• Title/Summary/Keyword: 모바일 가이드

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Structure and service applications for smart work environment (스마트워크 환경을 위한 구조와 서비스 응용)

  • Kang, Sungyeol
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.265-270
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    • 2016
  • The advance in mobile devices such as smartphone, wireless networking, and Internet technologies enables many organizations to improve drastically not only the ways of carrying out every job activity but also their business processes and operations management. As the effort to work smart utilizing the technological change, they are interested in the implementation of Smart Work environment. In this paper we examine several types of smart work and their service scenarios. We also describe the structures of networking and system configurations for building up the smart work environment. These study results may be useful as reference materials for the successful implementation of smart work.

A Container Stacking System for the Mobile Harbor (모바일하버에 적용할 컨테이너 적재 유도 시스템)

  • Kim, In-Su;Kim, Kwang-Hoon;Son, Kwon
    • Korean Journal of Air-Conditioning and Refrigeration Engineering
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    • v.22 no.10
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    • pp.672-678
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    • 2010
  • The purpose of this study is to develop a stacking guidance system (SGS) of containers in the mobile harbor (MH). A mobile harbor is a floating structure especially designed for loading and unloading containers from and to a large container ship. A novel stacking guidance system was proposed for unloading the container in an effective way against possible vibrations of the floating body. The guidance system works as an aid for loading containers with a wider opening for easier stacking of a container into a moving storage cell due to waves. In order to determine the most effective inclination angle of the cell-guide, this study performed the dynamic analysis of the SGS equipped in the MH subject to fluctuations of the sea. The motions of the guidance system and a container loaded were calculated using ADAMS. The simulation results of the contact force between the two rigid bodies showed that a desirable angle of the cell-guide should be around 20 degrees from the vertical. This proposed SGS can considerably reduce the loading and unloading time, and will enhance the performance of the MH.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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Railway Track Extraction from Mobile Laser Scanning Data (모바일 레이저 스캐닝 데이터로부터 철도 선로 추출에 관한 연구)

  • Yoonseok, Jwa;Gunho, Sohn;Jong Un, Won;Wonchoon, Lee;Nakhyeon, Song
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.33 no.2
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    • pp.111-122
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    • 2015
  • This study purposed on introducing a new automated solution for detecting railway tracks and reconstructing track models from the mobile laser scanning data. The proposed solution completes following procedures; the study initiated with detecting a potential railway region, called Region Of Interest (ROI), and approximating the orientation of railway track trajectory with the raw data. At next, the knowledge-based detection of railway tracks was performed for localizing track candidates in the first strip. In here, a strip -referring the local track search region- is generated in the orthogonal direction to the orientation of track trajectory. Lastly, an initial track model generated over the candidate points, which were detected by GMM-EM (Gaussian Mixture Model-Expectation & Maximization) -based clustering strip- wisely grows to capture all track points of interest and thus converted into geometric track model in the tracking by detection framework. Therefore, the proposed railway track tracking process includes following key features; it is able to reduce the complexity in detecting track points by using a hypothetical track model. Also, it enhances the efficiency of track modeling process by simultaneously capturing track points and modeling tracks that resulted in the minimization of data processing time and cost. The proposed method was developed using the C++ program language and was evaluated by the LiDAR data, which was acquired from MMS over an urban railway track area with a complex railway scene as well.

Business Model and Floral Distribution Service Strategy for Creating New Value on Internet Environment - ROSEWeb Solution Case - (인터넷 환경에서 새로운 가치 창조를 위한 비즈니스 모델과 화훼 유통 서비스 전략 - ROSEWeb 솔루션 사례 -)

