• Title/Summary/Keyword: Mobile application model

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A Machine Learning Approach for Stress Status Identification of Early Childhood by Using Bio-Signals (생체신호를 활용한 학습기반 영유아 스트레스 상태 식별 모델 연구)

  • Jeon, Yu-Mi;Han, Tae Seong;Kim, Kwanho
    • The Journal of Society for e-Business Studies
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    • v.22 no.2
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    • pp.1-18
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    • 2017
  • Recently, identification of the extremely stressed condition of children is an essential skill for real-time recognition of a dangerous situation because incidents of children have been dramatically increased. In this paper, therefore, we present a model based on machine learning techniques for stress status identification of a child by using bio-signals such as voice and heart rate that are major factors for presenting a child's emotion. In addition, a smart band for collecting such bio-signals and a mobile application for monitoring child's stress status are also suggested. Specifically, the proposed method utilizes stress patterns of children that are obtained in advance for the purpose of training stress status identification model. Then, the model is used to predict the current stress status for a child and is designed based on conventional machine learning algorithms. The experiment results conducted by using a real-world dataset showed that the possibility of automated detection of a child's stress status with a satisfactory level of accuracy. Furthermore, the research results are expected to be used for preventing child's dangerous situations.

A Side Channel Attack with Vibration Signal on Card Terminal (진동 신호를 이용한 카드 단말기 부채널 공격)

  • Jang, Soohee;Ha, Youngmok;Yoon, Jiwon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.24 no.6
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    • pp.1045-1053
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    • 2014
  • In this paper, we assume that the information leakage through side-channel signal may occur from the card payment terminal and newly introduce a real application attack model. The attack model is a side channel attack based on vibration signals, which are detected by a small sensor attached on card terminal by attacker. This study is similar to some other studies regarding side channel attack. However, this paper is different in that it is based on the non-language model. Because the financial transaction information such as a card number, password, mobile phone number and etc cannot have a constant pattern. In addition, there was no study about card terminal. Therefore, this new study is meaningful. We collected vibration signals on card terminal with a small wireless sensor and analyzed signal data with statistical signal processing techniques using spectrum of frequency domain and principal component analysis and pattern recognition algorithms. Finally, we evaluated the performances by using real data from the sensor.

A Study on Multi-Object Tracking Method using Color Clustering in ISpace (컬러 클러스터링 기법을 이용한 공간지능화의 다중이동물체 추척 기법)

  • Jin, Tae-Seok;Kim, Hyun-Deok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.11
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    • pp.2179-2184
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    • 2007
  • The Intelligent Space(ISpace) provides challenging research fields for surveillance, human-computer interfacing, networked camera conferencing, industrial monitoring or service and training applications. ISpace is the space where many intelligent devices, such as computers and sensors, are distributed. According to the cooperation of many intelligent devices, the environment, it is very important that the system knows the location information to offer the useful services. In order to achieve these goals, we present a method for representing, tracking and human following by fusing distributed multiple vision systems in ISpace, with application to pedestrian tracking in a crowd. This paper described appearance based unknown object tracking with the distributed vision system in intelligent space. First, we discuss how object color information is obtained and how the color appearance based model is constructed from this data. Then, we discuss the global color model based on the local color information. The process of learning within global model and the experimental results are also presented.

User Experience Evaluation of Menstrual Cycle Measurement Application Using Text Mining Analysis Techniques (텍스트 마이닝 분석 기법을 활용한 월경주기측정 애플리케이션 사용자 경험 평가)

  • Wookyung Jeong;Donghee Shin
    • Journal of the Korean Society for information Management
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    • v.40 no.4
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    • pp.1-31
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    • 2023
  • This study conducted user experience evaluation by introducing various text mining techniques along with topic modeling techniques for mobile menstrual cycle measurement applications that are closely related to women's health and analyzed the results by combining them with a honeycomb model. To evaluate the user experience revealed in the menstrual cycle measurement application review, 47,117 Korean reviews of the menstrual cycle measurement application were collected. Topic modeling analysis was conducted to confirm the overall discourse on the user experience revealed in the review, and text network analysis was conducted to confirm the specific experience of each topic. In addition, sentimental analysis was conducted to understand the emotional experience of users. Based on this, the development strategy of the menstrual cycle measurement application was presented in terms of accuracy, design, monitoring, data management, and user management. As a result of the study, it was confirmed that the accuracy and monitoring function of the menstrual cycle measurement of the application should be improved, and it was observed that various design attempts were required. In addition, the necessity of supplementing personal information and the user's biometric data management method was also confirmed. By exploring the user experience (UX) of the menstrual cycle measurement application in-depth, this study revealed various factors experienced by users and suggested practical improvements to provide a better experience. It is also significant in that it presents a methodology by combines topic modeling and text network analysis techniques so that researchers can closely grasp vast amounts of review data in the process of evaluating user experiences.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

Proposed that Application of the Security Algorithm for Implement Smart m-Gov (스마트 전자정부 구현을 위한 보안 알고리즘 응용 제안)

  • Rim, Kwang-Cheol;Choung, Young-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.1
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    • pp.11-17
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    • 2014
  • As ICT Ecosystem does, electronic government changes in its form. Accordingly, in order to realize Smarter m-Gov, the governments need to vitalize m-Gov services and enact technology policy. Therefor, this manuscript suggests possible model of m-Gov realization and security algorithm as a technology policy which applies quantum cryptography system to server security for the construction of secured m-Gov's infrastructure. What the manuscript suggests seeks administrative ideas of Smarter m-Gov's services which contain security, stability, and economic feasibility for the benefits of nation and enterprises.

