• Title/Summary/Keyword: Personal Device

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Study on Compliance in Sleep Life Log: Observational Cohort Study (수면 라이프로그 순응도에 대한 연구)

  • Su-Min Seo;Young-Hwa Baek;Si-Woo Lee;Hyun-Chul Jang
    • Journal of Society of Preventive Korean Medicine
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    • v.27 no.1
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    • pp.89-98
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    • 2023
  • Objectives : This study collected sleep information by wearable device in the Korean medicine Daejeon citizen cohort (KDCC). It was measured based on the sleep record information measured by wearing a Fitbit, and the possibility of clinical use was examined for compliance with objective sleep collection. Based on compliance, the possibility of clinical use was examined. Methods : After surveying personal information and PSQI(Pittsburgh Sleep Quality Index), sleep information was collected by Fitbit for 14 days. Compliance was measured based on sleep record information by Fitbit. Compliance was analyzed by sex, age, BMI(Body Mass Index), and sleep group(deep/poor). Results : The number of participants was 730, and the compliance was 94.3%, and the compliance group was 675(92.5%). The age of the participants varied from 30 to 60 years old, and the average age was 46±6.7 years. There were 218 males and 512 females. Young people have high compliance. Males are more compliance than females. As the BMI score decreased in the 30s, the compliance was higher. The underweight group in all age groups had 100 compliance. The underweight group was all female. The low compliance groups were that 30 years males (obesity level2), 50 years females (overweight group), and 50 years females (obesity level2). There was no significant difference in compliance between deep sleep group and poor sleep group. In deep sleep group, females showed higher compliance. In poor sleep group, males showed higher compliance. The average duration of Fitbit usage among participants was 20.1 days. The compliant group wore the device for an average of 21.3 days, while the non-compliant group wore it for only 5.2 days. Of the compliant group, 86.9% (73.8% of all participants) continued to wear the Fitbit after the recommended 14-day period, and 50.8% wore it for more than 20 days. Conclusions : This study showed the possibility of adaptation for wearing a Fitbit for collecting objective sleep information. It is judged that the compliance is high because it was worn for more than 13.2 days out of the 14 days required. It is considered meaningful because the compliance was measured based on the sleep information by Fitbit, not the questionnaire. As the data on objective sleep time is collected automatically, we believe that the burden on participants after the study period is not significant for a certain period. Compliance may be even higher for cohorts related to illnesses and with doctor's orders, rather than for the general population.

User-centered Design of m-Learning System: Moodle On The Go

  • Minovic, Miroslav;Stavljanin, Velimir;Milovanovic, Milos;Starcevic, Dusan
    • Journal of Computing Science and Engineering
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    • v.4 no.1
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    • pp.80-95
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    • 2010
  • In order to truly integrate e-Learning system into regular curriculum at a university, mobile access to Learning Management Systems has to be enabled. Mobile devices have the potential to be integrated into the classroom, because they contain unique characteristics such as portability, social interactivity, context sensitivity, connectivity and individuality. Adoption of Learning Management Systems by students is still on the low rate, mostly because of poor usability of existing e-Learning systems. Our initial research has confirmed this hypothesis. Usability issue is rising to the higher level on the mobile platform, because of the mobile devices' limited screen size, input interfaces and bandwidth, and also because of the context of use. Our second hypothesis was that it is wrong to consider a mobile device as a surrogate for desktop or laptop personal computer (PC). By just adopting the existing Learning Management System on mobile devices with adaptive technologies such as Google proxy, we do not acquire the satisfactory results. Usability can prove to be even lower compared to desktop application. One possible solution to the problem could be development of rich client applications for today's mobile devices that would raise the usability to a higher level. We developed a PocketPC prototype application by using user-centered design principles, which we presented as a third alternative in usability research conducted among university students. Results gathered in such a way have confirmed that development of e-Learning system, in order to be widely accepted by students, needs to have the user(student) in the center of development process.

