• Title/Summary/Keyword: User Application Information

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A Study on the Applicability of the Architectural design process using the Metaverse Experience and Technology - Case studies of Metaverse Platforms (메타버스의 경험과 기술을 활용한 건축설계 프로세스의 적용가능성에 관한 연구)

  • Chun, Soo-Kyung;Cha, Seung-Hyun
    • Journal of KIBIM
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    • v.13 no.2
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    • pp.16-28
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    • 2023
  • The concept of the Metaverse has been around not only for play but also for daily use. The interest in Metaverse is increasing, and various industries such as medicine, media, and financial started to use the new technology for diverse purposes. In addition, interest in the Metaverse is increasing in the architectural industry, but not much research has been done yet. Recently, some studies started to study focusing on the architectural design of Metaverse and the technological characteristics of Metaverse. However, there are limited studies about the utilization of the Metaverse in the architectural design process or construction process. From this perspective, the study aims to analyze the applicability of the Metaverse in the architectural design process through Metaverse case studies. In order to accomplish the research goal, the study classified user experience and technology of Metaverse in the literature review and Metaverse use in other industries such as commercial, medical, media entertainment, and construction industry. Then, this study analyzes six representative Metaverse platforms according to the application of Metaverse in the architectural design process. Finally, this study discussed the future direction and potential of Metaverse application in the Architectural design process.

A Gesture Interface Description Language for a Unified Gesture Platform

  • Geun-Hyung Kim;EunJi Song
    • Asia-pacific Journal of Convergent Research Interchange
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    • v.4 no.2
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    • pp.1-12
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    • 2018
  • Nowadays, the advent of smart devices equipped with the latest input technologies has changed the way users interact with smart devices. The gesture based user interface, as the natural user interface technologies, has attracted a lot of attention from researchers and developers. Gestures can be constituted in different ways; touching a screen, moving a pointing device, or making hand or body movements in a three-dimensional (3D) space. The various gesture input devices make application developers to maintain multiple source code families for the same applications adapting different gesture input devices. In this paper, we defined the gesture interface markup language (GIML) based on extensible markup language (XML) to describe gestures independently of the input devices. It also provides constraints necessary to determine which gesture has occurred and information required when UGesture platform interact with the gesture based application. The proposed GIML is based on our previous implemented the UGesture platform and the evaluation results, and so the GIML can be used to define new gestures for the UGesture platform and support new input hardwares.

Sharing Information in Social Network application of Location-based Service (위치기반 서비스의 소셜 네트워크 어플리케이션에서의 정보 공유)

  • Hwang, Tae-won;Seo, Jung-hee;Park, Hung-bog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.802-804
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    • 2017
  • Nowadays the development of mobile systems occupies significant part of our life, and users using mobile phones are demanding the utilization of differentiated spatial information. A study on application which provides information according to individual location information such as mobile advertisement is conducted for the location-based mobile service. In order to allow mobile phone users to share information based on local information, this paper proposes a mobile sharing system which combines social networks and location-based service to provide efficient information based on location information in mobile phones. The application can be provided with information associated with its location when the mobile phone user arrives at a specific location. Another proposed method focuses on providing more appropriate services for individual situations compared to other applications, and can contribute to expanding social networking functions to facilitate information sharing among users.

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The effects of smart phone usage motive and fashion brand app factors upon the intention to accept fashion brand applications (스마트폰 이용 동기와 패션 브랜드 앱 내용이 패션 브랜드 앱 수용의도에 미치는 영향)

  • Choi, Yeseul;Kim, Miyoung
    • Journal of Fashion Business
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    • v.17 no.4
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    • pp.149-163
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    • 2013
  • This study investigated the effects of smart phone usage motives and fashion brand app factors upon the intention to accept fashion brand applications. Data were collected from 250 female college students living in Seoul and Gyeonggi-do. 220 reliable data were analyzed by frequency, factor analysis, Cronbach's alpha, ANOVA,, Duncan test, paired t-test, chi-square analysis, regression. The results were as follows: Firstly, the 'information acquisition' and the'use of time' were considered to be the most important motive factors driving consumer's smart phone usage. Secondly, the motives underpinning smart phone user's intention to accept a fashion brand application were 'social relationships', 'entertainment', and 'information acquisition'. Thirdly, the frequently used factors during the usage of fashion brand application could be classified in order of frequency as follows: 'product information provision', 'store information provision', 'coordinated information provision', 'fashion information provision', 'entertainment provision', 'hobbies and life information provision', virtual wearing provision', 'SNS provision', and, 'events and coupons provision'. Fourthly, a factor analysis of these nine factors were classified into 'basic information type', and 'additional information type'. The influences of basic information type and the additional information type upon the intention to accept the fashion brand application showed the following significant result: The basic information type had a greater influence upon the intention to accept the fashion brand app.

Mobile Application Updates: User Responses and Unintended Consequences (모바일 어플리케이션 업데이트 분석: 사용자 반응과 의도하지 않은 결과를 중심으로)

  • Hyung-Keun Song;Byungwan Koh
    • Information Systems Review
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    • v.21 no.2
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    • pp.91-115
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    • 2019
  • The updates in the mobile application market have been widely used as strategic marketing tools. It has been used to (i) improve the visibility of an application, (ii) enhance the value of an applicationand strengthen the loyalty of current users, and (iii) expand the market by adding additional features or functions. A number of studies and anecdotal evidence have highlighted the importance of these updates in the mobile application market. However, not all updates in the mobile application market have been successful. Snapchat, for instance, lost 3 million users in three months after it rolled out a major update in November 2017. In this study, we investigate the impact of updates on the usage patterns of users in the mobile application market using MAU (Monthly Active Users), usage frequency, and usage time that we collected from a company that provides mobile application usage statistics.

