• Title/Summary/Keyword: mobile application development

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A Class Management System on Mobile Platform (모바일 기반 학급관리 시스템)

  • Kim, Sung Jun;Park, Dong Gyu
    • Journal of Korea Multimedia Society
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    • v.19 no.4
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    • pp.780-788
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    • 2016
  • Development of information and communication technologies has given a lot of changes in the business processing methods including the school and class managements. However, many business processing systems are still based on desktop computer. In particular, most of the class management system only supports desktop computers; hence school teachers have difficulty in using their class managements systems on mobile environment. In this paper, we proposed and developed a mobile classroom management system for teachers, which will easily handle information such as personal records of students, student counseling records, student life record and so on. The implementation of the application of mobile-based class management can be managed by many school elements including student register information, student evaluation records and transcripts, counseling report, and so on.

Platform study for museum mobile portal service (박물관 모바일 포탈서비스 제공을 위한 플랫폼 구축 연구)

  • Doo, ll Chul;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.147-155
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    • 2014
  • The rapid increase in the penetration rate and diverse utility of smart devices opens an opportunity for a development in creating a user-oriented ubiquitous system. And it allows audiences to deploy the exhibition-helping contents regardless of the restriction of place and time with using the smart devices of audience themselves. Also it needs to build a mobile web-based portal system for the related services. To do this, Firstly, it needs the corresponding strategies on a smartphone-based environment such as technical competence, systematic preparation of exhibition with compatible mobile contents, and a compatible channel for interactivity. Secondly, it needs the differentiation of exhibition guide with the existing system: an adoption of augmented reality, panoramic technology and simulation effect aiming for an improvement in a sense of immersion and reality for audience, and building up additional contents with a diversity of formats of image, sound, and video for customer satisfaction.

Design and Implementation of SWF Player on Mobile Communication (이동통신에서의 SWF Player 설계 및 구현)

  • 서정현;김대규;강영만;장문석
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.10a
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    • pp.101-104
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    • 2001
  • Many applications are developed on variety type of mobile terminal with mobile tole-communication improvement. We suggest that we offer more improve multimedia environment on that development. So we design SWF player which supports Macromedia SWF file format. It is application that animation and graphic module are independent of system. In addition to, we implement SWF player on mobile communication environment. for the purpose of it, we adapt AKL concept, which is designed for the consistent interface on heterogeneous operating system environment.

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A Study on the Effect of Pre-cue in Simple Reactions on Control-on-Display Interfaces

  • Lim, Ji-Hyoun;Choi, Jun-Young;Kim, Young-Su
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.4
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    • pp.563-569
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    • 2011
  • Objective: This study focuses on the effects of pre-cues informing the location of upcoming visual stimulus on finger movement response in the context of control-on-display interfaces. Background: Previous research on pre-cues focus on attention allocation and motion studies were limited to indirect control conditions. The design of this study aimed to collect data on the exact landing point for finger-tap responses to a given visual stimulus. Method: Controlled visual stimuli and tasks were presented on a UI evaluation system built using mobile web standards; response accuracy and response time were measured and collected as appropriate. Among the 16 recruited participants, 11 completed the experiment. Results: Providing pre-cue on the location of stimulus affected response time and response accuracy. The response bias, which is a distance from the center of stimulus to the finger-tap location, was larger when the pre-cue was given during a one-handed operation. Conclusion: Given a pre-cue, response time decreases, but with accuracy penalized. Application: In designing touch-screen UI's - more strictly, visual components also acting as controllers - designers would do well to balance human perceptual and cognitive characteristics strategically.

Design of Middleware for Face Recognition based on WIPI Platform (WIPI 플랫폼 기반 얼굴인식 미들웨어 설계)

  • Bae, Kyoung-Yul
    • Journal of Intelligence and Information Systems
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    • v.11 no.3
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    • pp.117-127
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    • 2005
  • Proportionately with a rapid development of mobile instrument technology, the number of mobile contents utilizing computing environment's graphic technology or image processing is increasing. In this paper, I designed a middleware which supports facial detection and recognition system based WIPI(Wireless Internet Platform for Interoperability), the Korean standard mobile platform. The facial recognition middleware introduced the object oriented concepts, to apply to recognition security and other contents by using mobile camera. This can reduce the development time and cost by dividing process while developing software. Therefore, it would be applied to content security or technology transfer with other company. Facial recognition middleware system is composed of face detection module and face recognition module, and proposes the application contents design method based on WIPI platform.

