• Title/Summary/Keyword: mobile application development

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A Study on the Elements of Chinese Animation IP (Intellectual Property) Development Based on the Pan-Entertainment Industry

  • Yan, JiHui;Lee, Byung Chun;Yun, Taesoo
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.168-179
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    • 2021
  • With the introduction of China's new policies, the Chinese animation industry has gradually formed a sustainable industrial structure chain, and the output value of the animation market is also in a state of continuous growth. Since 2013, domestic animation has been developing from "lower age" to "ageing" and "adults". At the same time, with the popularization of China's pan-entertainment industry model, the multi-domain symbiosis of the Internet and mobile Internet has been realized, creating a fan economy of star IP (Intellectual Property), and promoting the linkage of various industries under the same IP. This paper mainly analyzes the development of the animation IP market in China's pan-entertainment mode in recent years, and analyzes the cross-media operation mode of the animation industry. At the same time, it studies the application of self-media in animation.

Development of a WebDAV-based Smartphone Collaborative Application (웹데브 기반의 스마트폰 협업 어플리케이션 개발)

  • Lee, Hong-Chang;Kim, Bo-Hyeon;Lee, Myung-Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.3
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    • pp.680-690
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    • 2011
  • To support asynchronous collaboration among remote users, collaborative applications provide collaboration services and environment through virtual workspaces. In general, collaborative applications support collaboration based on desktop-based personal computers, using the features such as resource sharing or asynchronous communication among users. Unfortunately, since those applications mainly run on personal computers, they do not easily support collaborative works in various places. In this paper, we describe the development of smartphone collaborative application which provides effective collaboration facilities like resource sharing through various types of workspaces or group communication, communicating with a WebDAV-based collaboration server. The developed application provides users with high accessibility through multi-touch/touch-slide based user-interfaces in mobile environment. To support effective communication with a collaboration server, we also present a WebDAV-based collaboration library using a collaboration protocol designed to analyze easily the responses from the collaboration server.

Analysis of the Status and Future Direction for Digital Therapeutics in Children and Adolescent Psychiatry

  • Haemi Choi;Bora Kim;Insoo Kim;Jae-Gu Kang;Yoonjae Lee;Hyowon Lee;Min-Hyeon Park
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.34 no.4
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    • pp.192-203
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    • 2023
  • Digital therapeutics based on software, such as artificial intelligence, virtual reality, games, and smartphone applications, are in the spotlight as new therapeutic alternatives in child and adolescent psychiatry. It draws attention to overcoming conventional therapeutics' limitations, such as toxicity, cost, and accessibility, and encourages patients to participate in the treatment attractively. The growth potential of the digital therapeutics market for psychiatric disorders in children and adolescents in Korea and abroad has been highlighted. Clinical studies and Food and Drug Administration approvals for digital therapeutics have increased, and cases approved by the Ministry of Food and Drug Safety have emerged in Korea. As seen above, digital transformation in child and adolescent psychiatry will change treatment paradigms significantly. Therefore, as this new field has just begun to emerge, it is necessary to verify the effectiveness and scope of the application of digital therapeutics and consider preparing a compensation system and institutional arrangements. Accordingly, this study analyzed the development trends and application status of digital therapeutics in children and adolescents and presented limitations and development directions from the perspective of application in healthcare. Further, the study is expected to identify the utility and limitations of digital therapeutics for children and adolescents and establish effective application measures.

Design and Implementation of Chatting Service and Common Use Phrase Function WIPI Platform (WIPI 환경에서 문자 대화 서비스 및 상용어구 기능의 설계 및 구현)

  • Lim Chang-Mook;Jung Sung-Hoon;Kim Chang-Soo;Park Si-Hyoung;Lim Jae-Hong
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2004.11a
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    • pp.9-13
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    • 2004
  • Mobile Internet has different platforms cause interrupt activation of mobile internet because contents providers have each different development environment. To use of WIPI(Wireless Internet Platform for Interoperability) developer by KWISF(Korea Wireless Internet Standard Forum) founded to solve this problem guarantee independence of hardware and interpretation of mobile application. In this paper, Examine WIPI's characteristic and main standard that is standard platform that can reduce expense that happen in current different platform in treatise. And. common use phrase function that consider convenience of chatting service between portable phone that is that is used recently design and embody. Wish to argue about elevation of the character input speed of portable phone and effect that happen thereby through this.

