• Title/Summary/Keyword: 모바일 모델링

Search Result 236, Processing Time 0.025 seconds

OWL modeling of smart home provisioning system in a mobile environment (모바일 환경에서 스마트 홈 프로비저닝 시스템 OWL 모델링)

  • Pyo, Hyejin;Jeong, Hoon;Kim, Nanju;Choi, Euiin
    • Journal of Digital Convergence
    • /
    • v.12 no.7
    • /
    • pp.229-237
    • /
    • 2014
  • Today, the development and performance of a variety of smart phones is increasing with the number of smart phone users were. Advances in mobile networks and devices are spread smart phones. Smart home was increasing the interest. But until now, the study of user-centric services that the service was not implemented. Therefore, in this paper, the situation of the user, the user-centric service model that provides a smart home provisioning system OWL modeling is proposed.

Effects of Mobile Task Information Presentation using 3D Multimedia on Tooth Carving Knowledge, Performance and Class Satisfaction for Dentistry (3차원 멀티미디어를 활용한 모바일 과제정보 제시가 치아카빙에 관한 지식, 수행 및 수업만족도에 미치는 효과)

  • Park, Jong-Tae;Kim, Ji-Hyo
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.5
    • /
    • pp.376-385
    • /
    • 2018
  • The purpose of this study was to investigate the effect of mobile task information presentation using 3D multimedia on tooth carving knowledge, performance and class satisfaction for dentistry. To accomplish this purpose, we divided 66 dental students into the two groups: The experimental group was presented with mobile task information using 3D modeling. and the control group was presented task information using textbook. As a result for the study, First, Mobile task information presentation using 3D multimedia in class has significant effect on the tooth carving performance and class satisfaction. Second, tooth morphology knowledge in control group presenting task information using the text book showed relatively higher than in experimental group which presenting mobile task information using the 3D modeling. The conclusion of this study is that the class presenting mobile task information using 3D modeling can be enhances class satisfaction and, teaching and learning strategy to improve tooth carving performance.

Systematic Development of Mobile IoT Device Power Management: Feature-based Variability Modeling and Asset Development (모바일 IoT 디바이스 파워 관리의 체계적인 개발 방법: 휘처 기반 가변성 모델링 및 자산 개발)

  • Lee, Hyesun;Lee, Kang Bok;Bang, Hyo-Chan
    • Journal of KIISE
    • /
    • v.43 no.4
    • /
    • pp.460-469
    • /
    • 2016
  • Internet of Things (IoT) is an environment where various devices are connected to each other via a wired/wireless network and where the devices gather, process, exchange, and share information. Some of the most important types of IoT devices are mobile IoT devices such as smartphones. These devices provide various high-performance services to users but cannot be supplied with power all the time; therefore, power management appropriate to a given IoT environment is necessary. Power management of mobile IoT devices involves complex relationships between various entities such as application processors (APs), HW modules inside/outside AP, Operating System (OS), platforms, and applications; a method is therefore needed to systematically analyze and manage these relationships. In addition, variabilities related to power management such as various policies, operational environments, and algorithms need to be analyzed and applied to power management development. In this paper, engineering principles and a method based on them are presented in order to address these challenges and support systematic development of IoT device power management. Power management of connected helmet systems was used to validate the feasibility of the proposed method.

A Study on the development of mobile system for younger generation based on the experience-based product development process (경험디자인을 적용한 모바일 상품 컨셉 개발에 관한 연구)

  • 이종호
    • Archives of design research
    • /
    • v.17 no.3
    • /
    • pp.421-430
    • /
    • 2004
  • The aim of this research is to develop communication model and tools that would help in incorporating user experience into information appliance product development. To do so, this research suggested three major modelling techniques, including user-experience model, design strategy model and experience product model. Using these modelling tools, any members in design teams (investigator and designers) will be able to communicate their own ideas and research results each other at any period of the product development process. Each tools have distinct factors that would help identify elements in the user research stages, idea generation stages and product development stages. To verify the efficiency of these models, the case study was conducted with final year students at their studio class. As a result, the benefit of using these tools were identified as 1) these tools accelerate the communication between user researchers, designers and engineers and 2) evaluation process of the product is much more dearer that before. and 3) various user research techniques can be explored.

  • PDF

A Study on MPEG-4 Streaming Traffic Modeling through Packet Trace Experiment (패킷 트레이스를 통한 MPEG-4 스트리밍 트래픽의 모델링에 대한 연구)

  • Hong, Gun-Ho;Song, Ha-Yoon
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2003.05a
    • /
    • pp.43-46
    • /
    • 2003
  • 브로드 밴드 네트웍과 모바일 네트웍을 통한 멀티미디어 컨텐츠의 전송이 늘어남에 따라 Qos의 보장과 트래픽 엔지니어링을 위해 멀티미디어 스트리밍 트래픽의 Qos 요구사항을 예측하고 적용하려는 연구가 활발하게 이루어지고 있다. 본 논문은 오브젝트 기술에 기반한 MPEG-4 컨텐츠의 트래픽을 패킷 레벨에서 측정하고 기에 기반하여 MPEG-4 스트리밍 시스템의 구성요소가 트래픽에 미치는 영향을 고찰해 본다. 또한 기존 멀티미디어 트래픽 모델링 방식의 한계를 규명하여 보다 정확한 트래픽 성격을 표현할 수 있는 모델링 방식을 제안한다.

