• Title/Summary/Keyword: mobile app

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Study on Establishment of Deoksugung Palace, Tourist Information Services using Augmented Reality(AR) Technology (증강현실(AR) 기술을 이용한 덕수궁 관광안내서비스 구축방안 연구)

  • Oh, Sung-hwan;Kim, Ki-duk
    • Korean Journal of Heritage: History & Science
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    • v.46 no.2
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    • pp.26-45
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    • 2013
  • Sudden increase exceeding 30million in the number of smart phone users, and rising interest in the technology of augmented reality, is now trying to combine it with AR technology in other areas very much. The field of cultural heritage, which has been constructed by the Internet and 3D technology, is not unusual and this field is now rapidly changing thanks to the AR technology which can make users experience cultural heritage with high reality. The Palaces in Seoul, however, use fragmentary tools of information - lack of heritage commentators, leaflet, etc, even though the number of visitors is gradually increasing. Therefore, three-dimensional and comprehensive cultural heritage information service is needed with the guidance in the mobile era. This study utilizes the AR technology for building the Deoksugung Tourist Information Service Application(App.) applying the markerless-based recognition technology which is a more advanced tool than the location-based AR technology. This new AR technology can switch perceived real images such as the tablet of the King in the Palace of in the real world, patterns and pedestals into virtual world, which can reproduce the damaged cultural assets as 3D. This also composes photos of the past with the current buildings, which can increase people's interest and absorption of the contents, and helps them understand and be aware of Korean traditional culture and cultural heritage effectively. In addition, convergence between IT new technology, Augmented Reality(AR) and humanities through storytelling based implementation of cultural heritage in smart phone is attempted to demonstrate that there is strength in which augmented reality technique exerts infinite creativity based on actual reality world.

Factors Influencing Acceptance Resistance of Personal Health Record Apps: Focusing on the Privacy Calculus Model (개인건강기록 앱 수용저항에 영향을 미치는 요인: 프라이버시 계산모형을 중심으로)

  • Sang Ho Kim;Eunkyung Kang;Sung-Byung Yang
    • Information Systems Review
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    • v.25 no.1
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    • pp.165-187
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    • 2023
  • The continuous increase in life expectancy and high interest in health has brought about significant changes in the use of health information by the public according to the development of information technology represented by the Internet and smartphones. As the medical market expands to the mobile health environment, many health-related apps have been created and distributed, but the acceptance rate is slow as it has become challenging to provide services due to various regulations. In this study, perceived value, perceived risk factors (psychological risk, risk of time-loss, legal risk), and perceived benefits (usefulness, interaction, autonomy) were derived and verified as factors that affect the acceptance resistance of personal health record apps based on the privacy calculation model. In addition, by analyzing the moderating effect of trust in the manufacturer, how the perceived risk and perceived benefit affect the perceived value was verified. A survey was conducted on Korean college students who recognized the personal health record apps but did not use them, and 127 samples were analyzed using structural equations. As a result of hypothesis verification, perceived value has a negative effect on acceptance resistance, perceived risk (risk of time-loss) has a negative effect on perceived value, and perceived benefits (usefulness, interaction, autonomy) were found to have a positive effect on perceived value. Trust in manufacturers has weakened the impact of perceived risks (legal risk) on perceived values. This study is expected to play an important role in maintaining a competitive advantage in the personal health record app market environment by identifying and proposing detailed criteria for reducing the acceptance resistance of personal health record apps.

Study on Basic Elements for Smart Content through the Market Status-quo (스마트콘텐츠 현황분석을 통한 기본요소 추출)