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A Co-family Managerial Photo Share Mobile App UI Development (가족 공동 관리형 사진 공유 모바일 앱 UI 개발)

  • Chung, Yu-Mee;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.29-36
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    • 2014
  • The recent small-scaled family form is making a great influence on sharing pictures of their children with family as well. As parents are usually taking pictures of their children with their smart-phones, the form of sharing pictures with families through SNS or text messages or uploading pictures of their children in mobile mini-homepage is becoming prominent these days. But when events of an each family member taking pictures occur, such as in 'the hundredth day party' or 'first birthday party' and exchange them through text messages or SNS, it would be difficult to gather their children's picture and view them all together other than the ones that they took themselves as it is difficult to send each and every picture. Also, another problem of managing pictures occur because the source of picture all differ from each other. There fore, to solve these problems, this study intends to suggest a co-family managerial photo management mobile application UI for family members to participate in gathering and organizing pictures that they took with their own smart-phones in a specific space and produce a mobile album.

Development of Pose-Invariant Face Recognition System for Mobile Robot Applications

  • Lee, Tai-Gun;Park, Sung-Kee;Kim, Mun-Sang;Park, Mig-Non
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.783-788
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    • 2003
  • In this paper, we present a new approach to detect and recognize human face in the image from vision camera equipped on the mobile robot platform. Due to the mobility of camera platform, obtained facial image is small and pose-various. For this condition, new algorithm should cope with these constraints and can detect and recognize face in nearly real time. In detection step, ‘coarse to fine’ detection strategy is used. Firstly, region boundary including face is roughly located by dual ellipse templates of facial color and on this region, the locations of three main facial features- two eyes and mouth-are estimated. For this, simplified facial feature maps using characteristic chrominance are made out and candidate pixels are segmented as eye or mouth pixels group. These candidate facial features are verified whether the length and orientation of feature pairs are suitable for face geometry. In recognition step, pseudo-convex hull area of gray face image is defined which area includes feature triangle connecting two eyes and mouth. And random lattice line set are composed and laid on this convex hull area, and then 2D appearance of this area is represented. From these procedures, facial information of detected face is obtained and face DB images are similarly processed for each person class. Based on facial information of these areas, distance measure of match of lattice lines is calculated and face image is recognized using this measure as a classifier. This proposed detection and recognition algorithms overcome the constraints of previous approach [15], make real-time face detection and recognition possible, and guarantee the correct recognition irregardless of some pose variation of face. The usefulness at mobile robot application is demonstrated.

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Development of a Mobile Service Application for Assessing the Quality of Food that uses the Information marked on the processed Food Labels (가공식품라벨 표시정보를 활용한 식품 품질 평가 모바일 서비스 앱 개발)

  • Jang, Dai-Ja;Kim, Hee-Jin;Kim, Yu-Ra;Song, Yu-Jung;Lee, Seung-Yong;Jang, Gun-Woong
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.450-457
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    • 2013
  • This research was developing a mobile-based service system through which consumers can collect labeled information on processed foods. This research collected and analyzed the labeled information of processed foods sold on the market and found that they contain abstruse standards for the information of raw nutrients and additives and are not proper for our database. Thus, to offer proper consumer-oriented information, we reclassified the information according to categories such as raw materials, additives, and nutrient information based on the food information standard of the current Food Sanitation Act, and added it to the database. Using this reprocessed information, this study developed an algorithm and applied it to a mobile-based service system, which allows consumers to use information on the labels of processed foods scientifically and clearly.

