• Title/Summary/Keyword: mobile devices

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Accuracy Assessment of Mobile Mapping System

  • Manandhar, Dinesh;Shibasaki, Ryosuke
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.1152-1154
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    • 2003
  • The needs of 3-D data have been increasing for various applications like visualization, 3-D modeling, planning and management as well as entertainment. Mobile mapping has become a quick and practical means for acquiring necessary 3-D data for above-mentioned applications. A mobile mapping system mainly consists of two main components, viz. data acquisition devices and positioning devices. The data acquisition devices consist of CCD cameras or/and laser scanners. The positioning devices consist of GPS, INS, Odometer (shaft encoder) and some other referencing devices. The overall accuracy of mobile mapping system depends on the accuracy of positioning devices and their integrated output. Though, GPS is the main input device for the position information, the signal is not available for the computation of position all the times in urban area. The GPS satellites are normally obstructed by high-rise buildings. Thus it is very important to understand the accuracy of such a system in different environments and means to solve such problems. We have developed a mobile mapping system called VLMS (Vehicle-borne Laser Mapping System), which consists of CCD Cameras, Laser scanners, GPS, INS and Odometer. In this paper, we will present and discuss the accuracy of this system with data acquired in different environments (open area, urban area, tunnel, express way etc) by analyzing the data with respect to other existing digital data.

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The Analysis on Teaching and Learning Activities Using Mobile Devices in Higher Education (모바일기기를 활용한 대학 수업 활동 분석)

  • Chon, Eun-Hwa;Lee, Young-Min
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.477-486
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    • 2011
  • The purpose of this paper was to examine the teaching and learning activities using mobiles devices in a university. We analyzed the instructional methods, instructional strategies, devices types, and evaluation activities. In addition, we conducted deep interviews with the students who used the mobile devices in terms of their understanding on the mobile learning, mobile learning methods, evaluation methods, difficulties and their expectations. These findings will be used to improve the quality of the teaching and learning methods using mobile devices in higher education.

Transforming Objects and a Scene Tree of MPEG-4 Contents for Mobile Devices (모바일 장치를 위한 MPEG-4 콘텐츠의 객체 및 장면 트리 변환)

  • Kim Sangwook;Kim Kyungdeok;Lee Sookyoung
    • Journal of KIISE:Computing Practices and Letters
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    • v.11 no.2
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    • pp.124-132
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    • 2005
  • We propose a method using a transformation of an object and a scene tree in order to author MPEG-4 contents for mobile devices in this paper. The method transforms media objects in the scene into geometry objects in order to reduce initial loading time of the contents, and reduces an external form of each object in a scene of the content for presenting it efficiently on the small interface of mobile devices. Therefore, the contents for mobile devices are reconstructed by the method. An original object in the scene is presented on a mobile device when a user clicks a related geometry object. The method was applied to a conventional authoring tool, so we could find that the method showed an efficient presentation of MPEG-4 contents on mobile devices.

Multi-Devices Composition and Maintenance Mechanism in Mobile Social Network

  • Li, Wenjing;Ding, Yifan;Guo, Shaoyong;Qiu, Xuesong
    • Journal of Communications and Networks
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    • v.17 no.2
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    • pp.110-117
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    • 2015
  • In mobile social network, it is a critical challenge to select an optimal set of devices to supply high quality service constantly under dynamic network topology and the limit of device capacity in mobile ad-hoc network (MANET). In this paper, a multi-devices composition and maintenance problem is proposed with ubiquitous service model and network model. In addition, a multi-devices composition and maintenance approach with dynamic planning is proposed to deal with this problem, consisting of service discovery, service composition, service monitor and service recover. At last, the simulation is implemented with OPNET and MATLAB and the result shows this mechanism is better applied to support complex ubiquitous service.

Consumers' Device Choice in E-Retail: Do Regulatory Focus and Chronotype Matter?

  • Haider, Syed Waqar;Guijun, Zhuang;Ikram, Amir;Anwar, Bilal
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.1
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    • pp.148-167
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    • 2020
  • Today, digital shoppers express increasingly complex buying behavior. They can use multiple channels for shopping and also they can switch from one to another channel almost effortlessly, in the result of engaging in omnichannel shopping behavior. A few years ago, consumers were using brick and mortar stores to make their purchases. However, nowadays, they possess different digital devices (mobile and/or desktop) to search for different alternatives and to make a better shopping choice. These devices (mobile and desktop) are different and offer unique benefits to consumers. However, there has been very little research that has treated mobile and desktop devices separately. Perhaps this study is the pioneer when it comes to investigating the effect of regulatory focus (prevention vs. promotion) and chronotype (morning and evening person) on a sample of university students using desktop and mobile channels for their shopping. The findings from a sample of 312 digital consumers (mobile and/or desktop) confirmed that the desktop channel provides a greater fit for morning-type respondents and that the mobile channel offers better value for evening-type respondents in e-retail. Furthermore, promotion-focused shoppers favor the mobile channel, and prevention-focused shoppers favor the desktop channel. The new insights and contributions of this study provide a better understanding of digital consumers to help sellers to develop a more effective e-retail strategy.

