• Title/Summary/Keyword: Portable Internet

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A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.306-313
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    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.

Improvement of Traffic Information Contents of Portal Site focused on User's Satisfaction (이용자 만족도 중심의 인터넷포탈 교통정보 콘텐츠 개선방안)

  • Park, Bum-Jin;Eo, Hyo-Kyoung
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.500-511
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    • 2012
  • Recently, use frequency for traffic information which provides shortest paths and traffic condition is increasing. Specially, in the survey, it is shown that users prefer internet portal sites which can be used the most easily among traffic information media. But, there are not many verification systems for traffic information contents of internet portal sites which collect and provide information than traffic information contents which are provided by public service. The purpose of this study is to investigate real accuracy and accuracy felt by users about information provided by portal sites. Therefore, in this research we verified accuracy of information by portal site with real field data and investigate real usage about contents and experienced accuracy by users through survey. Also, users' expectation and satisfaction were surveyed and the contents to be improved were selected by using IPA technique. By the result of accuracy verification by field data using portable DSRC(Dedicated Short Range Communication) devices, it is shown that average error was 14~32% and sometimes very high rate. Also, it is shown that 28.3 % of total respondents prefers the information by portal sites and 50 % of total respondents felt that contents of traffic information by portal sites are not accurate. Real-time traffic condition was selected as the most inaccurate one among all contents of traffic information and it was analyzed that intensive efforts for improving information about real-time traffic condition are needed.

Development of Web Application Based on N-screen for Play Activities of Children with Developmental Disorder (발달장애 아동의 놀이 활동을 위한 N-스크린 기반의 웹앱 개발)

  • Kang, Jung Bae;Kim, Jin Hee;Kim, Chang Geol;Song, Beong Seop
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.4
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    • pp.1-8
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    • 2013
  • In the modern society, instructional methods using diverse media have appeared thanks to the development of Information & Communication Technology, and applicability of such instructional methods has been fully corroborated. However, customized contents allowing for disabled children's environment are still insufficient. Hence, this study produced educational contents of play activities for children with developmental disability, through applying N-screen technology, IT technology that can provide the same contents via a variety of digital media. The produced contents allow programs to be set up according to a child's individual characteristics and be carried out anywhere and anytime via an Internet-enabled digital device. Further, the developed contents were produced so that they could be accessed from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable device, etc. and that the same educational program could be conducted in linkage at home, school, etc. Three children with Intellectual disability and autism spectrum disorder were applied to the manufactured content. As a result, Content interaction between interaction between teachers and students in play training could use as a medium.In addition, the children's ability to select the appropriate components and reinforcements, special education professionals have used the content of the interviews are helpful in mediation than the existing content.

Development of a Portable Card Reader for the Visually Impaired using Raspberry Pi (라즈베리 파이를 적용한 시각장애인을 위한 휴대용 카드 리더기 개발)

  • Lee, Hyun-Seung;Choi, In-Moon;Lim, Soon-Ja
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.10
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    • pp.131-135
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    • 2017
  • We developed a portable card reader for the visually impaired. In South Korea, there is insufficient development of lifestyle aids for people with disabilities. Living aids for people with disabilities are being developed using information technology, smart phones, Internet of Things(IoT) devices, 3D printers, and so on. Blind people were interviewed, which showed that the card recognition function using a currently developed smart phone app was not able to recognize the screen of the smart phone by the hand of the visually impaired, and it was inconvenient to operate. In recent years, devices that enable the visually impaired to recognize cards have been studied in foreign countries and are emerging prototypes. But what is currently available is expensive and inconvenient. In addition, visually impaired people are most vulnerable to low-income families, which makes it difficult to purchase and use expensive devices. In this study, we developed a card reader that recognizes a card using a Raspberry Pi, which is an open-source hardware that can be applied to IoT. The card reader plays it by voice and vibration, and the visually impaired can use it at a low price.

An Authentication and Handoff Mechanism using AAA and HMIPv6 on NEMO Environment (이동 네트워크(NEMO)에서 HMIPv6를 적용한 AAA 인증 방안 연구)

  • Choi, Kyung;Kim, Mi-Hui;Chae, Ki-Joon
    • The KIPS Transactions:PartC
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    • v.16C no.2
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    • pp.165-182
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    • 2009
  • Mobile IPv6 spends considerable bandwidth considering that its signal volume is proportional to the mobile and also it should be strengthened to support the binding signal volume, the traffic, and effective mobility. So, the study in NEMO(Network Mobility), an extended version of Mobile IPv6, has been conducted. NEMO provides its mobility by putting several mobiles and more than one portable router into one unit called as mobile network. Because nodes access Internet via the portable router at this time, it receives transparency without any additional work and that much reduces binding signal while solving binding storm. By supporting mobility, NEMO is able to have various mobile structures which realize several networks hierarchically and it is necessary to improve its safety and security by authenticating among the upper networks or the lower ones while moving. Also, it is extremely required to begin a study in the device to improve efficiency accompanied with mobility, which is executed by the fast hand-off as well as the safe authentication. For those reasons, this paper not only classifies various NEMO mobile scenarios into 7 ways, but also provides AAA authentication of each scenario, the authentication through the safety authentication and fast handoff authentication using F+HMIPv6 and the way to reduce both signaling volume and packet delays efficiently during the handoff.

