• Title/Summary/Keyword: Mobile Policy

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A Survey on the Use of Music by the Baby Boomer Generation (베이비부머 세대의 음악활용에 대한 조사연구)

  • Jeon, So-Won;Park, Hye-Young
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.37-46
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    • 2020
  • The purpose of this survey was to examine the trend, purpose, and overall needs on the use of music by the baby boomer generation. On 87 participants aged from 57 to 66 living in five cities of Korea, online and offline surveys were conducted. As a result, first, the baby boomer generation mostly listened to popular music on their mobile phones when taking a rest alone, and it has been confirmed that the purpose of music use was for happiness, hobby, confidence, and fulfillment in order. Second, there was shown that the baby boomer generation hope to do singing and lyric-discussion in a club setting. Third, for the purpose of music use according to genders, there was found that female participants more significantly focused on volunteering than male. It is meaningful that this study could provide basic data to develop music programs considering characteristics of the baby boomer generation.

The Effects of Digital Consumption Trust and Corporate Trust on IT Device and Service Satisfaction

  • Park, Seungbae;Hong, Jaewon
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.217-222
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    • 2021
  • Recently, trust in online transactions and corporate trust are most important at the corporate level as social overhead capital in commercial transactions using digital devices such as online, mobile, and SNS platforms. Therefore, this study used data from the Korea Consumer Agency's consumer policy indicators to identify the impact of digital consumption trust and corporate responsibility trust on the satisfaction of information and communication products and services. According to the analysis, trust in digital consumption conditions and responsibility of companies have a positive impact on satisfaction of information and communication devices and satisfaction of information and communication services. In addition, it was found that trust in corporate responsibility has a greater impact on satisfaction of information and communication devices and satisfaction of information and communication services than trust in digital consumption conditions. Theoretical and practical implications for these findings and suggestions for future research were presented.

Design and Implementation of Kalman-filter Based User Movement Distance Algorithm Suitable for Domestic Environment (국내 환경에 적합한 Kalman-filter 기반 사용자 운동거리 측정 알고리즘 설계 및 구현)

  • Jang, Young-Hwan;Im, Subong;Park, Seok-Cheon;Lee, Bong-Gyou;Lee, Sang-Soon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1624-1630
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    • 2019
  • With the increase in there are smart devices penetration around the world, services related to exercise checks are attracting attention. However, there is existing exercise amount measurement service does not use the altitude information, or because the use of an algorithm that does not corrected the GPS altitude error is not accurate movement distance provided have a problem. Therefore, in this paper, to improve the existing problems, Kalman-filter-based user movement distance measurement algorithm is designed and implementation of improved by using the Kalman-filter based GPS and barometric altimeter sensor fusion algorithm to improve the altitude value the accuracy and of calculate the coordinate plane distance. As a result of comparing the designed and implementation of algorithm with the existing algorithms, it is confirmed that the proposed algorithm improves the accuracy by about 2.17%.

A Secure and Efficient Roaming Mechanism for Centralized WLAN Environment (중앙집중식 WLAN 환경에서의 안전하고 효율적인 로밍 메커니즘)

  • Park, Chang-Seop;Woo, Byung-Duk;Lim, Jeong-Mi
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.19 no.1
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    • pp.81-92
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    • 2009
  • Recently, there is a drastic increase in users interested in real-time multimedia services in the WLAN environment, as the demand of IEEE 802.11 WLAN-based services increases. However, the handoff delay based on 802.11i security policy is not acceptable for the seamless real-time multimedia services provided to MS frequently moving in the WLAN environment, and there is a possibility of DoS attacks against session key derivation process and handoff mechanism. In this paper, a secure and efficient handoff mechanism in the centralized WLAN environment is introduced to solve the security problems. The 4-way Handshake for both mutual authentication and session key derivation is replaced by the 2-way Reassociation process.

Analysis of User Interface (UI) Color Design of Children's Education Game (아동 교육용 게임의 사용자 인터페이스(UI) 색채 디자인 분석)

  • Zheng, LingJing;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.577-583
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    • 2020
  • The learning and cognition of preschool children begins with the color of the object, and the game interface is the child's first impression of the game, so reasonable color design is needed. This article selects 10 educational mobile game for preschool children, extracts colors from the game interface and startup icons, and puts them into Photoshop to analyze the three elements of color hue, lightness, and saturation. Finally, three suggestions are put forward for the color design of game UI. 1.Choose a color similar to the actual color of the thing. 2. Choose warm colors according to your child's preferences. 3. When using contrasting colors, please reduce the brightness or purity of the colors. It is hoped that the research conclusions can provide reference materials for the color design of educational game UI for preschool children.

A Study on User Experience Design of Personalized OTT Content Preview (개인 맞춤형 OTT 콘텐츠 미리보기의 사용자 경험 디자인 연구)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.283-287
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    • 2021
  • The purpose of this study is to analyze personalized contents and previews of OTT service based on user experience and to suggest the improvements of the preview viewing experience. Current domestic OTT mobile applications were researched to find out how services are offering content. Plus, the 20s-30s were recruited to analyze user experience. An online survey and in-depth interview were conducted by using Stephen P. Anderson's Creating Pleasurable Interface Model. As a result, preview help users to select content but it doesn't suit their taste. Also, the preview is hard to watch however they want. Therefore, it can be inferred that the preview requires the function for improving efficiency, preference, and accessibility. This study is expected to be used as research material on user experience or preview experience of OTT content.

