• Title/Summary/Keyword: mobile contents

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Development of an Item Based Learning System In Mobile Environment (모바일 환경에서 문제은행에 기반한 학습 시스템의 개발)

  • Jang Moo-Soo;Song Hee-Heon;Kang Oh-Han
    • Journal of Korea Society of Industrial Information Systems
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    • v.9 no.3
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    • pp.46-54
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    • 2004
  • As a consequence of expansion in information technology, various services continually have been provided us through the internet in these days. Since the beginning of the mobile service, contents for its service actively have been developing now; there fore, the existing internet service system is gradually changing into the wireless mobile service system. However, mobile service now in use is mostly for entertainment such as bell sound, game and so on. The existing contents are very insufficient to satisfy the education. In this thesis, we have developed new mobile contents that are combined with Item Pool System. Students can connect to the learning contents by using the mobile device in anywhere and anytime in order to promote the efficiency of study.

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Device Description Repository System Based on DDR Simple API

  • Cho, Yong-Soon;Lee, Young-Il;Jung, Hoe-Kyung
    • Journal of information and communication convergence engineering
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    • v.7 no.2
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    • pp.203-208
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    • 2009
  • Recently, improved capabilities of the mobile device is represented in a demand for same level services with the desktop device services but the service that is developed for desktop device is not compatible with mobile devices. To fulfill these demands, it is needed to provide services with considering features of mobile devices. This means that CP(Contents Provider) must do contents transformation in order to make suitable contents on mobile device. For managing some information that is required to do contents transformation, we need the DDR(Device Description Repository) which can store and search a variety of device information to grasp the constraints on the mobile device as compared with desktop devices. Also, defining standard API is required to offer a service regardless of platforms. Hereupon W3C(World Wide Web Consortium) introduced DDR Simple API. However that specifies the limited functions of DDR, which is inevitable to be added for more precise search services. In this paper, we expanded DDR Simple API and implemented DDR that supports DDL(Device Description Language) conversion and storing and searching device information.

A Study on the factors on use diversity or usage of mobile video services (모바일 동영상 서비스 사용다양성과 사용정도에 영향을 미치는 요인 연구)

  • Kim, Min-Jeong
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.389-396
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    • 2016
  • This study analyzes factors that influence use diversity or usage of mobile video services. This study conducts multiple regression analysis to draw the major factors that affect use diversity or usage of mobile video services. The major findings of this study are as follows. First, IPTV membership status, DMB watching status, and TV contents broadcasting status affect the use diversity of mobile video services. Second, TV contents broadcasting status and video streaming quality affect the usage of mobile video services. This study provides some implications that TV contents broadcasting is a core element in mobile video services. The future research is discussed.

A study on the System for the Mobile electronic account (모바일 기반의 디지털콘텐츠 사례 전자장부시스템에 관한 연구)

  • Song Eun-Jee
    • Journal of Digital Contents Society
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    • v.6 no.1
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    • pp.19-24
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    • 2005
  • Mobile service is able to offer the elastic service to anyone regardless of the place and the tin. With this characteristics, the ubiquitous service could be also provided even to the place which the access was limited with the existing line service, which could improve the mutual connection and could result in the service extension Mobile communication companies, which realized the limit of sale only by telephone conversation, have made an effort to develop wireless internet with concentration as its alternation. Especially concentrating their effort both to the development of distinctive and various contents and to tin development of system for mobile service such as the mobile banking, mobile game and etc., they have done their best to secure the number of the people using the wireless internet. This study is to propose the electronic account system based on the mobile as a case study of contents production for such a mobile service. This system has its advantage to perform the financial management immediately when the income and outcome happen without limitation of the time and space. The information could be stored, searched and modified by using of the mobile phone for this system was made up for the weak point of the financial management for wired internet.

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Design and Implementation of Embedded Linux-based Personal Mobile Broadcasting Service (임베디드 리눅스 기반의 개인 모바일 방송국 서비스 설계 및 구현)

  • Kim, Do-Hyung;Kim, Sun-Ja;Lee, Cheol-Hoon
    • The KIPS Transactions:PartD
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    • v.16D no.3
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    • pp.441-450
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    • 2009
  • This paper describes the design and implementation of Personal Mobile Broadcasting Service which bases on embedded Linux and it supports personal broadcasting in wireless network environments. Recently, with the advent of various wireless networks and the increased use of high performance mobile devices, the demand for personal mobile broadcasting is being increased. The personal mobile broadcasting service makes it possible that mobile users create contents using their own mobile devices while they are moving or they are in any place. And then, it sends the created contents to server in real-time where their blogs are. Users connected to the content creator's blog can play the contents in real-time. With the implemented personal mobile broadcasting service, mobile users can share multimedia contents in real-time through wireless networks. And, it also helps users to construct their own broadcasting stations where they can broadcast the scene of the accident or public performance in real-time.

