• Title/Summary/Keyword: 모바일 멀티미디어

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A study on interaction design of digital device for analog-based experience -Focused on multimedia mobile phone- (아날로그 경험 중심의 디지털 기기 개발을 위한 인터랙션 디자인 연구 -멀티미디어 휴대폰을 중심으로-)

  • Sung, Won-Kyu;Yang, Seung-Mu
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.290-295
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    • 2006
  • 지금까지 디지털 기기의 진화 과정을 볼 때 오직 기능적 발전만이 추구되고 그것을 사용하는 사용방식에 대한 진지한 고민은 부재하였다. 때문에 디지털 기기가 갖고 있는 버튼 위주의 획일적 사용방식은 사용자보다는 기기 중심의 디자인이 우선시되는 사회적 병리현상을 야기하고 있다. 반면 오랜 기간 인간이 다루어 온 전통적인 아날로그 도구들은 작업의 특성과 작업자의 상황에 맞도록 다양한 사용성을 고려하며 진화되어 왔다. 따라서 본 연구에서는 사용자들에게 익숙한 아날로그적 경험을 디지털 기기의 인터랙션 디자인에 적용시켜 보다 인간 중심적인 디지털 도구를 제안 하고자 한다. 연구의 목표는 다양한 기능이 복합된 대표적 디지털 기기인 휴대폰에 아날로그 경험을 접목시킴으로써 전통적인 도구들과 같이 디지털 기기의 자연스러운 인터랙션 스타일을 디자인하는 것이다. 이를 위하여 한정된 디바이스로 다양한 기능들을 조작해야 하는 모바일 기기에 적합한 아날로그 경험들에 대한 연구가 진행되었고, 기호와 조합으로 이루어진 카드놀이 메타포에서 그 단서를 발견할 수 있었다. 따라서 본 연구는 메타포로 제시한 카드놀이를 하며 일어나는 행위와 경험을 멀티미디어 휴대폰에 접목시켜 새로운 사용 방식을 제안하는 것이다. 예를 들어, 메뉴 선택의 경우 카드를 펼쳐 원하는 카드를 뽑으면 되는데 아래로 펼치면 그 카드의 수직 메뉴가, 옆으로 펼치면 그 카드의 수평 메뉴가 나타난다. 또 메뉴 안의 내용을 찾을 때는 카드를 뒤로 넘겨서 보게 되고 자신만의 개인적인 내용을 보고자 할 때는 카드를 은밀히 보는 듯한 행위를 취하면 된다. 즉 멀티미디어 폰 안의 내용뿐 아니라 사용하는 행위 자체도 하나의 즐거움이 되도록 카드놀이 경험을 새로운 인터랙션 스타일로 개발하여 그 가능성을 연구하였다.

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Implementation of Mobile Multi-sensor System for Measuring an Environment (환경 측정을 위한 모바일 다기능 센서의 구현)

  • Ju, Ji-Dong;Kim, Jin-Seoung;Kang, Bong-Gu;Shim, Jeachang
    • Journal of Korea Multimedia Society
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    • v.17 no.8
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    • pp.1020-1024
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    • 2014
  • The environment information such as dust, temperature, humidity, illumination and gas are very important in daily life. We implemented multi-sensor system which made for measuring an environment by using Arduino, ZigBee, and Appinventor. We also designed a packet for transmitting environment data. The data are sent to the server via ZigBee and then it communicates to a smart phone via WI-Fi. In this study, we added divers sensors, designed a protocol which made for transfer several kinds of data and improve mobility for real time monitoring by using smart phones. The system was worked well and the data was transmitted correctly to the smart phone.

