• Title/Summary/Keyword: 모바일 이미지

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Effect of Design for Interactive Narrative App, a Mobile App for Children's Education, on Enhancement of Learning Immersion and Intention to Continue Use (어린이 교육용 모바일 앱 인터랙티브 내러티브 디자인이 학습몰입도 증진, 지속사용의도에 미치는 영향)

  • Qing, Guo;Han, Hyun-Suk
    • Journal of Industrial Convergence
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    • v.20 no.10
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    • pp.157-167
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    • 2022
  • The purpose of this study is to verify the educational effectiveness of interaction design in mobile APP by observing the impact of interaction design for elementary school education on enhancing learning immersion and continuous use intention, and propose an interaction design scheme based on elementary school education APP. The research methods are literature research and questionnaire survey. Specifically, through the literature research method, the concepts and prior studies on the concept, reviews the continuous use intention and previous research of interaction design. Then, conducts a questionnaire survey on elementary school students in South Korea and China to understand the interaction design, learning immersion, and continuous use intention, and analyzes the relationship between variables.The research result of this study is to observe the influence of interaction design elements within interaction on learning immersion and continuous use intention with elementary school students who are users of elementary school education application as the objects. The results show that interaction design within interaction has a positive impact on improving learning immersion and continuous use intention. It can be thought that this is because in mathematics/science education, it is easy to understand theoretical concepts or explanations, and stories and images will be continued at each stage to help students learn without being bored.In conclusion, this study can confirm that interactive inline design has a positive effect of enabling learners to engage in learning and continue to use.

A Case Study of the National Archives Instagram Archival Content in the Anglosphere (영미권 국립보존기록관 인스타그램의 기록정보콘텐츠 사례 연구)

  • Hoemyeong Jeong;Soonhee Kim
    • Journal of Korean Society of Archives and Records Management
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    • v.23 no.2
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    • pp.1-25
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    • 2023
  • This study aims to propose implications for the development of archival content of archives management institutions in Korea by analyzing cases of the archival content on Instagram of the national archives in the Anglosphere. The basic information of the research target's Instagram account, including the creation date, content, and the number of followers, was investigated, and the posts' contents and interaction types with high user responses were analyzed. As a result, to spread the records information service using Instagram, producing images and short-form content that can be intuitively checked through mobile screens and creating content that will attract the attention of primary users are required. Moreover, it is necessary to develop content for informative communications that can be shared with other users. There is also a need to enhance the exposure and searchability of the institution's Instagram account by strengthening connections with the institution's existing online resources and enabling communications, such as using hashtags, following related institutional accounts, and providing feedback on the contents' comments with followers. This study is meaningful in that it examined cases of archival content for Instagram and suggested their applications, and it can be used as basic data to help plan archival contents to spread the archival culture.

Development of the Visualization Prototype of Radar Rainfall Data Using the Unity 3D Engine (Unity 3D 엔진을 활용한 강우레이더 자료 시각화 프로토타입 개발)

  • CHOI, Hyeoung-Wook;KANG, Soo-Myung;KIM, Kyung-Jun;KIM, Dong-Young;CHOUNG, Yun-Jae
    • Journal of the Korean Association of Geographic Information Studies
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    • v.18 no.4
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    • pp.131-144
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    • 2015
  • This research proposes a prototype for visualizing radar rainfall data using the unity 3D engine. The mashup of radar data with topographic information is necessary for the 3D visualization of the radar data with high quality. However, the mashup of a huge amount of radar data and topographic data causes the overload of data processing and low quality of the visualization results. This research utilized the Unitiy 3D engine, a widely used engine in the game industry, for visualizing the 3D topographic data such as the satellite imagery/the DEM(Digital Elevation Model) and radar rainfall data. The satellite image segmentation technique and the image texture layer mashup technique are employed to construct the 3D visualization system prototype based on the topographic information. The developed protype will be applied to the disaster-prevention works by providing the radar rainfall data with the 3D visualization based on the topographic information.

