• Title/Summary/Keyword: Mobile Manipulation

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A Study on android emulator detection for mobile game security (모바일 게임 보안을 위한 안드로이드 에뮬레이터 탐지방법에 관한 연구)

  • Yoon, Jongseong;Lee, Sangjin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1067-1075
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    • 2015
  • With the recent increase of the number of mobile game users, the side effects such as the manipulation of game points, levels and game speed and payment fraud are emerging. Especially, the emulators which make it possible for mobile applications to run on PC is a great threat to mobile game security since debugging specific game application or automating the game playing can be done easier with them. Therefore, we research the efficient ways to detect widely used Android Emulators such as BlueStacks, GenyMotion, Andy, YouWave and ARC Welder from the perspective of client(app), game server and network to reduce threat to mobile game security.

Service Robot Information System (서비스 로봇을 위한 정보 시스템)

  • Park, Joon-Young;Park, Yeon-Chool;Lee, Suk-Han;Lee, June-Hee
    • Proceedings of the KIEE Conference
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    • 2006.10c
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    • pp.524-526
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    • 2006
  • We proposes integrated information system, Service Robot Information System(SRIS), for mobile robot. The system has objectives that can heir efficient management and sharing as support information for mobile service robot like recognition, navigation, manipulation and modeling. This paper introduces the concert and architecture of SRIS. An Implementation is done by using ER based database and CAD modeling which is DXF format. The experimental shows the result of object and environment map matching by SLAM. This system is expected that can help reduce the cost and efforts of information management under multiple mobile robot environment.

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Video Palmprint Recognition System Based on Modified Double-line-single-point Assisted Placement

  • Wu, Tengfei;Leng, Lu
    • Journal of Multimedia Information System
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    • v.8 no.1
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    • pp.23-30
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    • 2021
  • Palmprint has become a popular biometric modality; however, palmprint recognition has not been conducted in video media. Video palmprint recognition (VPR) has some advantages that are absent in image palmprint recognition. In VPR, the registration and recognition can be automatically implemented without users' manual manipulation. A good-quality image can be selected from the video frames or generated from the fusion of multiple video frames. VPR in contactless mode overcomes several problems caused by contact mode; however, contactless mode, especially mobile mode, encounters with several revere challenges. Double-line-single-point (DLSP) assisted placement technique can overcome the challenges as well as effectively reduce the localization error and computation complexity. This paper modifies DLSP technique to reduce the invalid area in the frames. In addition, the valid frames, in which users place their hands correctly, are selected according to finger gap judgement, and then some key frames, which have good quality, are selected from the valid frames as the gallery samples that are matched with the query samples for authentication decision. The VPR algorithm is conducted on the system designed and developed on mobile device.

The Interaction Effects of the Shopping Situation and the Product Display Type on the Consumer Response in Mobile Shopping

  • Choi, Seung-Hoon;Lee, Dong Il;Lee, Hyejun
    • Asia Marketing Journal
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    • v.14 no.3
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    • pp.119-135
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    • 2012
  • The purpose of this research is to investigate the effects of the product display type on the consumers' purchase intention, attitude toward store, and revisit intention in the various mobile shopping situations. To test the hypothesis, between-subjects experiment with 3 mobile shopping situations (outdoor place, public transportation, commercial facilities) by 3 product display types (search, category, product) was conducted, and analyzed with ANCOVA (analysis of covariance). The result of the experiment shows there are no main effects of the mobile shopping situations and the product display types, but the interaction effects of the product display type and the mobile shopping situation on the purchase intention and the revisit intention are statistically significant. However the attitude toward the store is not affected by the treatments. Experiment results suggest that the positive consumer responses in terms of the purchase and revisit intention can be achieved when the product display is matched with the situation in the mobile shopping setting. Controlling consumers' evaluation on the product information and their experience of online shopping, we can take these effect as the results of match-up between the product display type and the situational factors surrounding mobile shopping. The result provides strong support for the location-based service in mobile shopping. Most of the mobile device can utilize the consumers' location which can be easily interpreted as the situational factors. With regard of the level of the external stimulation, the shopping service providers can offer the main interface with the right match with the consumers' situations. When the external stimulation level is high, they should provide the category display or product display in the target promotion in their mobile shopping apps. However if the target is on the way with the low external stimulation level, they should provide the search format as the main interface in their apps. More interestingly, this kind of manipulation does not affect the consumers' attitude toward the store according to our research result. Future research direction is discussed.

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Three Examples of Learning Robots

  • Mashiro, Oya;Graefe, Volker
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.147.1-147
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    • 2001
  • Future robots, especially service and personal robots, will need much more intelligence, robustness and user-friendliness. The ability to learn contributes to these characteristics and is, therefore, becoming more and more important. Three of the numerous varieties of learning are discussed together with results of real-world experiments with three autonomous robots: (1) the acquisition of map knowledge by a mobile robot, allowing it to navigate in a network of corridors, (2) the acquisition of motion control knowledge by a calibration-free manipulator, allowing it to gain task-related experience and improve its manipulation skills while it is working, and (3) the ability to learn how to perform service tasks ...

