• Title/Summary/Keyword: mobile contents

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Implementation of Educational Contents for Korean Listening of Foreigners (외국인을 위한 한국어 듣기교육용 콘텐츠의 구현)

  • Song, Jong-Yoon;Moon, Sang-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.556-558
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    • 2010
  • Most of the domestic educational mobile contents are concentrated on learning foreign languages like English and it's common to provide contents with mobile cellphone under partnership between mobile and education companies. In recently, the trend is that the mobile platform of educational contents is changing according to development of various smart phones like I-phone and Google-phone. In this paper, so, we implement listening contents for Korean education to support learning Korean as foreign language effectively. In detail, we implement the operation of contents based on android OS of Google open-type platform of smart phone.

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Study on Characteristics of Users for the Mobile Educational Game Contents (모바일 에듀 게임 콘텐츠에 대한 사용자의 특성 연구)

  • Ahn, Kyung-Whan;Hwang, Myung-Cheol
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.333-340
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    • 2009
  • In the era of Web 2.0, the digital contents are becoming major cultural subjects and the scope and added value of digital content technology industry keep increasing. In order to prevent thoughtless expansion of consumption oriented contents to the multimedia motion picture generation and promote the contents industry in educational, industrial or cultural aspect, educational contents should be specialized as strategic products with increased educational and entertaining meaning. As a result, this study analyzed characteristics of users regarding how educational game contents are distributed to consumers by both male and female group. Then, it extracted development factors for expansion of educational games and presented direction to educational game contents development by using educational games according to changes in users in order to secure mobile flat form contents for effective learning.

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Developing a Mobile Tutorial Tools Using 3D Modeling Technology on Tooth Carving for Dentistry (3D모델링 기술을 활용한 모바일 튜토리얼 방식의 치아카빙 실습지원도구 개발)

  • Park, Jong-Tae;Park, Sa-Beom;Lee, Jeong Eun
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.546-557
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    • 2016
  • Tooth carving practice is required for novice learners in dentistry to understand dental morphology and acquire clinically underlying skills. Tooth carving practice is more effective when sequential models can be observed. The purpose of this study is to suggest a tooth carving practice model and to develop a mobile practice supporting tool based on tutorial providing 3D modeling information about steps of tooth carving. As a result, tooth carving practice model consists of the class activity including tooth information lecture and practice and mobile seamless learning connecting learners' practice and regular learning with the mobile tutorial tool. The mobile tutorial tool is implemented with tooth morphology dictionary, tooth carving practice/training tutorial, and 3D tooth modeling. The experts' evaluation on the developed contents shows that the content and function are valid(content validity: 5.0, interface validity: 4.53). Therefore, the mobile tutorial tool is suitable for supporting mobile seamless learning for tooth carving practice. Further researches are expected to be conducted to develop instructional models utilizing ICT and mobile contents in dentistry.

Adaptive Image Converting for More Efficient Mobile Web Service (모바일 웹 서비스를 효율적으로 제공하기 위한 적응적 이미지 변환 기법)

  • Sim, Kun-Ho;Ko, Hee-Ae;Kim, Jong-Keun;Zhao, Mei-Hua;Lim, Yung-Hwan
    • Journal of Internet Computing and Services
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    • v.12 no.2
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    • pp.37-46
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    • 2011
  • The importance of data service with mobile is becoming more and more significant with the development of wireless network. However, due to the several type of mobile devices and contents, there is a problem that mobile contents should be edited according to the features of the mobile devices and the service providers. Fortunately, there is some solutions that convert mobile contents automatically according to mobile operator. Nevertheless, it has some issues that the response time of content service is delayed when converting mobile contents in real-time. In this paper, we propose an image cache replacement algorithm for minizing the volume of the real-time image transformation. Also, using both of the pre-conversion method and the real-time conversion method to improve storage space and response time.

Consideration Points for Mobile Conversion of Game Contents (게임콘텐츠의 모바일화 과정에서의 고려사항들)

  • Ryu, Seuc-Ho;Han, Jong-Sung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.130-136
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    • 2008
  • With the rapid development of information technologies, various types of game devices have been created. Moreover, the game contents are once created, they can be easily reused on several other devies without depending on their platform or media, which phenomena is so called as one source multi use (OSMU). Especially young gamers are good at not only playing the famous computer games but also good at using and utilizing the brand new and the latest mobile devices, they might be the major consumers in the area of mobile games in the near future. This paper discusses and proposes several points to be considered when a conventional computer game to be transformed into a mobile game. Since the points suggested are very useful when the conventional game is to be ported to the mobile devices of inferior performance, it is expected that more profits could be achieved in the market of mobile game with less investment and effort.

