• Title/Summary/Keyword: Smart Phone Industry

Search Result 188, Processing Time 0.024 seconds

Risk Situation Detection Safety Helmet using Multiple Sensors (다중 센서를 이용한 위험 상황 감지 안전모)

  • Woo-Yong, Choi;Hyo-Sang, Kim;Dong-Hyeon, Ko;Jang-Hoon, Lee;Seung-Dae, Lee
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.17 no.6
    • /
    • pp.1226-1274
    • /
    • 2022
  • In this paper, we dealt with a safety helmet for detecting dangerous situations that focuses on falling accidents and gas leaks, which are the main causes of industrial accidents. the fall situation range was set through gravity acceleration measurement using an acceleration sensor, and as a result, a fall detection rate of 80% could be confirmed. .In addition, the dangerous gas concentration was measured through a gas sensor, and when a digital value of 188 or more was output through a serial monitor, it was determined as a gas dangerous situation, and a fall warning message and a gas warning message could be checked through a smart-phone application produced based on the app inventor program.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
    • /
    • v.23 no.2
    • /
    • pp.37-60
    • /
    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

Generation Y's Delivery Apps Choice Attributes and Their Consequences (Y세대의 배달앱 선택속성과 결과)

  • Lee, Jung-Won;Kim, Tea-Wan;Lee, Min-Jong;Lee, Sung-Hoon
    • The Korean Journal of Franchise Management
    • /
    • v.9 no.1
    • /
    • pp.27-39
    • /
    • 2018
  • Purpose - Recently, the mobile application field has been receiving astronomical attention from the past few years due to the growing number of mobile app downloads and withal due to the revenues being engendered. Especially delivery apps by mobile service market is experiencing rapid growth and competition is intensifying. Therefore, delivery apps' choice attributes has become important as a strategy for survival of franchise firms. Based on previous studies, this research proposed the theoretical framework about the structural relationships among customer satisfaction, trust and revisit intention on delivery apps' choice attributes. Research design, data, and methodology - This study examines the structural relationship between choice attributes of using the delivery app, satisfaction, trust, and revisit intention. More specifically, this study has been examined from the perspective of Generation Y who is enjoying electronic commerce and shopping with mobile phone. In this model, choice attributes of delivery app consists of three sub-dimensions such as service quality, system quality, interaction quality. So as to test the purposes of this study, research model and hypotheses were developed. After excluding 24 invalid respondent questionnaires, 201 valid questionnaires were coded and analyzed using frequency, confirmatory factor analysis, correlations analysis, and structural equation modeling with SPSS 21 and SmartPLS 3.0. Result - The results of the study are as follows. First, service quality and interaction quality had positive effects on satisfaction, and interaction quality had positive effects on trust, but system quality did not have a significant effect on both satisfaction and trust. Second, satisfaction had positive effects on both trust and revisit intention. Third, trust had positive effects on revisit intention. Conclusions - The implications of this study are following as: From the theoretical perspective, this study confirms the effect of delivery apps' choice attributes on satisfaction, trust, and revisit intention. In addition, it is significant that we examined the influence of choice attributes of delivery apps on their attitudes and behaviors of Generation Y familiar with mobile environment. Through this study, we hypothesized that the attributes of service quality and interaction quality of delivery apps have a significant effect on customer satisfaction, and this can be expected to provide meaningful implications for the development of franchise restaurant industry. To encourage continuous repurchase through customer satisfaction, franchise companies need to establish various strategic alliances with delivery app companies and new growth engines by providing diverse and high-quality services to customers in the smart age.

A Study on Production of Broadcasting New Media Style Guide (방송사 뉴미디어 스타일 가이드 제작에 관한 연구)

  • Kim, Kyung-Yoon;Jung, Hoe-Kyung
    • Journal of Digital Convergence
    • /
    • v.12 no.9
    • /
    • pp.379-385
    • /
    • 2014
  • N-Screen era is held due to the cloud computing technology which access to contents anytime, anywhere without any persistent. In the broadcast industry, this broadcast contents is rapidly serviced by variety of media devices such as PC, Smart phone, Tablet, App, IPTV. To Increase the usefulness and usability of the platform, same brand identity have to be maintain by devices and integrated guide which can encompass a variety of media are needed. This study tries to figure out the need of New Media Style Guide to keep brand identity in a variety of new media beyond previously Web style guide which limited in the Web pages. First, Integrated Guide GEL of BBC's and Web style guide of KBS was analyzed. Through the analysis it was found that the limitations and problem of the current web style guide and then suggested the improvement direction. In addition, this study tried to find which design elements should be made for new media style guides through in-depth interview with practitioners who work in broadcast media industry for more than three years. Through the research it was understood the current status of integrated brand identity and found a way to improve forward to new media platforms of KBS.

