• 제목/요약/키워드: External User

검색결과 525건 처리시간 0.03초

정보추출 가능한 스마트카드 환경에서 익명성과 추적성을 제공하는 원격 사용자 인증 기법 (A Remote User Authentication Scheme Preserving Anonymity and Traceability with Non-Tamper Resistant Smart Cards)

  • 권혁진;류은경;이성운
    • 전자공학회논문지
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    • 제50권6호
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    • pp.159-166
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    • 2013
  • 최근 개인 프라이버시 보호에 대한 관심과 요구가 증대됨에 따라 스마트카드 기반의 원격 사용자 인증 기법들에서도 사용자 익명성을 제공하는 연구들이 활발히 진행되고 있다. 2008년, Kim 등은 스마트카드 기반의 사용자 인증에서 외부 공격자와 원격서버 모두에 대하여 사용자 익명성을 보장하고 사용자의 악의적인 행동으로 인한 문제 발생 시에는 추적서버의 도움으로만 악의적인 사용자를 추적하기 위한 인증 기법을 처음으로 제안하였다. 그러나, 2010년에 Lee 등은 Kim 등의 기법에서 원격서버가 추적서버의 도움 없이도 사용자를 추적할 수 있는 문제점이 있음을 지적하고, 이를 개선한 인증 기법을 제안하였다. 한편, 2010년에 Horng 등은 정보추출이 가능한 스마트카드 환경, 즉 공격자가 전력 소비 모니터링 등과 같은 특수한 정보 분석기법을 통하여 스마트카드 안에 저장된 비밀 정보를 알아낼 수 있는 환경에서도 다양한 공격들에 대하여 안전하고 외부 공격자에 대하여 사용자 익명성을 제공할 수 있는 인증 기법을 제안하였다. 본 논문에서는 정보추출 가능한 스마트카드 환경에서 외부 공격자뿐만 아니라 원격서버에 대해서도 익명성을 보장하고 필요시에는 추적서버의 도움으로만 사용자를 추적할 수 있는 원격 사용자 인증 기법을 제안하고자 한다.

모바일 단말과 외부 장치 모듈과의 자동 연동 시스템 (Inter-operation between the mobile device and external device)

  • 김상태;김현덕;박원규;박윤정;김영철;정연화;김원기;박홍배
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2006년도 하계종합학술대회
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    • pp.705-706
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    • 2006
  • A novel plug and play system for a mobile device has been proposed and demonstrated to provide an easy inter-operation between the mobile device and external modules. It supports an automatic installation and execution of the device drivers stored in the external modules into the mobile devices when the external module is connected to the mobile device. It also enables an automatic removal of the derivers when the external module is disconnected from the mobile device, which makes the user use the resource of the mobile devices more efficiently.

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Understanding the Concept of User Experience Based on the Extended Concept of Usability

  • Lee, Dong-Hun;Chung, Min-K.
    • 대한인간공학회지
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    • 제31권2호
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    • pp.299-308
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    • 2012
  • Objective: This study presents the conceptual framework and the conceptual model to account for user experience by expanding the existing concepts of usability, in particular considering the user-interface environment in digital convergence. Background: To better understand a variety of users interacting with a converged product based on digital technologies, there seems to be a limit to consider the existing concepts of usability. All possible aspects of user's interaction with a product in a context of use need to be taken into consideration. Method: This study identifies the concept of user experience through a comprehensive literature review. Results: First, this study reviews the existing concepts of usability and user experience. And then this study describes four main components in the conceptual framework of user experience: user's internal states, user's external states, a product, and various outcomes, each of which encompasses distinct sub-components. The conceptual model of user experience accounts for how user's internal states change over time and for how different sub-components affect actual behavior of use. Conclusion: It is expected that these user experience concepts can be used in basic resources to better understand different behavioral characteristics of users and to better design interactive products in converged digital environments.

매쉬업을 이용한 폭소노미 기반 POI 추천 시스템 (POI Recommender System based on Folksonomy Using Mashup)

  • 이동균;권준희
    • 디지털산업정보학회논문지
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    • 제5권2호
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    • pp.13-20
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    • 2009
  • The most of navigation services these days, are designed in order to just provide a shortest path from current position to destination for a user. Several navigation services provides not only the path but some fragmentary information about its point, but, the data tends to be highly restricted because it's quality and quantity totally depends on service provider's providing policy. In this paper, we describe the folksonomy POI(Point of interest) recommender system using mashup in order to provide the information that is more useful to the user. The POI recommender system mashes-up the user's folksonomy data that stacked by user with using external folksonomy service(like Flickr) with others' in order to provide more useful information for the user. POI recommender system recommends others' tag data that is evaluated with the user folksonomy similarity. Using folksonomy mahup makes the services can provide more information that is applied the users' karma. By this, we show how to deal with the data's restrictions of quality and quantity.

Controlling Position of Virtual Reality Contents with Mouth-Wind and Acceleration Sensor

  • Kim, Jong-Hyun
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.57-63
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    • 2019
  • In this paper, we propose a new framework to control VR(Virtual reality) contents in real time using user's mouth-wind and acceleration sensor of mobile device. In VR, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. We propose a new interface technology that can interact with VR contents in real time using user's mouth-wind method with acceleration sensor. The direction of the mouth-wind is determined using the angle and position between the user and the mobile device, and the control position is adjusted using the acceleration sensor of the mobile device. Noise included in the size of the mouth wind is refined using a simple average filter. In order to demonstrate the superiority of the proposed technology, we show the result of interacting with contents in game and simulation in real time by applying control position and mouth-wind external force to the game.

