• Title/Summary/Keyword: PDA 폰

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Secure Mutual Authentication Protocol for RFID System without Online Back-End-Database (온라인 백-엔드-데이터베이스가 없는 안전한 RFID 상호 인증 프로토콜)

  • Won, Tae-Youn;Yu, Young-Jun;Chun, Ji-Young;Byun, Jin-Wook;Lee, Dong-Hoon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.20 no.1
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    • pp.63-72
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    • 2010
  • RFID is one of useful identification technology in ubiquitous environments which can be a replacement of bar code. RFID is basically consisted of tag, reader, which is for perception of the tag, and back-end-database for saving the information of tags. Although the usage of mobile readers in cellular phone or PDA increases, related studies are not enough to be secure for practical environments. There are many factors for using mobile leaders, instead of static leaders. In mobile reader environments, before constructing the secure protocol, we must consider these problems: 1) easy to lose the mobile reader 2) hard to keep the connection with back-end-database because of communication obstacle, the limitation of communication range, and so on. To find the solution against those problems, Han et al. suggest RFID mutual authentication protocol without back-end-database environment. However Han et al.'s protocol is able to be traced tag location by using eavesdropping, spoofing, and replay attack. Passive tag based on low cost is required lots of communication unsuitably. Hence, we analyze some vulnerabilities of Han et al.'s protocol and suggest RFID mutual authentication protocol without online back-end-database in aspect of efficiency and security.

Instructional Design of m-Learning for Effective PBL in Engineering Education (공학교육에서 효율적 PBL을 위한 m-러닝 교수설계)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.619-623
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    • 2018
  • This paper aimed to design a computer course teaching-learning strategy for (m-learning?) to be used in a Problem Based Learning (PBL) environment. The research findings were as follows. Firstly, learning contents were provided as educational tools for mobile device usage. The educational contents provided were designed for effective usage on mobile devices, such as smartphones, thereby making mobile devices suitable for use as learning tools. Secondly, learning contents for PBL were provided. PBL problems (for computer engineering courses) were made with the principles of teaching plans. The learning objectives were achieved through the problem-solving progress of the learners and their self-directed and cooperative learnings. Thirdly, learning resources were provided that were easily accessible through smartphones, laptops and PDAs. This study is about the PBL instructional design of creative engineering design subjects, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. We made a plan for creative engineering design subjects based on PBL, and focused on the process of PBL. This research was able to establish the basis for PBL usage in Engineering Schools and help achieve its ultimate goal of endowing professional intellectuals with creative problem-solving abilities.

A MDA-based Approach to Developing UI Architecture for Mobile Telephony Software (MDA기반 이동 단말 시스템 소프트웨어 개발 기법)

  • Lee Joon-Sang;Chae Heung-Seok
    • The KIPS Transactions:PartD
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    • v.13D no.3 s.106
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    • pp.383-390
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    • 2006
  • Product-line engineering is a dreaming goal in software engineering research. Unfortunately, the current underlying technologies do not seem to be still not much matured enough to make it viable in the industry. Based on our experiences in working on mobile telephony systems over 3 years, now we are in the course of developing an approach to product-line engineering for mobile telephony system software. In this paper, the experiences are shared together with our research motivation and idea. Consequently, we propose an approach to building and maintaining telephony application logics from the perspective of scenes. As a Domain-Specific Language(DSL), Menu Navigation Viewpoint(MNV) DSL is designed to deal with the problem domain of telephony applications. The functional requirements on how a set of telephony application logics are configured can be so various depending on manufacturer, product concept, service carrier, and so on. However, there is a commonality that all of the currently used telephony application logics can be generally described from the point of user's view, with a set of functional features that can be combinatorially synthesized from typical telephony services(i.e. voice/video telephony, CBS/SMS/MMS, address book, data connection, camera/multimedia, web browsing, etc.), and their possible connectivity. MNV DSL description acts as a backbone software architecture based on which the other types of telephony application logics are placed and aligned to work together globally.

