• Title/Summary/Keyword: mobile Smart Phone

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A Method of Digital Credit Cards Management in Smart-Phone (스마트폰에서의 디지털 신용카드 관리 방법)

  • Lee, Young Gyo;Ahn, Jeong Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.2
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    • pp.67-79
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    • 2012
  • As credit cards are more convenient than cash of heavy and volume, they are used widely in on_line (internet) and off_line in nowadays. A head of the economically active population had 4.8 credit cards in the third quarter 2011. The economically active population in their 20's and 30's may have more than 10 credit cards. If the membership card and point card are included, the count rise to 20 cards in a man. Therefore, the their purse become thick by several cards. Nowadays, the smart-phone is widely used. Therefore, a lot of credit cards are come in smarty-phone from analog form to digital form. In this paper, we study a method of digital credit cards management in smart-phone. For the method, the hardware need in small and existing system have a few change. All kinds of credit cards are used in smarty-phone. We compare the method with Moneta card and NFC of smarty-phone. The digital credit cards feature a light, safety and convenience of mobile users in several ways.

Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.143-149
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    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

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Implementation of FMC Controller to connect IMS Service Networks (IMS 서비스망 연동을 위한 FMC 컨트롤러 구현)

  • Yoo, Seung-Sun;Kim, Sam-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.5
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    • pp.85-90
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    • 2015
  • Work environments within the firm with a concept of mobile office is growing divided into two sections. It's Wi-Fi FMC(Fixed Mobile Convergence) field Which are implemented in a telephone service available from existing fixed-line service in the center of the smart phones and the EMS(Enterprise Mobility Service) field to make people will be able to handle PC the center of the information system within an enterprise using a smart phone instead of terminal facility connects to a system in the workplace and external. This paper developed FMC controller to allow execution IMS(IP Multi-Media Subsystem) services to complement the issues of the FMC corporation, telephony service associated. The controller includes FMC automatic enrollment services, voice quality enhancement of the mobile phone, anywhere within the firm on his mobile phone calls can provide mobility and is also implemented FMC LCR function that use status information from mobile soft-phone within the IP-PBX.

Implementation and Field Test for Smart Hybrid Mobile Broadcasting System

  • Song, Yun-Jeong;Kim, Youngsu;Yun, Jeongil;Lim, HyoungSoo
    • IEIE Transactions on Smart Processing and Computing
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    • v.3 no.5
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    • pp.325-330
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    • 2014
  • The era of convergence is being applied to all areas of Information and Communication Technology (ICT). The convergence of broadcasting service and communication service almost occurs on smart devices including smartphone. The smart hybrid Digital Multimedia Broadcasting (DMB) is a typical example of the convergence of broadcasting and wireless communication service. The hybrid mobile broadcasting service can support seamless video, 3D, high quality, and additional data services based on network connection between the broadcasting and wireless network. The gateway and terminal (including apps on the smartphone) take the role of the main components on the hybrid service. This paper presents the service concept, main components structure, the implementation of gateway and terminals, and field test to the urban areas for the mobile hybrid system.

A Study on the Changing Direction of Korean Education in the Age of the Fourth Industrial Revolution -focusing on Using the Mobile device-

  • Hwang, Shung-Eun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.7
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    • pp.91-97
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    • 2018
  • This study has an ultimate purpose to find some change direction of education in the Korean language education field, that is, in and out of the Korean language classroom keeping up with social changes. Especially, this study will investigate progressive educational ways in terms of not only developing software, but also grafting hardware relating to mobile technologies. For this, this study will classify the cases of teaching and learning happened in and out of Korean language classrooms and to introduce practical ways of education to apply mobile technologies according to the each case. As a concrete method, this paper proposed a change plan of classroom change that incorporates 'Miracast' and 'smart phone' and a change plan out of the classroom using mesh. This study can be meaningful in that the teaching and learning are linked more organically through the smart phone and the education is called 'IoT world' so that both teachers and learners can easily access education.

An On-line Mobile RPG System Development based on Real time (리얼타임기반의 온라인 모바일 RPG 시스템 개발)

  • Kim, Song-Min;Lee, Mal-Rey
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.5
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    • pp.1003-1007
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    • 2009
  • In this paper, we developed a mobile RPG System based on real time. This system includes game engine based on real time, system library, item trade server based on network, and client tools. Also, to make inroads into USA market, we are using smart phone platform based on Microsoft Windows CE.