User Experience Validation Using the Honeycomb Model in the Requirements Development Stage

  • Kim, Neung-Hoe
    • International journal of advanced smart convergence
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    • 제9권3호
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    • pp.227-231
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    • 2020
  • Recently, the importance of user experience (UX) has been rapidly increasing. Its utilization is emphasized for development of systems, products, and services. User experience is widely used across industries including services, products, processes, society, and culture. Therefore, if it is unsatisfactory, it is likely to have a direct negative impact on the corresponding system, product, or service. The failure to analyze user experience causes significant damage to the project, which may lead to its failure or redevelopment; it is hence necessary to prioritize the verification of UX in the earliest stages of development. The requirements development stage, which is a preceding stage, is an appropriate stage for the verification of user experience because the identification of user needs is completed and prototypes can be implemented. In this paper, we proposed a systematic requirements development stage; it adds user experience verification activities to the requirements development stage, using the Honeycomb model, which is a widely used tool for verifying the overall UX. User experience verification was added to the existing requirements development activities, which consisted of three steps: model definition and requirements placement, discussions between external and internal stakeholders, and review by internal stakeholders. By easily validating the user experience through this systematic requirements development stage, we expect to minimize the damage to the project due to the failure of the user experience analysis and increase the possibility of success.

홈 네트워크에서 UI 디자인을 위한 사용자 데이터 구조화에 관한 연구 (A Structured Method of User Data for User Interface Design in Home Network)

  • 정지홍;김영철;반영환
    • 대한인간공학회지
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    • 제26권2호
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    • pp.61-66
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    • 2007
  • The networked home is connected to the external world using a high speed network. The devices inside the house are connected using a wired and wireless network. Acquiring the user data is an essential step for designing the user interface in user centered design. In networked home, the numbers of use cases are exponentially increased because connected use cases are considered. Because the user data for networked home are too complicated, they are acquired and analyzed by a structured methodology. We surveyed 40 people to acquire the context data home and analyzed by 5W1H (Who, Where, What, When, Why, How). We established a framework for the user data using tasks, user, time, space, objects and environment. The data for home context was structured by our framework. This framework makes simple the home context and is helpful for user interface design in home network.

시니어를 위한 히어러블 디바이스 개발 방향성 연구 -무선 이어폰을 중심으로- (A Study on the Direction of the Development of Hearable Devices for Seniors -Focusing on Wireless Earphones-)

  • 최기정;서승희
    • 패션비즈니스
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    • 제26권5호
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    • pp.135-152
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    • 2022
  • This study aimed to evaluate the user experience of hearable devices for seniors and suggest possible development directions. A literature review, case study, and in-depth interviews were conducted. Based on the literature review, convenience, accessibility, transmissibility, wearability, aesthetics, and interest were determined as the user experience factors of hearable devices. Then, in-depth interviews were conducted with 12 participants aged 60 or older regarding four devices. Participants tried four different types of wireless earphones which were selected based on a case study: open-type, kernel-type, neckband-type, and earring-type. Regarding convenience, the participants preferred to carry small devices and regarding accessibility, participants responded positively for most product types. For transmissibility and wearability, there were differences depending on whether devices were put on correctly, but the participants preferred products that did not wholly block external sounds. For aesthetics, participants preferred small and cutting-edge designs. Interest was noticeable among those who had not used the devices before, and for stability, the neckband-type was the most preferred. Based on the results we suggest designing small cutting-edge designs and button-type assist devices, not blocking the external sound, providing a participation program, simplifying device functions, and establishing a method that can be combined with and stored in clothes and a delivery method that can signal danger.

Seismic performance improvement of RC buildings with external steel frames

  • Ecemis, Ali Serdar;Korkmaz, Hasan Husnu;Dere, Yunus
    • Computers and Concrete
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    • 제27권4호
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    • pp.343-353
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    • 2021
  • In this study, in order to improve the seismic performance of existing reinforced concrete (RC) framed structures, various external attachment of corner steel frame configurations was considered as a user-friendly retrofitting method. The external steel frame is designed to contribute to the lateral stiffness and load carrying capacity of the existing RC structure. A six-story building was taken into account. Four different external corner steel frame configurations were suggested in order to strengthen the building. The 3D models of the building with suggested retrofitting steel frames were developed within ABAQUS environment using solid finite elements and analyzed under horizontal loadings nonlinearly. Horizontal top displacement vs loading curves were obtained to determine the overall performance of the building. Contributions of steel and RC frames to the carried loads were computed individually. Load/capacity ratios for the ground floor columns were presented. In the study, 3D rendered images of the building with the suggested retrofits are created to better visualize the real effect of the retrofit on the final appearance of the façade of the building. The analysis results have shown that the proposed external steel frame retrofit configurations increased the lateral load carrying capacity and lateral stiffness and can be used to improve the seismic performance of RC framed buildings.

Graphical User Interface 및 자동화에 기초를 둔 뇌파 및 뇌 유발 전위 진단 시스템 (Development of an EEG and EP Mapping System based on the Graphical User Interface and Machine Automation)

  • 김일연;이택용;안창범
    • 대한의용생체공학회:학술대회논문집
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    • 대한의용생체공학회 1994년도 추계학술대회
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    • pp.81-84
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    • 1994
  • A clinically oriented EEG and EP mapping system was developed with user-friendly interface and easy interactive operations. The system was based on the graphical user interface developed with C/C++ and Software Development Kit (SDK) operated under Microsoft Windows 3.1. Continuous acquisition for the EEG signal and burst mode acquisition for EEG signal syncronized to the external stimuli arc implemented with real time display. A neural network based automatic artifact discrimation is developed and implemented with which examination time can be reduced by a factor of 3 or more. Several bands of spectral maps and spectrums arc displayed for EEG diagnosis. Amplitude maps of EP signal at specified times by operator are displayed together with cine mode of EP maps for dynamic study. Source localization and other statistical signal processing are also included.

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