• Title/Summary/Keyword: Card Playing

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An RFID Multi-Reader System Development for TCP/IP Based Security Control (TCP/IP 기반 보안통제 RFID 멀티리더 시스템 개발)

  • Cho, Sung-Mok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.8
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    • pp.1587-1592
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    • 2009
  • RFID is Playing a central role in ubiquitous technology according with the advent of the ubiquitous era, and the development of an RFID reader is also emerging as an important technical development field. In this paper, we developed a hardware system which is able to make use of the 13.56MHz RFID infrastructure being used as a transportation card, a credit card, and so on as well as the 125KHz RFID infrastructure being used in security company, and which is applicable to a location identification, an entrance and exit control, and security control over the TCP/IP communication. The existing local RFID methods have some problems which bottlenecks such as administrative problems, technical problems, and so force frequently occur because a casual server is placed and operated in a company. Hence, in this paper we developed an RFID multi reader which is connected to a central administrable server over the TCP/IP in order to solve these problems, and we make it be possible to keep an security control and be easy to install, transfer and administrate RFID infrastructures.

A Stochastic Transit Assignment Model based on Mixed Transit Modes (복합수단을 고려한 확률적 대중교통 통행배정모형 개발)

  • Park, Gyeong-Cheol;Mun, Jeong-Jun;Lee, Seong-Mo;Park, Chang-Ho
    • Journal of Korean Society of Transportation
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    • v.25 no.3
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    • pp.111-121
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    • 2007
  • A transit assignment model can forecast the behaviors of transit users. thereby playing an important role In the evaluation of transit policies. Most existing transit assignment models are based on the models for passenger cars; therefore they cannot reflect the specific characteristics of transit modes. In addition most of the existing models are based on a single transit mode (bus or rail), and they cannot forecast the behaviors of transit users in a changing mass transportation system. The goal of this study is to overcome these problems with the exiting models and to develop a more realistic model. The newly developed model is based on mixed transit modes and is a stochastic model that can reflect the different preferences of each transit user for travel time and transfering. Data gathered from the Seoul metropolitan area's smart card are used to calibrate this model. This study is expected to be used for the evaluation of transportation policies and to attribute the development of transit revitalization strategies.

Assessment of Traditional Knowledge on Seasonal Customs and Its Characteristics for Practical Use (세시풍속 전통지식기술의 개발가치 평가와 활용방안 분석)

  • Kim, Mi-Heui;Park, Duk-Byeong;Ahn, Yoon-Soo;Jun, Young-Mi
    • The Korean Journal of Community Living Science
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    • v.17 no.4
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    • pp.175-197
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    • 2006
  • This study aims to assess the traditional knowledge on seasonal customs and its characteristics for practical use. The Delphi method and correspondence analysis were hired to collect and analysis the data. Twenty six professionals for the Delphi participated in three-round process. The followings were concluded. The number of items valuing and resourcing for seasonal customs. were 118(40 for folks and ceremonies, 53 for foods. 25 for plays) on Delphi results. For example are Bokjori, Dano fm, Bokjumeoni, Chuseok, Tano festival, New Year Card, washing hair with an iris, Soup with rice cake, Boiled rice with five cereals, Rice and red-bean porridge, Kimchi-making for the winter, Sharing walnut with friends, Game of yut, Playing kite, Play with Hanga etc. Nowadays the ideas of modernized practical use on seasonal customs was to connect with modernized scientific technology and designate commemoration day. The items for connecting with modernized scientific technology were new year card, painting and recording sound with traditional seasonal customs, food areas, cake with seven kind of cereals, play areas, hand wrestling, cockfighting in folks and customs areas. Also the items for designating commemoration days were the Suelbeam and Suelbeam Socks present for the aged people, man cooking day, Korean traditional workers day in folk and ceremony areas.

