• Title/Summary/Keyword: mobile contents adaptation

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A New Mobile Content Adaptation Based on Content Provider-Specified Web Clipping (컨텐츠 제공자 지정 웹 클리핑 방식의 이동 인터넷 컨텐츠 변환)

  • Yang, Seo-Min;Lee, Hyuk-Joon
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.35-44
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    • 2004
  • Web contents created for desktop screens give rise to problems when they are to be displayed on the small screens of mobile terminals. While in some cases some of the objects of a page may not be displayable due to the lack of browser capability, the entire page may not be displayable due to the incompatibility with the browser in other cases. In this paper, we introduce a new mobile content adaptation approach based on web clipping, which transforms an original page into one that is optimally displayed on a mobile terminal. In this method, a source page is automatically clipped and transformed according to the clip specification made by the content provider using a clip editing tool. The clip editing tool allows the user to specify group clips, multi-level cups and dynamic clips as well as simple clips, and the presentation layout through a graphic user interface. Based on the clip specifications, each clip is transformed into an intermediate meta-language document, which in turn is transformed into a presentation page in the target markup language. Transcoding of image objects in major image file formats is also supported.

The Adaptive Multimedia Contents Service Method to Reduce Delay of MN in HMIPv6 (HMIPv6에서 MN의 지연을 최소화하는 멀티미디어 컨텐츠 서비스 방법)

  • Park, Won-Gil;Kang, Eui-Sun
    • The KIPS Transactions:PartB
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    • v.15B no.6
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    • pp.585-594
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    • 2008
  • The issues that we should consider in the process of providing mobile web service using a mobile device are seamless service and QoS-guaranteed service. HMIPv6 has MAP because of improving packet loss and transmission delay due to disconnection. However, a load is concentrated on HMIPv6 because of receiving and delivering packet for MN. Owing to this, real time data fails to be processed quickly, and also adaptive mobile service is required for QoS guaranteed service. However, this method demands the response time cost of contents service owing to the hardware differences of various devices. Therefore, we improve the process performance of real time data by applying a queue in MAP for seamless service in this paper. For decreasing response time cost, we propose mobile web service method which has reusable cache of contents using the elements of contents. The result of a numerical formula and simulation shows that our proposed method is superior under various system conditions.

Video Adaptation Model for User-Centric Contents Delivery in Mobile Computing (모바일 환경에서 맞춤형 콘텐츠 전달을 위한 비디오 적응성 모델)

  • Kim, Svetlana;Yoon, Yong-Ik
    • The KIPS Transactions:PartA
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    • v.16A no.5
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    • pp.389-394
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    • 2009
  • Lately the usage of multimedia equipment with small LCD displays is rapidly increasing. Although many people use devices like this, videos intended for TV or HDTV are sent to these mobile devices. Therefore cases where it is hard for the user to view the desired scenes are growing more frequent. Currently, most services simply reduce the size of the content to fit the screen when they offer it for mobile devices. However, especially with sports broadcasts, there are many areas that cannot be seen very well because it was simply reduced in size. We therefore consider this weakness and are researching how to let the user choose an area of interest and then sending it to the user in a way that fits the device. In this paper, we address the problem of video delivery and personalization. For the delivered video content, we suggest the UP-SAM User Personalized Context-Aware Service Adaptation Middleware) model that uses the video content description and MPEG-21 multimedia framework.

Functional Analysis and Design of Touch User Interface in Mobile Game (모바일게임 터치사용자인터페이스(TUI)의 기능적 분석 및 설계)

  • Kim, Mi-Jin;Yoon, Jin-Hong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.138-146
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    • 2010
  • Currently mobile phones possess the new features including the control interface provided with an ease, an intuition, and a variety and the display ensured for wide area. Mobile phones mounted with the touch screen release actively due to such strengths. This is the mega trend of the development of the latest mobile game. Mobile games set to the past keypad input system have changed for adaptation in the input environment and the progressive development. Consequently it is necessary to research for 'Touch User Interface(TUI)' of mobile games fixed into input environment by "Touch screen". This study have concreted the application method of touch game through the comparison analysis with the past game and implemented touch mobile game based on usability for ten touch mobile game titles released from the inside and outside of the country in oder to apply the touch interface fixed in the game to the hand-hold device with the function of touch interface. The result of this study have two implications. First it enhances the playability and diversity of game genre restricted by reason of the limitation of the past keypad input device. Second, it utilizes the basis for the standard of the interface of the touch mobile game by genre.

The Effects of MMORPG User's Stress Coping Strategies on Continued Use Intention Through Self-Control and Behavioral Adaptation (MMORPG 이용자의 스트레스 대처전략이 자기통제감과 행동적 적응을 통해 지속적인 게임 이용의도에 미치는 영향)

  • Lee, Ji-Hyeon;Kim, Han-Ku
    • The Journal of Information Systems
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    • v.29 no.3
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    • pp.53-75
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    • 2020
  • Purpose Despite the continued rise in the popularity of mobile MMORPGs, the previous studies mainly focused on negative results of playing MMORPG such as violence and game addiction. In addition, previous studies that verified game play motives were not enough to explain user's fundamental motives for MMORPG play. To verify the positive role of playing MMORPG, this study focused on stress coping strategies on continued play MMORPG, and divided factors into two dimensions: escapism and coping with system. The purpose of this study is to comprehensively identify the discriminatory effects of each factor on users' self-control, and the effect of self-constrol and behavioral adapatation on continued use intention for MMORPG. Design/methodology/approach This study was designed to examine the structural relationships among MMORPG users' escapism, system coping, self-control, behavioral adaptation and continued use intention for MMORPG. Findings The results from this study are as follow. First, the participants' effect-based escapism had a positive impact on self-control, whereas cause-based escapism had a negative impact on self-control. Next, proactive coping and reactive coping for system problem had a positive impact on self-control. In addition, Self-control had a positive impact on behavioral adaptation and continued use intention for MMORPG. Lastly, the behavioral adaptation to MMORPG had a positive impact continued use intention. The results of our study can suggest the positive effects of coping strategy on users' self-control and behavioral adaptation by applying the theory of both escapism and coping with system. Based on our results, game companies should develop contents that can gratify users' coping motives and enhance self-control and behavioral adaptation.

