• Title/Summary/Keyword: Mobile View

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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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The Real-time Shopping System using Multipurpose Visual Language with Voice Recognize (음성인식시스템과 다목적 시각 언어를 연동한 실시간 쇼핑 시스템)

  • Kim, Young-Jong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.6
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    • pp.4164-4169
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    • 2015
  • In this paper planed Real-time Shopping System using Multipurpose Visual Language System(MVLS) with voice recognition remote controller. This system has a merit that using existing on-line & off-line shopping system with addition MVLS data. This can realization little modification existing shopping system. Also, customer's a point of view that has a merit to using easy device for shopping. That is no more using difficult device like that keyboard or mouse, and approach to easy device that voice recognition remote controller or smart phone. Especially, aspect of the old and the infirm and disabled persons that information minority group, can easy buy the product using this system. And, the sellers can more easily collection customer's data and using that future sales strategy.

Depth Image based Egocentric 3D Hand Pose Recognition for VR Using Mobile Deep Residual Network (모바일 Deep Residual Network을 이용한 뎁스 영상 기반 1 인칭 시점 VR 손동작 인식)

  • Park, Hye Min;Park, Na Hyeon;Oh, Ji Heon;Lee, Cheol Woo;Choi, Hyoung Woo;Kim, Tae-Seong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.1137-1140
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    • 2019
  • 가상현실(Virtual Reality, VR), 증강현실(Augmented Reality, AR), 혼합현실(Mixed Reality, MR) 분야에 유용한 인간 컴퓨터 인터페이스 기술은 필수적이다. 특히 휴먼 손동작 인식 기술은 직관적인 상호작용을 가능하게 하여, 다양한 분야에서 편리한 컨트롤러로 사용할 수 있다. 본 연구에서는 뎁스 영상 기반의 1 인칭 시점 손동작 인식을 위하여 손동작 데이터베이스 생성 시스템을 구축하여, 손동작 인식기 학습에 필요한 1 인칭(Egocentric View Point) 데이터베이스를 촬영하여 제작한다. 그리고 모바일 Head Mounted Device(HMD) VR 을 위한 뎁스 영상 기반 1 인칭 시점 손동작 인식(Hand Pose Recognition, HPR) 딥러닝 Deep Residual Network 를 구현한다. 최종적으로, 안드로이드 모바일 디바이스에 학습된 Residual Network Regressor 를 이식하고 모바일 VR 에 실시간 손동작 인식 시스템을 구동하여, 모바일 VR 상 실시간 3D 손동작 인식을 가상 물체와의 상호작용을 통하여 확인 한다.

Key-factors in the Modified Parallel Type to Convert Toed-in Type Stereoscopy (수렴타입의 스테레오 영상 획득방법을 모사하는 변형평행타입에서의 주요인자의 정의)

  • Lee, Kwang-Hoon;Kim, Dong-Wook;Kim, Sung-Kyu
    • Korean Journal of Optics and Photonics
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    • v.19 no.4
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    • pp.276-286
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    • 2008
  • The representative alignments for taking a stereo image by using a stereoscopic camera are the toed-in and the parallel alignment. In this paper, we tried to find important factors in the process that captures the stereo image by modifying parallel type 3D camera alignment to take the same object information as, for instance, when toed-in type was used. The modified parallel type 3D camera has merits in both types. As a result, three important factors are found by simulation to be inter-camera distance, field of view and convergence angle for both types. And the change of the convergence angle is known to be the most important factor at the stereo fusible area in processing. The effective ranges of these factors to simulate perfectly toed-in type by modified parallel type are strongly dependent on a user's circumstances such as mobile, official, theater and so on. Additionally, the error of the simulation is reduced when the focal length of the stereo camera is short and the convergence angle becomes smaller.

Exploring the Influence of Vehicle Mobility on Information Spreading in VANETs

  • Li, Zhigang;Wang, Xin;Yue, Xinan;Ji, Yingli;Wang, Hua
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.2
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    • pp.800-813
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    • 2021
  • With the advent of 5G communications, internet of vehicles technology has been widely used in vehicles. Then the dynamic spread of information between vehicles began to come into focus with more research. It is well known that the identification of nodes with great spread influence has always been a hot topic in the field of information spreading. Most of the existing work measures the propagation influence by degree centrality, betweenness centrality and closeness centrality. In this paper, we will identify influential vehicle nodes based on the mobility characteristics of vehicles to explore the information spreading between vehicles in VANETs. Different from the above methods, we mainly explore the influence of the radius of gyration and vehicle kilometers of travel on information spreading. We use a real vehicle trajectory data to simulate the information transmission process between vehicles based on the susceptible-infected-recovered SIR model. The experimental results show that the influence of information spreading does not enhance with increasing radius of gyration and vehicle kilometers of travel. The fact is that both the radius of gyration and the distance travelled have a significant influence on information spreading when they are close to the median. When the value of both is large or small, it has little influence on information spreading. In view of this results, we can use the radius of gyration and vehicle kilometers of travel to better facilitate the transmission of information between vehicles.

