• 제목/요약/키워드: Mobile phone

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Smart Phone Copyright Violation and Forensic Apply Method (Smart Phone 저작권 위반과 포렌식 적용 방안)

  • Yi, Jeong-Hoon;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.11
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    • pp.2491-2496
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    • 2010
  • Smart Phone with domestic demand increasing rapidly, the utilization of multimedia services have become diverse. Smart Phone users use the copyrighted multimedia contents illegally from hacking their Smart Phone with Jail Breaking and Rooting. Legal issues according to the Korea-U.S. FTA. and high relevance with crime as mobile communication terminal, the utilization of created and saved digital evidence is high, the mobile forensic evidence study is required. This paper studied method and notice of legal seizure and search assuming the Smart Phone copyright violation. Research the status of Smart Phone copyright violation and related violation by category as broadcasting, movies, music, e-book etc. Research the method of submit a report to the court by applying techniques to forensic. The results of this research will contribute to the provide of Smart Phone crime evidence and mobile forensic technology.

Methodology of Selecting FormFactor in the Early Design of Mobile Phone (휴대전화 초기설계에서의 형태인자 선정 방법론)

  • Lee, Kyung-Soo;Kim, Min-Soo;Cha, Sung-Woon
    • Journal of the Korean Society for Precision Engineering
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    • v.27 no.11
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    • pp.63-71
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    • 2010
  • FormFactors is one of the most critical design factors in early development of mobile phone, and proper selection of FormFactors is necessary for smoothness of product development and customer satisfaction. Especially, emergence of mobile convergence added so various functions besides its original call function that importance of selecting FormFactors has increased because multiform FormFactors are needed. However there is problem such as frequent change of decision making in existing process because established process picks out FormFactors sensibly and arbitrarily through idea pull and so forth. We proposed FormFactors selection process by Axiomatic Design, set approach method and block approach method for reasonable and systematical FormFactors selection. First of all, we set the purpose of mobile phone development, and it is examined by Axiomatic Design. FormFactors design matrix is deduced through this process, the numbers of axes and rails are proposed using set approach method, and then patterns of FormFactors are embodied by block approach method. Particularly process application was tried through case study of mobile phone development, and we ensured that new FormFactors can be presented to a designer by systematical verification if change of customer requirements occurs through our process.

A Hybrid Positioning System for Indoor Navigation on Mobile Phones using Panoramic Images

  • Nguyen, Van Vinh;Lee, Jong-Weon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.3
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    • pp.835-854
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    • 2012
  • In this paper, we propose a novel positioning system for indoor navigation which helps a user navigate easily to desired destinations in an unfamiliar indoor environment using his mobile phone. The system requires only the user's mobile phone with its basic equipped sensors such as a camera and a compass. The system tracks user's positions and orientations using a vision-based approach that utilizes $360^{\circ}$ panoramic images captured in the environment. To improve the robustness of the vision-based method, we exploit a digital compass that is widely installed on modern mobile phones. This hybrid solution outperforms existing mobile phone positioning methods by reducing the error of position estimation to around 0.7 meters. In addition, to enable the proposed system working independently on mobile phone without the requirement of additional hardware or external infrastructure, we employ a modified version of a fast and robust feature matching scheme using Histogrammed Intensity Patch. The experiments show that the proposed positioning system achieves good performance while running on a mobile phone with a responding time of around 1 second.

Design of Wi-Fi based Mobile Game App for a Smart Phone (스마트 폰을 위한 Wi-Fi 기반 모바일 게임 앱의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.67-73
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    • 2011
  • With the rapid growth of recent smart phone technology, the interests for the design of online game in mobile computing environment are highly focussed on with great attention. Smart phone as a mobile terminal device, however, has many restrictions for implementing online mobile game since the limitation of relatively low performance of a processor, low resolution of GUI, small memory spaces, and short battery power. Therefore, most of games are very restricted on online and multi-play functions. In this paper, we design and implement mobile online game app in component based smart phone environment in order to take over these restrictions in mobile environment. Especially, the implemented mobile game is able to play online game among Wi-Fi based game server and another smart phone.

