• 제목/요약/키워드: Mobile Device Application

검색결과 570건 처리시간 0.025초

Exoskeleton 형태의 모션 캡쳐 장치를 이용한 이동로봇의 원격 제어 (Teleoperated Control of a Mobile Robot Using an Exoskeleton-Type Motion Capturing Device Through Wireless Communication)

  • 전풍우;정슬
    • 제어로봇시스템학회논문지
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    • 제10권5호
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    • pp.434-441
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    • 2004
  • In this paper, an exoskeleton-type motion capturing system is designed and implemented. The device is designed to have 12 degree-of-freedom entirely to represent human arm motions. Forward and inverse kinematics of the device are analyzed to make sure of its singular positions. With the designed model parameters, simulation studies are conducted to verify that the designed motion capturing system is effective to represent human motions within the workspace. As a counterpart of the exoskeleton system, a mobile robot is built to follow human motion restrictively. Experimental studies of teleoperation from the exoskeleton device to control the mobile robot are carried out to show feasible application of wireless man-machine interface.

태블릿PC와 전자책단말기의 수용.확산 요인 비교분석을 통한 차별화 전략 연구 (A Study on Differentiation Strategy for Tablet PC and e-Book Reader by a Comparative Analysis of Acceptance.Diffusion Factors)

  • 심진보
    • 경영과학
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    • 제28권1호
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    • pp.25-42
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    • 2011
  • The mobile industry is the key foundation of digital convergence, and its constant growth is expected. Among mobile industries, new products leading the development of devices are the Emerging Device. This study is conducted to find out factors making differentiated by comparing the structural equation model(SEM) of the Tablet PC and the e-Book Reader. The main findings are as follows. First, the application of TAM to the Emerging Device shows that fitness of the model is generally high but the effect of Perceived Ease of Use has not been verified or found insignificant. Second, the acceptance model of the Tablet PC and the e-Book Reader has found that playfulness stimulates acceptance intentions. Third, the cost level of the Emerging Device acceptance model is not a factor stimulating consumers' acceptance intentions. Fourth, product attributes of the Tablet PC and the e-Book Reader to differentiate themselves from the other device are Functionality and Playfulness respectively.

모바일앱을 구현하기 위한 모바일 클라우드 도입 (Introducing Mobile Cloud Computing-Cloudlet for implementing mobile APP)

  • 라이오넬;장종욱
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2015년도 춘계학술대회
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    • pp.304-307
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    • 2015
  • Virtualization lacks capabilities for enabling the application to scale efficiently because of new applications components which are raised to be configured on demand. In this paper, we propose an architecture that affords mobile app based on nomadic smartphone using not only mobile cloud computing-cloudlet architecture but also a dedicated platform that relies on using virtual private mobile networks to provide reliable connectivity through Long Term Evolution (LTE) wireless communication. The design architecture lies with how the cloudlet host discovers service and sends out the cloudlet IP and port while locating the user mobile device. We demonstrate the effectiveness of the proposed architecture by implementing an android application responsible of real time analysis by using a vehicle to applications smart phones interface approach that considers the smartphones to act as a remote users which passes driver inputs and delivers outputs from external applications.

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모바일 장치에서의 가시화를 위한 경계기반 삼각화 (A Constrained Triangulation Technique for Visualization on Mobile Devices)

  • 양상욱;최영
    • 한국CDE학회논문집
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    • 제12권6호
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    • pp.413-421
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    • 2007
  • 3D rendering is becoming a common feature of mobile application programs with the rapid advance of mobile devices. Since the existing rendering engines do not provide triangulation functions, mobile 3D programs have focused on an efficient handling with pre-tessellated geometry. In addition, triangulation is comparatively expensive in computation, so it seems that the triangulation cannot be easily implemented on mobile devices with limited resources. Triangulation of 3D geometry is the essential process of visualization of 3D model data and many different triangulation methods have been reported. We developed a light and fast visualization process that involves constrained triangulation based on Voronoi diagram and applied it to a mobile computer application. In this paper, we applied kd-tree to the original incremental construction algorithm and produced new O(nlogn) incremental construction algorithm. And we show a simple and efficient constrained triangulation method based on Voronoi diagram. This paper also describes an implementation of mobile STEP data viewer as an application of our proposed algorithms.