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User-participatory Design Process for School Forests - Focusing on Daegu Padong Elementary School - (이용자 참여형 학교숲 설계에 관한 연구 - 대구 파동초등학교를 대상으로 -)

  • Jung, Tae-Yeol;Kwon, Ji-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.6
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    • pp.50-61
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    • 2017
  • This study devised a user-participatory design process for users to participate directly in the design process and was implemented at Daegu Padong Elementary School. Users of the school forest were divided into four groups: the lower grades, the upper grades, local residents(parents included), and faculty. The methods of this study were image survey, preference survey, card playing, and model playing. Researchers investigated the level of user satisfaction the following year. The specific design process is as follows: First of all, the concept of the school forest was established through audio-visual education for students and image research was conducted through drawing and painting activities entitled 'The School Forest I Want'. Second, in the image survey, a survey of areas and facilities with high frequency use was conducted in the study of the lower grades, the upper grades, local residents, and the faculty. Image cards of spaces and facilities that showed high preference were produced and the cards were placed in four groups on the school lot plan to check the location of place and facilities desired. Based on this, a model and a basic idea were created through consultation with future users. Lastly, the study design was completed. After 1 year from the completion of the school forest, users were again surveyed regarding their satisfaction with use. The importance of this study is as follows: 1) Treating all potential users of a school forest as the subject of design participation, 2) Reasoning out a plan created by the users themselves through consultation and discussion throughout all steps of the design process, 3) Grasping how users utilize a school forest and the type of spaces most preferred via preference survey after completion of the school forest and showing the importance of user participation by showing that spaces preferred by users were similar to those in which experts were also highly interested.

Cryptanalysis of an 'Efficient-Strong Authentiction Protocol (E-SAP) for Healthcare Applications Using Wireless Medical Sensor Networks'

  • Khan, Muhammad Khurram;Kumari, Saru;Singh, Pitam
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.5
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    • pp.967-979
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    • 2013
  • Now a day, Wireless Sensor Networks (WSNs) are being widely used in different areas one of which is healthcare services. A wireless medical sensor network senses patient's vital physiological signs through medical sensor-nodes deployed on patient's body area; and transmits these signals to devices of registered medical professionals. These sensor-nodes have low computational power and limited storage capacity. Moreover, the wireless nature of technology attracts malicious minds. Thus, proper user authentication is a prime concern before granting access to patient's sensitive and private data. Recently, P. Kumar et al. claimed to propose a strong authentication protocol for healthcare using Wireless Medical Sensor Networks (WMSN). However, we find that P. Kumar et al.'s scheme is flawed with a number of security pitfalls. Information stored inside smart card, if extracted, is enough to deceive a valid user. Adversary can not only access patient's physiological data on behalf of a valid user without knowing actual password, can also send fake/irrelevant information about patient by playing role of medical sensor-node. Besides, adversary can guess a user's password and is able to compute the session key shared between user and medical sensor-nodes. Thus, the scheme looses message confidentiality. Additionally, the scheme fails to resist insider attack and lacks user anonymity.

The Evolution of Collaboration in Game Play (게임플레이에서 협력의 진화)

  • Lee, Da-Won;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.101-112
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    • 2020
  • This study looked into how to carry out sacrifices for intra-game cooperation in becoming a high-level player. The results are as follows. First, the way players behave is dependent on their resources(scores). Second, the higher the player's score, the more praise cards were given to dealers. Third, high-scoring players have taken on a role of "sacrificing the self to serve the many" by voluntarily playing the role of healer, leading the team to set the rules and consequently reducing the risk of a probable role conflict within the team.

Implementation of Digital Photo Frame using Embedded Linux System (임베디드 리눅스 시스템을 이용한 디지털 사진 액자 구현)

  • Hyun, Kyung-Seok;Lee, Myung-Eui
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.7 no.5
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    • pp.901-906
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    • 2006
  • In this paper, we describe the implementation of the digital photo frame system that displays the images coming through the memory card of a digital camera. Each image can be recorded with voice in this system, and a function of the mp3 player is implemented as well. We use Intel PXA255 to control the system and modify the bootloader and linux kernel. Also we adapt device driver for this system. For the realization of image display, voice recording and mp3 playing in the basis of the linux system, we program some of the Microwindows system configuration files and program applications here. This study will be a good example to access the development of the digital photo frame based on the linux system using less-power and high performed embedded processor.