The determinants of increasing privacy concerns in the mobile apps

  • Baek, Young-Mi;Ohk, Kyung-Young
    • International Journal of Contents
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    • v.8 no.2
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    • pp.43-51
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    • 2012
  • This study identifies the determinants of increasing privacy concerns in the mobile apps. The privacy affecting factors will be divided into the 3 categories on the basis of both users' and developers' perspective. First, this study explores whether the users' seeking value affects concern of the mobile apps privacy. Second, gender gap on the mobile privacy sensitivity will be tested. Third, this study identifies the meaning of apps developers' providing toolkit in the users' sensitivity on the privacy. The result showed that innovation among the customer's characteristics was identified the most significant factor to affect the mobile app privacy sensitivity. Ethical norm related variables (ethical identity, subjective norm and utilitarian value) were also identified as the meaningful variables in the mobile app privacy. Toolkits provided by app developers are also appeared a significant variable to affect the customer's app privacy sensitivity negatively. Finally gender also appears the meaningful factor in the mobile app privacy sensitivity.

A Study of the HTML5-based Mobile Order Communication System

  • Ahn, Yoon-Ae;Cho, Han-Jin
    • International Journal of Contents
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    • v.9 no.1
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    • pp.11-17
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    • 2013
  • Recently, online real-time web accessible mobile devices such as smartphones, tablet PCs and application services have been developing rapidly. Hospitals also need to adopt an efficient information system that can provide decent medical services under mobile computing environments to complete future medical services. This study proposes a system in which a doctor can examine a patient and make out a prescription in a ward on a real-time based on the current Order Communication Systems (OCSs) through mobile interfaces. The proposed system implements mobile web pages using HTML5, instead of a mobile app. Web processing speed can be enhanced using the web socket and web storage functions of HTML5.

A Content-based Pocket Switched Networks Routing Scheme for Mobile Data Offloading (모바일 데이터 오프로딩을 위한 콘텐츠 기반 Pocket 교환 네트워크 라우팅 기법)

  • Cabacas, Regin;Park, Hong-keun;Lee, Kisong;Ra, In-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.33-34
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    • 2015
  • Continuous improvements of network infrastructures and mobile data offloading strategies are among the solutions of cellular providers to cope with the increase in mobile data demand. These options requires a lot of cost and time to implement. Few researches have been conducted to assess the applicability of Pocket Switched Network (PSN) to support mobile data offloading. In this paper, we present a PSN mobile data-offloading scheme that utilizes mobile users with available connectivity to deliver content-aware data to other mobile users. This paper also aims to evaluate the applicability and feasibility of PSN routing schemes to improve the current strategies in mobile data offloading. The simulation results show admirable results in terms of message delivery and latency.

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Multicast Routing and Cost Model with Source Mobility in Mobile IPv6 Networks (Mobile IPv6망에서 소스 이동성을 갖는 멀티캐스트 라우팅 및 비용모델)

  • Park Byoung-Seob
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.197-203
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    • 2004
  • In mobile network, the maintenance o( host grouping or the multicast delivery tree for multicasting algorithm becomes a major issues. In this paper, we explore the issues of mobile Multicast scheme using Mobile-IPv6, and addresses case when a mobile host is a source as well as a recipient of a given multicast operation using MLD(Multicast Listener Discovery) scheme, and the proposed MLD-based multicasting protocol asks its HA(Home Agent) to stop forwarding multicast for group using tunneling. We examine and compare our model to existing approaches by proposed cost model, and observe an improved ferformacne.

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Empirical Study on Factors Influencing Customer Loyalty in Mobile Games (모바일게임의 고객 충성도 영향요인에 관한 실증 연구)

  • Lee, Seok-In
    • The Journal of the Korea Contents Association
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    • v.6 no.10
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    • pp.99-106
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    • 2006
  • In recent years, the market for mobile games has become the most important part in the mobile content industry. The purpose of this study are to identify a causality between flow and customer loyalty in mobile games and to identify the factors by which flow is influenced. Mobile game players were surveyed and the data were statistically analyzed empirically. Empirical results indicate that four independent variables such as game design, challenge, skill and feedback have impacts on the flow. And customer loyalty is significantly influenced by the flow. Based upon the statistical results, some useful guidelines for mobile game development and market penetration strategies are also provided.

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