• Title/Summary/Keyword: Smart On-Device

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Research on Impact Sensors for Developing the Electronic Body Protector of Taekwondo (태권도 전자호구 개발을 위한 충격감지 센서 연구)

  • Ki, Jae-Sug;Jeong, Dong-Hwa;Lee, Hyun-Jun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.4
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    • pp.648-655
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    • 2019
  • This paper proposes the differential development of a Taekwondo electronic body protector. For this development, the most suitable sensor system was selected after analyzing and testing various sensor methods (magnetic sensors, electric capacity sensors, contact switch sensors, and piezo-film sensors) that could be applied in the electronic body protector, the selected sensors were distributed to the body and feet to make a more precise hit score, unlike the existing system in which all sensors are centralized on the body. Furthermore, it aims to illuminate using a lightweight film-type piezoelectric sensor on the body protector. In the case of an existing electronic body protector, all sensors and network device were concentrated on the body protector, so users need to purchase a set if they want it. On the other hand, the proposed system cloud can be used individually using a smart scoring WEP program. The effects of decreasing weight by up to 20% were compared with those of the existing system. Setting up a test facility is very difficult, so more study will be needed to analyze the effects of a hit.

A Study on the Relationship between Camera and Subject for Visualization of Image - A Focus on the Status of Watch a Movie with Small Mobile Device - (영상의 시각화를 위한 카메라와 피사체의 상관관계 연구 - 스마트폰 사용자의 영상 시청 현황을 중심으로 -)

  • Ko, Hyun-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.119-126
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    • 2019
  • Watching movies is common on a big screen like a theater or on a big-screen TV. nowadays, small platform such as mobile devices is increasing rapidly for watch a movie. These changes are deeply related to the advent of Internet-based video streaming services such as OTT. OTT's development has provided in free video viewing system without using the set-top box is free from the limitations of time and space. Leading the market is Netflix[1], which started its business with Internet-based DVD rental service. Netflix, which is growing in tandem with the mobile market, had 193.26[2] million members as of the end of 2018. Other OTT participating companies include content-based Pooq, TVing, platform-based Olleh TV Mobile, Oksusu and LTE video portal. The size of such new growth projects has grown gradually, with 25.4 percent of all smartphone users currently watching video content with small mobile devices. Therefore, de-largeization, it is thought that visual language is needed for viewing small mobile devices that are capable of OTT services. To this end, this paper will identify the problem in viewing popular video content with small mobile devices and Survey and study its impact on viewers using the questionnaire.

A Comparative Study of Users' Behavior on Mobile Internet Service Usage according to Lifestyle (라이프스타일 유형별 모바일 인터넷 사용형태 비교 연구)

  • Choi, Hun
    • Management & Information Systems Review
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    • v.30 no.1
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    • pp.87-105
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    • 2011
  • Although the rapid spread of mobile device like smart phone has increased, One of the main problems of systems is that they do not meet their quality requirements. Many researchers have tried to improve users' satisfaction and enhance their quality of life. The purpose of the study is to examine the moderating effect of lifestyle on the use of mobile internet service. To achieve our research purpose, we used lifestyle, IS success model and quality of life as the theoretical background. Based on the research model, we conducted survey and empirically analyzed the data. We classified user types according to lifestyle as a moderating variable. The results show that users' lifestyle can classify two group: curiosity-independent group and intelligence-pursuit of advanced fashion type. The impact of information and systems quality factors of mobile internet service on user satisfaction are differentiated from these lifestyle group. This paper ends with strategical implication of the study results.

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A Study Funology for Reformatting to App Book: Focused on 'Moo, Baa, La La La!' of App Book (앱북(App Book)으로의 매체 전환을 위한 퍼놀로지(Funology)에 관한 연구: '무, 바, 라라라!(Moo, Baa, La La La!)' 앱북(App Book)을 중심으로)

