• 제목/요약/키워드: message display form

검색결과 7건 처리시간 0.029초

안드로이드 기반의 블루투스 디바이스 응용 설계 및 구현 (The Android-based Bluetooth Device Application Design and Implementation)

  • 조효성;이혁준
    • 한국ITS학회 논문지
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    • 제11권1호
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    • pp.72-85
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    • 2012
  • 현재, 차량 내에서 사용하는 대부분의 블루투스 핸즈프리 디바이스는 음성 통화, 발신자 식별번호 표시 및 SMS 메시지 표시 등의 전화 서비스 기능을 제공하고 있지만 인터넷 기반의 텍스트 데이터 디스플레이 기능은 지원하지 않고 있다. 최근 들어 차량에서도 SNS와 같은 인터넷 서비스 이용에 대한 요구가 증가하고 있어, 기존의 핸즈프리 기능 이외에도 인터넷 기반의 텍스트 데이터를 표시하는 기능의 개발이 필요하다. 제안하는 블루투스 디바이스 응용은 SNS 메시지 및 이메일 도착 알림 표시 등의 향상된 기능을 포함하며, 구현 플랫폼으로는 대부분의 SNS 응용 프로그램의 동작이 가능하고 소형 임베디드 디바이스에 탑재가 용이한 안드로이드 플랫폼을 사용한다. 제안하는 블루투스 디바이스와 연결되는 스마트폰 또는 태블릿 PC 역시 안드로이드 플랫폼 기반의 단말기이며, 단말 탑재 기능 모듈인 오디오-텍스트 게이트웨이는 안드로이드 앱 형태로 설계된다. 오디오-텍스트 게이트웨이 앱은 SNS 텍스트 데이터 수신시, 메시지 헤더 정보에서 제목, 발신자 정보 등을 추출하여 텍스트 데이터 형태로 ACL(Asynchronous Connection-Oriented) 링크를 통해 블루투스 디바이스로 전송하여 화면에 표시되도록 한다. 일반적으로 안드로이드 플랫폼에 탑재된 블루투스 핸즈프리 또는 헤드셋 프로파일은 오디오 게이트웨이의 기능만을 포함하고 있기 때문에 안드로이드 기반의 블루투스 디바이스에서는 음성 데이터의 스피커 출력이 불가능하다. 따라서 제안하는 블루투스 디바이스 응용은 블루투스 헤드셋 프로파일에서 일반적으로 사용되는 SCO(Synchronous Connection-Oriented) 링크를 통한 음성 데이터 전송 방식 대신에 ACL 링크를 통한 스트리밍 방식을 적용한다.

도로상 VMS 표출방식별 운전자 유의성 검증에 관한 연구 (A Study on Significance Testing of Driver's Visual Behavior due to the VMS Message Display Forms on the Road)

