• Title/Summary/Keyword: Smart Phone

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Content Delivery Network Based on MST Algorithm (MST 알고리즘 기반 콘텐츠 전송 네트워크에 관한 연구)

  • Lee, Hyung-ok;Kang, Mi-young;Nam, Ji-seung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.2
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    • pp.178-188
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    • 2016
  • The traffic in the wired and wireless networks has increased exponentially because of increase of smart phone and improvement of PC performance. Multimedia services and file transmission such as Facebook, Youtube occupy a large part of the traffic. CDN is a technique that duplicates the contents on a remote web server of content provider to local CDN servers near clients and chooses the optimal CDN server for providing the content to the client in the event of a content request. In this paper, the content request message between CDN servers and the client used the SCRP algorithm utilizing the MST algorithm and the traffic throughput was optimized. The average response time for the content request is reduced by employing HC_LRU cache algorithm that improves the cache hit ratio. The proposed SCRP and HC_LRU algorithm may build a scalable content delivery network system that efficiently utilizes network resources, achieves traffic localization and prevents bottlenecks.

Bluetooth Tunneling Method for Wireless Docking System Based on Wi-Fi Direct (Wi-Fi Direct 기반 무선 Docking 시스템을 위한 Bluetooth Tunneling 연구)

  • Lee, Jaeho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.3
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    • pp.585-594
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    • 2017
  • Wireless Docking system can provide enhanced convenience to user experience of handheld device such as smart phone by using previously deployed peripheral devises such as monitor and keyboard. In this environment, user can easily use the handheld device with variable peripheral devices at any docking system place. This system would be composed of peripherals except host computing device contrarily to previous desktop and laptop environment. For this system, Wi-Fi Alliance has been developing standard technology based on Wi-Fi Direct(Wi-Fi Peer-to-Peer Technical Specifications v1.2, 2010) technology. However, this system can make a problem which may lead to complex connectivity on handheld device due to non-compatible communication interface. To address given problem, we designed a new method of Bluetooth tunneling technology via previous Wi-Fi Direct communication, and evaluated it with experiment results.

Design and Implementation of GUI in CVM on Real-Time Operating System, iRTOS (실시간 운영체제에서 iRTOS에서의 CVM GUI 설계 및 구현)

  • Choi, chan-woo;Lee, cheol-hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.551-554
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    • 2008
  • JVM(Java Virtual Machine) has GUI(Graphical User Interface) facility and Platform Independance and is used on the embedded device such as set-top box and smart phone. This needs JVM to execute Java application in the embedded device. CVM(Classic Virtual Machine) which is the kind of JVM is designed for embedded device to have limited resources. To support GUI facility of JAVA uses PBP(Personal Basis Profile) which is included on CVM. The PBP defines the GUI Stardard API to support GUI facility. When the GUI Stardard API is implemented, JNI(Java Native Interface) is used to connect between Java Native Method and Native function in Operating System. In this pater, PBP which is defined by CVM has designed and implemented on the Real-Time Operating System, iRTOS.

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Exploring Determinants Affecting Mobile Application Use and Recommendation (스마트폰 앱 사용 및 추천의도 영향 요인에 관한 연구 - Utilitarian vs. Hedonic 유형간 차이비교)

  • Lee, Hee Seo;Kwak, Na yeon;Lee, Choong C
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.481-494
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    • 2015
  • Recently mobile application providers and telecommunication companies went through a difficult time in a highly competitive mobile and its application market where we've seen a huge trend for diverse mobile applications occurring on smart phone. If there were a time when those of companies need to analyze factors affecting users' intention to download or recommend others applications more than ever, it is now. Based on UTAUT model, this research is to provide them with strategic implications by analyzing those factors according to application types with utilization and hedonic values. As a result, firstly trust and personalization have positive impact on Performance Expectancy and users' intention to use have been significantly affected by Performance Expectancy and Effort Expectancy. Secondly the result of path analysis has a different outcome according to application types with utilization and hedonic values. Therefore it is expected that the research gives practical and strategic implication for application developer, mobile companies and others helping application development, new service launch and marketing implementation.

Mobile Finger Signature Verification Robust to Skilled Forgery (모바일환경에서 위조서명에 강건한 딥러닝 기반의 핑거서명검증 연구)

  • Nam, Seng-soo;Seo, Chang-ho;Choi, Dae-seon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.5
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    • pp.1161-1170
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    • 2016
  • In this paper, we provide an authentication technology for verifying dynamic signature made by finger on smart phone. In the proposed method, we are using the Auto-Encoder-based 1 class model in order to effectively distinguish skilled forgery signature. In addition to the basic dynamic signature characteristic information such as appearance and velocity of a signature, we use accelerometer value supported by most of the smartphone. Signed data is re-sampled to give the same length and is normalized to a constant size. We built a test set for evaluation and conducted experiment in three ways. As results of the experiment, the proposed acceleration sensor value and 1 class model shows 6.9% less EER than previous method.