Design of Contactless Gesture-based Rhythm Action Game Interface for Smart Mobile Devices

  • Ju, Da-Young
    • 대한인간공학회지
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    • 제31권4호
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    • pp.585-591
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    • 2012
  • Objective: The aim of this study is to propose the contactless gesture-based interface on smart mobile devices for especially rhythm action games. Background: Most existing approaches about interactions of smart mobile games are tab on the touch screen. However that way is such undesirable for someone or for sometimes, because of the disabled person, or the inconvenience that users need to touch/tab specific devices. Moreover more importantly, new interaction can derive new possibilities from stranded game genre. Method: In this paper, I present a smart mobile game with contactless gesture-based interaction and the interfaces using computer vision technology. Discovering the gestures which are easy to recognize and research of interaction system that fits to game on smart mobile device are conducted as previous studies. A combination between augmented reality technique and contactless gesture interaction is also tried. Results: The rhythm game allows a user to interact with smart mobile devices using hand gestures, without touching or tabbing the screen. Moreover users can feel fun in the game as other games. Conclusion: Evaluation results show that users make low failure numbers, and the game is able to recognize gestures with quite high precision in real time. Therefore the contactless gesture-based interaction has potentials to smart mobile game. Application: The results are applied to the commercial game application.

Prioritization-Based Model for Effective Adoption of Mobile Refactoring Techniques

  • Alhubaishy, Abdulaziz
    • International Journal of Computer Science & Network Security
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    • 제21권12spc호
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    • pp.375-382
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    • 2021
  • The paper introduces a model for evaluating and prioritizing mobile quality attributes and refactoring techniques through the examination of their effectiveness during the mobile application development process. The astonishing evolution of software and hardware has increased the demand for techniques and best practices to overcome the many challenges related to mobile devices, such as those concerning device storage, network bandwidth, and energy consumption. A number of studies have investigated the influence of refactoring, leading to the enhancement of mobile applications and the overcoming of code issues as well as hardware issues. Furthermore, rapid and continuous mobile developments make it necessary for teams to apply effective techniques to produce reliable mobile applications and reduce time to market. Thus, we investigated the influence of various refactoring techniques on mobile applications to understand their effectiveness in terms of quality attributes. First, we extracted the most important mobile refactoring techniques and a set of quality attributes from the literature. Then, mobile application developers from nine mobile application teams were recruited to evaluate and prioritize these quality attributes and refactoring techniques for their projects. A prioritization-based model is examined that integrates the lightweight multi-criteria decision making method, called the best-worst method, with the process of refactoring within mobile applications. The results prove the applicability and suitability of adopting the model for the mobile development process in order to expedite application production while using well-defined procedures to select the best refactoring techniques. Finally, a variety of quality attributes are shown to be influenced by the adoption of various refactoring techniques.

Hybrid Sensor Calibration Scheme for Mobile Crowdsensing-Based City-Scale Environmental Measurements

  • Son, Seung-Chul;Lee, Byung-Tak;Ko, Seok Kap;Kang, Kyungran
    • ETRI Journal
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    • 제38권3호
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    • pp.551-559
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    • 2016
  • In this paper, we propose a hybrid sensor calibration scheme for mobile crowdsensing applications. As the number of newly produced mobile devices containing embedded sensors continues to rise, the potential to use mobile devices as a sensor data source increases. However, because mobile device sensors are generally of a lower performance and cost than dedicated sensors, sensor calibration is crucial. To enable more accurate measurements of natural phenomena through the use of mobile device sensors, we propose a hybrid sensor calibration scheme for such sensors; the scheme makes use of mobile device sensors and existing sensing infrastructure, such as weather stations, to obtain dense data. Simulation results show that the proposed scheme supports low mean square errors. As a practical application of our proposed scheme, we built a temperature map of a city using six mobile phone sensors and six reference sensors. Thanks to the mobility of the sensors and the proposed scheme, our map presents more detailed information than infrastructure-based measurements.