The Analysis of the Level of Technological Maturity for the u-Learning of Public Education by Mobile Phone (휴대폰을 이용한 공교육 u-러닝의 기술 성숙도 분석)

  • Lee, Jae-Won;Na, Eun-Gu;Song, Gil-Ju
    • IE interfaces
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    • v.19 no.4
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    • pp.306-315
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    • 2006
  • In this paper we analyze whether we can use the mobile phone having been highly distributed into young generation as a device for the u-learning in Korean public education. For this purpose we deal with the technical maturity in three axes. Firstly, we examine the authoring nature of mobile internet-based contents such as both text and motion picture for the contents developers in the public education. As a research result the authoring of text has almost no difficulty, but that of the motion picture shows some problems. Secondly, we deal with whether u-learners can easily get and use u-contents on both mobile phone and PC respectively. After analysing this factor, we found that the downloading of motion picture contents into mobile phone is very limited. Therfore we talk about the usability and problem of various PC Sync tools and propose their standardization. Finally, the needs of the introduction of the ubiquitous SCORM which could enable to reuse u-contents among different Korean telco’s mobile phones are discussed. Here we describe some functionality of both ubiquitous SCORM and u-LMS. Our study looks like almost the first work examining the technological maturity for the introduction of u-learning with mobile phone in Korean public education and it could be used as a reference for the study of any other wireless telecommunication-based u-learning other than mobile telecommunication.

Environment Construction for App Development Using Smart-phones (스마트폰 App 개발 환경 구축)

  • Kim, Jin-Whan;Cho, Jae-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.574-576
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    • 2010
  • This paper describes constructing methods of environments for the App development using v smart-phones which are widespread rapidly. Various smart-phones and operating systems are used all over the world. In this paper, we will deal with three kinds of smart-phones, that is Windows Mobile Phone(recently Windows Phone7), iPhone and Android Phone using respective operating systems which are widespread in the domestic market.

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Smart Phone Copyright Violation and Forensic Apply Method (Smart Phone 저작권 위반과 포렌식 적용 방안)

  • Yi, Jeong-Hoon;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.215-218
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    • 2010
  • Smart Phone with domestic demand increasing rapidly, the utilization of multimedia services have become diverse. Accordingly, Smart Phone users to hack their Jail Breaking and Rooting and illegal use of the multimedia content is copyrighted. Also relevant to mobile communication terminal as a high crime, create, and the digital evidence increases the utilization of the mobile forensic evidence is required to study. In this paper, Smart Phone Copyright Violation and Forensic Apply Method research. Smart Phone Status and related violations of copyright infringement, broadcasting, film, music, e-book, etc. for each survey item, and how to apply for forensics were studied. This study investigated the development and forensic science will be able to contribute to the development.

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Extended TAM for Accepting Mobile Devices Including Functional Attributes : The Case of Cellular Phone (기능적 속성을 고려한 기술수용모형(TAM)의 확장연구 : 휴대폰의 채택 사례를 중심으로)

  • Lee Jong-Oh;Whang Jae-Hoon;Lee Sun-Ro;Kang So-Ra
    • Journal of Information Technology Applications and Management
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    • v.13 no.1
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    • pp.39-66
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    • 2006
  • In a few years, a variety of mobile devices are expected to be utilized as a necessity for business as well as personal communications. Thus it is needed to conduct a comprehensive study on the acceptance of mobile devices in the mature market like Korea. This paper develops an extended technology acceptance model by including functional attributes of cellular phone and examines the determinant factors causing accepting cellular phones. Our empirical analysis through the internet survey shows that 1) among the determinant factors, perceived usefulness, perceived enjoyment or fun, and social pressure have positive direct impacts on the intention of accepting cellular phone, and 2) functional attributes of cellular phone affect the determinant factors differently.

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Mobile Junk Message Filter Reflecting User Preference

  • Lee, Kyoung-Ju;Choi, Deok-Jai
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.11
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    • pp.2849-2865
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    • 2012
  • In order to block mobile junk messages automatically, many studies on spam filters have applied machine learning algorithms. Most previous research focused only on the accuracy rate of spam filters from the view point of the algorithm used, not on individual user's preferences. In terms of individual taste, the spam filters implemented on a mobile device have the advantage over spam filters on a network node, because it deals with only incoming messages on the users' phone and generates no additional traffic during the filtering process. However, a spam filter on a mobile phone has to consider the consumption of resources, because energy, memory and computing ability are limited. Moreover, as time passes an increasing number of feature words are likely to exhaust mobile resources. In this paper we propose a spam filter model distributed between a users' computer and smart phone. We expect the model to follow personal decision boundaries and use the uniform resources of smart phones. An authorized user's computer takes on the more complex and time consuming jobs, such as feature selection and training, while the smart phone performs only the minimum amount of work for filtering and utilizes the results of the information calculated on the desktop. Our experiments show that the accuracy of our method is more than 95% with Na$\ddot{i}$ve Bayes and Support Vector Machine, and our model that uses uniform memory does not affect other applications that run on the smart phone.