  • Kim, Gyoung Sun;Park, Joo Young;Kim, Yi Yeon
    • Korea Science and Art Forum
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    • v.21
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    • pp.31-43
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    • 2015
  • Information and Communications Technology (ICT) is one of the technologies which represent the core value of the creative economy. It has served as a vehicle connecting the existing industry and corporate infrastructure, developing existing products and services and creating new products and services. In addition to the ICT, new devices including big data, mobile gadgets and wearable products are gaining a great attention sending an expectation for a new market-pioneering. Further, Internet of Things (IoT) is helping solidify the ICT-based social development connecting human-to-human, human-to-things and things-to-things. This means that the manufacturing-based hardware development needs to be achieved simultaneously with software development through convergence. The essential element the convergence between hardware and software is OS, for which world's leading companies such as Google and Apple have launched an intense development recognizing the importance of software. Against this backdrop, the status-quo of the software market has been examined for the study of the present report (Korea Evaluation Institute of Industrial Technology: Professional Design Technology Development Project). As a result, the software platform-based Google's android and Apple's iOS are dominant in the global market and late comers are trying to enter the market through various pathways by releasing web-based OS and similar OS to provide a new paradigm to the market. The present study is aimed at finding the way to utilize a smart content by which anyone can be a developer based on OS responding to such as social change, newly defining a smart content to be universally utilized and analyzing the market to deal with a rapid market change. The study method, scope and details are as follows: Literature investigation, Analysis on the app market according to a smart classification system, Trend analysis on the current content market, Identification of five common trends through comparison among the universal definition of smart content, the status-quo of application represented in the app market and content market situation. In conclusion, the smart content market is independent but is expected to develop in the form of a single organic body being connected each other. Therefore, the further classification system and development focus should be made in a way to see the area from multiple perspectives including a social point of view in terms of the existing technology, culture, business and consumers.

Location Management System of Moving Objects to Considering Location of Guardian based on WiFi Technology (보호자의 위치를 고려한 WiFi 기술 기반 이동 객체의 위치 관리 시스템)

  • Kim, Jin-Deog;Kang, Hyo-Woon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.10
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    • pp.2345-2351
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    • 2013
  • LBS(Location Based System) usually uses GPS technology to measure the exact position of the moving object. However, the method of managing location which utilizes the WiFi technology of mobile phone has not been introduced so far. The method of managing moving objects in view of the location of guardian has also not been proposed. In this paper, a new location management system of moving objects which take guardian's location into consideration is proposed. Specifically, the three methods of searching for missing child proposed in this paper are as follows : 1) a method based on an app for smart phone, 2) a method based on control server, 3) a method based on control server and fixed APs. Because the proposed system reflects the location of the guardian, the guardian is able to identify the state of child immediately and the workload can be reduced.

A study on Improvement of BIS System using Bus congestion (버스 혼잡도를 이용한 BIS 시스템 개선방안 연구)

  • Joo, Young-Hwan;Lim, Seung-Cheol
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.6
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    • pp.211-215
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    • 2016
  • In this paper, we utilize a service provided by the existing bus information system. To improve the limitations of the bus information system the information provided to the passenger using the bus. By applying the IoT sensor network system. congestion information of the bus provided to customer. Provides information in addition to the existing bus congestion information to passengers wishing to use public transport from the smartphone app with an existing information system. The bus congestion information in addition to the existing information to passengers who want to use public transport provided in the existing information system and smartphone apps. Prevent accidents that might occur due to congestion in the bus, efficient and convenient way to propose an improved bus information system for public transport. Developed a prototype system using the IOT sensor network verified the proposed method.

Multiple Barcode Watermarking Technique for Improve Robustness and Imperceptibility (강인성과 비지각성 향상을 위한 다중 바코드 워터마킹 기법)

  • Seo, Jung-Hee;Park, Hung-Bog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.9
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    • pp.1723-1729
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    • 2016
  • Digital watermarking is tried to get an optimum tradeoffs between its performance characteristics, robustness, transparency and capacity. This paper is, therefore, suggesting a watermarking technique that builds multiple barcodes in various frequency bands to implement embedded watermarks that is imperceptible and robust against various attacks. Even though a watermark technique with duplicated barcode watermarks embedded in various frequency bands can satisfy robustness as there is high possibility that watermarks embedded in an image remains after various attacks, the duplicated barcode data can weaken imperceptibility. Thus, to satisfy the conflicting characteristic requirements of watermarks, robustness and imperceptibility, different barcode data is embedded in each frequency band. The test shows that ownership authentication with the technique suggested in this thesis does not require specialized hardware, and extracted watermarks can be easily identified through a mobile barcode scanner app, which allows low complexity, low cost and swift identification.

