• Title/Summary/Keyword: 화면 사이즈

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Through a comparative analysis of the digital characters SNG and PC Game Proposed future direction (SNG와 PC Game의 디지털캐릭터 비교 분석을 통한 미래방향 제시)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.473-478
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    • 2015
  • Since the advent of digital games, game of the core platform has been changed from the arcade to the mobile device. I consider that I try to seek the direction of the use of game which works for PC and mobile in comparison to analyze the changes in the game graphics. Effects of three types of game platforms on the game graphics, change depends on the game of the genre and game graphics. By reduction of the screen size, a new interface was appeared. However, as directly applying the PC version of the interface, it has brought about a user's inconvenience. I have found that mobile hardware development have not been affecting the game graphics. The common point of PC and mobile, they both have the limit of the platform which they own. There is a need to take into account the differences of graphically elements to use the player language interface.

A Study of Mobile Content Generation System using 2-Dimensional bar code in Smart Device Environment (스마트 기기 환경에서 2차원 바코드를 활용한 모바일 콘텐츠 생성 시스템 연구)

  • Jin, Byung-Wook;Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.2349-2354
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    • 2014
  • While the number of smart phone subscribers excessing 30 million people, Korea is leaping into the 'smart powerhouse' from IT powerhouse. The popularizat+ion of smart devices so called 'PC in the hand', brought surely change to people's life style, and also it had led to a revolutionary change to and also to business and government. In several corporations of each countries, a variety of smart devices smart devices such as smart phone, tablet PC and E-books have been developing. Nowadays, the usage of the smart phone is not only the simple function calling. It has become a culture of the terminal type in the hand anywhere at any time, which makes can communicate with the others in anywhere and anytime. However, some of the subscribers who visit the website for PC version with the mobile devices screen, can feel kind of discomfort while surfing the net on a smartphone devices because the install of the existing video and flash files and the screen size for computer is not available for mobile devices. Therefore, in this paper, we studied on effective mobile contents generation program using QR code that is two dimensions bar code under the smart device environment. Also, unlike previous QR code generator that decorate standardized design, we realize an original QR code generation system from user perspective.

Data Level Parallelism for H.264/AVC Decoder on a Multi-Core Processor and Performance Analysis (멀티코어 프로세서에서의 H.264/AVC 디코더를 위한 데이터 레벨 병렬화 성능 예측 및 분석)

  • Cho, Han-Wook;Jo, Song-Hyun;Song, Yong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.46 no.8
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    • pp.102-116
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    • 2009
  • There have been lots of researches for H.264/AVC performance enhancement on a multi-core processor. The enhancement has been performed through parallelization methods. Parallelization methods can be classified into a task-level parallelization method and a data level parallelization method. A task-level parallelization method for H.264/AVC decoder is implemented by dividing H.264/AVC decoder algorithms into pipeline stages. However, it is not suitable for complex and large bitstreams due to poor load-balancing. Considering load-balancing and performance scalability, we propose a horizontal data level parallelization method for H.264/AVC decoder in such a way that threads are assigned to macroblock lines. We develop a mathematical performance expectation model for the proposed parallelization methods. For evaluation of the mathematical performance expectation, we measured the performance with JM 13.2 reference software on ARM11 MPCore Evaluation Board. The cycle-accurate measurement with SoCDesigner Co-verification Environment showed that expected performance and performance scalability of the proposed parallelization method was accurate in relatively high level

A study of shopping orientation and dissatisfactions of adolescence who are using internet malls (인터넷 쇼핑몰 이용 청소년의 의복쇼핑성향과 불만족에 관한 연구)

