• 제목/요약/키워드: Interactive Mobile

검색결과 282건 처리시간 0.032초

Integration of Web Bulletin Board and Mobile Phone to Improve Teaching and Learning Process in Higher Education

  • AKAHORI, Kanji;Kim, SeeMin;YAMAMOTO, Masayuki
    • Educational Technology International
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    • 제7권1호
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    • pp.1-20
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    • 2006
  • This paper describes practical research on the improvement of teaching and learning process by integrating Web Bulletin Board (WBB) and mobile phone. This paper addresses three topics; A) the interactive lecture with topics-based discussions using the Web Bulletin Board (WBB) as a tool for assisting discussion, B) the introduction of peer evaluation among students to develop their problem-solving and cognitive skills, C) the use of mobile phones for promoting interactive lectures, keeping class attendance, conducting assignments, and providing notices for the next class. Results indicated the following research-findings: (1) WBB plays a role in facilitating positive participation in classes. (2) In contrast to the scenario of the traditional mode of instruction (without the usage of WBB), students were able to deepen their understanding of the theme by accessing the WBB before and after classes. (3) Peer evaluation highly promoted students' motivation to learn, and was effective in cultivating meta-cognition through modeling. (4) Mobile phone was identified as a highly effective tool for keeping class attendance, realizing interactive classes by generating discussions, and managing assignments and homework.

Identifying Key Factors Affecting Mobile Market-Platform Attractiveness

  • Lee, Jeonghoon;Kim, Sookyung
    • Journal of Information Technology Applications and Management
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    • 제21권1호
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    • pp.137-150
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    • 2014
  • The following study specially aims to market platform in the mobile circumstance. The characteristics of customers and infrastructure are handled by market platform under the new media. These characteristics will be revealed based on the unification of organizational structure and interaction of information structure in the relationship marketing. This study investigates what characteristics and impact of infrastructure of Market Platform will affect the cognitive impact on both buyers and sellers to clarify the impact on Perceived integratedness and Interactive Accessibility of the shopping process. Through this investigation, modeling for the impact that new media environment will attract Market Platform will be developed from the investigation of attractiveness of mobile market platform environment. Changes in the technical media environment gave the characteristics of the customer in the market platform, so consumers could involve not only consumed, but also manufactured. Thus, it is possible to increase the attractiveness if market must be able to not only for the convenience of shopping, but also make people to enjoy the experience of value co-creation. In other words, the new media, as a result of affecting the marketing system, mobile market platform is organized on the base of the market communication. Perceived integratedness and Interactive Accessibility, 2 properties of new media increase the co-creation experience and perceived convenience in the market platform of their customers. Therefore, the structure of market platform that enhance the co-creation experience and perceived convenience has higher attractiveness. They create beneficial experience to the customers and productive values to the producers as well.

지상파 DMB 컨텐츠의 MPEG-4 BIFS 최적화 기법 (MPEG-4 BIFS Optimization for Interactive T-DMB Content)

  • 차경애
    • 한국산업정보학회논문지
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    • 제12권1호
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    • pp.54-60
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    • 2007
  • The Digital Multimedia Broadcasting(DMB) system is developed to offer high quality multimedia content to the mobile environment. The system adopts the MPEG-4 standard for the main video, audio and other media format. For providing interactive contents, it also adopts the MPEG-4 scene description that refers to the spatio-temporal specifications and behaviors of individual objects. With more interactive contents, the scene description also needs higher bitrate. However, the bandwidth for allocating meta data, such as scene description is restrictive in the mobile environment. On one hand, the DMB terminal renders each media stream according to the scene description. Thus the binary format for scene(BIFS) stream corresponding to the scene description should be decoded and parsed in advance when presenting media data. With this reasoning, the transmission delay of the BIFS stream would cause the delay in transmitting whole audio-visual scene presentations, although the audio or video streams are encoded in very low bitrate. This paper presents the effective optimization technique in adapting the BIFS stream into the expected bitrate without any waste in bandwidth and avoiding transmission delays inthe initial scene description for interactive DMB content.

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양방향 광고의 증강현실 구현을 위한 디지털로봇 활용 연구 (A Study on the Digital robot utilization for implementation Augmented Reality of Interactive Advertisement)

  • 최치권;엄기준
    • 디지털산업정보학회논문지
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    • 제6권3호
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    • pp.159-168
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    • 2010
  • Developments and changes in digital environment based on computer technologies and internet networks enabled us interactive communication for planning and execution through the freedom of 'connection', 'sharing', and 'conversion'. The subject of this study, interactive commercial, might be the core of success based on creation which stems from communication design, revolution in design and technology, and conversion. Communication in modern economy is not optional, but essential. Furthermore, like evolution process up to Augmented Reality from developments of mobile communication technology, or concept in paradigm change, digital interactive commercial means the core of success, not a part of it. Therefore, in order to achieve success in the global competition structure, mobile communication design, revolution, and creation which produce added value shall be working as a base. In order to reach effective communication process performance of interactive commercial media, this study would like to propose building a media commercial system which is realized by human senses. Using this, standardized methods for interactive commercial which can be used together with augmented reality based on digital technology, and for using digital robot contents are available, along with methodology system of their use. In addition, the ultimate goal of this study aims to discover new factors through reorganization of precedent analysis and adaptation based on academic achievement and practical application. And thus, it wants to contribute to practical use of interactive commercial out of augmented reality-based communication in which technology, marketing, and design are integrated to be used in real sense.