  • Kwon, Jieun;Kim, Boyoung
    • Cartoon and Animation Studies
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    • s.30
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    • pp.221-243
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    • 2013
  • Recently, traditional books based on printing on the paper have expanded to e-book media in smart device because of developing digital technology. Especially, app book applied application makes users' experience increase and provides immersion to them, because it allows them basically delivering information, educational effect and fun elements with multimedia technology. There are various experimental trials to make enhance effect of reformatting for application media. The purpose of this study is to analyze reformatting effect for app book with funology which is convergence of digital technology and a fun. Then this article would provide design guide and be applied to new application contents. For this research, the first of all, we would discuss concept and elements of funology by publication including thesis, articles, and books. Secondly, this article will be focused on 'Moo, Baa, La La La!' which is reformatting application for iPad to analyze type of funology. Thirdly, we would make sure that app book makes users get emotional effect comparing original book by FGI(Focus Group Interview). In conclusion, sensitive funology used the sound allows user emotional effect and they prefer to intuitive and immediate motion and response of interactive funology. In other way, funology of fun in itself which is strong concept in original book diminishes in app book. Then users concentrate interactive factors like game structure. This results make that app books could be created by strength of original contents and advantage of funology. Therefore this makes us expect the possibility of reformatting effect with funology and we need to discuss the points of issue that there are considerations and limitations to successful app book for users.

Digital Forensic Investigation of HBase (HBase에 대한 디지털 포렌식 조사 기법 연구)

  • Park, Aran;Jeong, Doowon;Lee, Sang Jin
    • KIPS Transactions on Computer and Communication Systems
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    • v.6 no.2
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    • pp.95-104
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    • 2017
  • As the technology in smart device is growing and Social Network Services(SNS) are becoming more common, the data which is difficult to be processed by existing RDBMS are increasing. As a result of this, NoSQL databases are getting popular as an alternative for processing massive and unstructured data generated in real time. The demand for the technique of digital investigation of NoSQL databases is increasing as the businesses introducing NoSQL database in their system are increasing, although the technique of digital investigation of databases has been researched centered on RDMBS. New techniques of digital forensic investigation are needed as NoSQL Database has no schema to normalize and the storage method differs depending on the type of database and operation environment. Research on document-based database of NoSQL has been done but it is not applicable as itself to other types of NoSQL Database. Therefore, the way of operation and data model, grasp of operation environment, collection and analysis of artifacts and recovery technique of deleted data in HBase which is a NoSQL column-based database are presented in this paper. Also the proposed technique of digital forensic investigation to HBase is verified by an experimental scenario.

A Study on Apparatus of Human Body Antenna for Mine Detection (지뢰탐지용 휴먼바디 안테나 장치 연구)

  • Kim, Chi-Wook;Koo, Kyong-Wan;Cha, Jae-Sang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.269-272
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    • 2015
  • this is the study of the human body antenna device which can detect the powder in a 360-degree on(under) the ground whether it is metal or nonmetal using superhigh frequency RF beam equipped with the body. and it is able to transmit the data of the detection of the powder, battle combats can share that among them. with its flexible roof radial antenna structure, it emits the superhigh frequency RF beam to the front and flank multiply, preprocesses through the powder preprocessing part. and with the non-linear regression model algorism engine part, reflecting the attenuation characteristics depend on the delayed time of degree of the signal power which is received to the superhigh frequency RF beam. so it is able to detect the signal of the most likely mine or powder based on the degree of the answer signal power according to the delayed time of the superhigh frequency RF beam. also, it can detect the powder whether it is metal or nonmetal, mine, dud, VBIED. it can increase the chance of detection about 90% more than existing mine detector.

A Study on the Pattern Analysis Method using the User Log on the CMS (CMS의 사용자 로그를 이용한 패턴 분석 방법 연구)

  • Moon, Dong-Yeol;Park, Koo-Rack;Kim, Dong-Hyun;Jung, Jin-Young
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.275-281
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    • 2016
  • In modern society, which boomed it became easier to obtain the necessary information to the emergence of a variety of smart devices. Due to this, the frequency of using the content based on the Web is growing rapidly. In addition, companies are turning into a production and modify the content using the CMS under the web-based. It can be a very important part to provide users with the content. Currently web services are designing a UI to the device and provided. To improve the ease of use, they are enhancing services only by survey and analysis of the patterns of all users. Most are designed without considering the UX only in the technical aspects. In this paper, to break the limits that apply to all users of the Web service pattern analysis, we propose a visualization system via the animation based on the individual user's movement patterns and usage patterns. Through this convergence is expected to be able to transform the web from the central manager to the user UX and the planning aspects researchers.