  • Kim, Hyeon-Jee;Chae, Jin-Mie;Oh, Kyung-Wha
    • Journal of Korean Home Economics Education Association
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    • v.21 no.3
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    • pp.65-81
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    • 2009
  • The purpose of this thesis was to analyze shopping orientations of adolescence and to understand the reasons of their dissatisfactions in purchasing garments at so-called internet malls. This study was to provide basic information helpful in clothing study by finding out dissatisfactory factors of adolescence purchasing clothes through internet malls. This survey was done among 273 students of 3 junior-high schools and 3 high schools within the boundary of Seoul and its suburb area, among which 265 of them were qualified as legitimate survey. The results were as follows. First, the youth shopping trends were divided into the 5 categories according to the basic trends. And the 5 categories were 'Convenience seeking', 'Peer-assimilating', 'Personality/trend worshipping', 'Passive and inactive', and 'Thrifty' The survey represented that girls showed higher garment assimilating rate and made better economic choices than boys did. The survey also showed that the highschool students used internet shopping mall in order to seek better prices. furthermore, the primary targets of the juvenile internet shopping were shoes and garments, which includes both upper and lower clothing. Second, The dissatisfaction factors of internet shopping were the 'Mismatch of the goods in the screen and those of the real life', 'Exchange/Refund', 'Qualify', 'Desigin and color', 'Shipping', and 'Size' in order of biggest to the smallest. The dissatisfaction rate was higher among the groups of 'Thrifty', 'Personality/Trend worshipping', 'Convenience seeking', girls and highschool goers.

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Mobile Augmented Reality based CFD Simuation Post-Processor (모바일 증강현실 기술을 활용한 유체시뮬레이션 후처리기 연구)

  • Park, Sang-Jin;Kim, Myungil;Kim, Ho-yoon;Seo, Dong-Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.4
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    • pp.523-533
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    • 2019
  • The convergence of engineering and IT technology has brought many changes to the industry as well as academic research. In particular, computer simulation technology has evolved to a level that can accurately simulate actual physical phenomena and analyze them in real time. In this paper, we describe the CFD technology, which is mainly used in industry, and the post processor that uses the augmented reality which is emerging as the post-processing. Research on the visualization of fluid simulation results using AR technology is actively being carried out. However, due to the large size of the result data, it is limited to researches that are published in a desktop environment. Therefore, it is limitation that needs to be reviewed in actual space. In this paper, we discuss how to solve these problems. We analyze the fluid analysis results in the post-processing, and then perform optimizing data (more than 70%)to support operation in the mobile environment. In the visualization, lightweight data is used to perform real-time tracking using cloud computing, The analysis result is matched to the screen and visualized. This allows the user to review and analyze the fluid analysis results in an efficient and immersive manner in the various spaces where the simulation is performed.

A Study on Clothing purchase Behavior through internet of Middle and High School Students (${\cdot}$고등학생들의 인터넷을 이용한 의복 구매 행동 연구)

  • Kweon Li-Ra;Kim Mi-Jeong;Lee hye-Ja;Yu Nan-Sook
    • Journal of Korean Home Economics Education Association
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    • v.17 no.2
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    • pp.29-47
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    • 2005
  • In this study. we tried to provide basic materials for teachers to develop consumer's guide of internet shopping for middle and high school students through surveying their Purchase realities, clothing purchase behaviors. and clothing purchase attitudes when they use internet shopping mall. The questionaires were distributed to middle and high school students in Seoul, Daegu, Kyunggi, Chungbuk, Chungnam, Kyungbuk, and Kyungnam November, 2004. The followings are the results of this study. First, clothing items which were bought in internet shopping malls were shirts. shoes, pants, bags in order and they were below $20,000\~30,000$ won. Main payment method used was sending money to seller's account. Second, clothing purchase satisfaction degree was comparatively high but the satisfaction degree for the compensation policy was low. If they had any claims for the products. they were likely to behave more actively than passively. Third. returned items were shirts, pants, shoes in order which are the same as purchasing items and they were due to the size and the difference between the products recognised by computer screen and the real products. The $89.0\%$ of the subjects who have purchased clothing through internet expressed high intention to purchase in the future through internet. Forth the degree of attitude toward the internet shopping concerned with clothing purchase was high in the factor of 'convenience of shopping', especially they thought that the purchase through internet had the advantage of varieties and prices. The significant differences were found (1) in the experience of purchase and clothing purchase through internet according to their regions. school years, allowances per month, (2) in the purchased items through internet according to only their sexes, and (3) in the desired Purchase items through internet according to school years, their sexes. regions. The more frequently the middle and high school students use internet, the more goods they purchase through internet, especially the portion of the purchased clothing is getting bigger year by year. This suggests that we need to develope well-organized programs to teach good consumer's attitude to the middle and high school students when they purchase through internet.

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