• Title/Summary/Keyword: 스마트플랫폼

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Development of IoT Home Gateway Environment based on ACOME using Open Source Hardware (오픈소스 하드웨어를 활용한 ACOME 기반의 IoT 홈 게이트웨이 환경 개발)

  • Kim, Seong-Min;Choi, Hoan-Suk;Rhee, Woo-Seop
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.296-304
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    • 2016
  • Recently in domestic market, the telecommunication and appliance companies actively provide IoT home service through their dedicated smart device and communication network. But because their service should use only their own devices and be payed by monthly, it does not satisfy user's needs. So, users want device and service environment that can be easily configured according to user needs. Therefore, in this paper, we propose IoT home service environment architecture and ACOME(Auto-Configuration of MQTT and REST) mechanism. The proposed architecture consists of IoT platform and IoT home gateway. And the ACOME provides the automatic registration using DPWS function and interface construction using MQTT. This implements as a library for open-source hardware such as Arduino that is easy to get on the market. So the user easy to make own IoT device. Finally, we provide performance evaluation about service and device discovery between ACOME and DPWS.

A Study on the Necessity and Construction Plan of the Internet of Things Platform for Smart Agriculture (스마트 농업 확산을 위한 IoT기반 개방형 플랫폼의 필요성 및 구축 방안 연구)

  • Lee, Joonyoung;Kim, ShinHo;Lee, SaeBom;Choi, HyeonJin;Jung, JaiJin
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1313-1324
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    • 2014
  • Korea has high quality level of ICT Technologies, however it still have a long way to go before invigoration of ICT in agriculture industry. The government of Korea supply to agriculture ICT systems, however these are the enclosed type and insufficient the level of connectivity, compatibility, and integrity between ICT systems. Farmers can not share crop information and one system can not use with others in combination. Recently, IoT(Internet of Things) become popular to emphasize the vision of a global internet and ICT industry. The IoT is a critical technology that leads future internet generation. We believe that IoT will change status of agriculture industry and appearance of various agriculture business model. Using IoT technology is provided a platform of opportunities to optimize work processes and efficient use of energy, time and labour in farm. It can automatically control temperature, humidity, sunshine system and so on for optimal growth conditions at greenhouse and plant factory. Growth setting can even be controlled and monitored crop condition and disease by a smartphone app or PC. It is possible to improve quality of farming and farm product. We suggest that construction of IoT platform through open API in agriculture industry.

Epistemological Study of the Spatial Experience by Use of Mobile Wearable Device (모바일 웨어러블 디바이스에 의한 공간경험의 인식론적 연구)

  • Cho, Byung Chul
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.704-713
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    • 2016
  • Recently, the value and the status of the body that are due to the mobile wearable device have attracted attention globally confusing in media convergence age. The mobile wearable device connect worldwide that are networked to overcome the limitations of space and time, also it provide a great opportunity to be able to us to open a new cultural experience and value to the populace. In this study, spatial information acquired by the virtual reality 360 degrees camera around the Gangnam station. Also, extended spatial experience performed by use of virtual reality headset, smart phone connected to the Youtube platform. Sense of body can also lose its value due to voyeurism, it is facing the transformational period in civilization. In conclusion, through deep research into the intersections of technology and a human being for the future, maintaining the proper balance is the key. Therefore, this study identified the need for interdisciplinary research.

Arduino hardware and Android ADK software combination (아두이노 하드웨어와 안드로이드 ADK 소프트웨어의 결합)

  • Lee, Sung-jin;Choi, Chul-kil;Lee, Kyung-mu;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.336-339
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    • 2013
  • Arduino is for design based on open source prototyping platform, artist, designer, hobby activists, etc, i has been designed for all those who are interested in the environment construct. Arduino adventage you can easily create applications hardware, without deep knowledge about the hardware. Configuration of arduino using AVR microcontroller ATmage 168, software to action arduino using arduino program, MATLAB, Processing. Arduino is open source base, you can hardware production directly and using shield additionally, the arduino can be combined. Android AKD is open source. You can create android smart phone application. By the way compatible and can be used android ADK add arduino Manifast. Using arduino program, arduino bread-board design on hardware., create button click, connection with each other. In this paper, sortware was used for arduino program and android ADK, hardware was used for arduino MegaADK board, After making one accessory using the software and hardware verification.

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Quantified Lockscreen: Integration of Personalized Facial Expression Detection and Mobile Lockscreen application for Emotion Mining and Quantified Self (Quantified Lockscreen: 감정 마이닝과 자기정량화를 위한 개인화된 표정인식 및 모바일 잠금화면 통합 어플리케이션)

  • Kim, Sung Sil;Park, Junsoo;Woo, Woontack
    • Journal of KIISE
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    • v.42 no.11
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    • pp.1459-1466
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    • 2015
  • Lockscreen is one of the most frequently encountered interfaces by smartphone users. Although users perform unlocking actions every day, there are no benefits in using lockscreens apart from security and authentication purposes. In this paper, we replace the traditional lockscreen with an application that analyzes facial expressions in order to collect facial expression data and provide real-time feedback to users. To evaluate this concept, we have implemented Quantified Lockscreen application, supporting the following contributions of this paper: 1) an unobtrusive interface for collecting facial expression data and evaluating emotional patterns, 2) an improvement in accuracy of facial expression detection through a personalized machine learning process, and 3) an enhancement of the validity of emotion data through bidirectional, multi-channel and multi-input methodology.

