• Title/Summary/Keyword: Cross-platform

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A Case Study of Combining Two Cross-platform Development Frameworks for Storybook Mobile App

  • Beomjoo Seo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.12
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    • pp.3345-3363
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    • 2023
  • Developers often use cross-platform frameworks to create mobile apps that can run on multiple platforms with minimal code changes. However, these frameworks may not suit all the needs of a specific app, so developers may also use native APIs to add platform-specific features. This method eventually dilutes the advantages of cross-platform development methodology that aims to reduce development costs and time, and often leads to a decision to return back to the original native mobile development methodology. In this study, we explore a different approach: combining different cross-platform tools to develop a storybook mobile app that meets various requirements. We have demonstrated that integrating two cross-platform solutions can be used reliably to develop complex mobile applications. However, we also report that this approach can introduce unforeseen issues such as sandbox redundancy, unexpected functional burdens, and redundant permission requests. Despite these challenges, we believe that combining two cross-platform solutions can be applied to a variety of functional and performance requirements, enabling the development of more sophisticated mobile applications at lower costs and with shorter development timelines than traditional mobile app development methodologies.

Cross platform classification of microarrays by rank comparison

  • Lee, Sunho
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.2
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    • pp.475-486
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    • 2015
  • Mining the microarray data accumulated in the public data repositories can save experimental cost and time and provide valuable biomedical information. Big data analysis pooling multiple data sets increases statistical power, improves the reliability of the results, and reduces the specific bias of the individual study. However, integrating several data sets from different studies is needed to deal with many problems. In this study, I limited the focus to the cross platform classification that the platform of a testing sample is different from the platform of a training set, and suggested a simple classification method based on rank. This method is compared with the diagonal linear discriminant analysis, k nearest neighbor method and support vector machine using the cross platform real example data sets of two cancers.

Spin-stabilized platform model with two input and two output (2-입력 2-출력을 갖는 자전 안정화 플랫트폼 모델)

  • 유인억;이상정
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10b
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    • pp.804-807
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    • 1996
  • In this paper, a new model of TDF(two degree of freedom) spin-stabilized platform has been suggested. The platform driving signal modulated in the spinning frequency is described in demodulated form keeping its precession angular velocity. When a strong spinning torque exists, the cross-axis spring constant cannot be neglected in modelling of the platform precession dynamics. A linearized dynamic model of spin-stabilized platform pointing loop is derived and validated through the comparison between simulation and experimental results.

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Improving the Ownership Regulation in the Broadcasting Industry (방송사업의 소유겸영규제 개선)

  • LEE, Suil
    • KDI Journal of Economic Policy
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    • v.33 no.4
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    • pp.85-118
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    • 2011
  • This paper uses the horizontal regulation system as the base analysis framework. The study clearly defines the regulatory goals of the followings: the horizontal cross-ownership regulations on program provider (PP) and platform provider, the vertical regulation on cross-ownership between PP and platform operator, the regulation on cross-ownership of program provider by terrestrial broadcasting company, and the regulation on cross-ownership between terrestrial broadcasting company and platform provider. Then, by analyzing the conformity between goals and criteria of regulations and the adequacy of the regulation level according to regulatory purposes, this paper examines the justifiability of each regulation and extracts improvement measures that suite regulatory purposes. This analysis finds following appropriate measures: replacing the horizontal cross-ownership regulation on PP with conduct regulations, such as designating major broadcasting programs or replacing the current criterion of cross-ownership regulation from sales to the audience market share; reshaping the horizontal cross-ownership regulation on platform provider so that system operator (SO), satellite broadcaster and Internet protocol television (IPTV) operator would be applied by the same regulation based on the number of subscribers of pay television services; and discontinuing other cross-ownership regulation. In this way, the study shows that with appropriate regulations on cross-ownership of PP, there would be no need for additional regulation on vertical integration between PP and platform operator. On the other hand, given that the regulation on terrestrial broadcasting cross-ownership of PP could be justified only by regulatory purpose of the protection of the diversity of public opinions, it would be desirable to replace the current criteria of the number of PPs with the criteria of the audience market share. Lastly, the study shows that when platform operator is targeted by the cross-ownership regulation based on the number of subscribers of pay television services, the regulation on cross-ownership between terrestrial broadcasting company and platform provider should be replaced with conduct regulations, such as designating must-offer channels and major broadcasting programs.

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Artificial Intelligence and the Virtual Multi-Door ODR Platform for Small Value Cross-Border e-Commerce Disputes

  • Chung, Yongkyun
    • Journal of Arbitration Studies
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    • v.29 no.3
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    • pp.99-119
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    • 2019
  • In recent times, the volume of cross-border e-commerce has witnessed an upward trend and has been accompanied by increased disputes, with cross-border e-commerce being characterized mainly by low value and large volume issues. For this reason, Online Dispute Resolution (ODR) was formed to carry out dispute resolutions in cross-border e-commerce. A virtual multi-door ODR platform for small value, cross-border disputes in e-commerce is then proposed in this paper. For a couple of decades, researchers have tried to employ Artificial Intelligence (AI) to Law. However, it turns out that they were faced with a couple of obstacles to integrate AI to Law since it is highly difficult to program AI to process the common sense of a human being. For example, AI cannot assimilate the affective side of a human being, and it is problematic to integrate a human being's common sense into the AI system. Considering this situation, this study puts forward an ODR model for cross-border e-commerce in the evolutionary perspective.