Design of Contactless Gesture-based Rhythm Action Game Interface for Smart Mobile Devices

  • Ju, Da-Young
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.585-591
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    • 2012
  • Objective: The aim of this study is to propose the contactless gesture-based interface on smart mobile devices for especially rhythm action games. Background: Most existing approaches about interactions of smart mobile games are tab on the touch screen. However that way is such undesirable for someone or for sometimes, because of the disabled person, or the inconvenience that users need to touch/tab specific devices. Moreover more importantly, new interaction can derive new possibilities from stranded game genre. Method: In this paper, I present a smart mobile game with contactless gesture-based interaction and the interfaces using computer vision technology. Discovering the gestures which are easy to recognize and research of interaction system that fits to game on smart mobile device are conducted as previous studies. A combination between augmented reality technique and contactless gesture interaction is also tried. Results: The rhythm game allows a user to interact with smart mobile devices using hand gestures, without touching or tabbing the screen. Moreover users can feel fun in the game as other games. Conclusion: Evaluation results show that users make low failure numbers, and the game is able to recognize gestures with quite high precision in real time. Therefore the contactless gesture-based interaction has potentials to smart mobile game. Application: The results are applied to the commercial game application.

Development of Smartphone Application for Monitoring Container Cargo (컨테이너화물 모니터링을 위한 스마트폰 애플리케이션 개발)

  • Choi, Hyung-Rim;Son, Hee-Mok
    • Journal of Information Technology Services
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    • v.13 no.1
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    • pp.209-220
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    • 2014
  • Most of monitoring systems in logistics industry have limitations on monitoring container information in real-time. And customers only could check information gathered from certain points through web browser. That is why it is very hard to take actions in advance when emergency situation has happened. But if customers could check information such as position and status of freight in real-time through their mobile devices, they could take prompt actions. So, in this study, mobile application based on mobile devices is developed to monitor position and status information of the container in real-time. Entire devices monitoring container in aspect of logistics security are handled by workers in the field. So it is strongly required to develop monitoring system operated in mobile devices. For that reason this study aims to develop mobile application in order to monitor information related to container security and safety in real-time.

The Implementation of DXF Application On Smart Devices

  • Kim, Dong-Hyun
    • Journal of information and communication convergence engineering
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    • v.9 no.5
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    • pp.567-572
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    • 2011
  • As the mobile devices have powerful CPUs and memories, it is possible to carry the large volumes of design drawings, such as DXF files, on mobile devices. However, since the format of a DXF file is the ASCII, it has the shortcoming where the size of a file is larger than a binary formatted file and it is difficult to display the entities of drawings quickly on mobile devices. In this paper, we design the DXF manager system on a smart phone. To speed up the rate of the display and panning, the DXF manager hires the spatial index, the fixed grid file. We also implement the system on the Samsung Omnia-1$^{(R)}$ to exploit the Windows Mobile$^{(R)}$ operating system.

GPS-based 3D View Augmented Reality System for Smart Mobile Devices

  • Vo, Phuc;Choi, Chang Yeol
    • International Journal of Contents
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    • v.9 no.1
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    • pp.18-25
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    • 2013
  • Recently, augmented reality has been proved immensely useful on a day to day basis when tied with location-based technology. In this paper, we present a new method for displaying augmented reality contents on mobile devices. We add 3D models on the view of the camera and use location-based services, motion sensors to calculate the transformation of models. Instead of remaining at a fixed position on camera view while moving around a 3D model, the model rotates on display in the opposite direction that the user is walking. We also design client as a ubiquitous client to reduce constraints on disk space and memory capacity on mobile devices. Implementation results show effective use in creating GPS-based 3D view augmented reality contents for Smart Mobile Devices.

IP Mobility Supporting System in Heterogeneous Network (블루투스와 무선 LAN 환경을 위한 IP 이동성 지원 시스템)

  • Kang, Byoung-Hoon;Kim, Man-Bae;Choi, Chang-Yeol
    • Journal of Industrial Technology
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    • v.28 no.B
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    • pp.245-250
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    • 2008
  • Recently, mobile devices have supported wireless LAN as well as bluetooth, where the services such as heterogeneous network access and seamless mobility connection are important. Even though the mobility and physical network might be varied, an efficient communication mechanism for the network access and a robust mobility management of mobile devices are needed. In this paper, we design and implement a Bluetooth system with mobile LAN access capability. The proposed system has the following features; 1) IP connection is enabled by BENP in the link layer, 2) The networks devices of heterogeneous mobile devices are integrated into a single virtual network interface, 3) IP mobility between the bluetooth and wireless LAN is supported by mobile IP. The experimented results show that the packet loss and delay time during the handover duration is reduced by predicting the handover among different networks followed by the setup of any required parameters in advance.

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