Development of the UPC-A Barcode Recognition Algorithm for Smartphone Applications (스마트 폰 어플리케이션 적용을 위한 UPC-A Bar code 인식 알고리즘 개발)

  • Lee, Sang-Joon;Lee, Sang-Yong;Lee, Young-Bum;Lee, Myoung-Ho
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.60 no.1
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    • pp.174-183
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    • 2011
  • This paper is about a bar code decoding algorithm developed for smart phone applications. The algorithm consists of bar code data extraction procedure, bar code signal estimation procedure, and bar code decoding procedure. To detect the peak bar code module, a DSTW had been applied because of its outstanding performance in ECG peak detection. In order to minimize errors due to non-uniform light effect, the proposed algorithm was acted as a baseline wandering filter based on module peaks detection. The algorithm had been tested to evaluate the performance under the conditions of blurring, non-uniformed light and white noises. The algorithm had shown excellent performance in reconstruction of bar code decoding, compared to other conventional methods. In order to show the possibility of applying the algorithm to a smart phone, a real UPC-A type 150 bar code pictures obtained from a smart phone camera was applied to the algorithm, achieving the correct recognition rate of 97.33%.

A Study on the Standardization of Information Connection for Transfer Information Service in Transfer Center (환승센터내 환승정보서비스를 위한 정보연계 표준화 연구)

  • Bae, Myeong-Hwan;O, Dong-Seop;Lee, Seung-Hwan;O, Se-Chang
    • Journal of Korean Society of Transportation
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    • v.29 no.5
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    • pp.33-42
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    • 2011
  • As the scale of transfer center becomes gradually large, transfer information service considering convenience of users in motion in a large transfer center is required. This service provides moving users with information through individual portable terminals such as mobile phone or, smart phone which are capable of wireless communication. In particular, technology of measuring indoor location using Wi-Fi is in a stage of commercial practice and indoor/outdoor location-base transfer information service is possible through smart phones with built-in GPS and Wi-Fi. In this study, we suggest information services that support transfer activities based on the locations of visitors inside transfer centers. This study also suggests the logical and physical architectures, and physical components required for the flow of information as well as the target connected standardized information for connecting destinations of each proposed draft standards.

Utilizing Mobile Social Game as a Gamification Advertising Platform (게임화(Gamification)된 광고 플랫폼으로서 모바일 소셜네트워크게임(SNG)의 활용 -모바일 소셜 네트워크 게임(SNG) <레스토랑스타> 사례연구를 중심으로-)

  • Shin, Jiho
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.86-96
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    • 2013
  • This study is about utilizing social game as a gamification advertising platform. Since iPhone released to the world, the smart phone industry has rapidly increased. And the development of the smart phone industry has rapidly increased its rate of users in which it has led to leaping growths of new kind of service such as SNS(Social Network Service), and SNG(Social Network Game). The purpose of this study is predicting the development of advertising industry in smart phone paradigm shift. This study focused on social network game as a gamification advertising platform, and studied on case of which is social network game used as a gamification advertising platform. Finally, this study has developed suggestions for new way of advertising by utilizing Mobile social network game as a gamification advertising platform.

A Study on the Efficient e-Commerce Policies under the Smart Phone Environment (스마트융합환경에서의 전자상거래 정책)

  • Kim, Sun-Bae;Kim, Kyoung-Mook
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.125-133
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    • 2012
  • The volume of electronic banking service via smart phone is expected to increase dramatically under smart convergence environment. Under such circumstances, the effort to establish the mobile electronic banking culture which took a major step forward from the conventional electronic commerce method is essential. It is necessary to standardize the mobile payment infrastructure in order to resolve the initiative conflicts between financial institutions and newly launched non-financial institutions. Furthermore, a domestic and international strategy is required as the number of NFC technology based smart phone transaction business is increased. As various types of business enter the electronic commerce field, efforts to resolve the dissatisfaction of the customers are critical. Additionally, security is one of the significant issue due to the conversation process to open-type operating system. This study surveyed and analyzed the current domestic and foreign status, the problems in Korea, and suggested an effective counterplan and policy, which could be helpful in governments' preparation for electronic commerce policy.