Pattern Testable NAND-type Flash Memory Built-In Self Test (패턴 테스트 가능한 NAND-형 플래시 메모리 내장 자체 테스트)

  • Hwang, Phil-Joo;Kim, Tae-Hwan;Kim, Jin-Wan;Chang, Hoon
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.50 no.6
    • /
    • pp.122-130
    • /
    • 2013
  • The demand and the supply are increasing sharply in accordance with the growth of the Memory Semiconductor Industry. The Flash Memory above all is being utilized substantially in the Industry of smart phone, the tablet PC and the System on Chip (SoC). The Flash Memory is divided into the NOR-type Flash Memory and the NAND-type Flash Memory. A lot of study such as the Built-In Self Test (BIST), the Built-In Self Repair (BISR) and the Built-In Redundancy Analysis (BIRA), etc. has been progressed in the NOR-type fash Memory, the study for the Built-In Self Test of the NAND-type Flash Memory has not been progressed. At present, the pattern test of the NAND-type Flash Memory is being carried out using the outside test equipment of high price. The NAND-type Flash Memory is being depended on the outside equipment as there is no Built-In Self Test since the erasure of block unit, the reading and writing of page unit are possible in the NAND-type Flash Memory. The Built-In Self Test equipped with 2 kinds of finite state machine based structure is proposed, so as to carry out the pattern test without the outside pattern test equipment from the NAND-type Flash Memory which carried out the test dependant on the outside pattern test equipment of high price.

Using Virtual Reality in Design of Street Space by Citizen Participation (주민참여형 가로공간설계에서 가상현실(VR)의 활용)

  • Lee, Seul-Bee;Eo, Sang-Jin;Ryu, Kyung-Moo;Kim, Young-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.19 no.2
    • /
    • pp.77-85
    • /
    • 2018
  • Recently, many people have attempted to combine the 4th industry in various fields. Citizen participation has also become more important in the policy making and decision making process. Therefore, this study examined ways to encourage citizen participation by integrating the 4th industry in the field of urban planning and design. The research method was to design street space using virtual reality, and to examine the preference of design and the satisfaction of using a virtual reality device for Cheongju citizens and residents. The main result is that the use of VR in the design process of street space can achieve a sufficient outcome in terms of inducing resident participation. The opinions of the respondents before and after the VR experience were different from each other. After the VR experience, understanding, participation and interest in design were improved. On the other hand, during the course of the study, there are many difficulties in obtaining a place that satisfied the conditions of the PC-VR equipment. Although it can be used by connecting a smart phone and a VR device, the constraint of free movement and degradation of the graphic quality are inevitable. In addition, it is difficult to operate simple interfaces because VR devices are not yet popularized. Accordingly, it will be necessary to popularize and commercialize VR equipment and establish a legal basis.

SW Quality of Convergence Product: Characteristics, Improvement Strategies and Alternatives (융합 소프트웨어 품질의 특성, 개선 전략과 대안)

  • Min, Sang-Yoon;Park, Seung-Hoon;Lee, Nam-Hee
    • Journal of Convergence Society for SMB
    • /
    • v.1 no.1
    • /
    • pp.19-28
    • /
    • 2011
  • In today and near future, most of the commercially manufactured IT products will be evolved into software convergence product. Recently, the embedded software products is called as 'Software Convergence Products.' This phenomenon does not simply show the trendy fashion, but has the seriously implication that the functionalities of IT product is accomplished and evolved via software technology, not via mechanical nor electrical means. It will become true that the quality of the convergence product is dominantly governed by the software it uses. Meanwhile, we are facing with the threatening fact that software defects in the mass products will requires tremendous amounts of cost proportional to the quantity of the product. We can remind ourselves of the disasters that have been already happened, such as Automotive recalls, Smart-phone recalls, and others. In software engineering, there have been large amount of work done in software quality improvement for the past couple of decades. Software process improvement, and testings are the representative ones. But we are facing with limitations of those traditional approaches in current convergence industry; exponentially increasing software sizes and rapid changes in software technology. In this paper, we analyze the characteristics of the software convergence industry, the limitations of the traditional Software quality improvement approaches. We suggest a new approaches in software quality improvement in different angles of thought and philosophy.

