• Title/Summary/Keyword: Mobile Development Process

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Analysis of Energy Efficiency for Code Refactoring Techniques (코드 리팩토링 기법의 전력 효율성 분석)

  • Park, Jae-Jin;Kim, Doohwan;Hong, Jang Eui
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.3
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    • pp.109-118
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    • 2014
  • Code refactoring focuses on enhancing the maintainability of software to extend its lifetime. However as software applications were varied and the range of its usage becomes broaden, there are some efforts to improve software qualities like performance or reliability as well as maintainability using code refactoring techniques. Recently, as low-energy software has become one of critical issues in mobile environment, developing energy efficient software through code refactoring becomes an important one. Therefore this paper has its goal to investigate whether the existing refactoring techniques can support energy efficient software generation or not. That is to say, the existing code refactoring techniques can cause the minus of energy efficiency because they did not considered the energy consumption in their refactoring process. This paper experiments and analyzes to check whether the M. Fowler's code refactoring techniques can support the energy efficient software generation or not. Our research result can give to software developer some informations about energy-efficient refactoring techniques, and can support the development of software that has high maintainability and good energy efficiency.

Multi-Attribute based on Data Management Scheme in Big Data Environment (빅 데이터 환경에서 다중 속성 기반의 데이터 관리 기법)

  • Jeong, Yoon-Su;Kim, Yong-Tae;Park, Gil-Cheol
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.263-268
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    • 2015
  • Put your information in the object-based sensors and mobile networks has been developed that correlate with ubiquitous information technology as the development of IT technology. However, a security solution is to have the data stored in the server, what minimal conditions. In this paper, we propose a data management method is applied to a hash chain of the properties of the multiple techniques to the data used by the big user and the data services to ensure safe handling large amounts of data being provided in the big data services. Improves the safety of the data tied to the hash chain for the classification to classify the attributes of the data attribute information according to the type of data used for the big data services, functions and characteristics of the proposed method. Also, the distributed processing of big data by utilizing the access control information of the hash chain to connect the data attribute information to a geographically dispersed data easily accessible techniques are proposed.

Development of a Product Risk Assessment System using Injury Information in Korea Consumer Agency (한국소비자원 위해정보를 활용한 제품 리스크 평가시스템 개발)

  • Suh, Jungdae
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.181-190
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    • 2017
  • Recently, safety accidents of daily necessities such as humidifier disinfectant, mobile phones, and infant diapers, have occurred frequently. To protect consumers from these accidents, product safety management is required, and a product risk assessment tool is needed to evaluate the degree of safety of the product. In this paper, we have constructed RAS, which is a system that can evaluate product risk based on injury information of product accident in Korea Consumer Agency. RAS consists of an injury information analysis system for analyzing accident-related information and a risk assessment system for assessing risk using information derived from the system. The Bayesian network - based probabilistic method is applied to reflect the causal relationships that affect product risk in the risk assessment process. We used RAS to evaluate 33 children's products and compared them with the results of EU RAPEX RAG. Subsequent tasks include reducing the subjectivity of the input of the accident impact scale, and linking the above two systems.

Torso Body-Type Classification of Korean Women in Their Early Twenties (한국 20대 전반 여성의 체간부 체형 분류)

  • Shin, Jang-Hee;Sohn, Hee-Soon
    • The Research Journal of the Costume Culture
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    • v.19 no.1
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    • pp.176-190
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    • 2011
  • Today's young generation in digital era has a rich education environment and convenient life, on the other hand, there was negative impact on growth as normal body type because of adverse impact on an excessive study and insufficient exercise, etc. Also, for these people in IT culture generation, using small mobile including computer for long time is becoming main issue as changing factor in posture and body type in terms of spine like their neck disc. This body-typed characteristic reaches to normal adult body type in the process of physical development of adult woman and has least modification in body type. Therefore, despite of early young generation, body suitability of upper body clothes might caused imbalance. So, for intended to early 20s women, to design clothes with consideration on imbalance of body type by bended and curved spine, body type studies about size of upper body and forms are needed. As this researcher measured the body type of early 20s college women in metropolitan area, changes in body type of young generation with use of digital equipment recently were recognized since straight body type was decreased unequally and had characteristic in terms of changes to be bended body type. The changes of these body type should be considered to make clothes. Also, since there are some restrictions on this research objects in terms of local and numbers of measured objects, a broad interpretation of result on this research should be really careful.

