• Title/Summary/Keyword: Mobile technology

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The Analysis of Learners' Perception of Mobile Learning Materials (모바일 학습 자료에 대한 학습자 인식 분석)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.452-461
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    • 2020
  • The purpose of this study is to identify how learners perceive mobile technology-based learning materials. For this purpose, two methods were utilized. Using multi-dimensional scale(MDS), it was identified that how learners perceive each type of learning materials using mobile technology. Through semantic differential scale(SDS), learners' perception of the difference between mobile learning materials and existing traditional learning materials was analyzed. As a result, learning materials using mobile technology were classified into as follows : the dimension of interaction with the content; the sense of presence. Learners perceived that mobile learning materials had characteristics of 'active', 'learner-centric', 'multi-sensory', and 'stimulating interest'. The significance of this study was to empirically and comprehensively investigate learners' perception for the characteristics of various mobile learning materials.

A Modeling of Forensics for Mobile IP Spoofing Prevention (모바일 IP 스푸핑 방지를 위한 포렌식 설계)

  • Park, Sun-Hee;Yang, Dong-Il;Jin, Kwang-Youn;Choi, Hyung-Jin
    • Journal of Advanced Navigation Technology
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    • v.16 no.2
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    • pp.307-317
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    • 2012
  • Rapid development of the IT technology and mobile communications has increasingly improved many kinds of digital devices arise, as well as the mobile technology. However, the attacks (virus, hacking and Ip spoofing etc) have also increasingly grown dogged on any region including the society security. As the visual data is prone to copy, delete and move etc, it is necessary that attesting to the integrity of forensics evidence is crucial, as well as data transmission security. This paper presents a framework model using digital forensics method and the results of its performance evaluation for mobile security. The results show that the integrity of the visual data can be obtain with high security and make a proposal refer to prevention of Mobile IP Spoofing attack using our hashing data.

Performance Analysis of Mobile WiMAX MMR System with Vertical Handover (수직 핸드오버를 통한 Mobile WiMAX MMR system의 성능분석)

  • Bae, Mun-Han;Kim, Young-Il;Kim, Suk-Chan;Lee, Dong-Heon;Otgonbayar, B.
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.11A
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    • pp.844-851
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    • 2009
  • Handover is needed in multi-hop relay systems to support mobility. The main purpose of handover is to provide the continuous connection when a MS migrates from the air-interface of one BS to another air-interface provided by another BS. Especially the handover between different systems is essential to next generation network. Vertical Handover technology in Mobile WiMAX MMR system is very useful for operators to introduce to Mobile WiMAX system in an overlaid cell environment. This technology will be applied to technology which hands MRS(Mobile Relay Station) over to different systems for system performance enhancement in Ubiquitous environment overlaid between Micro ce11(Frequency 1,FA1) and Macro cell(Frequency 2,FA2). In this paper, FA1 and FA2 are used in order to perform Vertical Handover of MRS(Mobile Relay Station) according to suggested conditions. interferences from neighboring BS or other sectors of 6 macro cells surrounding center Macro cell are analyzed and throughputs are measured according to suggested conditions.

Design and Implementation of the Game Engine for the Multiplayer Mobile Network Game (다중사용자 모바일 네트워크 게임을 위한 게임엔진의 설계 및 구현)

  • Jeong, Chul-Gon;Choi, Hwan-Eon;Jeong, Sun-Wung
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.101-112
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    • 2007
  • Along with the development of mobile technology, mobile game has undergone a change from downloadable game to network game, where a large number of users connect to server and play real-time game with a mobile phone. In order to develop these mobile network games economically, a proper, suitable game engine is needed. This study proposes the result of design and implementation of RWMMO-GE(Realtime Wireless Massively Multiplayer Online RPG Game Engine) that is used to develop a mobile network game. The structure of RWMMO-GE, which is the research result of this study, consists of major components such as Network/Client Module, Object Module, Map Tool, Script Editor, and Character Editor. The characteristics of the multiplayer mobile game developed by this engine is that a large number of players can play real-time game in a single map, which implies a possibility of a new business model in this area. This research is a result of the RWMMO-GE supported by 2006 IT Excellent Technology Support Project(No:A1300-0601-0125) of IITA(Institute Information Technology Advancement).

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A Study on the Influence of Reasonable Mobile Task Instruction and Mobile Information Sharing on Employee Job Satisfaction: The Moderating Effect of Self-Efficacy (합리적 모바일 업무 지시 및 모바일 정보 공유가 구성원의 직무 만족에 미치는 영향에 관한 연구: 자기 효능감의 조절 효과)

  • Rhee, Tae-Sik;Kim, Young-Moo;Jin, Xiu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.1
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    • pp.37-49
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    • 2019
  • Recently, most companies are using information technology and its importance is emphasized daily. In an environment where technology is changing rapidly, organizations focus on making good use of reasonable information technology. However, having excellent human resources and reducing turnover is a problem for most organizations. Accordingly, job satisfaction is a factor that can reduce negative factors and enhance positive factors. Therefore, this study explored the factors that can improve job satisfaction. In this regard, this study conducted an empirical analysis on employees who work in small and medium-sized Korean enterprises. We focused on mobile instruction and mobile information sharing as reasonable factors that improve employee job satisfaction. In addition, we examined the effects of employee self-efficacy to increase the influence of reasonable mobile task instruction and mobile information sharing on job satisfaction. Through the results, this research suggests ways to improve employee job satisfaction in the field of small and medium-sized Korean enterprises. It also provides practical implications and discusses future research directions.