  • PDF

Analysis and Forecasting for ICT Convergence Industries (ICT 융합 산업의 현황 및 전망)

  • Jang, Hee S.;Park, Jong T.
    • Journal of Service Research and Studies
    • /
    • v.5 no.2
    • /
    • pp.15-24
    • /
    • 2015
  • The trade balance for the information and communications technology (ICT) industries in 2014 have reached 863 hundred million dollars as the main export products such as smart phone and semi-conductor increase, since the ICT industries have played an important role in economic growth in Korea. Until now, the consistent supporting of government and investment of company have been doing with the growth of ICT industries, as a result, Korea marked as the first in the UN electronic government preparing index, and rank 12 in the network preparing index through the policy of national information and basic plan of inter-industry convergence. However, as the unstable international economic circumstances, ICT industries is faced with the stagnation, and then preemptive development of products and services for ICT convergence industries is needed to continually get definite ICT Korea image. In this paper, the ICT convergence industry is analyzed and forecasted. In specific, the international and domestic market for cloud, 3D convergence, and internet of things is diagnosed. The market for ICT convergence industries is predicted to be 3.6 trillion dollar in the world, and 110 trillion won in domestic. From the analytical results for technology and services development, the preemptive supporting of the technology development and policy for the internet of things and 3D convergence industries is required. In addition to, through the future forecasting by socio-tech matrix method, the policy supporting for the ICT convergence area of healthcare, fintech, artificial intelligence, body platform, and human security is needed.

Influences of Smartphone Overuse on Health and Academic Impairment in Adolescents : Using Data from Korea Youth Risk Behavior Web-based Survey of 2017 (스마트폰 과사용이 청소년의 건강과 학업에 미치는 영향 : 2017년 청소년건강행태온라인조사 자료를 이용하여)

  • Moon, Jong-Hoon;Jeon, Min-Jae;Song, E-Seul
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.2
    • /
    • pp.177-186
    • /
    • 2019
  • The purpose of this study was to investigate the influences of the smartphone overuse on health and academic impairment in adolescents. This study used data from Korea youth risk behavior web-based survey of 2017. This survey was conducted on 64,991 adolescents(middle and high school students), and 62,276 (95.8%) responded. The researchers used frequency analysis, independent t test, chi-square test and Pearson correlation analysis using SPSS 22. As a result, the usage rate of adolescents's smartphone was 54,603 out of 62,276, which was 87.7%. The purpose of smartphone usage was messenger(1st rank, 27.3%), SNS(2nd rank, 18.7%) and game(3rd rank, 13.3%). The average daily use time of the smartphone was 206.68±194.73 minutes. Girl students showed significantly more use time of smartphones than boy students(p<.001). Students with more than 206 minutes of smartphone use had worse health and academic performance than students with less than 206 minutes(p<.001). Time of smart phone usage and academic ability showed a weak correlation(p<.001, r=.245). The present findings showed that the higher the smartphone usage, the lower the health level and academic ability, and the author discussed these results.

A Study on the Relationship between Camera and Subject for Visualization of Image - A Focus on the Status of Watch a Movie with Small Mobile Device - (영상의 시각화를 위한 카메라와 피사체의 상관관계 연구 - 스마트폰 사용자의 영상 시청 현황을 중심으로 -)

  • Ko, Hyun-Wook
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.5
    • /
    • pp.119-126
    • /
    • 2019
  • Watching movies is common on a big screen like a theater or on a big-screen TV. nowadays, small platform such as mobile devices is increasing rapidly for watch a movie. These changes are deeply related to the advent of Internet-based video streaming services such as OTT. OTT's development has provided in free video viewing system without using the set-top box is free from the limitations of time and space. Leading the market is Netflix[1], which started its business with Internet-based DVD rental service. Netflix, which is growing in tandem with the mobile market, had 193.26[2] million members as of the end of 2018. Other OTT participating companies include content-based Pooq, TVing, platform-based Olleh TV Mobile, Oksusu and LTE video portal. The size of such new growth projects has grown gradually, with 25.4 percent of all smartphone users currently watching video content with small mobile devices. Therefore, de-largeization, it is thought that visual language is needed for viewing small mobile devices that are capable of OTT services. To this end, this paper will identify the problem in viewing popular video content with small mobile devices and Survey and study its impact on viewers using the questionnaire.