• Title/Summary/Keyword: 스마트폰 콘텐츠

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Mobile exercise monitoring for personalized exercise prescription (맞춤형 운동처방을 위한 모바일 운동 모니터링)

  • Kang, Sunyoung;Kang, Seungae
    • Convergence Security Journal
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    • v.15 no.5
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    • pp.23-28
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    • 2015
  • This study was carried out the exercise monitoring utilizing mobile device which is easily accessible and personalized exercise prescription based on it. For this, a variety of exercise monitoring and status of those were investigated and suggested the potential of personalized exercise prescription. If individual users send their body and vital informations using a mobile device, all informations are collected in u-Fitness center. After then exercise expert provide a customized prescription based on the collected information and feed data into database of u-Fitness center. System of U-Fitness center will provide the best personalized exercise prescription by automatically connecting to the content providers. In the future, a variety of mobile devices and services will work together and it can be evolved as an open platform that can be used for multiple services according to the needs of individual users on a single platform.

A Survey of Regulations on Smishing and Mobile Micropayment and a Research of Regulations and Laws for Reducing Monetary Damages in Mobile Micropayment (스미싱 제도와 소액결제 제도의 현황 조사 및 소액결제 피해를 줄이기 위한 법·제도 연구)

  • Park, Hanjin;Kim, Injung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.5
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    • pp.1189-1199
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    • 2017
  • With the rapid increase in mobile device users, there are many cyber attacks using SMS messages to infect the mobile device. The monetary demage from those attacks are also increasing. Since those demage are generally related to mobile micropayement systems, we study the details of the incidents on smishing and mobile micropayment. We have identified several limitations of current regulations and laws of them. Thus, we propose new regulations and laws to reduce the financial demage from simishing and to strengthen the security and responsibility of the mobile network operator, payment gateway, and content providers who are participating in the structure of a mobile micropayment systems, such as a regulation for information security evaluation system, several laws for compensation of financial demage within mobile micropayement system.

Implementation of an Android MIDI Player that Supports DRM for Musical Instrument Practice (DRM을 지원하는 악기 연습용 안드로이드 MIDI 재생기 구현)

  • Kim, Daseul;Kim, Seungha;Ko, Eunbyul;Ahn, Hyeyeong;Lee, Jongwoo
    • KIISE Transactions on Computing Practices
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    • v.21 no.4
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    • pp.275-282
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    • 2015
  • The Musical Instrument Digital Interface (MIDI) file format is a typical format for dynamic music that can be used not only for playing, but also for supporting dynamic music activity, such as musical instrument practice. However, almost all of the existing MIDI applications focus only on the playing features. In this paper, therefore, we implement a MIDI file play application that supports various dynamic features such as part-play repeating certain sections that the user wants, tone and speed control while playing a MIDI file, downloading MIDI files from a server, and lastly Digital Rights Management (DRM). By supporting these features, we are confident that our MIDI application will help users who wish to practice musical instruments to do so conveniently, while effectively protecting the copyright of their purchased MIDI files.

Yoga of Consilience through Immersive Sound Experience (실감음향 체험을 통한 통섭의 요가)

  • Hyon, Jinoh
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.643-651
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    • 2021
  • Most people acquire information visually. Screens of computers, smart phones, etc. constantly stimulate people's eyes, increasing fatigue. In this social phenomenon, the realistic and rich sound of the 21st century's state-of-art sound system can affect people's bodies and minds in various ways. Through sound, human beings are given space to calm and observe themselves. The purpose of this paper is to introduce immersive yoga training based on 3D sound conducted together by ALgruppe & Rory's PranaLab and to promote the understanding of immersive audio system. As a result, people, experienced immersive yoga, not only enjoy the effect of sound, but also receive a powerful energy that gives them a sense of inner self-awareness. This is a response to multidisciplinary exchange required by the knowledge of modern society, and at the same time, informs the possibility of new cultural contents.

Mobile Augmented Reality Application for Early Childhood Language Education (유아 언어 교육을 위한 모바일 증강현실 어플리케이션)

  • Kang, Sanghoon;Shin, Minwoo;Kim, Minji;Park, Hanhoon
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.914-924
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    • 2018
  • In this paper, we implement an Android application for infant language education using marker-based augmented reality. Combining animal word markers (noun), size/color word markers (adjective), and action word markers (verb) in puzzle form to make a simple sentence, the application shows virtual contents related to the content of the sentence. For example, when an animal marker is showed up on a camera, the corresponding animal appears. Additionally, when the motion markers are combined, the animal's appearance changes into an animation in which it acts. When a user touched a marker, user can hear the sound of the word, which gives an auditory effect, and by adding the rotation function, user can see the animation in any direction. Our goal is to increase infants' interest in learning language and also increase the effectiveness of education on the meaning of words and the structure of simple sentences, by encouraging them to actively participate in language learning through visual and auditory stimuli.