Towards a Pedestrian Emotion Model for Navigation Support (내비게이션 지원을 목적으로 한 보행자 감성모델의 구축)

  • Kim, Don-Han
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.197-206
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    • 2010
  • For an emotion retrieval system implementation to support pedestrian navigation, coordinating the pedestrian emotion model with the system user's emotion is considered a key component. This study proposes a new method for capturing the user's model that corresponds to the pedestrian emotion model and examines the validity of the method. In the first phase, a database comprising a set of interior images that represent hypothetical destinations was developed. In the second phase, 10 subjects were recruited and asked to evaluate on navigation and satisfaction toward each interior image in five rounds of navigation experiments. In the last phase, the subjects' feedback data was used for of the pedestrian emotion model, which is called ‘learning' in this study. After evaluations by the subjects, the learning effect was analyzed by the following aspects: recall ratio, precision ratio, retrieval ranking, and satisfaction. Findings of the analysis verify that all four aspects significantly were improved after the learning. This study demonstrates the effectiveness of the learning algorithm for the proposed pedestrian emotion model. Furthermore, this study demonstrates the potential of such pedestrian emotion model to be well applicable in the development of various mobile contents service systems dealing with visual images such as commercial interiors in the future.

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Design of a Fully Integrated Low Power CMOS RF Tuner Chip for Band-III T-DMB/DAB Mobile TV Applications (Band-III T-DMB/DAB 모바일 TV용 저전력 CMOS RF 튜너 칩 설계)

  • Kim, Seong-Do;Oh, Seung-Hyeub
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.21 no.4
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    • pp.443-451
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    • 2010
  • This paper describes a fully integrated CMOS low-IF mobile-TV RF tuner for Band-III T-DMB/DAB applications. All functional blocks such as low noise amplifier, mixers, variable gain amplifiers, channel filter, phase locked loop, voltage controlled oscillator and PLL loop filter are integrated. The gain of LNA can be controlled from -10 dB to +15 dB with 4-step resolutions. This provides a high signal-to-noise ratio and high linearity performance at a certain power level of RF input because LNA has a small gain variance. For further improving the linearity and noise performance we have proposed the RF VGA exploiting Schmoock's technique and the mixer with current bleeding, which injects directly the charges to the transconductance stage. The chip is fabricated in a 0.18 um mixed signal CMOS process. The measured gain range of the receiver is -25~+88 dB, the overall noise figure(NF) is 4.02~5.13 dB over the whole T-DMB band of 174~240 MHz, and the measured IIP3 is +2.3 dBm at low gain mode. The tuner rejects the image signal over maximum 63.4 dB. The power consumption is 54 mW at 1.8 V supply voltage. The chip area is $3.0{\times}2.5mm^2$.

Research on the touch points of city brand users based on M-ICT (M-ICT시대의 도시 브랜드 사용자의 터치포인트에 관한 연구)

  • Yao, Xiao-Dong;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.289-296
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    • 2019
  • In the era of M-ICT (mobile information communication technology), it is becoming more and more important to establish a city brand image that is "user-centered" and creates a new experience of "interaction between people, people and things, and people and space". The experience of city users on the brand image of a city is the key factor to determine the competitiveness of the city, among which the user's research on the touch point of the city brand is particularly important. The purpose of this study is to enhance the user's brand experience and enhance the city's brand competitiveness. The research methods of this paper are literature review and investigation. Firstly, the background and purpose of the study are expounded, then the characteristics and ways of user experience touch points are defined through the document review, and the multi-latitude composition model of city brand touch points is proposed. By means of user investigation, the structural characteristics of high frequency touch points between digital touch points and physical touch points are obtained. According to the problems found in the investigation, the optimal design strategy of touch point is put forward in combination with the case. The innovation of this study is to study the relationship between the city brand and the touch point of user experience from the perspective of user experience, and propose a multi-latitude model of the touch point of city brand.