Developing Formal Framework for Cross-Platform Based Mobile Game Process (크로스 플랫폼 기반의 모바일게임 개발을 위한 정형 프레임워크 개발)

  • Choi Jaejun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.4
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    • pp.147-154
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    • 2023
  • With the recent popularity of smartphones, many games are being developed on mobile-based platforms. As a result, it has brought about many changes in the way mobile game is developed. Especially mobile platforms, which are divided into Android and IOS, can now be applied to each platform without additional development through cross-platform. This means that it is necessary to move away from the method of developing each using separate development tools and implement the development process through cross-platform unique features. In this paper, we studied various methods to increase the productivity and quality of game development for the development of mobile games, and a formal framework considering the development process was developed. The framework consists of process, development domain, and platform support parts, each playing its own role. Items of the detailed framework must be reflected so that detailed response data for efficient application of game development can be established in actual mobile game development. The framework was developed by approaching it from two domains, the need for a framework and the framework implementation of key item response data.

Design and Implementation of the Smart Virtual Machine for Smart Cross Platform (스마트 크로스 플랫폼을 위한 스마트 가상기계의 설계 및 구현)

  • Han, Seong-Min;Son, Yun-Sik;Lee, Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.190-197
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    • 2013
  • Since domestic and foreign platform companies and mobile carriers adopt and use different kinds of smart platforms, developers should develop or convert contents according to each smart platform to provide a single smart content for customers. It takes long time and a lot of money to convert the conventional smart contents in order to serve other smart platforms. For the reason, more attention has been paid on Smart Cross Platform or Hybrid Platform, the core technologies of OSMU(One Source Multi Use) in which, once a program is coded, it can be executed in any platforms regardless of development languages. As a result, PhoneGap and HTML5 based Sencha Touch have been introduced. In this paper, we developed the smart virtual machine, which is built in smart cross platform based smart devices, unlike Android, iOS, Windows Phone devices being dependent of platforms, and helps to download and execute applications, being independent of platforms. the smart virtual machine supports C/C++, and Java language, being differentiated from JVM by sun microsystems that supports only Java language and .NET framework by microsoft that supports only C, C++ and C#. Therefore, it provides contents developers with the environment where they can get a wide range of options in choosing a language and develop smart contents.

A Study of Production Technology of Digital Contents upon the Platform Integration : Focusing on Cross - Platform Game (플랫폼 통합에 따른 디지털콘텐츠 제작기술 경향연구 : 크로스 플랫폼게임(Cross-Platform Game) 사례를 중심으로)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.14
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    • pp.151-164
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    • 2008
  • Cross platform game has brought about the expansion of game market, which results in technology innovation overcoming the limit of game consumption. The new model integrates both off and online game services. Gamers can now enjoy game service regardless of age, time, and space. If the technology evolution model of digital contents like cross-platform game engine can provide contents for several platform at the same time, the interactive service can be utilized into maximum level. It is also necessary to allocate, switch data as well as to innovate the transmission technology of data according to each platform. Providing the same contents for several platform as many as possible can be the most suitable strategy to enhance the efficiency and profits. However if the interactive service can be accomplished completely, the development of data switching technology and distribution should be made. To be a leader in the next digital contents market, one should develop the network engine technology which can embody the optimization of consumption in the interactive network service.

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A study on Cross-Platform Search Pattern (크로스 플랫폼에서의 탐색 패턴 연구)

  • Kim, Hwoi-Kwang;Park, Chan-Ik
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.321-327
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    • 2018
  • Applications have evolved with the evolution of smartphones, and the search structure is changing as well. In this study, we searched through various cases of cross platform and found out the search pattern and suggested correct usage method accordingly. As a result, the search structure for cross platform can be divided into persistent navigation, temporary navigation, and auxiliary navigation. Persistent navigation is available in a hierarchical structure using springboards, lists, galleries, and top menus. Temporary navigation can take advantage of drawers, toggle menus, and pie menus, while secondary navigation can provide the same experience across platforms using an accordion menu or scrolling.

Cross-Platform Mobile System for Social Applications (소셜 응용을 위한 크로스-플랫폼 모바일 시스템)

  • Kim, Kwang-Sup;Kang, Sang-Gu;Kim, Nam-Yun;Hwang, Ki-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.193-198
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    • 2011
  • As smartphone use has been steadily growing over the past year, social networking on the mobile phones appears to be increasing. In this paper, we propose a cross-platform mobile architecture for supporting social applications. The key design objectives for developing the proposed system include: 1) providing personalized data through filtering information which is supplied by various social applications, 2) providing a cross-platform architecture for adapting various smartphones such as Apple iPhone and Google android. We verified system design by implementing a smartphone application which displays the filtered pictures from social network services such as Flickr and Picasa.