• Title/Summary/Keyword: 모바일 PC

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A Study on Evaluating Digital Illusion Level of Public Library (공공도서관의 디지털 통합 수준 평가에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.32 no.4
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    • pp.167-203
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    • 2015
  • This study tends to apprehend how much public library contributes to a role of upbuilder of digital integrated local society through a survey. For this, I performed the survey on 935 organization of public library in the whole country registered in national library statistical system. As a result, firstly, it's apprehended that equipment infra, Internet infra, etc like computer, laptop, scanner, tablet PC, etc are in relatively high level. Secondly, service or resource like electronic book, digital and virtual reference service, library service mobile App, etc that users can use are in relatively high level but software supporting cooperation and group task, fusibility of participating space, etc are shown very low level. Thirdly, the rate of literacy training relating to technology were only 22.4%, education subject focused on resource searching subject and somewhat future-oriented technical education like directions of video conference technique, cloud computing application education, etc wasn't conducted. Finally, we should consider expansion of providing technology and equipment and provision of future-oriented service and education according to a flow of the time that needs to seek change in various roles of library as enjoying culture space or creative space.

A Study on Preference for Graphic Basic Elements of the UI/UX Design of Game Application (게임 어플리케이션의 UI/UX 디자인의 그래픽 기본요소 선호도 연구)

  • Cho, Hyun seung
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.573-579
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    • 2017
  • The game industry using Smart phones and related market is rapidly growing every year and a graphical view of the game fun and games player is in a diverse environment improvement. Game visuals in the design of the application of the user's perspective, very simple tricks, unlike such as the game's environment is pc, but more sophisticated and to improve the quality of the game, planning is required. Ranking the top rankings, game downloads this study, therefore, has recently structured questionnaire based on the case in existing research conducted a survey. The surveyed more than 200 million people downloaded the Onmyoji game users in China was limited to the preferences of each gui survey analyzed. Preference shown in graphic identify success factors should be improved to lighting of the basic elements of design / ux ui and applications should be taken into account when designing the game. A Study on Design Factors for research purposes. The results verification the importance of visual elements, information elements, manipulation, and rapid response.

Oceanic organism educational application for kids using smartphone (스마트폰을 이용한 유아용 바다 생물 교육 애플리케이션)

  • Park, Changwoo;Jo, Jungpil;Seo, Jeongwoo;Kim, Nagyum;Yeo, Jimin;Park, Suhyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.496-498
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    • 2013
  • Smartphone is becoming popular from younger generation to old generation because of its convenience. Generalizing use of smartphone, it was being developed and released for education application from based on PC to smartphone. in this paper, this application was designed and developed an helpful and enjoyable application for those who very interested child education. in this paper, suggestion of the propose of education is provided on service various contetns. The children can do implement information about organism characters living in sea just selected them they want without going to sea and aquarium whenever they want. this application is implemented that children also can be relearning the organism characters by quiz that already learned them before, and developing artistic sense, creativity and imagination by coloring exercise.

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Design and Development of Implementation of augment reality application with support cross-platform (크로스 플랫폼을 지원하는 증강현실 구현 앱의 설계 및 개발)

  • Jo, Jae-ik;Jeon, Je-eung;Bae, Dong-hyeun;Yoon, Hyeon-su;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.438-440
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    • 2017
  • In this research, we design and develop an app that can be run on multiple platforms and easily realize augmented reality. It works on PC and mobile (Android, iOS) in cross platform and users want to lower the barriers to entry of augmented reality by allowing users to select the marker to be augmented reality coordinates and the model to be implemented within the app. The app consists of Unity 3D engine and ARToolkit, an open source augmented reality SDK. Unity 3D integrates UI, markers and objects, and is used as the main engine for cross-platform development. This paper presents the design and production method of the augmented reality application and explains the use examples.

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Development of Shipbuilding Execution Scheduling Support System using Mobile Device : A Case Study for a Panel Block Assembly Shop (모바일 기기를 활용한 조선 생산 실행계획 지원 시스템 개발 : 판넬라인 개발 사례를 중심으로)

  • Hwang, Inhyuck;Song, Jungkyu;Back, Myunggi;Ryu, Cheolho;Lee, Kwangkook;Shin, Jong Gye
    • Journal of the Society of Naval Architects of Korea
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    • v.50 no.4
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    • pp.262-271
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    • 2013
  • Owing to the development of mobile communication technology during the last a few years, the number of users of mobile devices such as the smartphone and the tablet PC has increased rapidly. As a result, the range of applications of the mobile devices has also been greatly expanded from an application for the convenience of daily life to an application for assisting the operations of industrial fields. Especially, portability of mobile devices can provide great help in collecting and using information on the production site. In shipbuilding production processes, it is difficult to collect changes of circumstance in the field and reflect the changes to schedule due to the low production automation rate and frequent changes in schedule. In this study, we propose a system to solve the problems of shipbuilding production processes such as the ones described above by using mobile devices. First of all, we organize the production information and production processes of the panel line through the analysis of shipyard panel line operations. Next, we have developed a system that can support the production execution plan of the panel line and monitor the production processes in the field. The system was developed utilizing application virtualization to allow access to the system from various platforms of mobile devices and PC's. The system was implemented using ooCBD methodology considering the future expansion of the system and ease of maintenance.