대화형 음성인식 이동로봇에 관한 연구 (A study on the interactive speech recognition mobile robot)

  • 이재영;윤석현;홍광석
    • 전자공학회논문지B
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    • 제33B권11호
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    • pp.97-105
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    • 1996
  • This paper is a study on the implementation of speech recognition mobile robot to which the interactive speech recognition techniques is applied. The speech command uttered the sentential connected word and is asserted through the wireless mic system. This speech signal transferred LPC-cepstrum and shorttime energy which are computed from the received signal on the DSP board to notebook PC. In notebook PC, DP matching technique is used for recognizer and the recognition results are transferred to the motor control unit which output pulse signals corresponding to the recognized command and drive the stepping motor. Grammar network applied to reduce the recognition speed of the recogniger, so that real time recognition is realized. The misrecognized command is revised by interface revision through the conversation with mobile robot. Therefore, user can move the mobile robot to the direction which user wants.

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인터액티브 사용자 매뉴얼 가이드라인 개발에 관한 연구 - 모바일 서비스를 중심으로 - (A development of interactive manual system guideline for mobile service.)

  • 이종호
    • 디자인학연구
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    • 제15권3호
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    • pp.29-38
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    • 2002
  • 최근 모바일 휴대폰을 이용한 서비스 종류는 기하급수적으로 증가하고 있다. 또한 잦은 휴대폰 기기의 교체와 통신 서비스 회선의 변경으로 인하여 사용자들은 그 어느 때보다도 모바일 서비스 이용에 어려움을 겪고 있다고 할 수 있다. 그러나 정작 도움을 주어야 하는 매뉴얼은 휴대폰 사용 상황의 특성상 큰 도움을 주지 못하고 있는 실정이다. 모바일 휴대폰에는 1) 휴대폰 기기 자체기능, 2) 인터넷 서비스 기능, 및 3) 통신회선 자체 서비스 기능 등이 혼재되어 있고, 주로 이동 중에 사용되므로, 매뉴얼 이용 공간과 사용자 기능습득의 공간이 일치하기 힘들다는 점이 두드러진다. 따라서 바람직한 모바일 휴대폰의 사용자 매뉴얼은 모바일 휴대폰 시스템 자체 내에서 포괄적으로 포함하는 것이 바람직한 모델이다. 본 연구는 이러한 시스템 자체 내에서 활용될 수 있는 사용자 매뉴얼의 가능성에 주목하고, 1) 전자 매뉴얼의 정보 표현 방식과 그에 대한 사용자의 반응을 조사하고, 2) 사용자의 정보습득 패턴을 분석하여 3) 시각적 단서(Visual Cue)의 제공이 사용자 매뉴얼 사용의 편의성을 향상시킴을 발견하여 이를 모바일 핸드폰에 활용하기 위한 가이드라인을 개발함을 그 목적으로 하였다.

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Packet Scheduling in Interactive Satellite Return Channels for Mobile Multimedia Services Using Hybrid CDMA/TDMA

  • Lee Ki-Dong;Kim Ho-Kyom;Lee Ho-Jin
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회/대한산업공학회 2003년도 춘계공동학술대회
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    • pp.744-748
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    • 2003
  • Developing an interactive satellite multi­media system, such as a digital video broadcasting (DVB) return channel via satellite (RCS) system, is gaining popularity over the world To accommodate the increasing traffic demand we are motivated to investigate an alternative for improving return channel utilization We develop an efficient method for optimal packet scheduling in an interactive satellite multimedia system using hybrid CDMA/TDMA channels. We formulate the timeslot-code assignment problem as a binary integer programming (BIP) problem, where the throughput maximization is the objective, and decompose this BIP problem into two sub-problems for the purpose of solution efficiency. With this decomposition, we promote the computational efficiency in finding the optimal solution of the original BIP problem Since 2001, ETRI has been involved in a development project where we have successfully completed an initial system integration test on broadband mobile Internet access via Ku-band channels using the proposed resource allocation algorithm.

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무선 홈네트워크 환경에서 양방향 기기 인증에 관한 연구 (A Study on Interactive Device Authentication Mechanism in Wireless Home)

  • 오세웅
    • 한국콘텐츠학회논문지
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    • 제6권5호
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    • pp.9-13
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    • 2006
  • 가정의 정보가전기기의 소형화, 네트워크화에 따라 사용자에게 네트워크의 유연성, 이동성, 사용의 편리성을 제공해 주는 무선 홈네트워크에 대한 요구가 증대되고 있다. 이러한 홈네트워크 시스템에서 기기들간의 양방향 인증이 필요하며 관련 연구가 진행되고 있지만 사용성면에서 문제점이 지적되고 있다. 본 논문에서는 무선 홈네트워크 환경에서 홈로봇을 이용한 양방향 기기 인증 메커니즘을 제안하고 이를 설계 및 구현한다.

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