IPMP system for a digital contents copyright protection (디지털 콘텐츠 저작권 보호를 위한 IPMP 시스템)

  • Kim, Chang-Su;Yoo, Sung-Jae;Choi, Il-Sun;Song, Jung-Young;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.409-412
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    • 2005
  • A digital content have been utilized extensively without being limited to one territory of communication, computer, broadcasting, Mobile etc. A digital contents industry have been raised to a key point industry of a knowledge information society. An information infra setup of a global unit was processing to the development of Internet therefor copyright protection a digital contents and system for the officer have been desired. Like this, according as digital contents do fetters to MPEG-4 is circulated, copyright problem was risen. So, people had a lot of interests to protect and manage copyright. Hereupon, MPEG of the IS0/IEC established IPMP(Intellectual Property Management and Protection) standard, and supplements and corrects continuously standard. Therefore, existing system does fetters to MPEG-4 need system that process IPMP information. Hereupon. in this paper, designed system module that is processed by IPMP extension standard that progress now, and embodied copyright protection and management system that user can insert and update IPMP information efficiently within whole or specification part of MPEG-4 digital contents.

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User Authentication Mechanism using Smartphone (스마트폰을 이용한 사용자 인증 메커니즘)

  • Jeong, Pil-seong;Cho, Yang-hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.2
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    • pp.301-308
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    • 2017
  • With the popularization of smart phones and the development of the Internet, many people use smart phones to conduct identity verification procedures. smart phones are easier and faster to authenticate than personal desktop computers. However, as Internet hacking technology and malicious code distribution technology rapidly evolve and attack types become more diverse, authentication methods suitable for mobile environment are required. As authentication methods, there are methods such as possessive-based authentication, knowledge-based authentication, biometric-based authentication, pattern-based authentication, and multi-element authentication. In this paper, we propose a user authentication mechanism that uses collected information as authentication factor using smart phone. Using the proposed authentication mechanism, it is possible to use the smart phone information and environment information of the user as a hidden authentication factor, so that the authentication process can be performed without being exposed to others. We implemented the user authentication system using the proposed authentication mechanism and evaluated the effectiveness based on applicability, convenience, and security.

Design and Implementation of Context Awareness Smart Jewelry Device (상황인식 스마트 주얼리 디바이스 설계 및 구현)

  • Kang, YunJeong;Choi, DongOun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2113-2118
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    • 2016
  • Smart Jewelry is applied to the components of the Internet of Things. The process of obtaining the status information to the input of the sensor. And it controls the light color of the LED. Because to express the beauty of twinkling lights that can be felt in the jewelery and aesthetic functions were applied in order to feel the mystery. Smart Jewelry is capable of communication, interaction, wearable. Smart jewelery was equipped with a color, temperature, ambient light sensor. It was designed to allow interaction with a Bluetooth module. Applying an algorithm so that the light jewelry colors can vary depending on the circumstances of the smart jewelry wearer had been implemented by the mobile application. It can be realized in digital technology and the convergence of life. It presents the orientation development of the smart jewelery device on IoT environment.