Factors Affecting the Mobile Instant Messenger Users' Continued Usage Behavior and the Moderating Role of Habits: Focused on WeChat (모바일 인스턴트 메신저 사용자의 지속사용행동에 대한 영향요인과 습관의 조절효과: WeChat을 중심으로)

  • Zhang, Heng;Koh, Joon;Kim, Kyun Soo
    • The Journal of Information Systems
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    • v.25 no.3
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    • pp.61-90
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    • 2016
  • Purpose Recently the usage of Mobile Instant Messenger(MIM) has been increased all over the world. With the development of Mobile Internet, a large amount of mobile application came into being, such as WeChat, the most popular MIM now in China. It has a huge number of registered users, but just only half of them are the "active users". This study intends to examine what factors affect MIM user's continuance intention and actual usage behavior. Design/Methodology/Approach Based on the framework of Perception/Emotion-Behavior and the extended ECM-ISC (Expectation Confirmation Model of IS Continuance), this research introduced some unique variables to a user satisfaction model focusing on perceived/emotional factors in WeChat. In this model, perceived/emotional factors have been divided into enabler factors and inhibitor factors to analyze the effect on continuance intention and actual usage behavior. Also, the moderate effect of the habits was discussed. An online questionnaire survey of 203 WeChat users was conducted and the empirical validation was employed to test the research model. Findings From the empirical results, perceived usefulness, expectation confirmation, and needs for affiliation significantly affected satisfaction. Also, satisfaction influenced continuance intention which led to actual usage behavior. We found that the habit moderates the relationship between satisfaction and continuance intention. The result of this study provides guidance to the developers and operators of WeChat on how to improve enhance users' satisfaction and loyalty.

Sliding Factor Development on Mechanical Emotion in Mobile Phone of Slide Type

  • Lee, Jaein;Byun, Jungwoong;Jeong, Jaehwa;Lim, C.J.
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.6
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    • pp.757-764
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    • 2012
  • Objective: The aim of this study is to find the optimal values of sliding factors which influence the mechanical emotion of users when they use sliding type mobile phones. Background: There are various researches that study the emotion of using mobile phones. They focus the correlation between emotion words and design factors and use the commercial products by the subjects in the experiment. However, it has a limit in finding the optimal point of emotional factors because we can search the restricted values in the mass production of the products. Therefore, we will find the optimal points by realizing the full range of the user's mechanical emotion. Method: First, we need to get the detailed factors which can describe the mechanical emotion in sliding up and down the mobile phone. Next, we find the control factors by considering the correlation between the factors of the sliding emotion and the possibility of quantitative design. To find the optimal points on the control factors, we make a sliding evaluation system which can help users feel the sliding mechanical emotion by realizing control factors. Finally, we find the optimal points by doing the experiment the system being used. Results: The critical values of the factors which are the main variables of this study are Open Max Force and Dead point Ratio. The optimal point of the Open Max Force is 200~250g/f, and the Dead point Ratio is 40~50%. Conclusion: In this study we develop the sliding evaluation system to realize the control factors of the sliding type phone and find the optimal values of the critical factors. Application: The results can be used as the criteria for designing sliding type phone.

Development of A Machine-to-Machine (M2M)-based Public Restroom Management System (사물지능통신(M2M)을 이용한 공중화장실 관리시스템의 개발)

  • Kim, Jun Yeob;Ahn, Dae Gun;Bae, Byoung Wook;Choi, Yong Gu;Kang, Chang Soon
    • Journal of Korea Multimedia Society
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    • v.17 no.12
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    • pp.1473-1483
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    • 2014
  • A public restroom is different from a household toilet in terms of location and a large number of sharing users. In addition, public restroom is usually messy and filthy. Recently, public toilet tends to be clearly managed than before, but it still has hygienic and clear problems. In this paper, we propose a machine-to-machine (M2M)-based public restroom management system to solve these problems, in which the system with a wireless communication device sends the status information of the toilet, such as blockage or trouble detected by a sensor, to the manager of the restroom at a remote location. In particular, we have developed a prototype management system for public restroom taking into account several system requirements, and verified the basic operations and performance of the management system. With the application of the system to public facilities, it will furnish users with more pleasant environments by restroom administrators who can respond effectively to the troubled toilet.