A User Adaptive Mobile Commerce Support System (개인 적응형 모바일 전자상거래 지원 시스템)

  • Lee Eunseok;Jang Sera
    • Journal of KIISE:Computing Practices and Letters
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    • v.11 no.2
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    • pp.180-191
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    • 2005
  • The rapid growth of mobile communication technology has provided the expansion of mobile internet services, particularly mobile commerce takes much weight among them. Even though current mobile commerce service has serious problems which check its development, such as limited contents, expensive charge system and hardware restriction of mobile device, it is strongly expected as one of the next generation Internet services. In this paper, we summarize the problems like above and provide some total solution to meet them as follows: a function for automatic gathering of product information on online Internet and automatic translation it to data for mobile commerce, a middlelet application which provides functions for product search and order on the mobile device through off-line processing, and a function of user adaptive recommendation. We have actually designed and implemented the proposed system and verified the functions and effectiveness of the system.

Mobile Proxy Architecture and Its Practice: Mobile Multimedia Collaboration System (모바일 기기를 위한 프록시 구조와 모바일 멀티미디어 협업 시스템 적용예)

  • Oh, Sang-Yoon
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.7
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    • pp.123-132
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    • 2009
  • The perforrnance and portability of mobile applications can be greatly increased by adopting proxy modiles which exists between the conventional system and the device. When mobile devices collaborate with the conventional computers, there are problems to address: a battery life problem, limited input and output methods, and intermittent wireless connection. Those issues are magnified in the multimedia collaboration environment since it works in a real-time condition and the size of the message in the system is big in many cases. Additionally, because multimedia collaboration system softwares are too heavy and complex for mobile devices, it is veη hard to integrate them with conventional systems. In this paper, we describe our design and its implementation of a novel approach to map events (i.e. messages) using a proxy for mobile applications. We adopt a proxy to provide a content adaptation (i.e. transcoding) where the message contents are customized. Also, we design a mobile version publish/subscribe system to provide communication service for mobile device in loosely coupled and flexible manner. We present our empirical results which show that our design can be efficiently implemented and integrated with a conventional multimedia collaboration system.

QARA: Quality-Aware Rate Adaptation for Scalable Video Multicast in Multi-Rate Wireless LANs (다중 전송율 무선랜에서의 스케일러블 비디오 멀티캐스트를 위한 품질 기반 전송 속도 적응 기법)

  • Park, Gwangwoo;Jang, Insun;Pack, Sangheon
    • KIPS Transactions on Computer and Communication Systems
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    • v.1 no.1
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    • pp.29-34
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    • 2012
  • Wireless multicast service can be used for video streaming service to save the network resources by sending the same popular multimedia contents to a group of users at once. For better multimedia streaming multicast service, we propose a quality-aware rate adaptation (QARA) scheme for scalable video multicast in rate adaptive wireless networks. In QARA, transmission rate is determined depending on the content's type and users' channel conditions. First, the base layer is transmitted by a low rate for high reliability. That means we provide basic service quality to all users. On the contrary, the transmission rate for enhancement layer is adapted by using channel condition feedback from a randomly selected node. So, the enhancement layer frames in a multimedia content is sent with various transmission rates. Therefore, each node can be provided with differentiated quality services. Consequently, QARA is capable of serving heterogeneous population of mobile nodes. Moreover, it can utilize network resources more efficiently. Our simulation results show that QARA outperforms utilization of the available transmission rate and reduces the data transmission time.

A Service Model for Multimedia Contents in Communication & Broadcasting Converged Environment (통방 융합 환경에서의 멀티미디어 콘텐츠 서비스 모델)

  • Kim, Kwang-Yong;Kim, Jae-Gon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.643-646
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    • 2005
  • In this paper, we present a service model which serves multimedia contents to end consumer(End-user) that have various mobile communication terminals under a communication & broadcasting converged environment that broadcasting and communication networks are linked. A main feature of this service model is that it has a distribution structure that deliver to end consumer via adaptation of content from production of contents offering End to End (E2E) media QoS and personalized contents consumption. The proposed service model may be used as a reference model for distribution of multimedia content in communication & broadcasting converged environment in the future.

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An Asymmetric Buffer Management Policy for SSD (SSD를 위한 비대칭 버퍼 관리 기법)

  • Jung, Ho-Young;Kang, Soo-Yong;Cha, Jae-Hyuk
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.141-150
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    • 2011
  • Recently the Solid State Drive (SSD) is widely used for storage system of various mobile devices. In this case, existing buffer replacement algorithms based on the hard disk do not consider characteristics of flash memory, so it caused performance degradation of the system. This paper proposes a novel buffer replacement policy called ABM (Asymmetric Buffer Management) policy. ABM policy separates read and write buffer space and applies different replacement unit and replacement algorithm for each buffer. In addition, write buffer delay scheme and dynamic size adaptation algorithm is applied for better performance. ABM outperforms other replacement policies, especially ABM-LRU-CLC shows 32% better performance than normal LRU policy.