Design of Academy Management System Based on B2M Process (B2M 프로세스 기반의 학원관리 시스템 설계)

  • Kim, Young A;Lee, Kun Woo;Kim, Eui Ryong;Kim, Young Gon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.5
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    • pp.41-46
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    • 2021
  • Due to the development of private education and changes in the educational environment, the need for an academy management system is emerging for various tasks of academy management in the community and mobile environment with students. However, solutions developed for existing academy tasks, such as attendance management for students, announcement, and instructor management to sponsors, are specialized and specialized in large academy, making it difficult to use in small and medium-sized academy. Also, there are problems that are not suitable for most academy and cannot reflect various requirements of institutes because of the high cost. In order to solve these problems, this paper designed a B2M-based academy management system that can quickly improve information processing, improve credibility, and reduce the cost of processing tasks based on optimized functions such as academic administration and manager management, attendance management, and student management.

Signal Enhancement of a Variable Rate Vocoder with a Hybrid domain SNR Estimator

  • Park, Hyung Woo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.2
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    • pp.962-977
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    • 2019
  • The human voice is a convenient method of information transfer between different objects such as between men, men and machine, between machines. The development of information and communication technology, the voice has been able to transfer farther than before. The way to communicate, it is to convert the voice to another form, transmit it, and then reconvert it back to sound. In such a communication process, a vocoder is a method of converting and re-converting a voice and sound. The CELP (Code-Excited Linear Prediction) type vocoder, one of the voice codecs, is adapted as a standard codec since it provides high quality sound even though its transmission speed is relatively low. The EVRC (Enhanced Variable Rate CODEC) and QCELP (Qualcomm Code-Excited Linear Prediction), variable bit rate vocoders, are used for mobile phones in 3G environment. For the real-time implementation of a vocoder, the reduction of sound quality is a typical problem. To improve the sound quality, that is important to know the size and shape of noise. In the existing sound quality improvement method, the voice activated is detected or used, or statistical methods are used by the large mount of data. However, there is a disadvantage in that no noise can be detected, when there is a continuous signal or when a change in noise is large.This paper focused on finding a better way to decrease the reduction of sound quality in lower bit transmission environments. Based on simulation results, this study proposed a preprocessor application that estimates the SNR (Signal to Noise Ratio) using the spectral SNR estimation method. The SNR estimation method adopted the IMBE (Improved Multi-Band Excitation) instead of using the SNR, which is a continuous speech signal. Finally, this application improves the quality of the vocoder by enhancing sound quality adaptively.

Analysis of oral health-related smartphone applications (구강건강 관련 스마트폰 애플리케이션 분석)

  • Jung, Jae-Yeon;Kim, Soo-Hwa
    • Journal of Korean society of Dental Hygiene
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    • v.19 no.4
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    • pp.493-502
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    • 2019
  • Objectives: This study aimed to investigate the current status of oral health applications developed for smartphones because they can be used as a new educational medium to manage and improve oral health. Methods: This study examined 60 basic oral health applications provided by Google Play Store and Apple App Store as of May 2019 and examined delivery contents, delivery methods, application types, and other information. Results: Apple included 65.4% of oral apps in the game category whereas Android included 64.3% in the education category (p>0.05). All Apple's apps and 71.4% of Android apps were developed overseas (p<0.01). The delivery contents were 61.5% for Brushing + tooth decay in Apple, and 78.6% for others (oral care products and gum diseases) in Android (p>0.05). For the delivery method, game + video was 65.4% in Apple, and game and other methods (text, image, augmented reality) was 42.9% in Android (p>0.05). In the case of application type, play type was the most common with 88.5% in Apple, and 46.4% play type and 39.3% other type (text, appreciation, problem-solving types) in Android (p<0.01). In addition, play type was high in both education (53.8%) and game (90.0%) categories (p>0.05). The average review score was 4.30 in the education category, 4.34 in the case of brushing and care (delivery contents), 4.37 in the case of using game + video (delivery methods), and 4.57 in the case of Play + other types (application type) (p>0.05). Conclusions: The use of healthcare apps is expected to increase owing to improved lifestyles, an increase in the elderly population, cost-effectiveness, and convenience that is not affected by time and place. Effective use of oral health apps will require the participation of dental professionals in the development process to identify the exact status, expand subjects, and provide appropriate information.