A Study on Food Truck business model utilizing NFC (NFC를 활용한 Food Truck 비즈니스 모델에 관한 연구)

  • Yoon, Youngdoo;Choi, Eunyoung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.135-137
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    • 2014
  • The expansion of the transportation card, and the popularity of smart phones has been increasing social concern about the NFC technology. Has been focused on the use of e-commerce, most of the NFC, fulfilling the security problems or technical topic for this, but the reality is that the current debate on the new value added contents industry and a nonexistent connection. Leverage NFC for efficient order management system in order to build lunch or dinner by being pushed to ease restrictions on remodeling and renovation projects Food Truck vehicle through a small business support programs in the current government, but increasing interest in the Food Truck I study a model of ordering system for food truch 재소 s-guide system. A lot of the effectiveness of management as appropriate to the use of NFC for small business that operates as a server system is highly Food Truck tendencies tied to one router and server on the intranet without the need of internet connection system. I believe in this study S-Guide system contributes for business success for food truck of small business.

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Study on floating action button's use and its application (Floating Action Button의 사용 실태와 올바른 사용법)

  • Kang, Hyo Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.261-266
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    • 2019
  • The purpose of this study is to assess usage of floating action button, a component of Google's Material Design. Case studies were conducted to overview the component's current usage and qualities, followed by eye-tracking experiments and in-depth interviews conducted to 12 subjects. Results have shown that while floating button can promote an action by catching viewers' attention with its striking visual, users tend to look at top more, thus preferring top placement for interfaces. To give positive user experience, designers should consider factors such as the amount of content covered by the button, the way users interact with the application, etc. This study aims to provide proper guidelines for the component's application.

Study on Justification of the Legislation of Multimedia -Literacy Education to Solve Side Effects of Improving Social Functions of SNS in the knowledge Information Society (Based on Ajzen's Theory of Planned Behavior) (지식정보화사회에서 SNS의 사회적 기능 향상에 따른 부작용 해결방안을 위한 멀티미디어 -리터러시 교육 법제화의 당위성에 관한 연구(Ajzen의 계획된 행위 이론을 기반으로))

  • Shin, Seungyong
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.89-94
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    • 2021
  • Recently, the boundaries between people who produce and consume digital contents disappears due to the massive developments in information and communications technology (ICT) and the rapidly increasing spread of smartphones unlike in the traditional mass media (e.g., newspapers, radios, and TVs). Through the open service platform, the problem perception for each individual remains the same, but the problem solving methods varies as the service types have been diversified. The creation of added value through the growth of the new media platform industry is expected to enrich our lives, but it can also cause severe social side effects. For example, communication problems between social classes due to the information gap have led to generational conflict, and if such problems persist, it can cause national and social losses. Therefore, this paper analyzes the policy efforts to resolve the information gap and the necessity of the legalization of multimedia literary education to maximize the synergy effect through psychological model.

Comparison of Internet Ethics between Gifted and General Students (영재학생과 일반학생의 인터넷 윤리의식 비교)

  • Lee, Jaeho;Lee, Kangmin
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.71-80
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    • 2019
  • With the spread of smart phones, the Internet became a major 'space' of students' daily life and, at the same time, negative aspects of the internet are affecting their life. However, it doesn't seem that there is enough research on this subject. This study was conducted on 278 students in Gyeonggi. The results were as follows. First, gifted students' information and communication ethics index was higher than general students. Second, there was no statistically significant difference according to the gender of information and communication ethics index. Urban districts showed lower index in the upper grades than the lower grades. Third, about 10% of the students had experience of contact with harmful content, and about 1% of students had experienced cyber-wrongdoing. Through the results of this study, systematic education of IT ethics at the elementary school grade level can be expected to prevent school violence, improve information and communication culture, and serve as a future work ethic.

Location-based Space-Time Interlinked Extended Reality using HMD (HMD를 이용한 위치 기반 시공간 연동 확장현실)

  • Ahyeon Park;Sangjoon Bae;Mijin Kim;Woohyun Lee;Dongho Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.133-140
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    • 2024
  • Extended Reality (XR) is an immersive technology that combines the real and virtual worlds and is being actively researched across various industries. This study proposes a method for utilizing the Meta Quest 3, a head-mounted display (HMD) that provides mixed reality, outdoors for the first time by leveraging the GPS information from a smartphone. Augmented virtual objects are positioned using location information and the orientation. Additionally, by using the features of the Meta Quest 3, virtual objects are made to appear alongside the real world, allowing users to interact with virtual objects through hand gestures. This study aims to link present and past spaces by using location information and photographs on the HMD, providing a novel experience of freely traversing time and space.