• Title/Summary/Keyword: smartphone use

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Development of Korean Traditional game Gonu App. under Android OS2.0 Environment (안드로이드 OS2.0 환경에서 우리나라전통놀이 고누놀이 앱(App.) 개발)

  • Kang, Seung-Woo;Kim, Yang-Jib;Choi, Byung-Kab;Song, Teuk-Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.621-622
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    • 2011
  • A smartphone is a mobile device that has smiler to the computing power of the PC. People who use smartphone applications are increasing and there are a lot of applications for smartphones. Applications for educational games and hence of Korean traditional culture are still insufficient. To do this, we develop Gonu which is a traditional game.

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A Smartphone-based Virtual Reality Visualization System for Human Activities Classification

  • Lomaliza, Jean-Pierre;Moon, Kwang-Seok;Park, Hanhoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.45-46
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    • 2018
  • This paper focuses on human activities monitoring problem using onboard smartphone sensors as data generator. Monitoring such activities can be very important to detect anomalies and prevent disease from patients. Machine learning (ML) algorithms appear to be ideal approaches to use for processing data from smartphone to get sense of how to classify human activities. ML algorithms depend on quality, the quantity and even more important, the properties or features, that can be learnt from data. This paper proposes a mobile virtual reality visualization system that helps to view data representation in a very immersive way so that its quality and discriminative characteristics may be evaluated and improved. The proposed system comes as well with a handy data collecting application that can be accessed directly by the VR visualization part.

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Implementation of a Pet Care Robot Based on Webcam and Smartphone and its Power Management (웹캠과 스마트폰 기반의 반려 동물 돌봄 로봇의 구현 및 전원 관리)

  • Lee, Yoon-Ho;Jeon, Joo-Hyeon;Lee, Na-Eun;Jang, Jea-Moon;Yu, Shin;Joo, Moon G.
    • IEMEK Journal of Embedded Systems and Applications
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    • v.16 no.1
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    • pp.29-34
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    • 2021
  • We developed a pet care robot that can be controlled outdoors. Through the smartphone application, the pet owners can watch the situation in the house and manipulate the robot to make their pet happy. The video data in the house is transmitted to the application through the webcam installed at the house. The robot can not only perform user's command but also do six basic macro action. The obstacle avoidance function using the current sensor can be activated if the user want to use. When the robot hits to something, it moves back and rotates by arbitrary angle, and then moves forward.

Study on Pressure System for Curved Glass Fabrication of a Smart Phone (스마트폰 곡면유리 성형을 위한 가압시스템 연구)

  • Jang, Chae Eun;Kim, Kihyun;Park, Jaehyun
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.2
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    • pp.51-55
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    • 2021
  • With the recent development of various smartphone designs in the smartphone market, the use of curved cover glass has been required, and interest in curved glass production has increased. In this paper, we designed a pressurization system that simplified the size of the system using a wedge amplification mechanism for smartphone curved glass molding systems. The pressurization system consisted of a linear motor, a wedge, and a force sensor. The wedge was used to amplify the force, and the piezoelectric sensor was used to measure the force. In addition, the proposed amplification mechanism was confirmed to have an error of 1.27% through an experiment compared to the simulation, and the pressurization error of 0.76% for the pressurization profile 3,500N was verified through an experiment.

Development and pilot study of a cancer rehabilitation smartphone application for cancer survivors

  • Noh, Gie Ok
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.17-23
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    • 2022
  • The purpose of this study is to develop a cancer rehabilitation program for cancer survivors in the form of a smartphone application and to confirm the effectiveness through Pilot study. The contents of the application consisted of health records, lab-test records, and health information, and the information recorded by the patient was graphically checked for changes over time on my page. 7 subjects who ended acute treatment and were undergoing follow-up were asked to use the application for 4 weeks, and then changes in variables (uncertainty, e-health literacy, self-efficacy, and cancer rehabilitation) were confirmed. It was confirmed that e-health literacy and self-efficiency increased significantly over time after using the application. In addition, the level of cancer rehabilitation was found to increase significantly over time. The application for cancer rehabilitation developed in this study needs to be expanded to improve the quality of life of cancer survivors.

Effects of Smartphone Usage Patterns on Human Factors of Pedestrian Safety: Focused on Users in Their 20's and 30's (스마트폰 이용행태가 보행안전도의 인적요인에 미치는 영향: 20~30대 사용자들을 중심으로)

  • You, Seung-Hee;Kwon, Chang-Hee
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.79-85
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    • 2017
  • The purpose of this study was to investigate utilization behaviors of smartphones while walking that are increasing recently and to examine the effects of smartphone usage patterns on human factors of pedestrian safety. In order to understand the motives and actual conditions of pedestrians' use of smart phones, a online questionnaire survey was conducted on people in their 20~30s who use smartphones. As a result, 98.6% of the respondents had experience using smartphones while walking. After performing the survey by extracting 17 uses the synchronization elements in the prior studies was extracted with two factors from the factor analysis. Particularly, respondents whose motivation to use smartphones was 'pandemic' were analyzed to have an influence on the risk of accident due to use of smartphones among human factors of pedestrian safety.

