• Title/Summary/Keyword: Android platform

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Design and Implementation of Fuzzy-based Menu Recommendation System (퍼지 기반의 식단 추천 시스템 설계 및 구현)

  • Kim, Hye-Mi;Rho, Seung-Min;Hong, Jin-Keun
    • Journal of Advanced Navigation Technology
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    • v.16 no.6
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    • pp.1109-1115
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    • 2012
  • In this paper, we propose a system that recommends the appropriate menu using the fuzzy rules and the case database. The rules are defined by using the user's body information such as height and weight and these information is often vague. Due to its fuzziness, we use the fuzzy logic to represent the information. In our system, it firstly gets the body information for computing the BMI (Body Mass Index) values. Then it combines the muscle mass factor and BMI values to make a fuzzification for calculating the obesity rate. It finally recommends the most relative menu by comparing with the user's obesity rate from each cases in the database. We implement the system on the Android platform and show that our proposed method can achieve reasonable performance through the various experiments,

Andro-profiler: Anti-malware system based on behavior profiling of mobile malware (행위기반의 프로파일링 기법을 활용한 모바일 악성코드 분류 기법)

  • Yun, Jae-Sung;Jang, Jae-Wook;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.24 no.1
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    • pp.145-154
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    • 2014
  • In this paper, we propose a novel anti-malware system based on behavior profiling, called Andro-profiler. Andro-profiler consists of mobile devices and a remote server, and is implemented in Droidbox. Our aim is to detect and classify malware using an automatic classifier based on behavior profiling. First, we propose the representative behavior profiling for each malware family represented by system calls coupled with Droidbox system logs. This is done by executing the malicious application on an emulator and extracting integrated system logs. By comparing the behavior profiling of malicious applications with representative behavior profiling for each malware family, we can detect and classify them into malware families. Andro-profiler shows over 99% of classification accuracy in classifying malware families.

Development of a Smartphone Application for Promoting Bone Health in Korean Young Adult Women: A Pilot Study (성인초기 여성의 골건강 증진을 위한 스마트폰 앱 개발 및 적용: 예비연구)

  • Park, Young-Joo;Lee, Sook-Ja;Shin, Nah-Mee;Shin, Hyunjeong;Yoon, Sungjin;Jeon, Songi;Cho, Inhae
    • Korean Journal of Adult Nursing
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    • v.27 no.4
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    • pp.459-471
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    • 2015
  • Purpose: The purpose of this study was to develop a smartphone application and evaluate it's effectiveness and usability for promoting bone health in Korean young adult women. Methods: A smartphone application was developed covering exercise, nutrition, and health habits related to bone health. A pilot testing was conducted using a one-group pre/posttest design. A total of 22 female college students with low bone mass participated in the 8-week use of a pilot testing. Results: The "Strong bone Fit body (SbFb)" application was developed using Android platform. In the pilot testing, bone mineral density, serum CTX, and 25 (OH)Vit.D were significantly decreased. There is no significant change in serum osteocalcin and calcium. Serum phosphorus concentration, nutrient intakes (fiber, VitB6, and pantotenic acid), and all bone composition profiles were significantly increased. Bone-health knowledge was significantly increased but no change in health belief and self-efficacy. Conclusion: The results of this pilot testing suggest the effectiveness of the SbFb application to enhance and promote self-managing abilities for bone health. It can provide continuous feedback and high-quality bone health information. However, some contents and working methods of the application need to be modified and its effectiveness on bone health requires further investigations.

Design and Implementation of A Context-Aware Authentication Security Service Based on u-Hospital Environments (u-병원 환경 기반에서 상황인식 인증 보안 서비스 설계 및 구현)

  • Jeong, Chang-Won;Choi, Jae-Hyeong;Joo, Su-Chong
    • Journal of Internet Computing and Services
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    • v.13 no.2
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    • pp.51-57
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    • 2012
  • The warming up of the recent competition in the smart phone industry followed by rapid increase of open platforms and app stores have led the mobile terminals to adopt the general purpose operating system. The mobile device utilizing this OS is vulnerable to mobile malignant code which is highly transferable. As a result, the scale of mobile attack and harm increase. However, compared to the malicious code and virus which keep increasing, the elements for security to prevent are insufficient. Therefore, this paper describe about the Context Aware Service that eliminates the potentially risky elements on the smart phone service, which could threaten the usability of the service including invasion of personal information. The proposed system prevents from disclosure of personal information by giving the procedure of information, and realizes the service that is able to change the sequence of identifying the users' information to prepare for emergency.

Smart Portable Navigation System Development and Implementation of 1:N Service for Visually impaired Persons (시각 장애인을 위한 Smart Portable Navigation System 개발과 1:N 서비스 구현)

  • Byun, Jae-Ryoung;Kim, Young-Kil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.191-193
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    • 2012
  • the existing developed route guidance services for the visually impaired aids for using RFID tags attached to the cane, the extent to which the cover blocks and RF communication was a simple walking guide service. It has a detection range of RFID readers in short, clear obstacles to location, size and shape can not be determined. And the risk of escape routes in case of questions or directions Measures are urgently needed. Today, due to the Smart Device Development convenience to users and offers many benefits. And the Android platform, Client and Server (PC) between the socket stream, using real-time video and voice information, location information by sending a dangerous situation for the visually impaired to take immediate action on the system and 1: N is to implement the service.

