• 제목/요약/키워드: Mobile community

검색결과 254건 처리시간 0.028초

인터넷 커뮤니티를 위한 JAVA 기반의 네트워크 게임 환경 설계 및 구현 (A design and implementation of Java based network game environments design and implementation for Internet community)

  • 김종수;김태석;최길림;김삼룡
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2003년도 춘계학술발표논문집 (중)
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    • pp.1071-1074
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    • 2003
  • Now internet is very popular. Many company services various contents in Web. One of the best way for internet community is network game service for internet member. There are some company to service high quality network game for gathering members. Those company make success for getting fee from their member. Global on-line game market is small but stability growing. Thus Microsoft invest on line game. On this paper, one of a java network turn game system called by "Hoola" is designed and implemented. This Application consist of Client/Server and Database module and multi-tier Architecture, because of easily translation to PDA or mobile phone.

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사이버대학 실기교육을 위한 앱기반 인터페이스 연구 (The app-based interface research for practical education of cyber university)

  • 박기홍;장혜숙
    • 디지털산업정보학회논문지
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    • 제8권4호
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    • pp.19-24
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    • 2012
  • Recently, universities have difficulties in operating the normal curriculum because fresher's basic academic ability is declined. It causes campus misfits so managing students become a rising issue. The education system that focuses only on college entrance exam is one of the reasons why this phenomenon occurred. So, several tries are enacted at university to improve this problem. One of the solutions is enforcing the activity with self-directed Learning Community students to know learning level themselves and execute systematic studying habit is essential for improving this problem. This activity can help students understanding and having interest in class and be motivated to study. But it had burdened tutors with submitting activity report in written form. In this paper, we suggest the Mobile Based Activity Report Submission System which can be the solution of the problem that the Self-directed Learning Community System has. This system reduces the emotional burden to write the reports and manages them efficiently.

위치 정보기반의 지역 축제 콘텐츠 활성화를 위한 모바일 커머스 및 정보 알림 시스템에 관한 연구 (A Novel of Mobile Commerce and Information Notice System for Local Festival Content Activation based on Location Information)

  • 정세훈;박선민;심춘보
    • 한국멀티미디어학회논문지
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    • 제18권6호
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    • pp.780-791
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    • 2015
  • Recently, it is being held festival according to regional and seasonally cultural feature in nationwide. Especially, local festivals are being provided festival information services a variety of forms for tourists depending on development of information device. However, systems to provide notification information of local festivals are not persistent but mostly short term service. In this paper, we propose a mobile commerce and information notification system through festival information alerts and festival surrounding information using local based on service. In addition, we implement a festival information notification system that applies to beacon based on bluetooth in order to inform them on diverse festival. Finally, we take into account in terms of design of system using object-oriented design modeling to improve reusability of proposed system.

Business Collaborative System Based on Social Network Using MOXMDR-DAI+

  • Lee, Jong-Sub;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
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    • 제8권3호
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    • pp.223-230
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    • 2020
  • Companies have made an investment of cost and time to optimize processing of a new business model in a cloud environment, applying collaboration technology utilizing business processes in a social network. The collaborative processing method changed from traditional BPM to the cloud and a mobile cloud environment. We proposed a collaborative system for operating processes in social networks using MOXMDR-DAI+ (eXtended Metadata Registry-Data Access & Integration based multimedia ontology). The system operating cloud-based collaborative processes in application of MOXMDR-DAI+, which was suitable for data interoperation. MOXMDR-DAI+ applied to this system was an agent effectively supporting access and integration between multimedia content metadata schema and instance, which were necessary for data interoperation, of individual local system in the cloud environment, operating collaborative processes in the social network. In operating the social network-based collaborative processes, there occurred heterogeneousness such as schema structure and semantic collision due to queries in the processes and unit conversion between instances. It aimed to solve the occurrence of heterogeneousness in the process of metadata mapping using MOXMDR-DAI+ in the system. The system proposed in this study can visualize business processes. And it makes it easier to operate the collaboration process through mobile support. Real-time status monitoring of the operation process is possible through the dashboard, and it is possible to perform a collaborative process through expert search using a community in a social network environment.