Factors for the Adoption of Smartphone-based Mobile Banking : On User's Technology Readiness and Expertise (스마트폰 기반 모바일뱅킹 채택에 영향을 미치는 요인 : 기술준비도와 전문지식을 중심으로)

  • Lee, Ji-Eun;Shin, Min-Soo
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.155-172
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    • 2011
  • The purpose of this study is to examine factors affecting an individual's acceptance of mobile banking, which is a typical example of smartphone based self-service. We derive three personal traits(positive technology readiness, negative technology readiness and individual's expertise) as antecedent variables that affect intention to use mobile banking from previous studies, and adopt a technology readiness and acceptance model(TRAM) to investigate factors that determine an individual's intention to use mobile banking. TRAM, which integrates technology readiness index(TRI) into the technology acceptance model (TAM) in the context of consumer adoption of e-service systems, is adopted to examine personal traits influencing on the factors forming the attitude of mobile banking. The new findings of this study are as follows. First, individual's expertise and positive technology readiness(ptr) have significant effect on both perceived usefulness and perceived easy of use. However, negative technology readiness(ntr) has significant effect on only perceived easy of use.

Mobilizing Learning: Using Moodle and Online Tools via Smartphones

  • Al-Kindi, Salim Said;Al-Suqri, Mohammed Nasser
    • International Journal of Knowledge Content Development & Technology
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    • v.7 no.3
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    • pp.67-86
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    • 2017
  • The emergence of smart devices such as smartphones (e.g., iPhone) and tablets (e.g., iPad) may enhance e-learning by increasing communication and collaborative learning outside the classroom. These devices also facilitate the use of online technologies such as Facebook. However, the adaptation of Learning Management System (LMS) services to mobile devices took longer than social networks or online tools such as Facebook and Twitter have already been long used via smartphone. The main purposes of this study are to explore students' skill levels of LMS (Moodle) and their knowledge of online tools or technologies and then examine if there is a correlation between smartphone use and using of online tools and Moodle in learning. The study conducted among 173 students in the Department of Information Studies (DIS) in Oman, using online survey. The study found that most students demonstrated high levels of accessing course/subject materials and regularly engaging with studies of using LMSs. YouTube, Wikipedia and Facebook were clearly recorded as the most popular sites among students while LinkedIn and Academia.edu were two online tools that had never been heard of by over half of the 142 participants. Emailing and searching are recorded the most popular online learning activities among students. The study concluded that students prefer to use smartphone for accessing these tools rather than using it to access LMSs, while a positive correlation was found between the use of these tools and smartphones, but there was no correlation between smartphones and using LMSs.

A study on the continuous intention to use for Smartphone based on the innovation diffusion theory: Considered on the loyalty between users of iOS and Android platform (혁신확산이론에 따른 스마트폰 지속사용의도에 관한 연구: 아이폰 사용자와 안드로이드 사용자의 충성도 비교를 고려하여)

  • Nam, Soo-Tai;Kim, Do-Goan;Jin, Chan-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.5
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    • pp.1219-1226
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    • 2013
  • The purpose of this study was aimed to analyze factors affecting on continuous intention to use of Smartphone based on the innovation diffusion theory. Also, by using the demographic characteristics were compared whether the difference in the loyalty on between user group of iOS and Android platform. Predictor factors were selected innovation, convenience, economic cost, social influence, communication channel, compatibility and complexity suggested on the innovation diffusion theory. Participants of this study were 278 Smartphone users in Busan city and Gyeongnam province in accordance with convenience sampling. IBM SPSS Statistics 19 were employed for descriptive statistics, Smart PLS(partial least squares) was employed for confirmatory factor analysis and path analysis of casual relationship among variables and effect. Analytical results show that all paths except path from complexity to the continuous intention to use and loyalty are significant. The comparison loyalty on between user group of iOS and android platform are significant. This study suggests practical and theoretical implications based on the results.

Active 3D Shape Acquisition on a Smartphone (스마트폰에서의 능동적 3차원 형상 취득 기법)

  • Won, Jae-Hyun;Yoo, Jin-Woo;Park, In-Kyu
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.6
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    • pp.27-34
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    • 2011
  • In this paper, we propose an active 3D shape acquisition method based on photometric stereo using camera and flash on a smartphone. Two smartphones are used as the master and slave, in which the slave projects illumination from different locations while the master captures the images and processes photometric stereo algorithm to reconstruct 3D shape. In order to reduce the error, the smartphone's camera is calibrated to overcome the effect of the lens distortion and nonlinear camera sensor response. We apply 5-point algorithm to estimate the pose between smartphone cameras and then estimate lighting direction vector to run the photometric stereo algorithm. Experimental result shows that the proposed system enables us to use smartphone as a 3D camera with low cost and high quality.