지 않는 UDP 패킷과 같은 데이터와 함께 전송될 경우, TCP 데이터에 불리하게 된다. 이때, UDP 패킷 데이터에 TCP와 유사한 방법의 congestion avoidance 알고리즘을 적용하여 이를 해결할 수 있는데, 이것은 TCP-friendly Adaptation 알고리즘이다. 본 논문에서는 인터넷 화상전화의 구현에 대해 기술하고 인터넷 환경에서 화성전화를 사용할 때에 congestion을 control 하기 위해서, 그 출력 대역폭을 네트웍 상태에 따라 TCP와 유사한 방식으로 조절하는 TCP-friendly Adaptation 알고리즘을 적용한다.

Development of iPod Game Using Cocos2d Engine (Cocos2d 엔진을 사용한 아이팟 게임의 개발)

  • Kim, Jong-Wun;Joo, Bok-Gyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.2
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    • pp.31-38
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    • 2010
  • By the recent success of the iPhone and the App Store, software developers from all over the world challenge to list their applications on the App Store and sell them worldwide. And major mobile companies in Korea are following the Apple by opening open markets to distribute software products running on their mobile devices. In this paper, we describe the development of an action game for iPod 'Hexa-Samkukgi'. The game is developed using Cocos2d engine.

Study on gesture recognition based on IIDTW algorithm

  • Tian, Pei;Chen, Guozhen;Li, Nianfeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.12
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    • pp.6063-6079
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    • 2019
  • When the length of sampling data sequence is too large, the method of gesture recognition based on traditional Dynamic Time Warping (DTW) algorithm will lead to too long calculation time, and the accuracy of recognition result is not high.Support vector machine (SVM) has some shortcomings in precision, Edit Distance on Real Sequences(EDR) algorithm does not guarantee that noise suppression will not suppress effective data.A new method based on Improved Interpolation Dynamic Time Warping (IIDTW)algorithm is proposed to improve the efficiency of gesture recognition and the accuracy of gesture recognition. The results show that the computational efficiency of IIDTW algorithm is more than twice that of SVM-DTW algorithm, the error acceptance rate is FAR reduced by 0.01%, and the error rejection rate FRR is reduced by 0.5%.Gesture recognition based on IIDTW algorithm can achieve better recognition status. If it is applied to unlock mobile phone, it is expected to become a new generation of unlock mode.