Viewing Path Search and Congestion Control Algorithms For Comfortable Museum Viewing (편안한 박물관 관람을 위한 관람 경로 탐색 및 혼잡제어 알고리즘)

  • Seo, Yoon-Deuk;Ahn, Jin-Ho
    • Journal of Internet Computing and Services
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    • v.11 no.3
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    • pp.131-137
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    • 2010
  • Today, many museums are changing their forms with ubiquitous environment. Unlike traditional museums providing only static text-based information attached to its corresponding artifacts to visitors, those ubiquitous museums provide not only artifacts' text information, but also many different forms of information such as sound or media through personal digital assistance or cell phones. However, these existing ubiquitous museums still provide each visitor only with artifact-centric information in very simple ways. Also this disadvantageous feature causes high gallery congestion problem resulting from providing a uniform path for every visitor. These limitations may be the biggest barrier to providing more various and useful information about artifacts to visitors through considering each visitor's preference. This paper propose a new optimal viewing path search algorithm to provide comfortable museum viewing for each visitor according to its preference. Also, a new congestion control method is developed to protect visitors from being put in some hot spots on their museum viewing, improving its comfort to a maximum.

Dynamic Cell Leveling to Support Location Based Queries in R-trees (R-tree에서 위치 기반 질의를 지원하기 위한 동적 셀 레벨링)

  • Jung, Yun-Wook;Ku, Kyong-I;Kim, Yoo-Sung
    • Journal of Korea Spatial Information System Society
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    • v.6 no.2 s.12
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    • pp.23-37
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    • 2004
  • Location Based Services(LBSs) in mobile environments become very popular recently. For efficient LBSs, spatial database management systems must need a spatial indexing scheme such as R-trees in order to manage the huge spatial database. However, it may need unnecessary disk accesses since it needs to access objects which are not actually concerned to user's location-based queries. In this paper, to support the location-based queries efficiently, we propose a CLR-tree(Cell Leveling R-tree) in which a dynamic cell is built up within the minimum bounding rectangle of R-trees' node. The cell level of nodes is compared with the query's cell level in location-based query processing and determines the minimum search space. Also, we propose the insertion, split, deletion, and search algorithms for CRL-trees. From the experimental results, we see that a CLR-tree is able to decrease $5{\sim}20%$ of disk accesses from those of R-trees. So, a CLR-tree can be used for fast accessing spatial objects to user's location-based queries in LBSs.

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Service Rendering Study for Adaptive Service of 3D Graphics Contents in Middleware (3D 그래픽 콘텐츠의 적응적 서비스를 위한 미들웨어에서의 서비스 렌더링 연구)

  • Kim, Hak-Ran;Park, Hwa-Jin;Yoon, Yong-Ik
    • The KIPS Transactions:PartA
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    • v.14A no.5
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    • pp.279-286
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    • 2007
  • The need of contents adaptation in ubiquitous environments is growing to support multiple target platforms for 3D graphics contents. Since 3D graphics deal with a large data set md a high performance, a service adaptation for context changing is required to manipulate graphics contents with a more complicated method in multiple devices such as desktops, laptops, PDAs, mobile phones, etc. In this paper, we suggest a new notion of service adaptation middleware based on service rendering algorithm, which provides a flexible and customized service for user-centric 3D graphics contents. The service adaptation middleware consists of Service Adaptation(SA) for analyzing environments and Service Rendering(SR) for reconfiguring customized services by processing customized data. These adaptation services are able to intelligently and dynamically support the same computer graphics contents with good quality, when user environments are changed.