  • PDF

Mobile Commerce Brand Identity Strategy by SNS Text mining

  • Yeo, Hyun-Jin
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.10
    • /
    • pp.255-260
    • /
    • 2020
  • In this paper, I propose an efficient brand identity strategy by topic modeling the Instagram posts, one of SNS(Social Network Service) having more than 1billion world-wide and 500 million daily users. Since the 92% age groups of the Instagram is 18~50 years old (59% 18~29y and 33% 30~49), I set research analysis target three mobile commerce sites to dress and cosmetics sales sites that sale apparels cosmetics and gadgets that recently opened and have operated marketing on diverse channel including SNS. By topic modeling SNS posts for 6 months after launching the site that tagged each m-commerce site brand name or company name, I validate companies' brand identity strategy works effectively and suggest moderation of strategy for brand image. As a result, I found one of three mobile commerce site has different brand image by users and need different identity set up.

Defining an ADL for Mobile Application Software (모바일 응용 S/W를 위한 ADL 정의)

  • Kim, Hee-Yul;Kwak, Jae-Kyung;Jeon, Taewoong
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2007.11a
    • /
    • pp.319-321
    • /
    • 2007
  • 모바일 단말기에 탑재되는 적응형 모바일 응용 SW의 아키텍처 모델링을 지원하는 ADL을 UML 프로파일로 제시하였다. 제시된 모바일 ADL은 정적 아키텍처의 표현 요소를 기본으로 제공하고 그 위에 동적 아키텍처의 표현 요소들이 추가된 구조로 정의되었다.

Personalization Recommendation Service using OWL Modeling (OWL 모델링을 이용한 개인 추천 서비스)

  • Ahn, Hyo-Sik;Jeong, Hoon;Chang, Hyo-Kyung;Choi, Eui-In
    • Journal of Digital Convergence
    • /
    • v.10 no.1
    • /
    • pp.309-315
    • /
    • 2012
  • The dissemination of smartphones is being spread and supplementary services using smartphones are increasing and various as the Mobile network and device are developing rapidly, so smartphones that enables to provide a wide range of services is expected to receive the most attention. It makes users listen to music anytime, anywhere in real-time, use useful applications, and access to Internet to search for information. The service environment is changing on PC into Mobile due to the change of the circumstance mentioned above. these services are done by using just location information rather than other context, and users have to search services and use them. It is essential to have Context-aware technology for personalization recommendation services and the appropriate representation and definition of Context information for context-aware. Ontology is possible to represent knowledge freely and knowledge can be extended by inferring. In addition, design of the ontology model is needed according to the purposes of utilization. This paper used context-aware technologies to implement a user personalization recommendation service. It also defined the context through OWL modeling for user personalization recommendation service and used inference rules and inference engine for context reasoning.

Performance Comparison of Message Log Methods for Stable Recovery of Mobile Host (모바일 호스트의 안정적인 복구를 위한 메시지 로그 기법들의 성능비교)

  • Choi, Ga-Hyun;Hwang, Byung-Yeon
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2004.05a
    • /
    • pp.27-30
    • /
    • 2004
  • 모바일 컴퓨팅 환경은 네트워크가 손상되기 쉬우며, MH(Mobile Host)를 지원하는 MSS(Mobile Support Station)가 안정적이지 못하기 때문에, 이런 상황을 고려하여 시스템 환경을 모델링 한다. 메시지 전송 시 에러가 발생했을 경우 복구 기법으로 체크포인팅 기법과 메시지 로깅 기법을 추가적으로 사용하게 된다. 본 논문에서는 움직임을 기반으로 한 모바일 시스템 환경에서 체크포인트와 함께 메시지 로그를 사용하는 기법의 성능을 비교하고자 한다.

  • PDF

Implementation of the Color Matching Between Mobile Camera and Mobile LCD Based on RGB LUT (모바일 폰의 카메라와 LCD 모듈간의 RGB 참조표에 기반한 색 정합의 구현)

  • Son Chang-Hwan;Park Kee-Hyon;Lee Cheol-Hee;Ha Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.43 no.3 s.309
    • /
    • pp.25-33
    • /
    • 2006
  • This paper proposed device-independent color matching algorithm based on the 3D RGB lookup table (LUT) between mobile camera and mobile LCD (Liquid Crystal Display) to improve the color-fidelity. Proposed algorithm is composed of thee steps, which is device characterization, gamut mapping, 3D RGB-LUT design. First, the characterization of mobile LCD is executed using the sigmoidal function, different from conventional method such as GOG (Gain Offset Gamma) and S-curve modeling, based on the observation of electro-optical transfer function of mobile LCD. Next, mobile camera characterization is conducted by fitting the digital value of GretagColor chart captured under the daylight environment (D65) and tristimulus values (CIELAB) using the polynomial regression. However, the CIELAB values estimated by polynomial regression exceed the maximum boundary of the CIELAB color space. Therefore, these values are corrected by linear compression of the lightness and chroma. Finally, gamut mapping is used to overcome the gamut difference between mobile camera and moible LCD. To implement the real-time processing, 3D RGB-LUT is designed based on the 3D RGB-LUT and its performance is evaluated and compared with conventional method.