  • 금기정;손영태;배덕모;손승녀
    • 한국도로학회논문집
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    • 제7권4호
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    • pp.151-162
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    • 2005
  • 도로전광표지(VMS, Variable Message Sign)는 $\lceil$도로의 구조 시설에 관한 규칙$\rfloor$제 38조에 의하여 설치하는 교통관리 시설로서 도로교통의 원활한 소통과 안전을 도모하고 교통사고를 방지하기 위한 사전정보 제공을 위한 부속시설이다. 현재 ITS 산업이 활성화 되여 VMS의 기술적 요소가 발달을 거듭하면서, 보다 질적인 정보제공을 위하여 표출방식을 달리 하여 제공하고자 하는 노력이 여기저기서 시도되고는 있다. 그러나 표출방식별 효과에 대한 검증없이 사용되고 있거나 아직까지는 고정식(Stationary)위주의 표출방식만이 제한적으로 사용되고 있어 그 효과를 백분 활용하지 못하고 있는 것이 사실이다. 이에 본 연구에서는 정보를 인지하고 판단하는 운전자 관점에서 보다 실용적이고 효과적인 정보 전달을 위한 방안의 기초연구로서 인지반응 특성요소를 효과척도로 활용하여 표출방식간 유의성 검증을 실시하였다. 이를 위하여 3D-시뮬레이션을 개발하여 보다 객관적인 비교실험을 수행하였다. 표출방식 간 비교변수로는 VMS의 요구조건이자 운전자 인지특성을 대변할 수 있는 현저성, 판독성, 이해성으로 선정하여, 한 표출방식에 대한 각각에 특성실험을 동시에 수행하였다. 뿐만 아니라 기존의 인지 특성변수로 채택된 판독시간의 실험에 대한 피실험자의 측정오차를 줄이기 위하여 초점기록계(Eye Marker Recorder)를 이용하여 실험함으로서 보다 정량적이면서도 객관적인 판독시간을 측정할 수 있었다. 각각의 측정 변수들에 대한 표출방식간 유의성을 검증하기 위하여 각 변수의 데이터 범주에 맞도록 현저성은 교차분석으로, 판독성과 이해성은 분산분석으로 검토하였다. 그 결과 현저성은 플래쉬>고정식${\neq}>$스크롤 방식 순으로 유의미한 차이를 나타냈으며, 판독성은 고정식과 플래쉬 방식의 차이는 없었고 스크롤 방식의 경우만이 유의미한 차이로 판독시간이 증가함을 알 수 있었다. 또 이해성에 있어서 플래쉬>고정식>스크롤 방식 순으로 나타나 전체의 결과를 종합하여 볼 때 플래쉬 방식의 성능이 우수함을 알 수 있었다.

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오브제를 활용한 패션 하우스의 런웨이 디스플레이에 관한 연구 (A Study on the Runway Displays of Fashion Houses Using Objet)

  • 정민아;간호섭
    • 패션비즈니스
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    • 제24권2호
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    • pp.136-153
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    • 2020
  • In the second half of the twentieth century, fashion shows were a long-standing promotional medium and changed form and styles as times changed. In the past, if a model were on the stage simply to showcase a brand's work, the stage would have been transformed into a more active space, displaying various performances or seasonal themes combined with art. Then in the 2000s, there was an increasing number of instances when the global fashion industry of used figurative objet in organizing a fashion show's stage. In particular, because fashion shows require audience response and satisfaction, producing displays using objet is an effective marketing method. In the early 2000s, many brands were already introducing runway displays using objet, and these cases are expected to increase further in the future. This collection of 23 ready-to-wear models, which constituted the runway display, was by utilizing the objet more than five times from the 485 brands listed in Vogue's runway category. Based on our previous research, we classified the objet expressive characteristics as reproducibility, simplicity, non-artificiality, and fantasy. Among the 207 collections that we analyzed, the collection that utilized objet in its runway display had 170 circuits. Using objet in the runway display leverages visual language which allows one to communicate the season's concept, brand identity, and desired message more easily. Futhermore, it was spatially expressed to create feeling of satisfaction.

식공간의 실용 연출과 예술 연출의 차이 분석 (Analysis of Difference between Utility Presentation and Art Presentation in Food Space)

  • 계수경;유한나
    • 동아시아식생활학회지
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    • 제20권4호
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    • pp.619-627
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    • 2010
  • Finality in presenting table has an important significance. A presentation method in table comes to have different directionality depending on objective and significance such as the appearance of presentation for the substantial use or the appearance of presentation for delivering message. In our life, the utility table came to have value more than what supplies nutrition. Simultaneously with it, the table came to have the significance as a place of communication. What is being indicated in a different form from this is the art table. The table-coordinate starts to occupy a position in one aesthetic sphere, aside from the functional part of having a meal and communication, and is attempting the entry as the art sphere. What two types have been researched and developed so far in the face of having clear difference is limited to the utility presentation. The utility presentation and the art presentation need to be progressed at the same time rather than being separately classified and thought. Pursuit only for utility leads to being unable to proceed with making a new thing. The art table coordinate will be able to function as the new awakening point in the position of proceeding with such table coordinate. When proceeding with maintaining the form of the existing utility table, a client fails to feel fresh. Thus, coming to give new awareness by integrating art will lead to being available effectively for creating another profit. Even the art table can apply the characteristic of the display table among characteristics of the utility table. The display table aims at creating profit through communication between buyer and seller. Thus, even through the art table, both effects called the occurrence in profit and the initiative in trend will be capable of being enjoyed totally. Accordingly, the presentation of two tables in the art table and the utility table has clearly different characteristic. However, given properly using difference in presentation of the two, the best effect will be possibly seen.