GIScience Studies and Policies in Korea: Focus on Web GIS and National GIS (한국의 지리정보학과 지리정보 정책: Web GIS와 국가 GIS를 중심으로)

  • Ku, Cha-Yong;Hwang, Chul-Sue;Choi, Jin-Mu
    • Journal of the Korean Geographical Society
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    • v.47 no.4
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    • pp.592-605
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    • 2012
  • This article reviewed issues in Korean geographical journals: web GIS and National GIS. Web GIS in Korea is now evolving to mobile GIS, which requires portable hardware, wireless Internet, and GPS receiver. The new trend of mobile GIS is using a smart phone. Recently, a variety of studies for the mobile App and mobile Web in Korea has been developed. With explosive information on the Web 2.0, the Korean government has built the Human-Oriented Geographic Information System (HOGIS) in which Ontology was implemented for semantic query on the Web. On the government side, Korean government has produced various nationwide data through 4-phase NGIS project. Current NGIS ($4^{th}$ phase: 2011-2015) moves toward a Korean Green Geospatial Society using geospatial information as a new growth engine for the future.

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Develop 3D Prostate Cancer Visualization Tool in Smart Care System (스마트 케어 시스템에서의 3차원 전립선 암 가시화 도구 개발)

  • Ahn, Byung Uk;Shin, Seung Won;Choi, Moon Hyung;Jung, Seung Eun;Kim, Kwang Gi
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.163-169
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    • 2016
  • In Korea, prostate cancer accounted for generating growth rate second the following thyroid cancer, because of western dietary habits. Survival rate of prostate cancer after clinical behavior is changed depend on follow-up management. A telemedicine have been applied to replacement of medical specialist in rural area, and a quick reaction to emergency situation. Our study developed prostate 3-dimensional (3D) visualization program and designed prostate aftercare system architecture, called smart care, using a device that can access the Internet. Region of interest (ROI) in prostate was manually segmented by physicians and visualized to 3D objects and sent to PACS Server as DICOM images. So, medical personnel could confirm patients' data along with 3D images not only PACS system, but also portable device like a smart phone. As a result, we conducted the aftercare service to 98 patients and visualize 3D prostate images. 3D images had advantage to instinctively apprehend where lesion is and make patients to understand state of their disease easily. In the future, should conduct an aftercare service to more patients, and will obtain numerical index through follow-up study to an accurate analysis.

Real-time Alert Service for Infant Location Management Using Beacon Technology (비콘 기술을 적용한 유아 위치관리 실시간 알림 서비스)

  • Baek, Yu-Jin;Lee, Hyo-Seung;Oh, Jae-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.1
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    • pp.205-210
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    • 2020
  • Children should be provided with the right to be protected by adults, related organizations, or countries because they lack power, situation recognition ability, and situation judgment ability compared to adults. Also, children's accidents and accidents caused by neglect of management occur every year. Currently, there are about 3 to 20 children managed by one teacher in a daycare center, and it is very difficult for teachers to care for all children as many children have to be managed. Especially, when outdoor activities are conducted in open space, children's activities are expanded compared to the in-house, and children who do not follow the control of the in-house teacher may occur, so there is a limit to the control and management of children depending on the viewpoint of teachers. In this study, we designed and implemented IoT terminal and system to provide safety to children and to provide convenience to guardians and teachers by systemizing the location or interval between children and in-service teachers using portable devices that can communicate with each other. It is hoped that this will contribute to the safety of infants.

Mobile Contents Adaptation Network using Active Network Mechanisms (액티브 네트워크 메커니즘을 이용한 이동 컨텐츠 적응형 네트워크)

  • 김기조;이준호;임경식;오승희;남택용;손승원
    • Journal of KIISE:Information Networking
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    • v.31 no.4
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    • pp.384-392
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    • 2004
  • Mobile contents service providers have some difficulties to timely and proper service deployment due to rapid development cycle of diverse portable devices with different capabilities. A way to resolve the problem is to introduce a mobile contents service paltform that can adapt original mobile contents to diverse devices dynamically and automatically. In this paper, we propose a mobile contents service platform based on active network mechanisms, called Mobile Content Adaptation Network(MobiCAN). The MobiCAN node provides effective service deployment, execution, and maintenance features and accommodates service layering and service customization capabilities for easy deployment. The basic functional units of the MobiCAN node are micro services with well-defined service interfaces and service layering features. For reliable services among the MobiCAN nodes, we design new distributed and robust Overlay Management Protocols(OMPs). As an example of practical MobiCAN applications, we finally describe Dynamic Contents Customization Proxy(DCCP) service.

Application of Variant Game Elements System for Phonics Education (파닉스 적용 사례로 본 게임 요소 가변 시스템)

  • Seo, Eun-Hye;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.113-121
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    • 2010
  • This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.