Implementation of a face detection algorithm for the identification of persons (동영상에서 인물식별을 위한 얼굴검출 알고리즘 구현)

  • Cho, Mi-Nam;Ji, Yoo-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.21 no.1
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    • pp.85-91
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    • 2011
  • The technique, which is able to detect and recognize characters in videos such as a movie or TV drama, can be used for applications which are database management of a general user's facial images for the suppliers of PVR(personal video recorder), mobile phones, and multimedia, etc. In this paper, we propose a face detection algorithm. It searches the character through cast indexing when the scene is changed in video. It is consisted of three stages. The first step is the detection-step of the scene change after producing a paused image. The second step is the face detection-step using color information. The final step is the detection-step which detects its features by the facial boundary. According to the experimental result, it has detected faces in different conditions successfully and more advanced than the existing other one that are using only color information.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

Intelligent Retrieval System for finding important travel information (중요 여행 정보를 찾기 위한 지능 검색 시스템)

  • Yun, Un-Il;Shin, Hyeon-Il;Ryu, Keun-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.11
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    • pp.113-121
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    • 2009
  • The increasing interest in leisure activities of a five-day work per week has been recently prevailed. Additionally, as internet and mobile infrastructures have been becoming widespread, the user can get specific information using a search engine. However, it is difficult for the user to get accurate information they really want as shared information has been rapidly increased and the information has been searched. For example, users can retrieve required travel information, but they also must see a huge number of travel advertisements. In this paper, we design and implement a retrieval system using travel information collecting agent. The information gathering agent regularly visits travel-related category pages of the portal sites and major media travel-article pages to collect information related to travel, and the agent stores the gathered information to a database. Then, users can search the travel information conveniently without the need to view advertisements.

An identity analysis of Mechanic Design through the Japan Animation (일본 애니메이션<신세기 에반게리온>으로 본 메카닉 디자인의 정체성 분석)

  • Lee, Jong-Han;Liu, Si-Jie
    • Cartoon and Animation Studies
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    • s.50
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    • pp.275-297
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    • 2018
  • Japan's mechanic animation is widely known throughout the world. 1952년, Japan's first mechanic animation and the first TV animation, , has been popular since it's creation in 1952. Atom, a big hit at the time, has influenced many people. Japanese mechanic animations convey their unique traits and world view to the public In this paper, we are going to discuss the change of the Japanese mechanical design through comparison of the mechanical design, which has been booming since the 1990s in Japan; and the . I expect the results of this analysis to depict Japanese culture and thought reflected in animation, which is a good indication of worldwide cultural view of animation. unexpectedly influenced the Japanese animation industry after it screened in 1995, and there are still people constantly reinterpreting and analyzing it. This is the reaction of the audience to anticipate the mystery and endless conclusions of the work itself. The design elements of Evangelion are distinguished from other mechanical objects. Mechanic design based on human biotechnology can overcome limitations of machine and make you feel more human. The pilot 's boarding structure, which can contain human nature, is reinforced in the form of an enterprising plug, and the attitude of excavation makes humanity more prominent than a straight robot. Thus, pursues a mechanic design that can reflect human identity. can be selected as the mechanic animation of the 80's, and the "Neon Genesis Evangelion" of the 90's shows it with a completely different design. By comparing the mechanical design of two works, therefore, we examine the correlation between the message and the design of the work. presents the close relationship between the identity of the mechanical design and the contents. I would like to point out that mechanical design can be a good example and theoretical basis for the future.

Comparison Study of Knowledge, Attitude and Motivation Between Blood Donors and Non-donors (헌혈자와 비헌혈자의 헌혈에 대한 지식, 태도 및 동기에 대한 비교)

  • Shin, Jae-Hack;SaKong, Jun;Kim, Seok-Beom;Kim, Chang-Yoon;Kang, Pock-Soo;Chung, Jong-Hak;Song, Dal-Hyo
    • Journal of Yeungnam Medical Science
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    • v.6 no.2
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    • pp.159-172
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    • 1989
  • This study was conducted to compare the date on knowledge, attitude and motivation toward blood donation between donors and nondonors. The study population included 622 donors and 322 nondonors who visited the mobile blood donation car of Taegu Red Cross Blood Center and participated the group appointed blood donation campaign managed by the center from March 1 to March 31, 1989. The donors and nondonors were questioned above mentioned items with a formulated questionnaire. Among the general characteristics of the subjects in the study, male predominace(84.1% in donors and 73.6% in nondonors) in young age group (16-24 years) was the outstanding feature. As a medium of information about blood donation, "television" was playing a dominant role(donors ; 75.2%, nondonors ; 78.9%), while "magazine"played more important roles among donors. Of the donors, 70.6% and of the nondonors, 58.1% replied that they had ever been induced to donate blood (p<0.01). Major inducers were friend and personnel of mobile blood donation vehicle. On the measuring of knowledge level, the average rates of correct answer was higher in donors (62.6%) than in nondonors (54.1%) (p<0.01). Higher the education level was presented, higher the knowledge level (p<0.05). There have been noticeable difference between donors and nondonors in blood replying the questionnaire set to measure their attitude toward blood donation. especially in the items such as "impression toward blood", "selection of transfusion blood source" and "view on the situation of blood shortage." The major motivation toward blood donation of the groups were "possible future need" and "altruism or humanitarian interest". The major reasons for not donating blood in both groups were "fear of the needle" and around to visit to mobile car or center."

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