Standard Model for Mobile Forensic Image Development

  • Sojung, Oh;Eunjin, Kim;Eunji, Lee;Yeongseong, Kim;Gibum, Kim
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.2
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    • pp.626-643
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    • 2023
  • As mobile forensics has emerged as an essential technique, the demand for technology development, education and training is increasing, wherein images are used. Academic societies in South Korea and national institutions in the US and the UK are leading the Mobile Forensic Image development. However, compared with disks, images developed in a mobile environment are few cases and have less active research, causing a waste of time, money, and manpower. Mobile Forensic Images are also difficult to trust owing to insufficient verification processes. Additionally, in South Korea, there are legal issues involving the Telecommunications Business Act and the Act on the Protection and Use of Location Information. Therefore, in this study, we requested a review of a standard model for the development of Mobile Forensic Image from experts and designed an 11-step development model. The steps of the model are as follows: a. setting of design directions, b. scenario design, c. selection of analysis techniques, d. review of legal issues, e. creation of virtual information, f. configuring system settings, g. performing imaging as per scenarios, h. Developing a checklist, i. internal verification, j. external verification, and k. confirmation of validity. Finally, we identified the differences between the mobile and disk environments and discussed the institutional efforts of South Korea. This study will also provide a guideline for the development of professional quality verification and proficiency tests as well as technology and talent-nurturing tools. We propose a method that can be used as a guide to secure pan-national trust in forensic examiners and tools. We expect this study to strengthen the mobile forensics capabilities of forensic examiners and researchers. This research will be used for the verification and evaluation of individuals and institutions, contributing to national security, eventually.

The Study on the Impact of the Task-Technology Fit Model and Organizational Characteristics of the Mobile Office System on the Job Performance (모바일오피스의 과업·기술 적합모델과 조직특성이 직무성과에 미치는 영향에 관한 연구)

  • Koo, Sung-Hwan;Shin, Min-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.2
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    • pp.644-654
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    • 2013
  • It is required for enterprises to construct the proper information management system in order to cope with the volatile business situations. The mobile office system is introduced from the needs to provide organization members smart information and mobility. By setting the model, hence, we intend to scrutinize the impact of the task-technology fit model and organizational characteristics of the mobile office system on the job performance. As a result, system quality, information quality and mobility are revealed to affect positively the task-technology fitness and the fitness also affects the job performance positively. Organization characteristics affects the job performance positively through the task-technology fitness, too. Therefore the organization which plans to introduce the mobile office system should consider the task-technology fitness and exert organizational-level efforts to adopt and use the mobile office system in the workplace.

U-AD using Mobile RFID (모바일 RFID를 이용한 U-AD)

  • Lee, Hye-Rim;Han, Sang-Hwan;Lee, Jong-Seo;Lee, Chan-Mi;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.12 no.6
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    • pp.583-590
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    • 2008
  • U-AD using Mobile RFID is service of new concept. It will be able to provide a service to the user by reading Tag information which is attach in the CDs, the books and medical supply etc. with cellular phone equipped with RFID device which is available for reading RFID tags. Applies like this service and when reacting Tag with RFID Readers of the cellular phone, the advertisement contents which is not the possibility of seeing fragmentarily in the outside develops the service which is the possibility with the cellular phone of seeing at real-time with aim. U-AD using Mobile RAD detail shows product information by cell phone, user exactly knows desire product and looks forward purchasing efficiently. Also advertiser benefit from U-AD using Mobile RFID since advertises effects of product sufficiently are increased. And then it expands demand on product.

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Ability of children to perform touchscreen gestures and follow prompting techniques when using mobile apps

  • Yadav, Savita;Chakraborty, Pinaki;Kaul, Arshia;Pooja, Pooja;Gupta, Bhavya;Garg, Anchal
    • Clinical and Experimental Pediatrics
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    • v.63 no.6
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    • pp.232-236
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    • 2020
  • Background: Children today get access to smartphones at an early age. However, their ability to use mobile apps has not yet been studied in detail. Purpose: This study aimed to assess the ability of children aged 2-8 years to perform touchscreen gestures and follow prompting techniques, i.e., ways apps provide instructions on how to use them. Methods: We developed one mobile app to test the ability of children to perform various touchscreen gestures and another mobile app to test their ability to follow various prompting techniques. We used these apps in this study of 90 children in a kindergarten and a primary school in New Delhi in July 2019. We noted the touchscreen gestures that the children could perform and the most sophisticated prompting technique that they could follow. Results: Two- and 3-year-old children could not follow any prompting technique and only a minority (27%) could tap the touchscreen at an intended place. Four- to 6-year-old children could perform simple gestures like a tap and slide (57%) and follow instructions provided through animation (63%). Seven- and 8-year-old children could perform more sophisticated gestures like dragging and dropping (30%) and follow instructions provided in audio and video formats (34%). We observed a significant difference between the number of touchscreen gestures that the children could perform and the number of prompting techniques that they could follow (F=544.0407, P<0.05). No significant difference was observed in the performance of female versus male children (P>0.05). Conclusion: Children gradually learn to use mobile apps beginning at 2 years of age. They become comfortable performing single-finger gestures and following nontextual prompting techniques by 8 years of age. We recommend that these results be considered in the development of mobile apps for children.

A study on Web 2.0 Technology for Mobile Medical Online Appointment (모바일 진료예약을 위한 Web 2.0 기술 연구)

  • Roh, Il-Soon;Choi, Hee-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.2
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    • pp.129-135
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    • 2009
  • Most Hospitals develop a Medical online appointment system for u-Hospital which system based on Web Application. Web 2.0 technology has good user interface and fast response time in a web service. This paper proposed a Mobile Medical Online Appointment System using Web 2.0 Technology. This system improve the page view, convenient UI and fast response time. We test this system with evermedi, other hospital system in iwebtools service and show that it can improve the efficiency and perfomance. The proposed technology can improve the efficient mobile service because it can be extended to ubiquitous mobile application.

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