Design and Implementation of File Cloud Server by Using JAVA SDK (Java SDK를 이용한 파일 클라우드 시스템의 설계 및 구현)

  • Lee, Samuel Sangkon
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.2
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    • pp.86-100
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    • 2015
  • Cloud computing is a computing term that evolved in the late 2000s, based on utility and consumption of computer resources. Google say that "Cloud computing involves deploying groups of remote servers and software networks that allow different kinds of data sources be uploaded for real time processing to generate computing results without the need to store processed data on the cloud. Cloud computing relies on sharing of resources to achieve coherence and economies of scale, similar to a utility (like the electricity grid) over a network. At the foundation of cloud computing is the broader concept of converged infrastructure and shared services. Cloud computing, or in simpler shorthand just "the cloud", also focuses on maximizing the effectiveness of the shared resources." The cloud service is a smart and/or intelligent service to save private files in any device, anytime, anywhere. Dropbox, OAuth, PAClous are required that the accumulated user's data are archives with cloud service. Currently we suggest an implementation technique to process many tasks to the cloud server with a thread pooling. Thread pooling is one of efficient implementating technique for client and service environment. In this paper, to present the implementation technique we suggest three diagrams in the consideration of software engineering.

Introducing SEABOT: Methodological Quests in Southeast Asian Studies

  • Keck, Stephen
    • SUVANNABHUMI
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    • v.10 no.2
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    • pp.181-213
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    • 2018
  • How to study Southeast Asia (SEA)? The need to explore and identify methodologies for studying SEA are inherent in its multifaceted subject matter. At a minimum, the region's rich cultural diversity inhibits both the articulation of decisive defining characteristics and the training of scholars who can write with confidence beyond their specialisms. Consequently, the challenges of understanding the region remain and a consensus regarding the most effective approaches to studying its history, identity and future seem quite unlikely. Furthermore, "Area Studies" more generally, has proved to be a less attractive frame of reference for burgeoning scholarly trends. This paper will propose a new tool to help address these challenges. Even though the science of artificial intelligence (AI) is in its infancy, it has already yielded new approaches to many commercial, scientific and humanistic questions. At this point, AI has been used to produce news, generate better smart phones, deliver more entertainment choices, analyze earthquakes and write fiction. The time has come to explore the possibility that AI can be put at the service of the study of SEA. The paper intends to lay out what would be required to develop SEABOT. This instrument might exist as a robot on the web which might be called upon to make the study of SEA both broader and more comprehensive. The discussion will explore the financial resources, ownership and timeline needed to make SEABOT go from an idea to a reality. SEABOT would draw upon artificial neural networks (ANNs) to mine the region's "Big Data", while synthesizing the information to form new and useful perspectives on SEA. Overcoming significant language issues, applying multidisciplinary methods and drawing upon new yields of information should produce new questions and ways to conceptualize SEA. SEABOT could lead to findings which might not otherwise be achieved. SEABOT's work might well produce outcomes which could open up solutions to immediate regional problems, provide ASEAN planners with new resources and make it possible to eventually define and capitalize on SEA's "soft power". That is, new findings should provide the basis for ASEAN diplomats and policy-makers to develop new modalities of cultural diplomacy and improved governance. Last, SEABOT might also open up avenues to tell the SEA story in new distinctive ways. SEABOT is seen as a heuristic device to explore the results which this instrument might yield. More important the discussion will also raise the possibility that an AI-driven perspective on SEA may prove to be even more problematic than it is beneficial.

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A Design of Information Security Education training Databank System for Preventing Computer Security incident (침해사고 예방을 위한 정보보안 교육훈련 문제은행 시스템)

  • Mo, Eun-Su;Lee, Jae-Pil;Lee, Jae-Gwang;Lee, Jun-Hyeon;Lee, Jae-Kwang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.277-280
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    • 2015
  • Smishing, Phishing personal privacy caused by Incident accidents such as Phishing information security has become a hot topic. Such incidents have privacy in personal information management occurs due to a lack of user awareness. This paper is based on the existing structure of the XML Tag question bank used a different Key-Value Structure-based JSON. JSON is an advantage that does not depend on the language in the text-based interchange format. The proposed system is divided into information security sector High, Middle and Low grade. and Provides service to the user through the free space and the smart device and the PC to the constraints of time. The use of open source Apache Load Balancing technology for reliable service. It also handles the user's web page without any training sessions Require server verification result of the training(training server). The result is sent to the training server using jQuery Ajax. and The resulting data are stored in the database based on the user ID. Also to be used as a training statistical indicators. In this paper, we design a level training system to enhance the user's information security awareness.

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