  • Lee, Seung-chang;Ahn, Sung-hyuck
    • Journal of Distribution Science
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    • v.7 no.1
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    • pp.5-34
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    • 2009
  • This article describes a business case of ROSEWeb, a floral distribution service by internet of Newrun System Company. Newrun System is one of the floral distribution IT solution company. The purpose of this case study is to find out which factors of ROSEWeb solution of successful business model and internet distribution strategy that plays an important role as the floral distribution IT service. ROSEWeb has experienced many challenging obstacles while they prepare for this floral distribution IT service. This case study has found that Newrun System Company execute the rapidly transformation of business model to cope with changing situation. Specially, so far, ROSEWeb continuously keep on competitive advantage as floral distribution IT service through building core competence. this study shows that ROSEWeb's case broadly apply reference model to the building business model and formulating floral distribution service strategy and other internet business models. Finally, we intends to discuss about theses questions. the question is "by the existing state of entering Internet portal(Yahoo, Naver, Daum), Can ROSEWeb have sustainable competitive advantage in floral distribution service?", and "what is Newrun System's next business model?". Through the intensive interviews with people involved in the development of ROSEWeb, this article provides important implications to the business community who is preparing for new applications for mobile internet.

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A Study on the Use of Art Information Based on Digital Media - Focusing on Art Appreciation Mobile Application - (디지털미디어 기반 미술 정보 활용 방안 연구 - 미술 감상 모바일 애플리케이션을 중심으로 -)

  • Hur, Yukyoung;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.5
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    • pp.1-19
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    • 2016
  • The emergence of digital media has enabled visitors' active intervention based on the existing art information archiving. Accordingly, this study was conducted to analyze how archiving data that art museums have developed so farcan be provided significantly to visitors and generate a contemporary appreciation code. This study intended to solve the problems in case study analysis through the restructuralization of information that reflected visitors' appreciation activities as the principal agent. The structure of information, which was reframed for multilayered information approach and use by keyword, is meaningful as it has developed an information structure to mainly enhance visitors' understanding. It is expected that the use of art information proposed in this study will be helpful for setting the specific direction of actual transmedia storytelling service by art museums based on web later on.

A Trend of SIM Unlock Policy in Japan (일본의 SIM 잠금해제 정책추진 동향)

  • Cho, S.M.;Kim, S.C.
    • Electronics and Telecommunications Trends
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    • v.25 no.5
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    • pp.187-195
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    • 2010
  • 일본 총무성은 2010년 6월 30일 SIM 잠금해제에 대한 가이드라인을 발표하여, SIM 잠금 정책을 구제화 하였다. 이를 통해 2011년 4월 이후 출시되는 단말부터 이동전화사업자는 이용자의 요구가 있는 경우 SIM 잠금을 해제해야 한다. 이것은 지금까지의 갈라파고스 신드롬으로 불리는 기술 국수주의를 극복하고, 이동통신소비자들의 선택권을 확대하는 동시에 통신사업자들의 시장경쟁을 활성화하기 위한 조치의 일환으로 볼 수 있다. 그러나 NIT 도코모와 KDDI는 총무성의 SIM 잠금해제 정책에 긍정적인 입장을 취하는 반면, 소프트뱅크 모바일은 자사의 아이폰 가입자를 도코모로 유인하려는 의도로 생각하여 반대의 입장을 표명하고 있어 총무성의 SIM 잠금 해제 정책이 일본의 이동통신시장에 미치는 효과가 어느 정도일지는 지속적으로 지켜볼 필요가 있다.

Study on Guideline of Application User Experience based on Persona and Scenario (퍼소나와 시나리오를 기반으로 한 어플리케이션 UX 설계 가이드라인에 관한 연구)

  • Gwon, Min;Park, Seok-Cheon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.871-874
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    • 2013
  • 사용자 경험은 사용자가 제품을 사용 하면서 상호 작용을 통해 얻게 된 경험을 의미 하며 과정지향적인 인터랙티브 제품 일수록 보다 나은 경험을 위해 경험요소를 계획 하고 구성 하는 사용자 경험 디자인의 비중이 높다. 이는 어플리케이션의 기술적 완성도 및 상업적 성공 여부에도 영향을 미친다. 본 논문은, 인터랙션 디자인 분야의 사용자 모델 퍼소나(persona)와 이를 도입한 퍼소나 기반 시나리오 기법(Persona-Based Scenario)을 통하여 도출해낸 요구 사항을 토대로 기존의 사용자 경험 설계 연구 보다 사용자 중심적으로 향상된 인터랙션 프레임워크를 제공 하는데 목적을 두고 있다.

