• Title/Summary/Keyword: Smart Phone Industry

Search Result 188, Processing Time 0.027 seconds

A Multichannel Authentication Technique In The Internet Banking System Using OTP (OTP를 이용한 인터넷뱅킹 시스템의 다중 채널 인증 기법)

  • Yoon, Seong Gu;Park, Jae Pyo
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.6 no.4
    • /
    • pp.131-142
    • /
    • 2010
  • Due to the development of the Internet, Internet banking that we are liberated from time and space has evolved into banking system. So modern life became comfortable. However, Dysfunction (malicious Information leakage and hacking etc.) of the Internet development has become a serious social problem. According to this, The need for security is rapidly growing. In this paper, we proposed the Internet Banking Authentication System using a dual-channel in OTP(One Time Password) authentication. This technology is that A user transfer transaction information to Bank through one Internet channel then bank transfer transaction information to user using the registered mobile phone or smart phone. If user confirm transaction information then bank request user's OTP value. User create OTP value and transfer to bank and bank authenticate them throgth the ARS. If authentication is pass then transaction permitted. Security assessment that the proposed system, the security requirement that the confidentiality and integrity, authentication, repudiation of all of the features provide a key length is longer than the current Internet banking systems, such as using encryption, the security provided by the Financial Supervisory Service Level 1 rating can be applied to more than confirmed.

A Relation-based Model for Analyzing Ecosystems of Products, Services and Stakeholders (제품 서비스 시장참여자의 에코시스템 분석을 위한 관계 기반 모델 개발)

  • Kang, Chang-Muk;Hong, Yoo-Suk;Kim, Kwang-Jae;Park, Kwang-Tae
    • Journal of Korean Institute of Industrial Engineers
    • /
    • v.37 no.1
    • /
    • pp.41-54
    • /
    • 2011
  • A central theme in recent IT (information technology) industry is a mobile ecosystem. While a concept of business ecosystem, which is an economic community of firms and individuals producing and consuming goods and services, has been around for about 20 years now, the recent spotlight is mainly caused by the enormous success of iPhone. Many hand-set makers or platform developers want to mimic Apple's iPhone ecosystem from which both application developers and hand-set users can benefit. In this study, a representation model of the business ecosystem is proposed for supporting systematic design and analysis of ecosystems. Whereas previous studies also proposed some representation models, they emphasized only on the value chain between participating players. The proposed model, which is named relation-based ecosystem model, represents an ecosystem with the requirement relationships between product and service components and the roles of players, as well as their value chain. Such comprehensive representation explicitly reveals the strategic difference between ecosystems. This advantage was illustrated by comparing a Korean traditional mobile ecosystem and an emerging smart-phone ecosystem represented by the proposed model.

A Study on Production of iPhone-Based Augmented Reality 3D Fashion Fitting Contents (아이폰 기반의 증강현실 3D 패션피팅 콘텐츠 제작에 관한 연구)

  • Tak, Myung-Ja;Kim, Cheeyong
    • Journal of Korea Multimedia Society
    • /
    • v.16 no.6
    • /
    • pp.708-719
    • /
    • 2013
  • Purchase of clothes has recently picked up pace at mobile fashion shopping malls. One of the biggest weak points is that consumers can't coordinate clothes. Since individuals increasingly want to make coordination, a fashion coordination system to satisfy the demand should be developed. As the technology of digital clothing which is about reproducing dresses using computer graphic has been activated in the fashion industry, many changes in consumers' life patterns and interests in fashion shopping malls are taking place. Some consumers are increasingly more keenly interested in shopping on the Internet and Smart phones than in offline stores. This study was conducted to understand production of iPhone-based augmented reality fashion fitting contents which is suitable for Koreans' body shape. This system is about designing and materializing UI(User Interface), an augmented reality fitting system, so that users can confirm if they look nice with those fashion items using Smart phones. A new fashion shopping method satisfying user convenience was suggested using the materialized system.

