• Title/Summary/Keyword: Online device

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Design of Bluetooth based MMORPG Game in MANETs (모바일 애드-혹 망에서 Bluetooth 기반 MMORPG의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.39-45
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    • 2009
  • With the rapid growth of recent wireless mobile computing application technology and handheld mobile terminal device development technology, one of the big issue in these fields is to design online games in wireless mobile ad hoc network environment. Online games in mobile computing environment have lots of constraints for developing online games because mobile terminals have many limitations such as low performance of processor, limited memory space, small bandwidth of wireless communication, and confined life of battery power. Therefore, most of mobile games are restrictive in the function of online and multi-play up to date. In this paper, the online MMORPG game, capable of multi-play with many other mobile users using mobile terminals in wireless mobile computing environment, is designed and implemented. Proposed mobile online game uses bluetooth to construct temporary wireless mobile ad hoc network with other mobile clients, and designed to carry out online MMORPG game with these clients. It also supports multi-play among them.

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Development of Mobile Game Content through Interoperability between Wired and Wireless - Focused on Interoperability Types - (유무선 연동유형별 모바일게임 콘텐츠 개발)

  • Kim, Ki-Il;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.76-85
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    • 2007
  • The mobile content which adopts the subject matter of wired online game with interoperability element is in service. This is one of the plans which are the possibility of benefiting wired online game in game industry. In this paper, interoperability method of game content between wired and wireless classifies this with three branches and it tries to analyze the interrelationship of the interoperability element and interoperability types adopted in many wired online games. And, the development of interoperability server is composed of mobile server which takes charge of I/O process of mobile device and game server records all information of users in the game. With developing the content which is suitable in specific game(Ran-Online), this paper presents the development method of game content through interoperability between wired and wireless.

Mobile Content Curation Service Based on Real-Time Request/Response Model (실시간 요청/응답 모델에 기반한 모바일 콘텐츠 큐레이션 서비스)

  • Kim, Namyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.1-6
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    • 2014
  • This paper proposes a mobile content curation service to collect various online/offline publications. The company publishes one-time topic information to a broker server in advance and customer curates topic information on a mobile device by requesting it. The main characteristics of the proposed service are: it is based on request/response model rather than existing publish/subscribe model, can easily specify topic information by input string without QR code or audio recognition, and retrieves all of topic information anywhere anytime by storing it on mobile device. This service can be used for second screen campaign for TV and various online/offline events.

A Study on the Effect of Smart Device and SNS on Social Capital (스마트기기와 SNS 활용이 사회자본 형성에 미치는 영향 연구)

  • Lee, Seungmin
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.2
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    • pp.161-180
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    • 2013
  • This research analyzed how smart devices and Social Network Service (SNS) change the construction of social capital. The results show that smart devices provide the foundation of expending 'bridging social capital' by offering various communication tools. SNS reinforces 'bonding social capital' and extends 'bridging social capital' by expanding social relationships from off-line to online and supporting the construction of online communities. In contrast, the use of SNS through smart devices is not related to the generation of social capital. However, it builds a multi-aspect social capital by making people participate in various social activities.

A Study on Copyright Infringement over Online Streaming Services by Reconstructing Web Cache (웹 브라우저 캐시 재조립을 통한 온라인 스트리밍 서비스 상의 저작권 침해 가능성에 관한 연구)

  • Lim, Yirang;Chung, Hyunji;Lee, Sangjin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.4
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    • pp.559-572
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    • 2020
  • As internet technology advances, users can share content online, and many sharing services exist. According to a recently published digital forensic study, when playing an online streaming service, you can restore the played video by reconstructing the Chrome cache file left on local device such as a PC. This can be seen as evidence that the user watched illegal video content. From a different point of view, copyright infringement occurs when a malicious user restores video stream and share it to another site. In this paper, we selected 23 online streaming services that are widely used both at home and abroad. After streaming videos, we tested whether we can recover original video using cache files stored on the PC or not. As a result, the paper found that in most sites we can restore the original video by reconstructing cache files. Furthermore, this study also discussed methodologies for preventing copyright infringement in online streaming service.

Factors which Hinder Attention in Online Classes and Solutions (온라인 수업에서 주의 집중을 저해하는 요인과 해결방안)

  • Shin, Soo-Bum
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.159-168
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    • 2020
  • Unlike in-person classes, such as classroom classes, various variables affect learning effectiveness in online classes. In online classes, the teacher must recognize various variables of learners in advance, and if there are variables that hinder learning, students can increase the concentration of learning attention by removing them. Therefore, it is necessary to study which variables distract attention. In this study, factors that inhibit attentional attention that may occur in online classes were selected, and factors analysis was conducted through questionnaires. As a result of the study, the factors of class progression, environment and device manipulation were indicated as the factors that hinder the attention in online classes. According to the results of this study, plans to increase attention in on-line classes were suggested.