A Mobile Landmarks Guide : Outdoor Augmented Reality based on LOD and Contextual Device (모바일 랜드마크 가이드 : LOD와 문맥적 장치 기반의 실외 증강현실)

  • Zhao, Bi-Cheng;Rosli, Ahmad Nurzid;Jang, Chol-Hee;Lee, Kee-Sung;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.1-21
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    • 2012
  • In recent years, mobile phone has experienced an extremely fast evolution. It is equipped with high-quality color displays, high resolution cameras, and real-time accelerated 3D graphics. In addition, some other features are includes GPS sensor and Digital Compass, etc. This evolution advent significantly helps the application developers to use the power of smart-phones, to create a rich environment that offers a wide range of services and exciting possibilities. To date mobile AR in outdoor research there are many popular location-based AR services, such Layar and Wikitude. These systems have big limitation the AR contents hardly overlaid on the real target. Another research is context-based AR services using image recognition and tracking. The AR contents are precisely overlaid on the real target. But the real-time performance is restricted by the retrieval time and hardly implement in large scale area. In our work, we exploit to combine advantages of location-based AR with context-based AR. The system can easily find out surrounding landmarks first and then do the recognition and tracking with them. The proposed system mainly consists of two major parts-landmark browsing module and annotation module. In landmark browsing module, user can view an augmented virtual information (information media), such as text, picture and video on their smart-phone viewfinder, when they pointing out their smart-phone to a certain building or landmark. For this, landmark recognition technique is applied in this work. SURF point-based features are used in the matching process due to their robustness. To ensure the image retrieval and matching processes is fast enough for real time tracking, we exploit the contextual device (GPS and digital compass) information. This is necessary to select the nearest and pointed orientation landmarks from the database. The queried image is only matched with this selected data. Therefore, the speed for matching will be significantly increased. Secondly is the annotation module. Instead of viewing only the augmented information media, user can create virtual annotation based on linked data. Having to know a full knowledge about the landmark, are not necessary required. They can simply look for the appropriate topic by searching it with a keyword in linked data. With this, it helps the system to find out target URI in order to generate correct AR contents. On the other hand, in order to recognize target landmarks, images of selected building or landmark are captured from different angle and distance. This procedure looks like a similar processing of building a connection between the real building and the virtual information existed in the Linked Open Data. In our experiments, search range in the database is reduced by clustering images into groups according to their coordinates. A Grid-base clustering method and user location information are used to restrict the retrieval range. Comparing the existed research using cluster and GPS information the retrieval time is around 70~80ms. Experiment results show our approach the retrieval time reduces to around 18~20ms in average. Therefore the totally processing time is reduced from 490~540ms to 438~480ms. The performance improvement will be more obvious when the database growing. It demonstrates the proposed system is efficient and robust in many cases.

Design and Effects of Science Simulation Applications Using Flash and ActionScript 3.0: In the Composition of Material Chapter in Middle School Science Textbooks (Flash와 Actionscript 3.0을 이용한 과학 시뮬레이션 앱의 디자인 및 효과 -중학교 과학 '물질의 구성' 단원을 중심으로-)

  • Lee, Chang Youn;Park, Chulkyu;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.38 no.4
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    • pp.527-539
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    • 2018
  • Although a simulation is proposed as a candidate for alternative contents of inquiry activities, design cases focused on the characteristic of science education are rare. This study suggested the definition and requirements of science simulation to clarify science subject-specific design and set up the design guidelines to consider usability. Then the science simulation was developed in the form of an app for mobile devices, where 'Flash and Actionscript 3.0' was selected as a development tool for compatibility, functionality, ease of use and optimization for mobile devices with educational applicability in mind. In effect, six science simulation apps were prepared for seven classes of inquiry activity in 10 science classes on the chapter of 'composition of material' in middle school science 2 textbooks. In this regard, the main advantages of the simulation apps expected from each design characteristic are also suggested in this article. In the implementation of the science simulation apps, educational effects were investigated based on the statistical comparison, while 134 students in the second grade in a coeducational middle school, Gyeonggi-do participated as an intervention group and a control group. Our results showed that the scores of academic achievement and affective test in the intervention group were significantly higher than those of the control group (p <.05). In the questionnaire survey on usability, most students responded positively to the design of the science simulation apps. This study will contribute to expanding the horizon of design about science simulation as a design case in science education.