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A Mobile Newspaper Application Interface to Enhance Information Accessibility of the Visually Impaired (시각장애인의 정보 접근성 향상을 위한 모바일 신문 어플리케이션 인터페이스)

  • Lee, Seung Hwan;Hong, Seong Ho;Ko, Seung Hee;Choi, Hee Yeon;Hwang, Sung Soo
    • Journal of the HCI Society of Korea
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    • v.11 no.3
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    • pp.5-12
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    • 2016
  • The number of visually-impaired people using a smartphone is currently increasing with the help Text-to-Speech(TTS). TTS converts text data in a mobile application into sound data, and it only allows sequential search. For this reason, the location of buttons and contents inside an application should be determined carefully. However, little attention has been made on TTS service environment during the development of mobile newspaper application. This makes visually-impaired people difficult to use these applications. Furthermore, a mobile application interface which also reflects the desire of the low vision is necessary. Therefore, this paper presents a mobile newspaper interface which considers the accessibility and the desire of various visually impaired people. To this end, the proposed interface locates buttons with the consideration of TTS service environment and provides search functionality. The proposed interface also enables visually impaired people to use the application smoothly by filtering out the words that are pronounced improperly and providing the proper explanation for every button. Finally, several functionalities such as increasing font size and color reversal are implemented for the low vision. Simulation results show that the proposed interface achieves better performance than other applications in terms of search speed and usability.

Design and Implementation of Bridge Information System using Smart Phone (스마트폰을 이용한 교량 정보 시스템 설계 및 구현)

  • Lee, Hwa-Min;Choi, Sung-Jai
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.5
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    • pp.155-161
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    • 2013
  • This paper presented an augmented reality based mobile application of maintenance and management for concrete bridges. For the development of augmented reality system, it was necessary to establish the concrete bridges detail information and history of maintenance that build the database of those. Also, the augmented reality based system required that concrete bridge information presented by the mobile smart phone. Therefore, this study developed an augmented reality based concrete bridge information mobile application-All about Bridge based on android smart phone and smart pad. The proposed All about Bridge application supports a various bridge informations simultaneously using smart phone and augmented reality technology.

A Study on Implementation of Efficient Patient Care Application System Using RFID (RFID를 이용한 효율적인 환자관리 애플리케이션 시스템 개발에 관한 연구)

  • Hong In-Sik;Baek Jang-Mi
    • Journal of Korea Multimedia Society
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    • v.8 no.8
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    • pp.1142-1151
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    • 2005
  • Various kinds of studies for building up U-Korea are now underway. Especially, RFID comes into the spotlight as a core technology of Ubiquitous. Though, the development of higher levels of application is far behind the hardware-based technology in RFID application system. For that reason, In this paper suggests technology using RFID on Ubiquitous and embodies the effective health care application which is one of the application services of user-centered environment It realizes the system which enables us to manage and send data about changing prescriptions and locations of patients effectively under the basis of RFID tag and mobile devices. It also provides the high quality of practical effectiveness of entire system throughout the realization of applications of application server and mobile device. on the basis of framework for providing the various kinds of services and physical elements.

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Development of Augmented Reality-Based Radiation Protection Application for Healthcare Professionals

  • Shinnosuke Matsumoto;Kiyomitsu Shinsho;Kondo Eisuke;Yuhi Tanaka;Yuko Ito;Yumi Nishimura
    • Journal of Radiation Protection and Research
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    • v.49 no.3
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    • pp.114-120
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    • 2024
  • Background: Radiodiagnosis is widely performed in medical institutions. All medical professionals, including nurses, are at risk of radiation exposure. This study developed an educational application for radiation medical professionals to visualize the distribution of scattered radiation using augmented reality. Materials and Methods: A Monte Carlo simulation code was used to simulate mobile chest and abdominal radiography. The calculation results were incorporated into an augmented reality application. The results of the Monte Carlo calculations were validated by comparing them with radiation measurements. An augmented reality application for tablet devices was developed in Unity that visualizes the scattered radiation dose. Results and Discussion: The application was developed by visualizing the distribution of scattered radiation in mobile radiography in augmented reality in three-dimensional real space. The calculation results were validated, and the error between the displayed radiation dose values and the measured radiation dose values was generally less than 10%. Conclusion: The developed application allows users to overlay quantitative values of imperceptible radiation exposure doses onto any real-world environment. This enables users to intuitively understand the relationship between the distance from a radiation source and the received dose, thereby contributing to a better understanding of radiation protection in clinical settings.

Optical Films for Mobile LCD

  • Higashi, Kohji;Honda, Masaru;Matsumoto, Kohji;Sairai, Takuya
    • 한국정보디스플레이학회:학술대회논문집
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    • 2002.08a
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    • pp.901-904
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    • 2002
  • Display performance of mobile LCDs has been improved according to broadening of their application. But there are many demands from market, such as contrast improvement (high color reproducibility), higher efficiency of light usage, thickness reduction, widening its viewing angle and so on. To respond them we have been developing many new types of films. In this paper we introduce new high contrast white polarizers for better color reproducibility, and new film construction for higher light efficiency.

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