'콘텐츠 관리시스템'을 이용한 N-스크린 서비스 (N-Screen Service Using Contents Management System)

  • 류갑상;정진국
    • 한국융합학회논문지
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    • 제9권6호
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    • pp.17-23
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    • 2018
  • 본 논문에서는 기존의 콘텐츠 관리 시스템의 한계를 극복하고자, 하나의 콘텐츠 관리 시스템의 트랜스코딩 엔진을 이용하여 IPTV, WEB, Mobile, Smart Device 등에 서비스할 수 있는 콘텐츠 관리 시스템(CMS)을 개발한 사례를 소개한다. 개발된 CMS는 하나의 콘텐츠를 동시에 여러 개의 콘텐츠로 트랜스코딩하여 각 각의 디바이스에 자동으로 인지하여 최상의 콘텐츠를 서비스함으로써 CMS 추가 도입에 대한 부담감을 줄이고, 관리자의 개입을 최소화시킴으로써 효율적인 콘텐츠 관리를 할 수 있도록 설계 되었다. 스튜디오에서 제작된 콘텐츠에 대한 자동화시스템과 모바일에서 촬영된 영상에 대한 자동관리 기능으로 활용에 중점을 두고 있으며, 추후 콘텐츠 생산에 대한 기능을 추가함으로써 콘텐츠에 대한 One-Stop Service를 할 수 있도록 발전시켜갈 계획이다.

Web Hypermedia Resources Reuse and Integration for On-Demand M-Learning

  • Berri, Jawad;Benlamri, Rachid;Atif, Yacine;Khallouki, Hajar
    • International Journal of Computer Science & Network Security
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    • 제21권1호
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    • pp.125-136
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    • 2021
  • The development of systems that can generate automatically instructional material is a challenging goal for the e-learning community. These systems pave the way towards large scale e-learning deployment as they produce instruction on-demand for users requesting to learn about any topic, anywhere and anytime. However, realizing such systems is possible with the availability of vast repositories of web information in different formats that can be searched, reused and integrated into information-rich environments for interactive learning. This paradigm of learning relieves instructors from the tedious authoring task, making them focusing more on the design and quality of instruction. This paper presents a mobile learning system (Mole) that supports the generation of instructional material in M-Learning (Mobile Learning) contexts, by reusing and integrating heterogeneous hypermedia web resources. Mole uses open hypermedia repositories to build a Learning Web and to generate learning objects including various hypermedia resources that are adapted to the user context. Learning is delivered through a nice graphical user interface allowing the user to navigate conveniently while building their own learning path. A test case scenario illustrating Mole is presented along with a system evaluation which shows that in 90% of the cases Mole was able to generate learning objects that are related to the user query.

협동학습을 위한 U-CoMM 시스템 (A U-CoMM System for Cooperative Learning)

  • 이병록;지홍일;신동화;조용환;이준희
    • 한국콘텐츠학회논문지
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    • 제6권3호
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    • pp.116-124
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    • 2006
  • 멘토링은 멘토와 멘티의 지속된 관계로 정의된다. 지속적인 관여를 통해서 멘토는 멘티가 새로운 도전에 직면 또는 초기 문제들을 바로잡는데 있어서 안내와 보조, 지원을 제공한다. 협동학습을 위한 멘토링은 고급 사고력, 협력적 능력, 사회성 발달을 포함하여 많은 장점을 가진다. 본 논문에서는 유비쿼터스 환경에서의 멘토와 멘티의 사이버 커뮤니티를 이용한 교수학습 전략을 설계하기 위해서 U-CoMM시스템을 제안하였다. 제안 시스템은 참여자에게 경험과 전문지식을 공유할 수 있는 캠퍼스 멘토링 프로그램을 제공한다. 실험결과 제안 시스템은 기존 시스템보다 협동학습에 있어 교육적 효과가 있음을 보여주었다.

