• Title/Summary/Keyword: Mobile Promotion

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Study on Crisis Conflict Culture Communication : Focusing on Information Specificity in SNS (위기갈등문화에 대한 소통방식 연구 :SNS 메시지 구체성을 중심으로)

  • Li, Xiao-Fan;Kim, Jung Kyu
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.251-256
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    • 2020
  • Based on the development of SNS in Mobile and Internet, crisis management is regarded as an important issue that determines the rise and fall of businesses. This study aims to contribute to more efficient implementation of crisis management messages by examining the relationship between the strategy of crisis management communication and the level of specificity of the message. The study found that consumers evaluated the crisis-hit company's acceptance communication strategy to show a higher level of integrity, reliability and appropriateness than the defensive strategy. However, this main effect is mediated by the specificity (high specificity vs. low). Specifically, consumers' assessment of crisis management messages and information-seeking behavior were found to be most favorable when used in a mixture of acceptance strategies and high specificity. Conversely, the lowest effect was the combination of defense strategy and high specificity. Based on these results, the theoretical discussions is described for crisis management practitioners of enterprises and organizations.

The Effect of Radiated Electromagnetic Wave by Digital Modulation Signals on the Electronic Devices (디지털 변조 전자기파 방사에 의한 전자기기에 미치는 영향)

  • Cho, Won-Seo;Kwak, Phil-Keun;Park, Chang-Yeol;Yang, Jun-Kyu;Geum, Hong-Sik
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.22 no.2
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    • pp.220-227
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    • 2011
  • With the rapid development of mobile communication technology, the technologies based on the diverse digital modulation schemes have been used for the frequency range of over 800 MHz. The only radiation immunity has been tested using only AM signal based on IEC 61000-4-3 without any consideration of the influence of electromagnetic radiation in Korea. However, it has not been tested by wideband digital modulation signals such as cdmaone(IS-95), WCDMA and PM signal. The purpose of this study was to review the standards. In addition, the input signals were analyzed and tested considering the environments in Korea. The results showed that the devices were influenced by digital modulation signal or PM signal more than by AM signal.

The IT System Model for The SME-Type Smart Work System (중소기업형 스마트워크 시스템을 위한 IT 시스템 모델)

  • Kim, Bong-gi;Son, Jin Seong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.827-830
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    • 2013
  • Due to strong wind of smartphone, change in human life is facing 21 Century's new revolution. The end of 2012, The record rate of supply of smartphone is up to 58.8 percent. So the reputation of IT power are continuing. Korea is boasting IT infrastructure, and the reputation of IT power with rapidly evolving. But Korea is one of OECD country with the longest working hours and in labor productivity, yet is located in the lower rank. Now, common social issues such as low-carbon, green growth, low birthrate, graying, labor productivity growth, the reduce greenhouse gas is constantly increasing in worldwide. So Smart Work is getting attention as a way to resolve this. In this paper, we study the impact of small business on local economy and the status information of small business on statistical point of view. And we offer the smart work countermeasures of small business through detailed action elements and the model proposed fot driving factor for the promotion of smart work. Through this, we propose the IT system model for The SMEs-type smart work system.

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An Object Tracking Method for Studio Cameras by OpenCV-based Python Program (OpenCV 기반 파이썬 프로그램에 의한 방송용 카메라의 객체 추적 기법)

  • Yang, Yong Jun;Lee, Sang Gu
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.291-297
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    • 2018
  • In this paper, we present an automatic image object tracking system for Studio cameras on the stage. For object tracking, we use the OpenCV-based Python program using PC, Raspberry Pi 3 and mobile devices. There are many methods of image object tracking such as mean-shift, CAMshift (Continuously Adaptive Mean shift), background modelling using GMM(Gaussian mixture model), template based detection using SURF(Speeded up robust features), CMT(Consensus-based Matching and Tracking) and TLD methods. CAMshift algorithm is very efficient for real-time tracking because of its fast and robust performance. However, in this paper, we implement an image object tracking system for studio cameras based CMT algorithm. This is an optimal image tracking method because of combination of static and adaptive correspondences. The proposed system can be applied to an effective and robust image tracking system for continuous object tracking on the stage in real time.

An Implementation of the path-finding algorithm for TurtleBot 2 based on low-cost embedded hardware

  • Ingabire, Onesphore;Kim, Minyoung;Lee, Jaeung;Jang, Jong-wook
    • International Journal of Advanced Culture Technology
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    • v.7 no.4
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    • pp.313-320
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    • 2019
  • Nowadays, as the availability of tiny, low-cost microcomputer increases at a high level, mobile robots are experiencing remarkable enhancements in hardware design, software performance, and connectivity advancements. In order to control Turtlebot 2, several algorithms have been developed using the Robot Operating System(ROS). However, ROS requires to be run on a high-cost computer which increases the hardware cost and the power consumption to the robot. Therefore, design an algorithm based on low-cost hardware is the most innovative way to reduce the unnecessary costs of the hardware, to increase the performance, and to decrease the power consumed by the computer on the robot. In this paper, we present a path-finding algorithm for TurtleBot 2 based on low-cost hardware. We implemented the algorithm using Raspberry pi, Windows 10 IoT core, and RPLIDAR A2. Firstly, we used Raspberry pi as the alternative to the computer employed to handle ROS and to control the robot. Raspberry pi has the advantages of reducing the hardware cost and the energy consumed by the computer on the robot. Secondly, using RPLIDAR A2 and Windows 10 IoT core which is running on Raspberry pi, we implemented the path-finding algorithm which allows TurtleBot 2 to navigate from the starting point to the destination using the map of the area. In addition, we used C# and Universal Windows Platform to implement the proposed algorithm.