A Study on Ubiquitous Tree Management System based on GIS and Smart-Phone for Efficiency of Arboreal Growth Management (수목 생장 관리 효율을 위한 GIS 및 스마트폰 기반의 유비쿼터스 수목 관리 시스템에 관한 연구)

  • Jung, Se-Hoon;Sim, Chun-Bo
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.6
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    • pp.119-130
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    • 2012
  • In this paper, we propose ubiquitous tree management system based on GIS and smart-phone using the object-oriented design modeling to maximize the efficiency of tree management. For this, proposed system is implemented in the form of client/server (C/S). The spot tree management system as the client is based on the mobile(PDA, Smart-Phone), whereas the tree management system based on PC as the server makes use of GIS. Also, Web service method instead of CDMA used in exist studies is used for tree data communication among C/S. And problems of existing studies, that is excessive maintenance costs, accessibility shortage of variety users, connectivity shortage of geographic information system will be settled through the convergence of the proposed system development methods, GIS system, smart devices. Therefore, we verify proposed system by using the systemic unit test and qualitative assessment respectively and prove to be more excellent than the existing system based on the mobile, in terms of systemic effectiveness and extendability.

Design of Open Collaboration Solution's Server for Smart Work (스마트워크를 위한 개방형 협업 솔루션 서버 설계)

  • Kang, Sang-Ug;Choi, YongSoo
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.7
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    • pp.133-141
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    • 2014
  • Social needs of smart work have been increasing throughout the worldwide and several developed countries have been developing enabled framework for smart work's coming proceed for a long time. The government is leading the smart work in Korea to devise a more efficient and competitiveness. Design of public collaboration solution has been proposed to provide the integration among a variety of smart environments and the interoperability between end-to-end. This paper takes a objective to develop a universal solution applicable to between traditional PC and mobile devices, such as a home station, and to built smart workplace linking workplace, outside space and the home. In particular, this paper offer entry-level advantages of public collaboration solution in conjunction with collaboration platform and phone platform owned by mobile communication platform company are mutually interfaced and aimed at small and medium-sized businesses and public.

An Object Tracking Method for Studio Cameras by OpenCV-based Python Program (OpenCV 기반 파이썬 프로그램에 의한 방송용 카메라의 객체 추적 기법)

  • Yang, Yong Jun;Lee, Sang Gu
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.291-297
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    • 2018
  • In this paper, we present an automatic image object tracking system for Studio cameras on the stage. For object tracking, we use the OpenCV-based Python program using PC, Raspberry Pi 3 and mobile devices. There are many methods of image object tracking such as mean-shift, CAMshift (Continuously Adaptive Mean shift), background modelling using GMM(Gaussian mixture model), template based detection using SURF(Speeded up robust features), CMT(Consensus-based Matching and Tracking) and TLD methods. CAMshift algorithm is very efficient for real-time tracking because of its fast and robust performance. However, in this paper, we implement an image object tracking system for studio cameras based CMT algorithm. This is an optimal image tracking method because of combination of static and adaptive correspondences. The proposed system can be applied to an effective and robust image tracking system for continuous object tracking on the stage in real time.

A Case Study on the Usage of Mobile Banking Service (농협의 모바일 뱅킹 서비스 사례)

  • Kim, Byung-Gon
    • Journal of Information Technology Applications and Management
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    • v.17 no.2
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    • pp.207-223
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    • 2010
  • Mobile banking is a subset of electronic banking which underlies not only the determinants of the banking business but also the special conditions of mobile commerce. Nowadays wireless networks are being evolved and diversified. In this situation The wireless e-commerce is in the limelight on new profits of Carriers. Especially from current year when Carriers in domestic plans to provide the services using 2.5G networks the service providers choose wireless e-commerce as the main parts of wireless internet strategy and will provide a various of services. Because of this situation, the importance of mobile billing service is being emphasized. This paper searches the definition and service types of mobile banking, and suggests status and prospects of domestic mobile banking. We suggest the basic direction, the stage of development and functions of services by analyzing the cases of Nonghyup's. Finally we derive the critical factors from those and suggest the effect of introduction and the direction of development. From the customer perspective, mobile banking has many strengths. For example, it allows that all customers access banking service at anytime, anywhere more easily than telephone banking or pc banking. And it reduces the time and the effort for using the service. It enables the company to make a business against global customers. On the other hand, from the company perspective, it has a lot of potential that affect market share and reduce the costs of human and material resources which used to operate and support branches. However, it needs many efforts to reach at the stage of completion. And We will have to solve the problems that develop many contents, expend the range of services and raise the service convenience.

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Mobile Fitness System based User Information Analysis (사용자 정보 분석 기반 모바일 피트니스 시스템)

  • Lee, Jongwon;HanKai, HanKai;Jung, Hoekyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2149-2154
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    • 2016
  • Modern society is deepening people's interest in healthy life. Therefore, the development of research and service related to health is proceeding. In the IT field, healthcare systems using information in the medical field are being developed. Most systems utilize PC and smart TV or use smart phones to provide users with information and movement-related information in the healthcare field. However, algorithms and systems that accurately analyze user 's body information are in development stage. To solve this problem, this paper proposes a system that provides information to the user by analyzing the BMI (Body Mass Index) index and BMR (Basal Metabolic Rate) of the user. The information provided to the user suggests appropriate exercise intensity, appropriate level of exercise, and fitness equipment that are appropriate for the user's body, unlike conventional fitness systems that detect motion and show the calories consumed. In addition, the user can perform efficient exercise based on the recommended information.