The Elevator Control System Integrated Wire and Wireless based on Information Technology (IT기반 유무선 통합 승강기 제어 시스템)

  • Kim, Woon-Yong
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.2
    • /
    • pp.113-120
    • /
    • 2011
  • The information of the IT convergence has extended through the whole business ares with supplying intelligence terminal such as smart phone and the technology of sensors and wireless networks. And also, the existed industry became to high technology and extended various parts. The industry of the elevator became the center of the life offering the diversification of the user environment access and high building control. In this paper, we suggest the elevator control system integrated wire and wireless based on Information technology. We suggest the service model of user friendly connected by internet. For this, we make the relation model of the elevator system and IT environments and then design the service model for wire service and wireless service using smart phone. It can make to supply efficient information with wire and wireless environments and also make improvement in accessability for the disabled peoples.

A Study on Two-Dimensional Analysis with the Acceptance of High-Tech New Product - Focusing on Smart-Phone's Usefulness Expectancy referring to Product and Application - (하이테크 신제품 수용의 2차원 연구 - 스마트폰의 제품과 애플리케이션 유용성 기대를 중심으로-)

  • Lim, Yang Whan
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.7 no.3
    • /
    • pp.151-162
    • /
    • 2011
  • This study defined acceptance of high-tech new product as user's active using the product such as utilizing application software rather than purchasing it. As exploring factors to effect on customer's acceptance, usefulness expectancy was examined from product side and application side. When investigating the exogenous variables to influence on usefulness expectancy from the product side, customer's product knowledge and social influences are put forward to support the hypothesis. From the application side, customer's knowledge about the application and its trust are put to explain usefulness expectancy of the application. Smart phone users were good subjects for this study and most hypotheses were tested using structural equation model and the results are followings. First usefulness expectancy of the product and of application significantly effect on customer's intention to use high-tech new product and also usefulness expectancy of the product positively effects on which of the application. Second customer's perceived knowledge about the product and social influences impact usefulness expectancy of the product. But third customer's perceived trust toward application didn't any positive impact usefulness expectancy of the application. Through the result, there will be several implications. First, from both of side; product and application, customer's usefulness expectancy should be satisfied to be successful in high-tech products market. Second, customer should be Ieant about advantages of the product and knowledge about the application as well, and then trigger their usefulness expectancy.

Design and Implementation of Real-Time Mobile Remicon Quality Management Program for Field Response of Remicon mixer (레미콘 배합의 현장 즉시 대응을 위한 실시간 모바일 레미콘 품질 관리 프로그램 설계 및 구현)

  • Kim, Suyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.19 no.2
    • /
    • pp.111-117
    • /
    • 2019
  • In this paper, we propose a mobile remicon quality management system to enable inspection and correspondence with a smart phone in the field check of remicon. We also proposed a real-time slump data processing part to digitize field inspection and XML formats for data exchange with the server. We used the smart phone to transmit real-time image about field inspection of remicon and judged the error at the same time. By doing this, we shared the situation of the remicon products in the field and the head office. Based on the actual results, the development technology is used to determine whether the product is abnormal or not, and to provide appropriate information to the company and the site. Based on the analysis of raw material quality data, it is possible to present real time optimal blending ratio according to raw material import with raw material management data, which is the biggest problem of the ready mixed concrete industry.

Digital Generation's Media Use and Political Participation : Focusing on SNS and Smart Phone Use (디지털 융합 세대의 미디어 이용과 정치참여의 특징 : SNS와 스마트폰을 중심으로)

  • Lee, Young-Soo;Kim, Sung-Joong
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.7
    • /
    • pp.39-60
    • /
    • 2019
  • The purpose of this study is to examine new types of political participation using the new media of digital convergence generation. For this purpose, groups were classified according to age and characteristics of media usage to investigate whether there are differences in media-related tendencies, SNS and characteristics of Smartphone usage political-related characteristics, and political participation by types. The results of the study is that the media usage characteristics by generation showed a difference between groups according to the high and low motivation for using media, and there was a generation differences in politics-related characteristics and types of political participation. Digital generation showed lower political involvement, political efficiency and offline political participation than Web 1.0 generation. In addition, political efficacy showed the moderating effect that had the greatest effect on political participation by types.