Design and Implementation of GeoVideo Making Tool and Viewer Software (GeoVideo 제작 도구 및 뷰어 소프트웨어 설계 및 구현)

  • Kim, Chang-Min;Cho, Dae-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.5
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    • pp.1135-1142
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    • 2014
  • With the continued popularity of mobile devices such as smart-phones and tables, the development of the various kinds of digital contents making tools has not increased only the productivity of the digital contents, but also the demand of them rapidly. Geo-contents which means the digital contents related to location(geographic) information has enabled the user custom services. Especially, there are already some commercial location-based services that provide the user to POI (Points of Interest) with the geo-image contents such as photos tagged by the location. In the geo-video contents, there could be several related locations in the whole video, but only one representative location is used to tag a location to the video. In this paper, we have define the geo-video as a video content which has as many locations as the number of frames composing the video. We have also proposed the geo-video making tools and a viewer to create and utilize the geo-video contents. The geo-video contents proposed in this paper, are widely used in location based video contents searching services.

Implementation for Hardware IP of Real-time Face Detection System (실시간 얼굴 검출 시스템의 하드웨어 IP 구현)

  • Jang, Jun-Young;Yook, Ji-Hong;Jo, Ho-Sang;Kang, Bong-Soon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.11
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    • pp.2365-2373
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    • 2011
  • This paper propose the hardware IP of real-time face detection system for mobile devices and digital cameras required for high speed, smaller size and lower power. The proposed face detection system is robust against illumination changes, face size, and various face angles as the main cause of the face detection performance. Input image is transformed to LBP(Local Binary Pattern) image to obtain face characteristics robust against illumination changes, and detected the face using face feature data that was adopted to learn and generate in the various face angles using the Adaboost algorithm. The proposed face detection system can be detected maximum 36 faces at the input image size of QVGA($320{\times}240$), and designed by Verilog-HDL. Also, it was verified hardware implementation by using Virtex5 XC5VLX330 FPGA board and HD CMOS image sensor(CIS) for FPGA verification.

Automated Smudge Attacks Based on Machine Learning and Security Analysis of Pattern Lock Systems (기계 학습 기반의 자동화된 스머지 공격과 패턴 락 시스템 안전성 분석)

  • Jung, Sungmi;Kwon, Taekyoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.4
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    • pp.903-910
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    • 2016
  • As smart mobile devices having touchscreens are growingly deployed, a pattern lock system, which is one of the graphical password systems, has become a major authentication mechanism. However, a user's unlocking behaviour leaves smudges on a touchscreen and they are vulnerable to the so-called smudge attacks. Smudges can help an adversary guess a secret pattern correctly. Several advanced pattern lock systems, such as TinyLock, have been developed to resist the smudge attacks. In this paper, we study an automated smudge attack that employs machine learning techniques and its effectiveness in comparison to the human-only smudge attacks. We also compare Android pattern lock and TinyLock schemes in terms of security. Our study shows that the automated smudge attacks are significantly advanced to the human-only attacks with regard to a success ratio, and though the TinyLock system is more secure than the Android pattern lock system.

Development and Architecture of Video-to-Images to Enhance User Experience for Video Content Consumption (동영상 콘텐트 소비의 사용자 경험 향상을 위한 V2I(Video to Images) 기술 및 그 구조)

  • Jeon, Kyuyeong;Yang, Jinhong;Kim, Yongrok;Park, Hyojin;Jung, Sungkwan
    • KIISE Transactions on Computing Practices
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    • v.22 no.7
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    • pp.326-331
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    • 2016
  • The proportion of video content consumption is growing dramatically but some users avoid it. The reasons are initial time to load, lack of the time to watch video content, and particularly a traffic issues on mobile devices. The proposed Video-to-Images(V2I) technology offers a new user experience to end users through converting video into images without content providers' or users' effort. Using the V2I technology, consumption methods of video content with new type of content by users and the advantages of the new user experience will be introduced. Furthermore, the overall architecture of the V2I will be explained.