• Title/Summary/Keyword: 아이폰

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A Study on the Development of an Educational APP using Image Recognition Technology (이미지 인식 기술을 이용한 교육용 APP의 개발과 활용에 관한 연구)

  • Kim, Jong-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.473-475
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    • 2022
  • In this paper, as children's smartphone penetration and usage time increase, the need for educational application development is increasing.Therefore, in this paper, we propose an idea for the development of an application service that is optimized for children and designed to be easily used by children by applying image recognition technology. Using image recognition technology, we propose a service that helps children easily take pictures of objects with their smartphone's camera and easily identify appropriate search results for them. Through this, even in an environment where it is difficult to receive direct guidance from a teacher due to online classes, children can easily study on their own initiative or find a subject they want to learn more about and learn.

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Smartphone User Authentication Algorithm based on Mutual Cooperation in Mobile Environment (모바일 환경에서 상호 협력 기반 스마트폰 사용자 인증 알고리즘)

  • Jeong, Pil-Seong;Cho, Yang-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.7
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    • pp.1393-1400
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    • 2017
  • As the number of smartphone users increases, vulnerability to privacy protection is increasing. This is because personal information is stored on various servers connected to the Internet and the user is authenticated using the same ID and password. Authentication methods such as OTP, FIDO, and PIN codes have been introduced to solve traditional authentication methods, but their use is limited for authentication that requires sharing with other users. In this paper, we propose the authentication method that is needed for the management of shared information such as hospitals and corporations. The proposed algorithm is an algorithm that can authenticate users in the same place in real time using smart phone IMEI, QR code, BLE, push message. We propose an authentication algorithm that can perform user authentication through mutual cooperation using a smart phone and can cancel realtime authentication. And we designed and implemented a mutual authentication system using proposed algorithm.

A Study on Developing the System for Supporting Mobile-based Work Process in Construction Site (모바일 기반의 건설현장 업무처리 지원시스템 개발 연구)

  • Kim, Seong Jin;Kim, Tae Hak;Ok, Hyun
    • Smart Media Journal
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    • v.6 no.4
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    • pp.50-57
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    • 2017
  • As the construction sites are far from the construction site offices, the construction workers perform work on the sites with a variety of reference books and materials. This inconvenience may lead to construction accidents, and as such, the demand for mobile app development for simplifying work is increasing. Therefore, in this study, the trends of mobile research and mobile app development, and their application to the construction field were investigated to develop a mobile app that would help construction workers process their work. Based on this, mobile services applicable to construction sites and work process improvement plans were proposed. To apply the proposed work process, the functions of the existing construction project management system were improved, and a mobile app that could be used in both the Android and iOS environments was developed.

A study of trend technology and application case using NFC (NFC의 기술 동향 분석 및 활용 사례)

  • Kim, Yeon-U;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.519-521
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    • 2011
  • NFC is enable communication between wireless davice within a distance of 10cm, one type of non-contanct short-range wireless communicaton using 13.56MHz frequency band. This is one type of RFID technology which include file transfer, contactless payment and RFID. NFC technology is standardized in 2003 already, it received much attention recently because NFC is announced full support in Android 2.3. And as APPLE is announced that have plan to monunt in iphone 5,mobile payment system is expected to change. Already SAMSUNG is launched NEXUS S mounted NFC chip and announced NFC chip will be mount GALAXY S2 LG Electronics is statemented NFC chip will be mount on smart phone that will realese this year. In this study, will announce about analysis for NFC technology and recently trend and used case.

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Using Arduino and Processing Graphics performance validation (아두이노와 Processing을 사용한 그래픽 성능 검증)

  • Choi, Chul-kil;Lee, Sung-jin;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.975-977
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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. Processing iis open source. You can 2D, 3D, PDF output, using P3D and OpenGL graphics. Also you can check by running a stand-alone application. Through a combination of Arduino, library support, such as sound, video, and computer vision can be expanded, this program is the Android phone and iPhone programming. In this paper, sortware was used for Processing, hardware was used for arduino MegaADK board, After making easy 2axis game, using the software and hardware verification.