페이스북 브랜드 팬 페이지의 경품 이벤트 마케팅 전략에 관한 탐색적 연구 (Exploring Sweepstakes Marketing Strategies in Facebook Brand Fan Pages)

  • 최윤진;전병진;김희웅
    • 한국정보시스템학회지:정보시스템연구
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    • 제26권2호
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    • pp.1-23
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    • 2017
  • Purpose Facebook is a social network service that has the highest number of Monthly Active Users around the world. Hence, marketers have selected Facebook as the most important platform to get customer engagement. With respect to the customer engagement enhancement, the most popular and engaging post type in the Facebook brand fan pages related to what was usually classified as 'sweepstakes'. Sweepstakes refer to a form of gambling where the entire prize may be awarded to the winner. Which makes customers more engaged with the brand. This study aims to explore sweepstakes-oriented social media marketing approaches based on the application of big data analytics. Design/methodology/approach we collect sweepstakes data from each company based on the data crawling from the Facebook brand fan pages. The output of this study explains how companies in each category of FCB grid can design and apply sweepstakes for their social media marketing. Findings The results show that they have one thing in common across the four quadrants of FCB grid. Regardless of the quadrants, most frequently observed type is 'Simple/Quiz or Comments/Quatrains [event type of sweepstakes] + Gifticon [type of reward prize] + Image [type of message display] + No URL [Link toother website] +Single-Gift-Offer [type of reward prize payment]'. So, if the position of the brand is hard to be defined by the FCB grid model, then this general rule can be applied to all types of brands. Also some differences between the quadrants of the FCB grid were observed. This study offers several research implications by analyzing Sweepstakes-oriented social media marketing approaches in Facebook brand fan pages. By using the FCB grid model, this study provides guidance on how companies can design their sweepstakes-oriented social media marketing approaches in the context of Facebook brand fan pages by considering their context.

스마트폰을 이용한 공정관리시스템의 학습연구 (A Learning Study of the Product Control System Using Smartphones)

  • 구민정
    • 한국컴퓨터정보학회논문지
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    • 제16권12호
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    • pp.197-204
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    • 2011
  • 본 논문에서는 스마트폰 기반의 산업현장 공정관리에 대한 학습 App을 연구한 논문으로 공정의 측정치 데이터를 입력하여 관리한계선을 구하고 해당 범위를 벗어나는 이상 원인을 관리하였다. 본 공정관리를 위한 데이터입력 메뉴를 통해 이상 원인의 측정치를 검출하고 지난기록을 조회하도록 하였으며, 학습도구로 사용하기 위해 교육기관의 공지사항을 게시판 형태로 제공하여 정보교류에 도움을 주었다. 또한 본 이론과 사용방법에 대한 메뉴를 추가하였다. 본 공정관리의 결과는 차트로 제공되며, 알람메시지는 색상 심볼로 경고의 레벨에 따라 명확하게 결과를 표시해 주는 UI로 설계하였다. 본 App에 대해 관련학과와 App개발학과에 설문조사를 한 결과 사용의 편의성에 활용도가 있다는 응답이 약 82%, 학습효과 대해 약 90%가 만족한다는 결과를 보였다.

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • 마케팅과학연구
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    • 제18권3호
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    • pp.59-88
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    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

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