Malicious Trojan Horse Application Discrimination Mechanism using Realtime Event Similarity on Android Mobile Devices (안드로이드 모바일 단말에서의 실시간 이벤트 유사도 기반 트로이 목마 형태의 악성 앱 판별 메커니즘)

  • Ham, You Joung;Lee, Hyung-Woo
    • Journal of Internet Computing and Services
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    • v.15 no.3
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    • pp.31-43
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    • 2014
  • Large number of Android mobile application has been developed and deployed through the Android open market by increasing android-based smart work device users recently. But, it has been discovered security vulnerabilities on malicious applications that are developed and deployed through the open market or 3rd party market. There are issues to leak user's personal and financial information in mobile devices to external server without the user's knowledge in most of malicious application inserted Trojan Horse forms of malicious code. Therefore, in order to minimize the damage caused by malignant constantly increasing malicious application, it is required a proactive detection mechanism development. In this paper, we analyzed the existing techniques' Pros and Cons to detect a malicious application and proposed discrimination and detection result using malicious application discrimination mechanism based on Jaccard similarity after collecting events occur in real-time execution on android-mobile devices.

Implementation of Untouched Interactive Digital Signage Control using Kinect (키넥트를 사용한 터치 없는 디지털 사이니지 제어기의 구현)

  • Kim, Jiyoung;Lee, Youngkyung;Baek, Wookjin;An, Beongku
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.127-132
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    • 2014
  • In this paper, we propose a digital signage method that can control the contents of the screen and download the desired files to individual smart terminal with no touch of digital signage screen by using Kinect. The main features and contributions of the proposed method are as follows. First, can solve the problems such as the risk of bacterial infection, not cleanliness on the screen as well as maximize advertising effectiveness. Second, can support bi-directional communications with computer while we touch only wanted advertisements. The performance evaluation shows the effectiveness of the proposed method. Especially, we can see that the proposed system operates through the recognition of user's actions when the cursor is within the scope of a certain coordinate and the file transfer time to download information is different depending on the PC performance and the version of personal smart device.

Design and Implementation of Verification System for Malicious URL and Modified APK File on Cloud Platform (클라우드 플랫폼을 이용한 악성 URL 및 수정된 APK 파일 검증 시스템 설계 및 구현)

  • Je, Seolah;Nguyen, Vu Long;Jung, Souhwan
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.4
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    • pp.921-928
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    • 2016
  • Over the past few years, Smishing attacks such as malicious url and malicious application have been emerged as a major problem in South Korea since it caused big problems such as leakage of personal information and financial loss. Users are susceptible to Smishing attacks due to the fact that text message may contain curios content. Because of that reason, user could follow the url, download and install malicious APK file without any doubt or verification process. However currently Anti-Smishing App that adopted post-processing method is difficult to respond quickly. Users need a system that can determine whether the modification of the APK file and malicious url in real time because the Smishing can cause financial damage. This paper present the cloud-based system for verifying malicious url and malicious APK file in user device to prevent secondary damage such as smishing attacks and privacy information leakage.

A Secure Key Exchange Protocol Using Smart Devices for U-healthcare Services (U-헬스케어 서비스에서 스마트 기기들을 활용한 안전한 키 교환 프로토콜)

  • Park, Sullha;Seo, Seung-Hyun;Lee, Sang-Ho
    • Journal of KIISE
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    • v.44 no.3
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    • pp.323-331
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    • 2017
  • Due to the recent developments of various smart devices, U-healthcare services using these appliances has increased. However, the security of U-healthcare services is a very important issue since healthcare services contain highly sensitive and private personal health information. In order to handle the security issues, the functionality of encrypting medical information must be provided, and an encryption key exchange method is necessary. In this paper, we propose a key exchange protocol by utilizing smart devices for secure U-healthcare services. The proposed protocol has been designed based on the elliptic curve based public key cryptography, providing high level security for smart devices by using short keys. Moreover, in order to strengthen user authentication and security, a smart watch is used as a complementary device, whenever the key exchange protocol is performed.

A Study on Vision Based Gesture Recognition Interface Design for Digital TV (동작인식기반 Digital TV인터페이스를 위한 지시동작에 관한 연구)

  • Kim, Hyun-Suk;Hwang, Sung-Won;Moon, Hyun-Jung
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.257-268
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    • 2007
  • The development of Human Computer Interface has been relied on the development of technology. Mice and keyboards are the most popular HCI devices for personal computing. However, device-based interfaces are quite different from human to human interaction and very artificial. To develop more intuitive interfaces which mimic human to human interface has been a major research topic among HCI researchers and engineers. Also, technology in the TV industry has rapidly developed and the market penetration rate for big size screen TVs has increased rapidly. The HDTV and digital TV broadcasting are being tested. These TV environment changes require changes of Human to TV interface. A gesture recognition-based interface with a computer vision system can replace the remote control-based interface because of its immediacy and intuitiveness. This research focuses on how people use their hands or arms for command gestures. A set of gestures are sampled to control TV set up by focus group interviews and surveys. The result of this paper can be used as a reference to design a computer vision based TV interface.