Controlling Position of Virtual Reality Contents with Mouth-Wind and Acceleration Sensor

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.57-63
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    • 2019
  • In this paper, we propose a new framework to control VR(Virtual reality) contents in real time using user's mouth-wind and acceleration sensor of mobile device. In VR, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. We propose a new interface technology that can interact with VR contents in real time using user's mouth-wind method with acceleration sensor. The direction of the mouth-wind is determined using the angle and position between the user and the mobile device, and the control position is adjusted using the acceleration sensor of the mobile device. Noise included in the size of the mouth wind is refined using a simple average filter. In order to demonstrate the superiority of the proposed technology, we show the result of interacting with contents in game and simulation in real time by applying control position and mouth-wind external force to the game.

A Study on Consumer Problems in the Contents of mobile game - Focused on analyzing the bulletin board on the mobile game sites - (모바일게임 콘덴츠 관련 소비자문제에 관한 연구 -모바일게임사이트의 게시판 분석을 중심으로-)

  • Park, Mi-Hye;Kang, Lee-Ju
    • Korean Journal of Human Ecology
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    • v.14 no.4
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    • pp.577-592
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    • 2005
  • This study analyzes the comsumer complaints that are listed on bulletin board (or Q & A page) of mobile game sites in order to search for comsumer problems in the contents of mobile games. This analysis includes 3,664 cases of complaints on 17 mobile game sites. The finding indicates that they can be categorized into 10 types of complaints: game errors, how to play, game quality, game capacity, fee inquiry, excessive fees, lack of information, refund, unfulfilment of promises, game support. The problems with the game itself account for 54.8% of total complaints, and unsatisfaction from game fees and others take up 25.5% and 19.7% respectively. Therefore, we suggest that first, the quality of mobile games and consumer education be improved, second, information about game fees be provided to consumers more sufficiently in a proper manner, and lastly pertinent regulations on consumer damages compensation and adhesion contracts be established.

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Design and Implementation of A Mobile Content Conversion System using J2ME MIDP (J2ME MIDP를 이용한 모바일 컨텐츠 변환 시스템 설계 및 구현)

  • Kim Suk-Hun;Sung Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.5
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    • pp.934-941
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    • 2006
  • Mobile machines displayed many problems in environment of Mobile data nin. So each Mobile companies made each emulator and API. As the result, CP Company had to support not special integrated service but each one tested and developed to each emulator for all Mobile companies. Those kinds of problems had caused the necessity of Mobile contents conversion system. In this theses, it presents the way to reduce huge expense by embodying contents conversion system that can convert each different contents to suitable one at each company and either how to not only improve reciprocal processing ability of data, but only to reduce expenses and efforts for development of public data and softness of program by using XML documents in environment of Mobile data service.

Accumulation, Mobility, and Availability of Copper and Zinc in Plastic Film House Soils Using Speciation Analysis (종 분석을 이용한 시설재배지 토양 구리와 아연의 집적, 이동성 및 유효성 평가)

  • Kim, Rog-Young;Sung, Jwa-Kyung;Lee, Ju-Young;Lee, Ye-Jin;Jung, Sug-Jae;Lee, Jong-Sik;Jang, Byoung-Choon
    • Korean Journal of Soil Science and Fertilizer
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    • v.43 no.6
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    • pp.937-944
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    • 2010
  • Cu and Zn can be accumulated in plastic film house soils by long-term application of livestock manure or compost. The mobility and bioavailability of Cu and Zn accumulated in soils are strongly influenced by their chemical or geochemical species in soils. In order to assess the accumulation, mobility, and bioavailability of Cu and Zn in plastic film house soils, we determined their geochemical species using a sequential extraction, grouped into three pods: the total pool, the potentially mobil pool, and the mobil pool. Total contents of Cu and Zn, ranged from 14.9 to 53.1 mg $kg^{-1}$ for Cu and from 55.4 to 169 mg $kg^{-1}$ for Zn, lied by far below the soil contamination standards, but exhibited little accumulation compared with their geogenic concentrations. Mobile contents of Cu and Zn and their percentage of total contents were strongly affected by soil pH in addition to total contents and soil organic matter. Mobile contents of Cu, ranged from <0.01 to 1.71 mg $kg^{-1}$, showed their minimum between pH 5.0 and 6.0 and increased above pH 6.0 to 8.0. In contrast, mobile contents of Zn, varied from <0.01 to 12.4 mg $kg^{-1}$, showed their minimum above pH 7.0 and increased strongly with decreasing pH below 5.5~6.0. Potentially mobile and total contents of Cu and Zn rose with ascending soil organic matter. To assess ecological and toxic effects of Cu and Zn in soils, mobile and potentially mobile contents, as bioavailable and potentially bioavailable pools, should be considered more important than total contents.

A Technical Movement of Mobile Platform (모바일 플랫폼의 개술 동향)

  • Lee Jin-Wook;Choi Min-Kyu;Kim Tae-Hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.452-457
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    • 2005
  • It is the mobile platform that has held important position in wireless internet contents service using mobile phone terminal so far. There have been a variety of mobile platforms developed by several mobile service providers for their purpose and convenience. In this paper, in addition to the merits and demerits analysis and comparison between each platform, the WIPI is introduced and reviewed as a Korean standard wireless internet platform in terms of technology.

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