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A Study on Parents' View of the Augmented Reality Card Use for Pr e-School Education

  • Deng, Qianrong;Cho, Dong-min
    • Journal of Korea Multimedia Society
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    • v.24 no.6
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    • pp.838-848
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    • 2021
  • Parents' influence on children's development is generally considered essential. This paper attempts to explore the role of AR in preschool education from the perspective of parents, aiming to help parents better understand the impact of children's use of augmented reality in preschool education. The subjects were parents of children in the preschool age range (3-6 years old), and the experimental equipment was AR cognitive cards. In order to extract parents' views on AR, five parents were invited to conduct an experiment with their children using AR cognition cards, and then an open interview survey was conducted. In the second experiment, the answers obtained from the first experiment were sorted out and formed a questionnaire to conduct a closed-book survey. It shows that parents are satisfied with the characteristics of AR to assist their children's learning. At the same time, parents also value technology, usage management and playing environment. AR can stimulate children's learning initiative. Children like to use AR, AR is suitable for learning, make parents satisfied. But even if AR is suitable for learning, parents will control the time their children use it.

A Study of the Elderly's Needs for the Development of Elder Care Programs in Rural Communities (마을공동체 중심의 노-노(老-老) 돌봄 개발과 활용을 위한 농촌노인의 욕구 조사)

  • Park, Jeong-Yun;Park, Gong-Ju;Yoon, Soon-Duck;Chae, Hye-Seon;Han, Eun-Joo
    • The Korean Journal of Community Living Science
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    • v.18 no.1
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    • pp.3-20
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    • 2007
  • The purpose of this study was diagnosed to grasp the needs for the elderly-elderly care activity in rural areas. The research was conducted in questions and case studies in 7 farming villages. The major findings of this study as follows: First, the senior citizens in rural areas were not in good health, and the illnesses were revealed to be arthritis, high blood pressure, and diabetes. At the occurrence of an illness, they complained about the discomfort in doing daily life routines and expected eir spouses or offsprings to te care of them. Elders in the rural community responded that they had difficulty and financial problems in family maintenance. Leisure activities included watching TV, playing card/board games, or spending time without any specific activities. Second, recipients of elderly-elderly care expected to receive services from a woman in her 50s $1{\sim}2$ hours, once to twice a week. Third, the service providers wanted to be elderly-elderly care takers, hoping to work once a week for $2{\sim}3$ hours. They wanted the education for the elderly-elderly care to be once a week for 3 hours, with understanding the elderly, consultation, preventing senile dementia, and health as the contents.

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Wives Leisure Time and the Perceive Quality of Life (주부의 여가시간과 생활의 질 인식에 관한 연구 - 교육기 자녀를 가진 비취업 주부를 중심으로)

  • 한경미;황덕순
    • Journal of Families and Better Life
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    • v.8 no.1
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    • pp.69-82
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    • 1990
  • The purposes of this are to figure out the amounts of leisure time of full-time homemakers and to find out leisure time factors contributed to raise the quality of life. The major findings are the followings: 1) Full-time homemakers spend 353 minutes(5.9 hours) on the average per day on the leisure. Time for active leisure(creative activities, sports activities, spectator events, going to the party, and so on) is 70 minutes, while that for passive leisure(watching TV. listening to the radio, reading newspapers. magazines. Books, chating, relaxing, card playing) is 283 minutes(4.7 hours). The passive leisure is the main type of spending leisure time. 2) The total leisure time of wives is significantly related to SES factors. The higher the wives age and education, the family income, and the age of the latest child, the more the wives total leisure time. But the more the family numbers, and the child numbers, the lower the leisure time. Active leisure time is highly rela ed to family income, while passive leisure time is considerably family composition. 3) The wives are mostly satisfied with their lives. The wives perceptions of the quality of life is related to wives's education, house type, and family income. 4) The wives total leisure time is not related to the quality of life. There is a positive correlation between active leisure time and the quality of life, while a negative relationship is between passive leisure time and the perception of the quality of life. 5) In analysis of causal model, it appears that family income and active leisure time of wives directly affect the perceived quality of life. The more the family income and active leisure time, the higher the quality of life. it is implicated for wives to take and active attitude and to reduce, if possible, passive leisure time and to increase active leisure time.

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