IP Over USB for Improved QoS of UDP/IP Messages (UDP/IP 메시지 전송의 QoS 성능 향상을 위한 IP Over USB)

  • Jang, Byung-Chul;Park, Hyeon-Hui;Yang, Seung-Min
    • The KIPS Transactions:PartA
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    • v.14A no.5
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    • pp.295-300
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    • 2007
  • The Linux-based embedded systems such as mobile telephones. PDAs and MP3 players are widely in use. USB(Universal Serial Bus) is the interface for data communication between the computers and these peripheral devices. Some embedded systems like intelligent home networking and multimedia streaming require guaranteed QoS(Quality of Service), which is needed for real time transmission of UDP/IP messages through USB. Although USB Ethernet driver is supported by USB Gadget API in Linux, it is unable to provide the desirable QoS required by each type or small embedded systems due to the unpredictability or TCP/IP Stack in Linux. This paper proposes IP-Over-USB to improve QoS of UDP/IP message transmission in the embedded systems using USB in Linux system.

Augmented Reality Board Game Framework (증강현실 보드게임 프레임워크)

  • Kim, jin-guk;Lee, jong-weon
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.639-643
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    • 2007
  • The paper presents a framework for developing real-time multi-user board games and applications in augmented reality. Recently, increase the environment to playing game in augmented reality with advancement of computing ability improvement and wireless networking technique of mobile device. While the trend of utilizing this kind of games is creasing, the facts that there is a shortage of games whose contents are attractive to users. In this paper we propose a framework that enables game content developers to develop new game contents base on augmented reality easily and quickly. This framework is an automatic service that can augment in various methods by using the supported marker recognition service. Therefore game contents developers do not need to know about either augmented reality technique or the inner process structure. The framework also supports special functions and various interaction interfaces for augmented reality board game and components of the board game we can implement. These enable developers to accomplish all the necessary components and structures of the board game more easily.

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Load Distribution Method based on Transcoding Time Estimation on Distributed Transcoding Environments (분산 트랜스코딩 환경에서 트랜스코딩 시간 예측 기반 부하 분산 기법)

  • Kim, Jong-Woo;Seo, Dong-Mahn;Jung, In-Bum
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.4
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    • pp.195-204
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    • 2010
  • Due to improved wireless communication technologies, it is possible to provide multimedia streaming service for mobile device clients like PDAs and cellphones. Wireless networks are serviced on low bandwidth channels and mobile devices work on limited hardware specifications. In these conditions, transcoding technologies are needed to adapt the media for streaming services to given mobile environments. To transcode from the source media to the target media for corresponding grades, transcoding servers perform transcoding jobs as exhausting their resources. Since various transcoding loads occur according to the target transconding grades, an effective transcoding load balancing policy is required among transcoding servers. In addition to transcoding process, servers should maintain QoS streams for mobile clients for total serviced times. It requires real-time requirements to support QoS for various mobile clients. In this paper, a new transcoding load distribution method is proposed. The proposed method can be driven for fair load balance between distributed transcoding servers. Based on estimated transcoding time, movie information and target transcoding bit-rate, it provides fair transcoding load distribution and also performs admission control to support QoS streams for mobile clients.

Transcoding Load Estimation Method for Load Balance on Distributed Transcoding Environments (분산 트랜스코딩 환경에서 부하 균형을 위한 트랜스코딩 부하 예측 기법)

  • Seo, Dong-Mahn;Heo, Nan-Sok;Kim, Jong-Woo;Jung, In-Bum
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.9_10
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    • pp.466-475
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    • 2008
  • Owing to the improved wireless communication technologies, it is possible to provide streaming service of multimedia with PDAs and mobile phones in addition to desktop PCs. Since mobile client devices have low computing power and low network bandwidth due to wireless network, the transcoding technology to adapt media for mobile client devices considering their characteristics is necessary. Transcoding servers transcode the source media to the target media within corresponding grades and provide QoS in real-time. In particular, an effective load balancing policy for transcoding servers is inevitable to support QoS for large scale mobile users. In this paper, the transcoding load estimation algorithm is proposed for load balance on the distributed transcoding environments. The proposed algorithm estimates transcoding time from transcoding server information, movie information and target transcoding bit-rate. The estimated transcoding time is proved based on experiments.