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재가 호스피스완화 대상자의 증상 및 돌봄 요구도 분석 -부산광역시 보건소 중심 재가 호스피스사업을 중심으로- (Analysis of Symptom and Care Needs of Home-Based Hospice Palliative Patients - Home-Based Hospice Business Centered on Community Health Centers in Busan-)

  • 김정림;최순옥;김숙남
    • 보건의료산업학회지
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    • 제12권4호
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    • pp.173-190
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    • 2018
  • Objectives: This study was conducted to analyze the symptoms and care needs of home-based hospice palliative patients in Busan and to provide a basic reference for developing practical guidelines for their care. Methods: By examining the registration cards of 409 hospice palliative patients, who were registered in community health centers in Busan as of 2016, this study retrospectively analyzed their characteristics, symptoms and care needs. Results: The average age was 70.6 years, 59.4% were receiving medical benefits, and 48.4% lived alone. As per the data obtained from the Palliative Performance Scale, many were able to mobile. Fatigue was the most severe and depression and anxiety were reported together, and their care needs were also high. Most subjects reported mild or low pain, but care needs were high. Furthermore, the medical benefits group showed a high level of symptoms and care needs across areas. Conclusions: To help subjects to live in their homes for as long as possible, it is necessary to identify symptoms and care needs and provide services in accordance with their severity and situation. Thus, it is necessary to develop practical guidelines for standardized community hospice palliative care services.

중국 모바일 게임의 한국 소비자 취향 분석 (Analysis of Korean Gamers' Preferences on Chinese Mobile Games)

  • 송두헌
    • 한국정보통신학회논문지
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    • 제22권7호
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    • pp.970-977
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    • 2018
  • 2017년 우리 게임 시장의 특징 중 하나가 중국산 모바일 게임의 국내 흥행 성공이다. 국내 퍼블리셔와의 협업 강화 및 중화권 색채 덜어내기는 외형적인 면에서의 비즈니스 성공 요인이라 하겠으나 한국 모바일 게이머들이 중국산 게임을 예전보다 쉽게 받아들이는 데에는 상당한 다른 이유도 있다고 생각된다. 본 논문은 따라서 2017년에 중국 모바일 게임을 플레이 한 국내 사용자들의 평소 장르적 취향과 중국 게임 사전 인지 여부, 또 어떤 면에서 국내 게임보다 더 선호되었는지 등을 설문을 통해 밝히고자 하였다. 설문은 주로 청년 사용자들이 몰리는 여러 모바일 게임 사이트를 대상으로 하였으며 총 201명이 응답하였다. 응답자들은 79%가 남성이고 대부분이 20대 이하였으며 분석 결과 장르 별 성차가 있었는데 남성은 미소녀 함선 게임을 주로 하지만 여성은 수집형 게임을 더 좋아하는 것으로 나타났으며, 성별을 불문하고 한국 게이머들이 중국 모바일 게임의 오토메적 혹은 에로 카와이적 선정성이 강화된 일러스트와 한국 게임과는 다른 과금정책 및 운영정책에 높은 점수를 주었다.

Factors Related to Long-term Hospital Length of Stay and Opinions on Discharge-related Community-based Medical and Welfare Service on Elderly Patients with Chronic Diseases in Korean Veterans Hospitals

  • Yoon, Young Mi;Park, Jin Hee;Hwang, Moon Sook
    • 지역사회간호학회지
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    • 제33권4호
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    • pp.357-371
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    • 2022
  • Purpose: This study aims to investigate factors related to long-term length of stay (LOS) of patients with chronic diseases in Korean veterans hospitals. Methods: The subjects were 196 elderly patients with chronic disease staying in the hospital for more than 10 days, Data were collected by the survey of patients with structured questionnaires and medical records review by nurses from July 15 to August 10, 2019. Collected data were analyzed using t-test, ANOVA, Pearson's correlation coefficient and stepwise multiple regression. Results: The present and desired LOS were 37.78±32.66 days and 60.87±45.95 days, respectively. Factors affecting hospital LOS were found to be main disease (genitourinary) (p<.001), assistance in activities of daily living (p<.001), area of hospital (p<.001), payment of medical fees (p=.026), hospital satisfaction (p=.036) and the explanatory power of these variables was 26.4%. The most common health problems that need to be solved after discharge were symptom alleviation and health promotion. These problems can be solved using community-based facility services or visiting medical-welfare services (especially home care nursing). Conclusion: In order to reduce hospital LOS, the following measures are required: personalized self-management education, provision of transportation services for dialysis therapy of inactive patients, linking patients with visiting medical-welfare services including home care nursing and mobile healthcare services, operation of the case management system including the notice of the discharge date at admission, interim check of patient status, and connecting the patient with community resources or transferring the patient to long-term care facilities at discharge.