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(Context-based Annotation for Pen Input Device Environment) (펜 입력 장치 환경을 고려한 컨텍스트 기반 Annotation)

  • 김재경;손원성;임순범;최윤철
    • Journal of KIISE:Software and Applications
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    • v.30 no.5_6
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    • pp.559-569
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    • 2003
  • Annotation is used for inscribing personal opinion, explanation, and summary. Various methods for processing annotation efficiently in digital document environments are being studied. However, previous studies placed much emphasis on function of annotation, so either they did not support Intuitive paper-based input interface or the systems that support it still have low reusability problems, because relation between annotation and original document are not explicit. Thus, in our study, we define context-based annotation modeling for digital document environments, and suggest annotation interface based on the modeling. To design annotation model, we define annotation types, context information of document, and relationship between annotation and original document. Also, a system based on the modeling is implemented to support pen-based annotation and annotation DTD. As a result, unlike previous studies, it is possible to explicitly define context-based annotation in pen-based input environments. We present various functions using the modeling and various possibilities of application.

A Study of protective measures of the source program for the development of the Internet of Things (IoT): Protection of the program as well as plagiarism research (사물인터넷(IoT)발전을 위한 소스프로그램 보호방안 연구: 프로그램의 보호와 유사표절 연구)

  • Lee, Jong-Sik
    • Journal of the Korea Convergence Society
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    • v.9 no.4
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    • pp.31-45
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    • 2018
  • Recent dramatical development of computer technology related to internet technology intensifies the dispute over software of computer or smart device. Research on software has been flourished with political issuing of fierce competition among nations for software development. Particularly industrial growth in ethernet based big data and IoT (Internet of Things) has promoted to build and develop open source programs based on java, xcode and C. On these circumstances, issue on software piracy has been confronted despite the basic security policy protecting intellectual property rights of software and thus it is of substantial importance to protect the rights of originality of source program license. However, the other issue on source technology protection of developer is the possibility of hindrance to advancement in industry and culture by developing programs. This study discuss the way of enhancing legal stability of IoT application program development and reinforcing precision in inspection of program plagiarism by analyzing the source programs with newly introducing text mining technique, thus suggests an alternative protective way of infringement of personal information due to duplicating program.

The interaction between emotion recognition through facial expression based on cognitive user-centered television (이용자 중심의 얼굴 표정을 통한 감정 인식 TV의 상호관계 연구 -인간의 표정을 통한 감정 인식기반의 TV과 인간의 상호 작용 연구)

  • Lee, Jong-Sik;Shin, Dong-Hee
    • Journal of the HCI Society of Korea
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    • v.9 no.1
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    • pp.23-28
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    • 2014
  • In this study we focus on the effect of the interaction between humans and reactive television when emotion recognition through facial expression mechanism is used. Most of today's user interfaces in electronic products are passive and are not properly fitted into users' needs. In terms of the user centered device, we propose that the emotion based reactive television is the most effective in interaction compared to other passive input products. We have developed and researched next generation cognitive TV models in user centered. In this paper we present a result of the experiment that had been taken with Fraunhofer IIS $SHORE^{TM}$ demo software version to measure emotion recognition. This new approach was based on the real time cognitive TV models and through this approach we studied the relationship between humans and cognitive TV. This study follows following steps: 1) Cognitive TV systems can be on automatic ON/OFF mode responding to motions of people 2) Cognitive TV can directly select channels as face changes (ex, Neutral Mode and Happy Mode, Sad Mode, Angry Mode) 3) Cognitive TV can detect emotion recognition from facial expression of people within the fixed time and then if Happy mode is detected the programs of TV would be shifted into funny or interesting shows and if Angry mode is detected it would be changed to moving or touching shows. In addition, we focus on improving the emotion recognition through facial expression. Furthermore, the improvement of cognition TV based on personal characteristics is needed for the different personality of users in human to computer interaction. In this manner, the study on how people feel and how cognitive TV responds accordingly, plus the effects of media as cognitive mechanism will be thoroughly discussed.