• Title/Summary/Keyword: Mobile tool

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An Authoring Tool for Hangul Soft Keyboard in Android (안드로이드 한글 소프트 키보드 저작 도구 구현)

  • Hwang, Kitae;Jung, In-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.225-234
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    • 2015
  • Most mobile devices such as smartphones and tablets have a soft keyboard implemented on the LCD touch screen to receive text inputs from the user. Because the size of the LCD screen is small, many efforts are going on to develop efficient soft keyboard with less key buttons. Especially, Hangul soft keyboard needs much time, effort, and deep software technology in developing an Hangul automata program module. This paper introduces design and implementation details of our authoring tool for Hangul soft keyboard running in Android. The tool supports the user to build an unique soft keyboard easily. The authoring tool downloads the soft keyboard app to the user's smartphone and makes it run immediately.

A UI Authoring Tool User Needs Analysis through Mobile Game for Smart Devices (사용자 요구 분석을 통한 스마트폰 용 UI 저작도구의 제작)

  • Lee, Jun-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.13 no.1
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    • pp.5-18
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    • 2013
  • A smart phone has an error if we design games on it because smart phone should be able to have input and output simultaneously through the screen. Using the existing layout of the game as a base for research, the layout was divided to four categories that are information area, informational appearance area, operation area and inutility area. Given the research results, we developed an authoring tool to design games for smart phones. Moreover, we applied the authoring tool to develop games and effectively reduce the developing time.

The Effect of Population-Level Learning on Entry Likelihood in the Mobile Game Industry

  • Seong, Dusan;Kim, Sahangsoon
    • Asia Marketing Journal
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    • v.21 no.4
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    • pp.77-89
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    • 2020
  • Population-level learning has traditionally been used to provide an explanation for the underlying mechanism of industry change. But it has yet to examine the impact on strategic decisions such as market entry. This conceptual paper aims to provide an insight into how population-level learning affects entry likelihood by acting as a tool for interpreting population-level changes. We study this in the context of the fast-paced mobile gaming industry where population-level information is salient and develop a set of propositions with regard to the likelihood of entry.

Animation Generation for Chinese Character Learning on Mobile Devices (모바일 한자 학습 애니메이션 생성)

  • Koo, Sang-Ok;Jang, Hyun-Gyu;Jung, Soon-Ki
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.12
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    • pp.894-906
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    • 2006
  • There are many difficulties to develop a mobile contents due to many constraints on mobile environments. It is difficult to make a good mobile contents with only visual reduction of existing contents on wire Internet. Therefore, it is essential to devise the data representation and to develop the authoring tool to meet the needs of the mobile contents market. We suggest the compact mobile contents to learn Chinese characters and developed its authoring tool. The animation which our system produces is realistic as if someone writes letters with pen or brush. Moreover, our authoring tool makes a user generate a Chinese character animation easily and rapidly although she or he has not many knowledge in computer graphics, mobile programming or Chinese characters. The method to generate the stroke animation is following: We take basic character shape information represented with several contours from TTF(TrueType Font) and get the information for the stroke segmentation and stroke ordering from simple user input. And then, we decompose whole character shape into some strokes by using polygonal approximation technique. Next, the stroke animation for each stroke is automatically generated by the scan line algorithm ordered by the stroke direction. Finally, the ordered scan lines are compressed into some integers by reducing coordinate redundancy As a result, the stroke animation of our system is even smaller than GIF animation. Our method can be extended to rendering and animation of Hangul or general 2D shape based on vector graphics. We have the plan to find the method to automate the stroke segmentation and ordering without user input.

Design a Programming Education Plan for SW Education Using Robot and Mobile Application Development Tool (SW 교육을 위한 로봇과 앱 개발 도구 활용 프로그래밍 교육 방안)

  • Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.615-624
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    • 2014
  • According to the rapid growth and popularization of the SMART device, the society is being changed greatly and importance of SW education is being emphasized. Also many student have a lot of interests about mobile application programming. The latest study suggests using the robots in the programming education may help to induce learners' interest and motivation, participation, achievement. So in this research, I designed a programming educational plan for SW education using robot and mobile application development tool(App Inventor) and applied them. And I conducted a survey four ares such as class, robot, App Inventor, robot and App Inventor. As a result, learner's response of interest and satisfaction was very positive commonly at four areas. In particular, learners could get programming result immediately using smart phone and could control the robot using smart phone, so learner's interest had increased especially. The conclusion is that suggested plan for SW education using robot and mobile application development tool is useful for programming education.