Extending Semantic Image Annotation using User- Defined Rules and Inference in Mobile Environments (모바일 환경에서 사용자 정의 규칙과 추론을 이용한 의미 기반 이미지 어노테이션의 확장)

  • Seo, Kwang-won;Im, Dong-Hyuk
    • Journal of Korea Multimedia Society
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    • v.21 no.2
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    • pp.158-165
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    • 2018
  • Since a large amount of multimedia image has dramatically increased, it is important to search semantically relevant image. Thus, several semantic image annotation methods using RDF(Resource Description Framework) model in mobile environment are introduced. Earlier studies on annotating image semantically focused on both the image tag and the context-aware information such as temporal and spatial data. However, in order to fully express their semantics of image, we need more annotations which are described in RDF model. In this paper, we propose an annotation method inferencing with RDFS entailment rules and user defined rules. Our approach implemented in Moment system shows that it can more fully represent the semantics of image with more annotation triples.

Propose Directions for Effective Marketing in Mobile Game Advertising (모바일 게임 광고에 있어서 효과적인 마케팅 활용 방향성 제안)

  • Park, Sunha
    • Journal of Korea Multimedia Society
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    • v.21 no.2
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    • pp.323-332
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    • 2018
  • Today, the life cycle of mobile games is getting shorter. In order to overcome this problem, we tried to summarize the strategies and marketing types of game marketing. Recently, I considered the TV advertisement that used the star of the marketing form of mobile game. In this research, user survey was analyzed based on correlation between star marketing and mobile game TV advertisement. And, through an interview with Delphi experts, I summarized the important elements of TV advertisement for mobile games. In conclusion, this research presented a total of five elements on a successful mobile game marketing strategy.The direction of mobile game advertising can promote a successful game that needs to set effective advertising marketing strategy, based on the basic nature of the game and main target.

모바일멀티미디어연구센터 : Ad Hoc 및 Sensor Network 기술 연구

  • 마중수
    • Information and Communications Magazine
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    • v.21 no.12
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    • pp.89-101
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    • 2004
  • 모바일멀티미디어연구센터는 이동적응망의 기반기술 및 응용시스템 개발을 통한 산업화 기여와 무선통신, 네트워크 프로토콜, 응용 소프트웨어 기술들을 통합적으로 습득한 고급 인력 양성을 목적으로 2001년 11월에 정보통신부의 ITRC로 선정되었다. 본 센터에서는 별도의 인프라 기반 망의 지원 없이, 사용자 각자가 보유한 정보통신기기틀이 서로 협조하여 필요한 망을 즉석에서 형성하는 이동적응망(Ad Hoc Network) 관련기술들을 연구개발 하고 있다. 총괄과제 책임자인 마중수교수를 중심으로 4개 대학(ICU, KAIST, 아주대, 연세대) 8명의 효수와 70여명의석/박사과정 학생들과 참여 연구기관들이 협력하여 유기적이면서 통합적인 방식으로 연구를 진행하고 있다 본 고에서는 연구센터의 개요, 연구목표, 추진체계 및 전략, 그리고 진행중인 연구과제에 대한 내용을 소개한다.

A Study on Introducing of High Definition Mobile Broadcasting System (고화질 모바일 방송 도입 방안 연구)

  • Kwon, Seong-Geun;Noh, Duck-soo;Lee, Suk-Hwan
    • Journal of Korea Multimedia Society
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    • v.19 no.5
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    • pp.856-864
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    • 2016
  • Recently, HD transmission was commonplace in the case of the terrestrial broadcasting, furthermore, 4k UHD broadcasts are also being pilot and such as HD contents are common even in smart-phones. Like this, through both the content and audience are in the situation to take advantage of the HD mobile TV, only QVGA video contents are being transmitted in the terrestrial DMB broadcasting. In this paper, introduction plan of HD DMB service for activation of DMB industry will be described in terms of technical, institutional, and policy to overcome the limitations of such as DMB broadcasting. Due to the introduction of HD DMB, high quality contents will be provided to audience and the advertising revenue DMB broadcasters increased so that the market share of DMB in mobile broadcasting be recovered.