Strengthening security structure of open Blockchain platform to enhance privacy protection of DApp users (DApp 사용자의 프라이버시 보호 강화를 위한 공개형 블록체인 플랫폼 보안구조 강화방안)

  • Hwang, Seonjin;Ko, DongHyun;Bahk, Taeu;Choi, Yoon-ho
    • Journal of Internet Computing and Services
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    • v.21 no.3
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    • pp.1-9
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    • 2020
  • Along with the growth of Blockchain, DApp (Distributed Application) is getting attention. As interest in DApp grows, market size continues to grow and many developers participate in development. Many developers are using API(Application Programming Interface) services to mediate Blockchain nodes, such as Infura, for DApp development. However, when using such a service, there is a serious risk that the API service operator can violate the user's privacy by 1 to 1 matching the account address of the Transaction executed by the DApp user with the IP address of the DApp user. It can have an adverse effect on the reliability of public Blockchains that need to provide users with a secure DApp service environment. The proposed Blockchain platform is expected to provide user privacy protection from API services and provide a reliable DApp use environment that existing Blockchain platforms did not provide. It is also expected to help to activate DApp and increase the number of DApp users, which has not been activated due to the risk of an existing privacy breach.

Developing application system of forest information using digital photogrammetry and GIS

  • Jo, Myung-Hee;Heo, Young-Jin;Kim, Joon-Bum;Kim, In-Ho
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.911-913
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    • 2003
  • Recently in order to process forest official task more effectively and scientifically the previous of that which is focused on document and inventory, should be applied with the spatial information technology. Especially, the forest information remote sensing system has to be developed using digital photogrammetry and GIS. In this study the forest information remote sensing system is implemented to manage forest resource and forest official effectively especially by constructing database of forest environment information and cadastral information, overlaying various thematic maps, and performing spatial analysis using GIS and aerial photograph. For this, the attribute data and spatial data of aerial photograph, digital topography map, forest cadastral map, forest type map, forest use map should be reprocessed and stored in Oracle. Also, the user interface is developed by using Visual Basic 6.0 and MapObjects 2.1 of ESRI based on CBD(Component Based Development).

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Automated Generation of Software Systems in Systems Construction (시스템 구축 과정에서 소프트웨어 자동생성 도구의 적용)

  • 정일주
    • Journal of Information Technology Application
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    • v.3 no.4
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    • pp.63-92
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    • 2001
  • This paper makes an attempt to look at the process of automatically generating an application software system based on the Entity-Relationship (E-R) model. Basically, the process consists of five steps as follows: First, the designer develops an E-R model of an real-world system. Second, the software generator automatically generates a stereo-type application system. Third, the generator produces database schema and link information between application programs. Fourth, the designer designs the user interface including menu, screen design and so on. Finally, the generator completes the process integrating all the elements of an application system. Five basic program generation rules, three extended rules and a database generation rule have been suggested. By following each rule with the generator, the designer can build an application with an extremely efficient manner compared with traditional approaches. A case study has been included in order to show the applicability of the automated software generation process suggested in this paper. It has been demonstrated from the case study that the idea of applying an automated generator in systems development based upon the E-R model worked well.

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Transmission Performance of Application Traffic on Underwater MANETs (수중 MANET에서 응용 트래픽의 전송 성능)

  • Kim, Young-Dong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.557-560
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    • 2013
  • MANTET(Mobile Ad-Hoc Networks), which is configured and operated by each terminals with no support of communication infra-structures, is recently expanded its application fields from terrestrial communications to underwater environments with technical advances of Wi/Fi and minimized portable terminals. Underwater sensor network, undersea environment explorations and probes, information transmission for underwater area, etc., is typical application fields of underwater MANET. Especially, Performance measurement and analysis on this application fields is one of important research area and base of design, implementation and operation for underwater MANET. However, the research results are focued on various transmission parameters on network level, and its objects of analysis are also performance of network level. In this paper, transmission performances for application levels are measured and analyzed for user levels on underwater MANET. In this study, voice traffic is assumed as object application traffic, computer simulation which is based on NS-2 having additional implemented functions for underwater communications is used. on some defined scale of MANET, transmission performances according to varying traffic environments are measured and analyzed, operation conditions on underwater MANET is suggested with the analysis.

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An Efficient Dynamic Workload Balancing Strategy (PIECES 프레임워크 중심의 요구사항 정제와 우선순위 결정 전략)

  • Jeon, Hye-Young;Byun, Jung-Won;Rhew, Sung-Yul
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.10
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    • pp.117-127
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    • 2012
  • Identifying user requirements efficiently and reflecting them on the existing system is very important in a rapidly changing web and mobile environments. This study proposes the strategies to refining requirements and to prioritizing those refined requirements for changing of web and mobile application based on user requirements (e.g. mobile application comments, Q&A, reported information as discomfort factors). In order to refining the user requirements, those requirements are grouped by using the advancement of the software business of the Forum of standardization and the existing configuration-based programs. Then, we mapped them onto the PIECES framework to identifying whether the refined requirements are correctly reflected to the system in a way of valid and pure. To determine the priority of refined requirements, first, relative weights are given to software structure, requirements and categories of PIECES. Second, integration points on each requirement are counted to obtain the relative value of partial and overall score of a set of software structural requirements. In order to verifying the possibility and proving the effectiveness of proposing technique in this study, survey was conducted on changing requirements of mobile application which have been serviced at S University by targeting 15 people of work-related stakeholders.