Design of the Web-based Interest-Type Test using Occupational Card (직업카드를 이용한 웹 기반 흥미유형검사 시스템 설계)

  • Kang, Myung-A
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.185-190
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    • 2018
  • In the recent field of education, they open career-related curriculums either as formal curricular programs or extracurricular programs as highlighting value of career education. However, this lecture-based career education has failed to attract students' interest, and results are not satisfactory either. Since then, in order to design entertaining career education, the field has developed diverse tools and as a vocational aptitude testing tool for career development, methods that would use vocational cards were introduced. Today, schools from elementary school to middle and high schools frequently make use of the cards to conduct the vocational aptitude test and yet, as this web-based learning and smartphones are distributed, changes in the testing tool are being intensely demanded. This study aims to create and implement an application to help the vocational cards-using vocational aptitude test targeting students in elementary, middle and high schools to be actually conducted in a mobile platform.

HTML5 Game Engine Mobile Game Development Technique Research -Focused on the Development case using Construct2 Engine- (HTML5 게임 엔진을 이용한 모바일 게임 제작 기법 연구 -Construct2 엔진을 활용한 게임 제작 사례 중심으로-)

  • Lee, Dae Hee;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.183-190
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    • 2015
  • Construct2 Game Engine is development by in United Kingdom production company Scirra. Construct 2 game engine to be used globally, the most excellent technical strength and visibility in the 2D game engine has grown to high engine. The game engine created by the 'Kongbin&Domino'. 'Kongbin&Domino' game, it began commercialization in the Google store and Apple's App Store. It advances the quality evaluation of the case of the production process and the game engine. Researched that can contribute to a better production. In the future, throughout the Research, it is to be contributed to the development of the game industry is conducting research to support the game development process which can be facilitated by the game content creation.

Walking Assistance Device for Prevention of Accidents of Visually Impaired People (시각장애인의 사고예방을 위한 다기능 보행 보조 장치)

  • Sim, Jae-Man;Lee, Hyeong-Wook;Shin, Joo-Yong;Kim, Ki-Won;Han, Young-Oh
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.6
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    • pp.1241-1248
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    • 2019
  • In this paper, an auxiliary device was implemented to help blind people more safely from obstacles or risk factors while walking. The ultrasonic sensors detect obstacles in the front, so that the noise gap and the vibration intensity of the buzzer can be heard differently by distance and angle, and so the situation can be perceived by pedestrians. When the ambient light becomes darker than the light intensity set using the CdS resistance value of the light sensor, the LED automatically turns on, makes it easier for pedestrians to recognize the position of the auxiliary device through buzzer if the pedestrian misses the aid using the gyro sensor's slope. Moreover, the location and situation of the blind were transmitted to the caregiver to check safety and behavior using GPS and Bluetooth.

Study for Android Smartphone's Gallery Thumbnail Forensic Analysis (안드로이드 스마트폰의 갤러리 썸네일(Thumbnail)에 대한 포렌식 분석 방법에 관한 연구)

  • Yun, Daeho;Lee, Sang Jin
    • KIPS Transactions on Computer and Communication Systems
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    • v.6 no.1
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    • pp.31-42
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    • 2017
  • Thumbnail, the small sized graphic file such as JPEG or GIF, serves to help the users to be recognized as a rapidly helps to make it easier recognize while browsing the large sized graphic file. Gallery application, which is installed in a later version of the 4.4.x(Kitkat) Android smartphone records the generated time of graphic file in thumbnail metadata. Thumbnail can be used to draw up the timeline of user action about user's action such as creation, modification, deletion with original graphic file analysis. Also, take advantage of the features thumbnails are stored sequentially in a single thumbcache file, even if the thumbcache is deleted, we can restore the thumbnails. This paper illustrates the feature of thumbnail created by Android OS basic gallery app and methods for utilization in digital forensics.