Ubiquitous Application in Exhibition and Convention Industry (전시 컨벤션 산업의 유비쿼터스 기술 응용)

  • Lee, Sang-Joon;Ra, Jong-Hei
    • Journal of Digital Convergence
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    • v.6 no.4
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    • pp.165-176
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    • 2008
  • The exhibition and convention industry offers facilities and services required to host expositions and conferences. Currently, it has been greatly esteemed as a promising industry because it can produce a higher added value and maintain a pure environment at the same time as an aggregate of service industries. Like other industries, the need of digitalization and information system in the exhibition and convention industry makes it introduce ERP and MIS and nowadays ubiquitous related model projects are ongoing. In this paper, we conduct researches regarding the systematic introduction of ubiquitous related technologies through the service and information system identification of exhibition and convention industry, and analysis of value chain and critical success factor. We consider RFID, ZigBee and mobile related technologies as the ubiquitous related technology types and select the exhibition witness and the maintenance of facilities as the area of related technologies introduction. In addition, we propose a scheme used to analyze and solve the problems which could be occurred when ubiquitous related technologies are applied. The results of this paper could be used as a policy to nourish exhibition and convention industry, and a guideline of the host organizations.

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A Study on the Application and Utilization of PDA in u-Learning (u-러닝에서 PDA 적용 방안 및 활용에 관한 연구)

  • Baek, Jang-Hyeon
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.511-522
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    • 2005
  • The rapid development of information & communication technology has changed the paradigm of education. Recently the area of education is introducing u-Learning, in which learning is possible at any time and in any place through personal information devices such as PDA, tablet PC and mobile phone terminals. Taking advantage of the mobility and individuality of personal information devices, u-Learning can provide learning customized to the characteristics of individual learners without the limitations of time and space and can be effective in situational learning and experiential learning. In order to identify the uses of PDA in teaching.learning and to develop a basic teachinglearning model using PDA, the present study applied PDA directly to classes and examined the effects. According to the result, most students were satisfied with classes utilizing PDA but problems were also found in connection, insufficient contents for PDA, the quality of screen, etc.

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DESIGN AND IMPLEMENTATION OF FEATURE-BASED 3D GEO-SPATIAL RENDERING SYSTEM USING OPENGL API

  • Kim Seung-Yeb;Lee Kiwon
    • Proceedings of the KSRS Conference
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    • 2005.10a
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    • pp.321-324
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    • 2005
  • In these days, the management and visualization of 3D geo-spatial information is regarded as one of an important issue in GiS and remote sensing fields. 3D GIS is considered with the database issues such as handling and managing of 3D geometry/topology attributes, whereas 3D visualization is basically concerned with 3D computer graphics. This study focused on the design and implementation for the OpenGL API-based rendering system for the complex types of 3D geo-spatial features. In this approach 3D features can be separately processed with the functions of authoring and manipulation of terrain segments, building segments, road segments, and other geo-based things with texture mapping. Using this implementation, it is possible to the generation of an integrated scene with these complex types of 3D features. This integrated rendering system based on the feature-based 3D-GIS model can be extended and effectively applied to urban environment analysis, 3D virtual simulation and fly-by navigation in urban planning. Furthermore, we expect that 3D-GIS visualization application based on OpenGL API can be easily extended into a real-time mobile 3D-GIS system, soon after the release of OpenGLIES which stands for OpenGL for embedded system, though this topic is beyond the scope of this implementation.

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An Analysis on the Impact of KS-SQI Service Quality on Customer Behavior and User Experience : Focusing on OTT Service (KS-SQI 서비스 품질이 고객 행태에 미치는 영향과 사용자 경험 평가 분석 : OTT 서비스를 중심으로)

  • Lee, Chae-Hoon
    • Journal of Information Technology Services
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    • v.19 no.5
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    • pp.125-136
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    • 2020
  • The subject of this study is user experience analysis for OTT mobile app services. Application service quality was quantitatively measured by utilizing KS-eSQI evaluation model from a service quality perspective. The purpose of this analysis is to analyze how service reuse and other people's intention to recommend services are affected by service quality. In addition, further analysis of user experience will qualitatively look at what efforts are needed to improve OTT service quality and provide a user-friendly environment. According to the survey, the higher the level of KS-eSQI service quality, the higher the reuse of OTT services and recommendation of others. In particular, the dimensions of primary services and unexpected additional services had a higher impact on customer loyalty and recommendation of others than in other industries. Moreover, the following three implications were found to improve app services from a customer experience perspective. First, images and video thumbnails that highlight the strength of the content they provide should be actively utilized. Second, it is necessary to provide service companies with evidence for data-based work recommendations. Third, it should provide a viewing environment in which users can respond more intelligently to the various situations and conditions when they actually watch.