An Empirical Study on Machine Learning based Smart Device Lithium-Ion Cells Capacity Estimation (머신러닝 기반 스마트 단말기 Lithium-Ion Cell의 잔량 추정 방법의 실증적 연구)

  • Jang, SungJin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.797-802
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    • 2020
  • Over the past few years, smart devices, including smartphones, have been continuously required by users based on portability. The performance is improving. Ubiquitous computing environment and sensor network are also improved. Due to various network connection technologies, mobile terminals are widely used. Smart terminals need technology to make energy monitoring more detailed for more stable operation during use. The smart terminal which is light in small size generates the power shortage problem due to the various multimedia task among the terminal operation. Various estimation hardwares have been developed to prevent such situation in advance and to operate stable terminals. However, the method and performance of estimating the remaining amount are not relatively good. In this paper, we propose a method for estimating the remaining amount of smart terminals. The Capacity Estimation of lithium ion cells for stable operation was estimated based on machine learning. Learning the characteristics of lithium ion cells in use, not the existing hardware estimation method, through a map learning algorithm using machine learning technique The optimized results are estimated and applied.

Design of an Infant's App using AI for increasing Learning Effect (학습효과 증대를 위한 인공지능을 이용한 영유아 앱 설계)

  • Oh, Sun Jin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.733-738
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    • 2020
  • It is really hard to find an infant's App, especially for the age under 5, even though there are lots of Apps developed and distributed nowadays. The selection of the proper infant's App is difficult since the infants' App should be useful, safe and helpful for the development of their intelligence. In this research, we design the useful infant's App for the development of their intelligence by applying the AI technology for increasing the learning effect in order to satisfy the characteristics of the infants' needs. A proposed App is the collection of interesting games for infants such as picture puzzle game, coloring shapes game, pasting stickers game, and fake mobile phone feature enables them to play interesting phone game. Furthermore, the proposed App is also designed to collect and analyze the log information generated while they are playing games, share and compare with other infants' log information to increase the learning effect. After then, it figures out and learns their game tendency, intelligibility, workmanship, and apply them to the next game in order to increase their interests and concentration of the game.

A Study on the Corporate Culture of ZTE (중싱(中兴)의 기업문화 연구)

  • Kim, SeungJin;Choi, MyeongCheol;Kim, HannEarl;Shang, XianFa;Zhang, Yu
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.203-208
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    • 2020
  • The trade war between the United States and China has been going on for many years, and sanctions against Chinese telecommunications companies in the United States are increasingly tightening. Despite these restrictions, ZTE (Zhongxing), China's leading communication equipment company, is rather expanding its market share in the global 5th generation mobile communication (5G) market. ZTE's growth and competitiveness are based on its unique corporate culture. ZTE places great importance on R&D, has a corporate culture of humility and moderation based on traditional Chinese culture. Besides, it has the placement and use of human resources in the right place. While ZTE strives to implement people-centered management, it makes good use of internal competition. Despite ZTE's global market share and corporate competitiveness, virtually nothing has been studied in Korea. The results of this study are intended to be helpful in enhancing the competitiveness of Korea's ICT industry and companies that want to expand to the world while fostering 5G.

The Analysis on Brand Marketing Strategy of Mobie Game (<펜타스톰> 모바일 게임의 브랜드 마케팅 전략 분석)

  • Bo, Ding Zhi;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.194-196
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    • 2017
  • is a MOBA game developed by 2015 at the Tentent's Tianmei Studios. The operation of the game was very successful, ranking first in the global mobile gaming revenue list in May 2017. However, most of the discussion about this game are the moral critique of game addiction. In fact, a game's success is closely related to the Marketing strategy beyond the contents of the game. This research using a neutral point of view to see the communication modes of during the early, development and outbreak period, analyze the integrated marketing communication strategy (IMC) through the method of case study, and concluded that the key to the success of IMC is the flexible use of various communication methods to achieve a three-dimensional offensive according to the famous Synergy Theory. It is also hoped that this article will be helpful for practitioners to realize the importance of Publicity and promotion of other game products.

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A Study on Characteristics of the Type of Interactive Broadcast Program in Korea (국내 양방향 방송 프로그램 유형 특징에 관한 연구)

  • PARK, JIN SIK;KIM, SUNG HOON
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.209-215
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    • 2019
  • The purpose of this study is to suggest the development of interactive services and technologies in the media industry. Through the analysis of domestic two-way broadcasting contents service, this study analyzed platform and services type according to service type of terrestrial broadcasting, SO operator and Telco. Also, by identifying the characteristics of interactive programs(open, interactive, personalized, stereoscopic), this study propose important convergence possibilities of the future providers and development plans through supporting technologies and services for each characteristic. In the case of terrestrial broadcasters, ARS, web sites and mobile apps were mostly provided in both directions, and SO and satellite broadcasting operators were found to provide diversity in interactive service operation using data domain. In the case of IPTV companies, most of them provide interactive services with additional video or information service through adjustment button or app, and cable TV operators had more adjustment data broadcasting than exclusive use data broadcasts. Therefore, domestic interactive broadcasting service type needs convergence type of revenue model needs and needs to be converted into new competitive interactive broadcasting program service environment.