Threats Analysis and Mobile Key Recovery for Internet of Things (IoT 환경에서의 보안위협 분석과 모바일 키 복구)

  • Lee, Yunjung;Park, Yongjoon;Kim, Chul Soo;Lee, Bongkyu
    • Journal of Korea Multimedia Society
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    • v.19 no.5
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    • pp.918-923
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    • 2016
  • IoT should be considered security risk environments such as various platforms and services including smart devices that can be mounted on household electric appliances, healthcare, car, and heterogeneous networks that are connected to the Internet, cloud services and mobile Apps.. In this paper, we provide analysis of new security threats, caused by open-platform of IoT and sensors via the Internet. Also, we present the key recovery mechanism that is applied to IoT. It results to have compatibility with given research, reduces network overhead, and performs key recovery without depending on key escrow agencies or authorized party.

A Mobile Color-compensating Application using RGB Color Compensation Algorithm (RGB 색 보정 알고리즘을 활용한 모바일 색 보정 애플리케이션)

  • Kwak, Ki Hyun;Jun, Yong Chan;Choi, Sul In;Shin, Hee Jung;Hwang, Sung Soo
    • Journal of Korea Multimedia Society
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    • v.19 no.12
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    • pp.1936-1942
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    • 2016
  • This paper presents a mobile color-compensating application using a RGB color compensation algorithm. The proposed application enables color vision deficiencies to differentiate images which cannot be distinguished by them. The suggested mobile application has two functions: converting images taken by camera and converting contents in the device screen. The proposed application is computationally inexpensive, since it does not require color space transformation. Simulation results show that the proposed application enables color vision deficiencies to receive information expressed by colors such as subway line maps.

Analysis of Visual Attention in Mobile Messenger Emoticons using Eye-Tracking (시선추적장치를 활용한 모바일 메신저 이모티콘의 시각적 주의집중 분석)

  • Park, Min Hee;Hwang, Mi Kyung;Kwon, Mahn Woo
    • Journal of Korea Multimedia Society
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    • v.23 no.3
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    • pp.508-515
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    • 2020
  • For the success of mobile messenger emoticons, it is important to grab the attentions of users or consumers and identify the influence factors that can satisfy empathy and emotional satisfaction. In this study, first, subjective evaluation of the mobile messenger emoticons of the subjects was examined through a preliminary survey, and then Eye-tracking experiments were conducted to identify the influence factors that can attention of the subject's eyes in the emoticons. The study revealed that emoticons such as Ompangi and Onaeui yeosin highlighting their characters mainly focus on characters(face). Secondly, Gyuiyomjueui and Handprinting emoticons focused on Text. Contrary to earlier studies, such results showed that people are presumed to focus on characteristic elements such as size, form, color and location of visually exposed elements rather than primarily having a keen interest in characters.

Indirect PIN Entry Method for Mobile Banking Using Relative Location Information of Secret Code (비밀코드의 상대적 위치정보를 이용한 모바일 뱅킹용 간접 PIN 입력 기법)

  • Choi, Dongmin
    • Journal of Korea Multimedia Society
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    • v.23 no.6
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    • pp.738-746
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    • 2020
  • In this paper, we propose an indirect PIN entry method that provides enhanced security against smudge, recording, and thermal attacks. Conventional mobile PIN entry methods use on-screen numeric keypad for both use of display and entry. Thus These methods are vulnerable to aforementioned attacks. In our method, passcode is same as that of the conventional PIN entry methods, and that is user-friendly way for mobile device users. Therefore, our method does not reduce user convenience which is one of the advantages of the conventional methods. In addition, our method is not a method of directly touching the on-screen numeric keypad for entering passcode like the conventional PIN methods. Unlike the conventional methods, our method uses an indirect passcode entry method that applied a passcode indicating key. According to the performance comparison result, proposed method provides user convenience similar to the conventional methods, and also provides a higher level of security and safety against recording, smudge, and thermal attacks than the conventional methods.