모바일 마케팅의 유형화와 패션 어플리케이션 이용 동기 (Typology of mobile marketing and fashion application usage motives)

  • 신현주;이규혜
    • 복식문화연구
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    • 제24권4호
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    • pp.483-497
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    • 2016
  • The importance of marketing on mobile platforms as well as mobile commerce is increasing dramatically in fashion industry. The purpose of this study was to categorize mobile fashion marketing strategies and to examine application usage motivations that influence brand attitude, purchase decisions, and post-purchase evaluation. Qualitative research methods, in particular focus-groups and in-depth interviews, were conducted to examine the typology of mobile marketing and fashion application usage motivations. Then, a modified survey was used to quantitatively examine what content consumers expect from fashion applications. Results of the qualitative study indicated that consumers perceive sensory (visual, tactile, auditory), relationship, information and practical marketing strategies through motives. Survey result from 229 consumers revealed four fashion application usage motives: sensory, relationship, information and practical. Based on these motives consumers were segmented into three groups: the experience/relationship-conscious, the product information-conscious, and the lifestyle information-conscious. The product information-conscious group showed higher level of monthly income and clothing expenses but lower level of mobile device usages. Lifestyle information-conscious group and experience/relationship-conscious group had higher level of attitude, and post-purchase evaluation. It was experience-relationship conscious consumers who spent more time in mobile use. This study shows a better understanding of mobile marketing environment of fashion applications.

Energy-Efficient Resource Allocation for Application Including Dependent Tasks in Mobile Edge Computing

  • Li, Yang;Xu, Gaochao;Ge, Jiaqi;Liu, Peng;Fu, Xiaodong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권6호
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    • pp.2422-2443
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    • 2020
  • This paper studies a single-user Mobile Edge Computing (MEC) system where mobile device (MD) includes an application consisting of multiple computation components or tasks with dependencies. MD can offload part of each computation-intensive latency-sensitive task to the AP integrated with MEC server. In order to accomplish the application faultlessly, we calculate out the optimal task offloading strategy in a time-division manner for a predetermined execution order under the constraints of limited computation and communication resources. The problem is formulated as an optimization problem that can minimize the energy consumption of mobile device while satisfying the constraints of computation tasks and mobile device resources. The optimization problem is equivalently transformed into solving a nonlinear equation with a linear inequality constraint by leveraging the Lagrange Multiplier method. And the proposed dual Bi-Section Search algorithm Bi-JOTD can efficiently solve the nonlinear equation. In the outer Bi-Section Search, the proposed algorithm searches for the optimal Lagrangian multiplier variable between the lower and upper boundaries. The inner Bi-Section Search achieves the Lagrangian multiplier vector corresponding to a given variable receiving from the outer layer. Numerical results demonstrate that the proposed algorithm has significant performance improvement than other baselines. The novel scheme not only reduces the difficulty of problem solving, but also obtains less energy consumption and better performance.

MTM하드웨어 기반 스마트 단말 보안 핵심기술 구현 (Security Core Technology Implementation for MTM Hardware-Based Smart Devices)

  • 김정녀
    • 정보보호학회논문지
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    • 제26권6호
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    • pp.1455-1459
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    • 2016
  • 최근 들어, 스마트 단말에서 지불, 인터넷 뱅킹 등 금융업무와 관련된 중요한 정보들을 다루는 경우가 많아졌다. 또한 스마트 단말의 실행환경이 공개 소프트웨어 환경 위주로 발전하면서, 사용자들이 임의의 응용소프트웨어를 다운받아 사용하는 것이 용이하게 됨에 따라, 스마트 단말이 보안적 측면에서 취약하게 되었다. 본 논문에서는 하드웨어 기반의 스마트 단말 보안 기술의 특징을 알아본다. 또한, 본 논문에서는 스마트 단말에서 실행되는 응용프로그램을 위한 MTM(Mobile Trusted Module) 하드웨어기반의 안전한 스마트 단말 실행환경에 대한 구현방법을 제안한다.