The Design of Smart-phone Application Design for Intelligent Personalized Service in Exhibition Space (전시 공간에서 지능형 개인화 서비스를 위한 스마트 폰 어플리케이션 설계)

  • Cho, Young-Hee;Choi, Ae-Kwon
    • Journal of Intelligence and Information Systems
    • /
    • v.17 no.2
    • /
    • pp.109-117
    • /
    • 2011
  • The exhibition industry, as technology-intensive, eco-friendly industry, contributes to regional and national development and enhancement of its image as well, if it joins cultural and tourist industry. Therefore, We need to revitalize the exhibition industry, as actively holding an exhibition event. However, to attract a number of exhibition audience, the work of enhancing audience satisfaction and awareness of value for participation should be prioritized after improving quality of service within exhibition hall. As one way to enhance the quality of service, it is thought that the way providing personalized service geared toward each audience is needed. that is, if audience avoids the complexity in exhibition space and it affords them service to enable effective time and space management, it will improve the satisfaction. All such personalized service affordable lets the audience's preference on the basis of each audience profile registered in advance online grasp. and Based on this information, it is provided with exhibition-related information suited their purpose that is the booth for the interesting audience, the shortest path to go to the booth and event via audience's smart phone. and it collects audience's reaction information, such as visiting the booth, participating the event through offered the information in this way and location information for the flow of movement, the present position so that it makes revision of existing each audience profile. After correcting the information, it extracts the individual's preference. hereunder, it provides recommend booth and event information. in other words, it provides optimal information for individual by amendment based on reaction information about recommending information built on basic profile. It provides personalized service dynamic and interactive with audience. This paper will be able to provide the most suitable information for each audience through circular and interactive structure and designed smart-phone application supportable for updating dynamic and interactive personalized service that is able to afford surrounding information in real time, as locating movement position through sensing. The proposed application collects user‘s context information and carrys information gathering function collecting the reaction about searched or provided information via sensing. and it also carrys information gathering function providing needed data for user in exhibition hall. In other words, it offers information about recommend booth of position foundation for user, location-based services of recommend booth and involves service providing detailed information for inside exhibition by using service of augmented reality, the map of whole exhibition as well. and it is also provided with SNS service that is able to keep information exchange besides intimacy. To provide this service, application is consisted of several module. first of all, it includes UNS identity module for sensing, and contain sensor information gathering module handling and collecting the perceived information through this module. Sensor information gathered like this transmits the information gathering server. and there is exhibition information interfacing with user and this module transmits to interesting information collection module through user's reaction besides interface. Interesting information collection module transmits collected information and If valid information out of the information gathering server that brings together sensing information and interesting information is sent to recommend server, the recommend server makes recommend information through inference with gathered valid information. If this server transmit by exhibition information process, exhibition information process module is provided with user by interface. Through this system it raises the dynamic, intelligent personalized service for user.

Implementation of IoT-based Automatic Inventory Management System

  • Choi, Eun-Soo;Kang, Min-Soo;Jung, Yong Gyu;Paik, Jean Kyung
    • International Journal of Advanced Culture Technology
    • /
    • v.5 no.1
    • /
    • pp.70-75
    • /
    • 2017
  • Recent development of IT industry including smart phones and communication technologies has resulted in rapid growth of Internet of Things (IoT) technology and relevant markets. The access to IoT is becoming easier thanks to the boards and IoT products, such as Arduino and Raspberry Pi. Large-scale business sites use IoT technology to manage inventories, but small-scale business sites do not. In the present study, We ported Linux-based Raspbian to Raspberry Pi, It utilizes web server communication to control the Arduino through the application We used a color sensor to figure out the kind of inventory. We also built a database using MySQL to store the data. We used raspberry pi to check whether the proposed system works and apply it to small-scale business.

Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.7 no.3
    • /
    • pp.143-149
    • /
    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

  • PDF