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Online Monitoring System based notifications on Mobile devices with Kinect V2 (키넥트와 모바일 장치 알림 기반 온라인 모니터링 시스템)

  • Niyonsaba, Eric;Jang, Jong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.6
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    • pp.1183-1188
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    • 2016
  • Kinect sensor version 2 is a kind of camera released by Microsoft as a computer vision and a natural user interface for game consoles like Xbox one. It allows acquiring color images, depth images, audio input and skeletal data with a high frame rate. In this paper, using depth image, we present a surveillance system of a certain area within Kinect's field of view. With computer vision library(Emgu CV), if an object is detected in the target area, it is tracked and kinect camera takes RGB image to send it in database server. Therefore, a mobile application on android platform was developed in order to notify the user that Kinect has sensed strange motion in the target region and display the RGB image of the scene. User gets the notification in real-time to react in the best way in the case of valuable things in monitored area or other cases related to a reserved zone.

Augmented Reality based Low Power Consuming Smartphone Control Scheme

  • Chung, Jong-Moon;Ha, Taeyoung;Jo, Sung-Woong;Kyong, Taehyun;Park, So-Yun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.10
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    • pp.5168-5181
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    • 2017
  • The popularity of augmented reality (AR) applications and games are in high demand. Currently, the best common platform to implement AR services is on a smartphone, as online games, navigators, personal assistants, travel guides are among the most popular applications of smartphones. However, the power consumption of an AR application is extremely high, and therefore, highly adaptable and dynamic low power control schemes must be used. Dynamic voltage and frequency scaling (DVFS) schemes are widely used in smartphones to minimize the energy consumption by controlling the device's operational frequency and voltage. DVFS schemes can sometimes lead to longer response times, which can result in a significant problem for AR applications. In this paper, an AR response time monitor is used to observe the time interval between the AR image input and device's reaction time, in order to enable improved operational frequency and AR application process priority control. Based on the proposed response time monitor and the characteristics of the Linux kernel's completely fair scheduler (CFS) (which is the default scheduler of Android based smartphones), a response time step control (RSC) scheme is proposed which adaptively adjusts the CPU frequency and interactive application's priority. The experimental results show that RSC can reduce the energy consumption up to 10.41% compared to the ondemand governor while reliably satisfying the response time performance limit of interactive applications on a smartphone.

User Interaction Library for Natural Science Education Digital App-Book on Android Platform (안드로이드 기반 자연과학 교육용 디지털 앱북 개발을 위한 사용자 상호작용 라이브러리)

  • Lee, Kang-Woon;Beak, A-Ram;Choi, Haechul
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.110-121
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    • 2015
  • The digital app-book is an advanced form of the electronic book (e-book), which attracts a lot of interests by the help of video, sound, sensors and a variety of interactions. As mobile devices have evolved, the demand of digital app-books is also rising substantially. However, the distribution of digital app-book contents is hard to meet the demand because the digital app-book requires a lot of programming cost for the interaction. To resolve this problem, Was verified and implementation as a library function of the interaction between device and user. The proposed library consists of three parts (user action recognition, device action, and content action) and provides various user-device interaction functions by combining methods of each part, which can support source code reusability, easy understanding and availability, and wide expandibility. The library was used in the development of natural science education app-book contents. As a result, it could reduce a lot of code lines and facilitate more rapid app-book development.

A Code-level Parallelization Methodology to Enhance Interactivity of Smartphone Entertainment Applications (스마트폰 엔터테인먼트 애플리케이션의 상호작용성 개선을 위한 코드 수준 병렬화 방법론)

  • Kim, Byung-Cheol
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.381-390
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    • 2015
  • One of the fundamental requirements of entertainment applications is interactivity with users. The mobile device such as the smartphone, however, does not guarantee it due to the limit of the application processor's computing power, memory size and available electric power of the battery. This paper proposes a methodology to boost responsiveness of interactive applications by taking advantage of the parallel architecture of mobile devices which, for instance, have dual-core, quad-core or octa-core. To harness the multi-core architecture, it exploits the POSIX thread, a platform-independent thread library to be able to be used in various mobile platforms such as Android, iOS, etc. As a useful application example of the methodology, a heavy matrix calculation function was transformed to a parallelized version which showed around 2.5 ~ 3 times faster than the original version in a real-world usage environment.

Smart Emotional Lighting Control System based on Mobile (모바일 기반의 스마트 감성조명 제어 시스템)

  • Hong, Sung-Il;Lin, Chi-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.6
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    • pp.3858-3864
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    • 2014
  • This paper proposes the smart emotion lighting control system of a mobile-based. The proposed smart emotional lighting control system to reduce the emotional lighting device, internal heat and the power consumption was configured to the android platform mobile device and zigbee module, emotional lighting device, lighting control module, power supply, and general-purpose transistor. The mobile device was to transmit the real-time control information to the emotional lighting device when connected to the system, and it was designed to control the emotion lighting device based on the control messages and status monitoring. In this paper, the efficiency verification results of the proposed smart emotional lighting control system showed that it was possible to control by emotion lighting control and the color temperature variable. The heating value and the power consumption could be reduced by21% and up to 48%, because of the controlled lighting using emotion language.