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Contemporary Consumers' Product Consumption Experiences: A Comparison between the Two Leading Brands of Smart Phone (현대 소비자의 제품소비경험: 스마트폰 상표 간 비교를 중심으로)

  • Oh, Ji-Eun;Ki, Kee-Ok
    • Journal of the Korean Home Economics Association
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    • v.50 no.1
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    • pp.141-154
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    • 2012
  • The purpose of this study was to examine consumers' product experiences from the time when the consumer purchases a smart phone, through to the period of use, and to evaluate the product after a period of usage by comparing two groups of smart phone users of the two leading brands, Galaxy S and iPhone 4G. Product experiences were considered through the process of a consumer purchasing and using a product throughout the whole cycle of product consumption. Product experiences were compared between the two brand users according to their demographic backgrounds. The results indicated that iPhone 4G users were more likely to experience functional superiorities and emotional varieties than Galaxy S users. Especially, iPhone 4G users were more likely to experience enjoyment, aesthetics, enhanced self-images and good relationships with others through the smart phone than the Galaxy S users. Galaxy S users were more likely to identify a corporate's image as a superior feature, while iPhone 4G users were more likely to identify multi-functions and endless applications. This study implies that not only the product's functional superiorities but also the consumers' entire cycle of product experiences should be carefully examined and reflected in the development of successful new products in this competitive market.

General-Purpose Multi-Touch Inter action System for Multi-I/O Content Control (다중 입출력 컨텐츠 제어를 위한 범용 멀티 터치 인터렉션 시스템)

  • Bae, Ki-Tae;Kwon, Doo-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.4
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    • pp.1933-1939
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    • 2011
  • The former people who made musical instruments used touch devices for sound control. As the first multi-touch system appeared in 1982, the performance of the system has been improved rapidly by many researches. In spite of such performance improvement, the popularization of multi-touch interface was looked difficult. However, in 2007, multi-touch interfaces have become popular with Apple Iphone and people have been able to experience easily multi-touch interface using smart phones. In this paper we propose a general-purpose multi-touch interaction system for multi-touch content producer and market invigoration of multi-touch interface. We show by real field tests that the proposed method has benefits in the aspects of price and performance compared with other techniques.

Development of Application to guide Putting Aiming using Object Detection Technology (객체 인지 기술을 이용한 퍼팅 조준 가이드 애플리케이션 개발)

  • Jae-Moon Lee;Kitae Hwang;Inhwan Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.2
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    • pp.21-27
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    • 2023
  • This paper is a study on the development of an app that assists in putting alignment in golf. The proposed app measures the position and size of the hole cup on the green to provide the distance between the hole cup and the aiming point. To achieve this, artificial intelligence object recognition technology was applied in the development process. The app measures the position and size of the hole cup in real-time using object recognition technology on the camera image of the smartphone. The app then displays the distance between the aiming point and the hole cup on the camera image to assist in putting alignment. The proposed app was developed for iOS on the iPhone. Performance testing of the developed app showed that it could sufficiently recognize the hole cup in real-time and accurately display the distance to provide helpful information for putting alignment.

The Voice Template based User Authentication Scheme Suitable for Mobile Commerce Platform (모바일 상거래 플랫폼에 적합한 음성 템플릿 기반의 사용자 인증 기법)

  • Yun, Sung-Hyun;Koh, Hoon
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.215-222
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    • 2012
  • A smart phone has functions of both telephone and computer. The wide spread use of smart phones has sharply increased the demand for mobile commerce. The smart phone based mobile services are available anytime, anywhere. In commercial transactions, a digital signature scheme is used to make legally binding signature to prove both integrity of commercial document and verification of the signer. Smart phones are more risky compared with personal computers on the problems of how to protect privacy information. It's also easy to let proxy user to authenticate instead of the smart phone owner. In existing password or token based schemes, the ID is not physically bound to the owner. Thus, those schemes can not solve the problem of proxy authentication. To utilize the smart phone as the platform of mobile commerce, a study on the new type of authentication scheme is needed where the scheme should provide protocol to get legally binding signature and not to authenticate proxy user. In this paper, we create the mobile ID by using both the USIM and voice template of the smart phone owner. We also design and implement the user authentication scheme based on the mobile ID.

The Study of the System Development on the Safe Environment of Children's Smartphone Use and Contents Recommendations (유아들의 안전한 스마트폰 사용 환경 및 콘텐츠 추천 시스템 개발)

  • Lee, Kyung-A;Park, Eun-Young
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.845-852
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    • 2018
  • This study has developed a preventive launcher from smartphone addiction for the digital generation and the contents recommendation based on machine learning which used multiple and collective intelligence. This could provide convenient digital nurturing experience for the parents who fear their children's over use of digital devices and also suggest individually adaptive digital learning methods that enhance the learning efficiency and pleasurable and safe learning environment for the children. Suggested application is a kind of gamification launcher that protects children from harmful contents and from smartphone addiction with time limit settings. For parents who find difficulty choosing from various kinds of contents and applications for education, this suggested system could provide a learning analytic report based on big data after collecting and analyzing the data of their children's learning and activities and recommend contents necessary for their kids using recommended algorithm by collective intelligence.