A Secure Yoking-Proof Protocol Providing Offline Verification (오프라인 검증을 지원하는 안전한 요킹증명 프로토콜)

  • Ham, Hyoungmin
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.113-120
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    • 2021
  • RFID (Radio Frequency Identification) yoking authentication provides methods scanning a pair of RFID tags with a reader device and verifying them to ensure the physical proximity of objects. In the first yoking proof protocols, a verifier connected to a reader device online is essential to verify the yoking proof, and this condition limits the environment in which yoking proof can be applied. To solve this limitation, several studies have been conducted on offline yoking proof protocol that does not require the online connection between a reader and a verifier. However, the offline yoking proof protocols do not guarantee the basic requirements of yoking proof, and require relatively more operations on the tag compared to the previous yoking proof protocols. This paper proposes an efficient offline yoking proof protocol that supports offline verification without the need for an online verifier. The proposed protocol provides a secure yoking proof with fewer number of operations than the existing ones, and it also can be extended to the group proof for more than a pair of tags without additional devices. The analysis in this paper shows that the proposed protocol provides offline verification securely and effectively.

An Analysis of On-Line and Offline Services for Customized Cosmetics in Korea (국내 맞춤형 화장품 온·오 프라인 서비스 분석)

  • Kim, JiYoung;Shin, Saeyoung;Nam, Hyunwoo
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.460-470
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    • 2022
  • Customized cosmetics are emerging as a consumer product that companies should pay attention to in the beauty industry due to the combination of market trends and institutional introduction of customized cosmetics. In this study, six offline service brands and online service brands currently in Korea were selected to understand the current status of domestic customized cosmetics online and offline services and to derive detailed characteristics, and the cases of each brand were analyzed. The results are as follows. First, customized cosmetics services could be classified online and offline. Second, customized cosmetics brands could be divided into general brand types and brand extension types. Third, skin data measurements could be classified into genetic analysis, big data-based surveys, and device measurements. Fourth, customized cosmetics manufacturing could be classified into a device manufacturing system, a consultant manufacturing system, and an individual production process system. Fifth, customized cosmetics distribution and delivery could be classified into same-day sales, general delivery, and regular delivery. The results of this study are meaningful in that they have identified and analyzed the current status of personalized cosmetics on-line and offline systems in recent trends, and it was confirmed that creative attempts in the domestic customized cosmetics market continue to change. It is hoped that this study will provide information and ideas to the beauty industry and related experts in the future and be used as basic data for customized cosmetics marketing

Effects of Bring Your Own Device (BYOD) Attributes on Work-to-life Conflict

  • Cong Qi
    • Asia pacific journal of information systems
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    • v.33 no.3
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    • pp.831-862
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    • 2023
  • The rapid adoption of smartphones and tablets among employees has recently forced organizations to proactively embrace bring your own device (BYOD). The situation of COVID-19 makes the concept of BYOD even paramount. Allowing employees to bring their own mobile devices to the workplace has helped companies realize productivity gains and cost benefits. However, BYOD has also blurred the boundaries between work and personal life, thereby creating a stressful environment for employees (Doargajudbur and Hosanoo, 2023). This study explores the relationships between several BYOD attributes and investigates the effects of these attributes on work-to-life conflict. It contributes by introducing workplace connectivity after hours as a new dimension of BYOD attribute to influence work-to-life conflict. Based on boundary theory, a theoretical model is developed and tested with an online survey. The results reveal that flexibility and workplace connectivity after hours positively influence productivity, and flexibility helps to relieve instead of increase work overload. Meanwhile, a higher level of flexibility and productivity can help reduce work-to-life conflict, and a higher level of work overload induces a higher level of work-to-life conflict.

The Effects of Device Switching on Online Purchase: Focusing on the Moderation Effect of Switching Time and Internet Infrastructure (기기전환이 온라인 구매에 미치는 영향: 전환 시점과 인터넷 인프라의 조절 효과를 중심으로)

  • Jungwon Lee;Jaehyun You
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.289-305
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    • 2023
  • The rapid increase in the use of mobile devices is changing consumers' online shopping behavior. However, the difference in the effect on the conversion rate according to the time when consumers switch from a small screen to a large screen has not been sufficiently studied. In addition, the differences in the effect of device conversion on purchase performance according to the characteristics of each country's infrastructure have not been sufficiently studied. Against this background, this study aims to analyze whether the timing of switching from mobile devices to PC devices and the country's mobile Internet penetration rate are moderating the positive effect of device switching on purchase performance. For empirical analysis, Google Merchandise Store data was collected and 101,466 data from 130 countries were analyzed with a multilevel model. As a result of the analysis, consumers' device switching (i.e., mobile to PC) had a positive effect when it occurred in the middle of the consumer journey. However, it was analyzed that when device switching occurred at the later stage of the consumer journey, it had a negative effect on purchase performance. In addition, it was analyzed that the higher the mobile Internet penetration rate, the weaker the positive effect of consumer device conversion on purchase performance.