The Design and Implementation of a WML Web-Site Authoring Tool for Cellular Phones (휴대폰용 WML 웹사이트 저작도구의 설계 및 구현)

  • 이종열;박원배
    • Proceedings of the IEEK Conference
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    • 2000.06a
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    • pp.109-112
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    • 2000
  • The desire of achieving abundant and various information in Web-sites through portable devices is increased as the mobile communication technology is matured. WML(Wireless Markup Language) is the fundamental language to fill up the those desires. The number of commercial WML sites which can be accessed by PCS(Personal Communication System) over the Internet are growing rapidly worldwide. In this paper, a WML authoring tool which can author easily the homepage suitable for PCS is designed and implemented. The usability of the proposed WML authoring tool was confirmed by using UP.SDK simulator over the Internet.

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A Study on the Need for a Mobile Application Development Educational Program using an Authoring Tool (저작도구를 이용한 모바일 애플리케이션 개발 교육프로그램의 필요성에 대한 연구)

  • Chang, Young-Hyun;Oh, Sang-Yeob
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.253-258
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    • 2014
  • To ensure excellence in logical software education for smart IT technologies in schools, the study was conducted to determine whether a course on mobile application (app) content creation using an app authoring tool can be introduced as a part of the regular curriculum. As an approach method, five sessions of related training for characterized high school teachers as well as three sessions for elementary, middle and general high school teachers nationwide and a satisfaction survey were conducted for a total of five surveys. The average of 91.4% for more than moderately satisfied' is judged to reflect the perception of a highly successful study. In conclusion, the introduction of an app development education program using an authoring tool in schools is considered essential, and furthermore, the need for establishing new national technical qualifications is still rising.

Development of Mobile Application Contents for Self-management of Patients with Osteoarthritis: Using Delphi Method (골관절염 대상자 자기관리를 위한 모바일앱 콘텐츠 개발: 델파이 조사를 활용하여)

  • Park, Ju Young;Son, Jung Tae
    • Journal of muscle and joint health
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    • v.26 no.3
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    • pp.307-318
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    • 2019
  • Purpose: The purpose of this study was to explore the essential contents of mobile application for self-management of patients with osteoarthritis through Delphi survey. Methods: The Delphi survey was conducted with 14 experts to determine the importance of contents in osteoarthritis self-management mobile application. Results: A total of 25 contents were finalized for the osteoarthritis self-management mobile application. The contents consisted of 7 items for daily living management, 8 items for disease information, 3 items for pain management, 6 items for exercise, and 1 item for weight management. Conclusion: Based on the results of this study, self-management mobile application can be developed and used as an interventional tool for patients with osteoarthritis.

Non-Linear Error Identifier Algorithm for Configuring Mobile Sensor Robot

  • Rajaram., P;Prakasam., P
    • Journal of Electrical Engineering and Technology
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    • v.10 no.3
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    • pp.1201-1211
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    • 2015
  • WSN acts as an effective tool for tracking the large scale environments. In such environment, the battery life of the sensor networks is limited due to collection of the data, usage of sensing, computation and communication. To resolve this, a mobile robot is presented to identify the data present in the partitioned sensor networks and passed onto the sink. In novel data collection algorithm, the performance of the data collecting operation is reduced because mobile robot can be used only within the limited range. To enhance the data collection in a changing environment, Non Linear Error Identifier (NLEI) algorithm has been developed and presented in this paper to configure the robot by means of error models which are non-linear. Experimental evaluation has been conducted to estimate the performance of the proposed NLEI and it has been observed that the proposed NLEI algorithm increases the error correction rate upto 42% and efficiency upto 60%.