Prerequisites on Smart Healthcare in the Perspective of Service Design : Focusing on the Elderly Experience Case (서비스 디자인 관점에서 본 스마트 헬스케어의 선행 조건 : 고령자 경험 사례를 중심으로)

  • Kim, Ho-Da;Joo, Ae-Ran
    • Journal of Information Technology Applications and Management
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    • v.28 no.3
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    • pp.49-58
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    • 2021
  • Due to the increasing interest in wellness aroused by the aging population and the pursuing feature of active old age, Korean elderly set importance on long life with their healthy condition. Following the change in the paradigm of the medical delivery system from hospital-oriented, treatment-oriented to personal-centered and self-care, Service design application of Smart Healthcare for the elderly became valuable. Smart Healthcare is a healthcare service provided through the fusion of ICT technologies including mobile/wearable devices, IoT, big data, and information technology, and it is utilized to prevent diseases managing abundant health information and living habits. As a methodology for delivering such Smart Healthcare to the elderly, Service design can be adopted. Therefore, this study would like to present the perquisites of Smart Healthcare design for the elderly through analyzing the results from in-depth interview methods between the elderly and medical staff. As a result of this study, guidelines for Service design application of health vulnerability management for the elderly utilizing smart phones were presented. Therefore, this study presented four prerequisites composed of 'high level of supplementation and ethical decision making', 'improvement of inequality in accessibility and experience', 'resolving problems in policy implementation' and 'user-friendliness' for the Smart Healthcare service design for the elderly. Overall, Service design is expected to play an innovative role in improving the quality of life for the elderly through the process of collecting and delivering information on Smart Healthcare centered on the experience of the elderly.

Design and Implementation of Image Detection System Using Vertical Histogram-Based Shadow Removal Algorithm (수직 히스토그램 기반 그림자 제거 알고리즘을 이용한 영상 감지 시스템 설계 및 구현)

  • Jang, Young-Hwan;Lee, Jae-Chul;Park, Seok-Cheon;Lee, Bong-Gyou;Lee, Sang-Soon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.1
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    • pp.91-99
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    • 2020
  • For the shadow removal technology that is the base technology of the image detection system, real-time image processing has a problem that the processing speed is reduced due to the calculation complexity and it is also sensitive to illumination or light because shadows are removed only by the difference in brightness. Therefore, in this paper, we improved real-time performance by reducing the calculation complexity through the removal of the weighting part in order to solve the problem of the conventional system. In addition, we designed and evaluated an image detection system based on a shadow removal algorithm that could improve the shadow recognition rate using a vertical histogram. The evaluation results confirmed that the average speed increased by approximately 5.6ms and the detection rate improved by approximately 5.5%p compared to the conventional image detection system.

Research on the Communication Effect of Intangible Cultural Heritage Cultural Symbols by the Game Character Design in 'King of Glory ' : Focused on the 'Guangdong Lion Dance' (<왕자영요>의 게임 캐릭터 디자인이 무형문화재 문화 기호에 미치는 파급효과에 대한 연구 -'광동 사자춤'을 중심으로-)

  • Gao, Kai;Lee, Dong-Yeop
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.433-438
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    • 2021
  • The purpose of this paper is to express intangible cultural heritage through game character designs, and to inherit and spread intangible cultural heritage in a new way. This paper will analyze how the characters in the mobile game "King of Glory" creatively design the intangible cultural heritage "Guangdong Lion Dance". Extract the cultural symbols of intangible cultural heritage into the game character design, and spread the characters online and offline. Through the digital dissemination of "Guangdong Lion Dance" through the game "King of Glory", the relevant influence of intangible cultural heritage cultural symbol dissemination in current digital games is explored.

Analyzing Game Streaming Application Reviews Using Text Mining Approach: Research to Strengthen Digital Competitiveness (텍스트마이닝 기법을 활용한 게임 스트리밍 애플리케이션 리뷰 분석: 디지털 경쟁력 강화를 위한 연구)

  • Jin, Wenhui;Lee, Jungwoo
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.279-290
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    • 2022
  • As the growth of the live streaming service market is accelerating due to COVID-19, the number of downloads and reviews of live streaming mobile applications is also rapidly skyrocketing. This study is to research game streaming applications using Twitch reviews as database. A total of 8 topics are extracted through LDA topic modeling and 7 out of them are detected to be inconvenience factors. Then, to pinpoint the main inconvenience factors, co-occurrence analysis is used in order to find out main factors. Finally, based on previous studies, several solutions are provided, which can solve the inconvenience factors(advertisement, UI design, technology problems) as well as strengthening digital competitiveness. This study will serve as an opportunity to improve digital competitiveness not only for Twitch but also for other game live streaming service companies in the future.