A Study of a Hierarchical Grade-based Contents Forwarding Scheme for CCN Real-time Streaming Service (CCN 실시간 스트리밍 서비스를 위한 계층별 차등기반의 데이터 전송 기법 연구)

  • Kim, Taehwan;Kwon, Taewook
    • Journal of KIISE
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    • v.44 no.11
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    • pp.1219-1230
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    • 2017
  • Real-time streaming services over the Internet have increased with the explosive growth of the various mobile platforms, with a focus on smart phones, and the demand for them is growing. In addition, the bandwidth occupied by the streaming services over the Internet had already surpassed 50% in 2010. Because of the shortage of network bandwidth for multimedia services traffic, restrictions on quality and capacity will become more and more serious. CCN is a future Internet architecture that improves how existing host-based Internet architecture handles content-oriented structure, but it is designed for the transmission of general contents and is not suitable for transmitting real-time streaming contents. In this paper, we focus on the inefficient aspects of CCN and propose a hierarchical grade-based scheme for real-time service for a more efficient environment in real-time streaming services. Experiments have shown better performance in terms of bandwidth, network load, and reliability.

An Analysis on the Vulnerability of Secure Keypads for Mobile Devices (모바일 기기를 위한 보안 키패드의 취약점 분석)

  • Lee, Yunho
    • Journal of Internet Computing and Services
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    • v.14 no.3
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    • pp.15-21
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    • 2013
  • Due to the widespread propagation of mobile platforms such as smartphones and tablets, financial and e-commercial transactions based on these mobile platforms are growing rapidly. Unlike PCs, almost all mobile platforms do not provide physical keyboards or mice but provide virtual keypads using touchscreens. For this reason, an attacker attempts to obtain the coordinates of touches on the virtual keypad in order to get actual key values. To tackle this vulnerability, financial applications for mobile platforms use secure keypads, which change position of each key displayed on the virtual keypad. However, these secure keypads cannot protect users' private information more securely than the virtual keypads because each key has only 2 or 3 positions and moreover its probability distribution is not uniform. In this paper, we analyze secure keypads used by the most financial mobile applications, point out the limitation of the previous research, and then propose a more general and accurate attack method on the secure keypads.

A Delphi Survey for Establishment of Standards Development Strategy in Digital Publication (전자출판 분야 표준 개발 전략 수립을 위한 델파이조사 연구)

  • Oh, Mi-Ja;Cho, Yong-Sang;Shin, Sung-Wook
    • Journal of Internet Computing and Services
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    • v.14 no.3
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    • pp.1-13
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    • 2013
  • The recent emergence of diverse platform-based media devices such as smart phones and iPads has aroused interest of consumers all across the world. This interest has led to digitalization of paper books and a steep growth in the digital publishing industry at home and abroad. However, advent of various devices and content has caused the issue of compatibility and produced needs and demand for standardization to exchange and share content related to digital publication. Through collection of opinions of 16 stakeholders from the industrial, academic, research, and public sectors, this study aims to examine predictable future changes about content and its distribution, devices, standardization, technical protective measures, and obstacles in future digital publishing and eventually to draw out areas and elements for future standards development.

A Blockchain-based User Authentication Model Using MetaMask (메타마스크와 연동한 블록체인 기반 사용자 인증모델)

  • Choi, Nakhoon;Kim, Heeyoul
    • Journal of Internet Computing and Services
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    • v.20 no.6
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    • pp.119-127
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    • 2019
  • This paper proposes a new authentication model to solve the problem of personal information takeover and personal information theft by service providers using centralized servers for user authentication and management of personal information. The centralization issue is resolved by providing user authentication and information storage space through a decentralize platform, blockchain, and ensuring confidentiality of information through user-specific symmetric key encryption. The proposed model was implemented using the public-blockchain Ethereum and the web-based wallet extension MetaMask, and users access the Ethereum main network through the MetaMask on their browser and store their encrypted personal information in the Smart Contract. In the future, users will provide their personal information to the service provider through their Ethereum Account for the use of the new service, which will provide user authentication and personal information without subscription or a new authentication process. Service providers can reduce the costs of storing personal information and separate authentication methods, and prevent problems caused by personal information leakage.

Changes to Gaming Acts in Game (게임에서의 게임 행위 변화)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.35-44
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    • 2017
  • Recent years have witnessed a surging popularity of games based on augmented reality and virtual reality. While old games embody virtual reality within the game platform, recent popular games based on augmented reality and virtual reality incorporate reality into virtual worlds. They present a new genre that is unprecedented, combined with what gamers have a passionate desire for, and thus provide new experiences. Good examples include smartphone games that were the game changer of the gaming industry in 2010 and the sensational $Pok{\acute{e}}mon$ Go that is gaining popularity nowadays. This study, thus, set out to analyze "gaming act(GA)" directly connected to the experiences of gamers to shed light on games as experiential content. The study analyzed gaming acts based on Park Sang-woo (2009) and assumed that gaming acts would change greatly according to the degree of real space intervening in game space; thus, examining changes to the gaming acts of games in two aspects of realizing virtual space from imaginations in game space and reproducing virtual space in real space.