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Implementation of Hybrid Deliberative/Reactive Control Architecture for Autonomous Navigation of a Mobile Robot in Dynamic Environments (동적 환경에서 이동로봇의 자율주행을 위한 혼합 심의/반응 제어구조의 구현)

  • Nam Hwa-Sung;Song Jae-Bok
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.2
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    • pp.154-160
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    • 2006
  • Instantaneous reaction and intelligence are required for autonomous mobile robots to achieve multiple goals in the unpredictable and dynamic environments. Design of the appropriate control architecture and clear definitions of systems are needed to construct and control these robots. This research proposes the hybrid deliberative/reactive control architecture which consists of three layers and uses the method of software structure design. The highest layer, Deliberative Layer makes the overall run-time schedule for navigation and/or manipulation, and the middle layer, Task Execution Layer carries out various missions. The lowest layer, Reactive Layer enables a robot to react rapidly in the dynamic environment and controls the mechanical devices concurrently. This paper proposes independent system supervisors called Manager to reuse the modules so that the Manager supports common use of the system and multi-processing tasks. It is shown that the mobile robot based on the proposed control scheme can perform the basic navigation and cope with the dynamic obstacles reasonably well.

Image Browsing in Mobile Devices Using User Motion Tracking (모바일 장치를 위한 동작 추적형 이미지 브라우징 시스템)

  • Yim, Sung-Hoon;Hwang, Ja-Ne;Choi, Seung-Moon;Kim, Joung-Hyun
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.49-56
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    • 2008
  • Most recent mobile devices can store a massive amount of images. However, the typical user interface of mobile devices, such as a small-size 2D display and discrete-input buttons, make the browsing and manipulation of images cumbersome and time-consuming. As an alternative, we adopt motion-based interaction along with a 3D layout of images, expecting such an intuitive and natural interaction may facilitate the tasks. We designed and implemented a motion-based interaction scheme for image browsing using an ultra mobile PC, and evaluated and compared its usability to that of the traditional button-based interaction. The effects of data layouts (tiled and fisheye cylindrical layouts) were also investigated to see whether they can enhance the effectiveness of the motion based interaction.

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A study on Performance of Manipulation Based on Convergence Found For Mobile Interface usability (디지털 컨버전스에 따른 모바일 인터페이스의 사용성 향상을 위한 조작방식에 관한 연구-PUI와 GUI의 일관성 분석을 중심으로-)

  • Chang, Yoon-Je;Park, Seung-Ho
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.14-19
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    • 2006
  • 최근 컨버전스 현상이 가속화 됨에 따라 모바일의 다양한 기능이 휴대 가능한 하나의 단말기에 통합되는 흐름을 보여준다. 이에 휴대형 통합단말은 항상 네트워크에 연결됨으로써 개인적인 종합 미디어로서 가능할 수 있게 되었다. 디지털 미디어, 특히 이용자의 개성과 능동성이 강조된 퍼스널 미디어에서는 인터페이스가 매우 중요한 요소로 부각된다 할 수 있다. 이와 더불어 기능이 고도화, 복합화 됨에 따라 매체의 기술적 제약사항보다는 사용자의 필요가 우선 고려되는 추세에 있다. 따라서 사용하기 쉬운 사용자 인터페이스를 디자인하는 문제가 더욱 중요시 되어진다고 할 수 있다. 이에 본 논문에서는 앞으로 더욱 가속화될 기능의 고도화, 복합화에 따라 기능이란 요소를 가지고 사용성을 극대화 시킬 수 있는 모바일 인터페이스 디자인 가이드라인을 제시하는데 목적이 있다.

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Does a Debiasing Manipulation Reduce Over-estimation of Emotional Reaction to Risky Objects? (위험 대상에 대한 충격 편향은 탈 편향 조작에 의해 감소하는가?)

  • Yoon, Ji-Won;Lee, Young-Ai
    • Korean Journal of Cognitive Science
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    • v.22 no.1
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    • pp.39-55
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    • 2011
  • People tend to overestimate their emotional reactions to events such as physical handicap and buying a new car in the future. Students overestimate their reactions to a future grade as compared to their reactions after receiving the grade. Impact bias refers to people's tendency to overestimate the intensity and the duration of emotional reactions to a future event. The present study explored whether impact bias occurs to risky objects such as nuclear energy, genetically engineered food, and mobile phone. Participants were asked to predict their emotional reactions at three time points, that is, at the present, a week after, and a year after. They predicted their reactions before and after two debiasing tasks. The present study demonstrated a different pattern of impact bias at three time points: A largest bias was observed a week after the present. A defocalism manipulation has eliminated the impact bias whereas an adaptation manipulation has not. Several points were discussed regarding the difference between the previous and the present work.

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Design and Implementation of Smartphone-based 3D Shooting Game Using Virtual Button Technology (가상 버튼 기술을 활용한 스마트폰 기반 3차원 슈팅게임의 설계와 구현)

  • Kim, Taelee;Cho, Hyung-Ju;Seo, Jeonghun
    • Journal of Korea Multimedia Society
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    • v.21 no.6
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    • pp.712-722
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    • 2018
  • This study investigates the merits of incorporating augmented reality in mobile games and proposes a mobile game application that combines augmented reality technology with gaming. The proposed study postulates that augmented reality technology can be employed for developing games on smartphones. The proposed application involves the implementation of a 3D virtual object in the real world by incorporating a target image. The proposed application also employs an intuitive interface with simplified manipulation based on touch, and allows players to collect and combine items for acquiring new items, thus making it elementary to pass the game stages. Furthermore, a ranking system has been introduced in the proposed application for enhancing the amusement factor of the game. The novelty of the proposed application lies in the fact that the virtual button function has been employed for combining physical and virtual objects while playing the game, without incorporating location-based services.