Development of a real-time Analysis System of Microchip Fluorescence Images based on Server-Client (서버 클라이언트 기반의 실시간 마이크로칩 형광 이미지 분석 시스템 개발)

  • Cho, Migyung;Shim, Jaesool
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.5
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    • pp.1239-1244
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    • 2013
  • In the field of clinical medicine and research, the analysis of such as protein and DNA at the molecular level and even at the cell level are necessary for disease diagnosis and treatment. In many cases, a real time image of samples is needed for the accurate analysis and manipulation of samples since experimental samples are degenerated with time. In this research, a three-dimensional fluorescence microscope device was developed for taking images of protein and DNA inside a single cell and the server-client based image analysis system was made for an integrated management of the real-time images taken from the microscope device. The system consists of a fluorescent measurement device, the associated software and a client program on smartphone. The developed system allows doctors or experimental managers to receive and look at the real-time experimental images taken from the samples of patients anywhere in the emergency, to analyze results and to instantly diagnose the disease and to transfer the results to the patients. As a result, the system is able to be utilized in the implementation of ubiquitous health as well.

Implementation of the Smombie (smartphone zombie) VR experience game using Google Cardboard and Bluetooth controller (구글 카드보드와 블루투스 컨트롤러를 이용한 스몸비(스마트폰 좀비) VR 체험 게임)

  • Kim, Ji-hyun;Seo, Mi-hye;Yang, Seon-young;Lee, Bo-hyun;Jin, I-seul;Park, Su e;Park, Jung-kyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.212-215
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    • 2017
  • In this paper, VR game was produced to inform the danger of using smartphone while walking and to raise awareness. In this VR games, you can experience Smombie (smart phone and zombie compound word) like a real situation by using Google card board and Bluetooth controller. Designed as a directions game of everyday material, the user indirectly experiences the dangerous situations that may actually occur in everyday life. In the virtual space, you can see the map on the smartphone, navigate the route, and send text messages using the controller during the game. We will explain how to implement smartphone map and send text message using controller which are the main functions of VR game.

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A Study on the Composition of the Presentation Remote Control Analysis a Tension of Presenter (발표자의 긴장정도를 분석하는 원격제어 발표도구 제작에 관한 연구)

  • Kim, Hyeonsik;Han, Kyuhwan;Yoon, Seokbeom;Chang, Eunyoung
    • Journal of Practical Engineering Education
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    • v.6 no.2
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    • pp.135-139
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    • 2014
  • In this study, the new model of presentation remote controller in which has improved the conventional function and deteceted the level of human's tension on a real time basis is suggested and tested. Existing presentation remote controller was just used turning the pages. But new model controls presentation and check tension level on real time using the smart phone's bluetooth interface. The proposed system is comprised with the PPG (Photo-Plethysmo-Graphy) sensor, Bluetooth and Wi-Fi modules. The configured system is to process (within 150 ms) the pulse signals of the presenter and stored the data. As a result, it can check and make up for the week presentation part and used as sources for improving self-confidence. This is the result obtained from the process of capstone design irregular course for 20 weeks of a graduate-to-be in four-year college.

Factors affecting Smartphone Addiction among Elementary School Students (초등학생의 스마트폰 중독에 미치는 영향요인)

  • Ryu, Se In;Cho, In Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.9
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    • pp.6180-6189
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    • 2015
  • The purpose of this study is to clarify the factors that affects smartphone addiction of elementary school students. The subjects were 263 students, from 4 elementary schools located in G-city. Data were collected from July, 2014 and analyzed using SPSS 19.0 program. The prevalence of addiction risk group and non-addicted group were 16.0% and 84.0%, respectively. The variables which had statistically significant differences with smart phone addiction of general characteristics are grade, living together family, economic status, school record, motivation for usage, advantage of usage and using time (p<.05). There was pure correlation between the smartphone addiction and impulsivity (r=.496, p<.001), daily stress (r=.471, p<.001). However, perceived parental attitude (r=-.375, p<.001) and self-esteem (r=-.444, p<.001) were inverse correlation with smartphone addiction. Higher using time, higher impulsivity and higher daily stress were all associated with increased of smartphone addiction level. These results suggest that more attentions should be given to early adolescents and could be effectively used as fundamental data to develop intervention programs, which can prevent the smartphone addiction.

The Real-time Shopping System using Multipurpose Visual Language with Voice Recognize (음성인식시스템과 다목적 시각 언어를 연동한 실시간 쇼핑 시스템)

  • Kim, Young-Jong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.6
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    • pp.4164-4169
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    • 2015
  • In this paper planed Real-time Shopping System using Multipurpose Visual Language System(MVLS) with voice recognition remote controller. This system has a merit that using existing on-line & off-line shopping system with addition MVLS data. This can realization little modification existing shopping system. Also, customer's a point of view that has a merit to using easy device for shopping. That is no more using difficult device like that keyboard or mouse, and approach to easy device that voice recognition remote controller or smart phone. Especially, aspect of the old and the infirm and disabled persons that information minority group, can easy buy the product using this system. And, the sellers can more easily collection customer's data and using that future sales strategy.