• 제목/요약/키워드: Smart Screen

검색결과 342건 처리시간 0.03초

클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 - (A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents -)

  • 두일철;백재용;신현욱
    • 디지털산업정보학회논문지
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    • 제10권4호
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    • pp.181-195
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    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.

새로운 ICT 기반 서비스에 대한 연구 : N-디바이스 스마트교육 서비스를 중심으로 (A Study on the novel ICT baced Services : Focused on N-Device Smart Education Services)

  • 강상욱;박승범
    • 한국IT서비스학회지
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    • 제11권3호
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    • pp.161-175
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    • 2012
  • A novel concept of ICT based service, which is called N-device service, is proposed and implemented in the form of N-device smart education services. The N-device services are different from the existing N-screen services in terms of the number of devices a user is using for a specific service at the same time. A N-device service consists of several smart devices which are different in size, software and hardware platform, mobility, manufacturer and the like by fully utilizing the characteristic of each device. The major and unique features of N-device services are analyzed and depicted in a strict way. Those are shared role for each device, service by configurable device, one sensor multiple use, real-time data sharing, role shifting and new market creation. It is turned out that the N-device service is more human centric compared with existing ICT based services and can give richer digital experience to users because non-existent services become possible with the new concept. However, there exist several barriers to be implemented and commercialized in the real world. Those include high development cost and time, small market and different application platforms of devices. These barriers can be overcome by technical advances and cooperation between relevant parties. The smart education is very prominent area, in which the novel concept can be applied with high priority because Korean government announced its plan to boost up new educational services with big budget and these are acceptable by enthusiastic Korean parents and students. That's why the N-device service is implemented in the education area, which is called as "livessam(live teacher)," with four smart devices, IPTV, tablet PC, PC and smart phone. By providing both detailed service scenario and techniques, we shows that the novel education service is technically feasible and acceptable by teachers and students.

CPNT 기반 차세대 스마트TV 서비스 기술 (CPNT Based Next Generation Smart TV Service Technology)

  • 홍진우
    • 한국정보통신학회논문지
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    • 제16권6호
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    • pp.1209-1216
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    • 2012
  • 방송과 통신의 융합에 이어 컴퓨팅이 융합되는 기술적 진화에 따라 방송과 인터넷이 연계된 스마트TV가 새로운 미디어 서비스로 부각되고 있다. 따라서, 본 논문에서는 TV와 인터넷의 결합을 기반으로 이용자 친화적인 멀티모달 휴먼 인터페이스에 의한 화면제어가 가능하고, N-스크린 기반으로 방송형, 통신형, 방송통신 융합형, 컴퓨터형 서비스를 제공하는 CPNT기반의 차세대 스마트TV(스마트TV 2.0)의 서비스 기술에 대해 제안하고, 관련 기술의 개념 및 세부 내용에 대해 기술한다.

스마트러닝 환경에서 모바일 콘텐츠가 학습자의 학습만족도에 미치는 영향 (The Influence of Mobile Contents on the learner's learning satisfaction in the Smart Learning Environment)

  • 김창희
    • 디지털산업정보학회논문지
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    • 제9권4호
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    • pp.177-188
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    • 2013
  • Since the world entered the age called "Smart Revolution", there has also been a lot of changes in the field of education. In educational environment, there is a growing interest in smart learning based on mobile contents, with the development of Smart Devices and ubiquitous technology. This paper is about a research on what effects smart learning has on leaner side when learners make active use of mobile contents in this age of Smart Revolution. First, we embodied teaching plans for some practical classes in forms of mobile contents using M-bizmaker. After the learning process based on the embodied contents for students, we analyzed the survey results on 4 sections-their use of apps, screen composition, technical support, interactions. We also studied the results of a questionnaire on 4 sections-contents, information offering, feedback systems, learner assessment-to evaluate their satisfaction. The research suggests that learner satisfaction can be improved with smart learning based on mobile contents embodied for leaners.

BASIC DESIGN OF A SCHEDULING TOOL FOR SMART DEVICES

  • Myunghoun Jang
    • 국제학술발표논문집
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    • The 5th International Conference on Construction Engineering and Project Management
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    • pp.521-524
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    • 2013
  • Schedule management of construction work is important in order to complete construction projects within a given period of time. Many efforts have been made and many tools have been developed in order to manage construction projects by a smart device such as smart phones and smart pads. This research proposed a basic design to manage construction schedules via a smart device using Flash. The interactive and graphic property of Flash enables a field manager to manage schedules easily and efficiently. A basic structure was designed for a user to be able to make and change a schedule by touching the smart device's screen. And a prototype was implemented by Adobe Flash/Flex Builder, it is applied to a sample network in a smart phone.

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스머지 기반의 스마트 기기 지문 인증 공격 연구 (Smudge-Based Smart Device Fingerprint Authentication Attack Study)

  • 김승연;구예은;권태경
    • 정보보호학회논문지
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    • 제28권5호
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    • pp.1113-1118
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    • 2018
  • 스마트 기기에서 지문 인증은 가장 널리 쓰이는 생체 인증 방식이지만 스마트 기기의 특성에 의해 위조 지문에 취약하다. 본 논문에서는 먼저 기기 사용 후 남은 지문 흔적인 스머지를 활용하여 정당한 사용자의 협조 없이 위조 지문을 만들고 실제 상용 스마트폰의 지문 인증 통과가 가능함을 검증하였다. 이러한 스머지 기반 공격을 방지하기 위한 기술적 대응 방법으로 터치 스크린 위에서 지문 인증을 수행하고 UI를 옆으로 끌어서 지문 흔적을 제거하는 방법인 under-screen Touch ID with slide bar가 제안된 바 있다. 본 논문에서는 앞서 제안한 공격 방법과 이에 대한 대응 방법에 관한 사용자 인식을 61명 규모 사용자 설문 연구를 통해 분석하였다.

N-스크린 환경 내 신뢰할 수 있는 금융프레임워크 개발 (Development of Framework for Trusted Financial Service in N-Screen Environment)

  • 김경진;서동수;홍승필
    • 인터넷정보학회논문지
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    • 제13권3호
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    • pp.127-137
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    • 2012
  • 스마트폰, 스마트기기 등의 기술 발전 및 확산은 기존의 IT 분야와 유관 산업이 접목하여 N-스크린 서비스를 제공하면서 이를 기반으로 한 금융거래 서비스가 빠르게 보편화되고 있다. N-스크린 서비스는 새로운 금융 서비스를 제공하는 전환점으로 국내에서도 정책 개선 및 기술향상을 위한 개발을 하고 있지만 아직 제공될 수 있는 금융 서비스의 인프라는 부족한 수준이며, 노출된 유 무선네트워크 환경 내 역공학적인 측면에서도 민감한 금융정보 유출 및 개인정보의 위험 가능성이 나타나고 있다. 본 논문에서는 앞서 제시한 문제점의 해결방안으로 N-스크린 환경 내에서 금융 서비스에 대한 위협 및 취약점을 다각적 측면으로 분석하였으며, 이를 기반으로 안전한 금융 서비스를 제공할 수 있는 금융보안 프레임워크를 제안한다. 또한 제시한 프레임워크를 효과적으로 활용될 수 있도록 정책 및 기술적 설계방안을 통해 가능성을 타진한다.

Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
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    • 제35권6호
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    • pp.960-968
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    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.

N-스크린서비스 환경에서 웹콘텐츠 이동/결합/분리를 고려한 보안 기술 분석 및 협업 서비스 프레임워크 개발 (Research on Technical Requirements of Security for Migration, Combination, and Separation of Web-Contents and Development of Cooperation Service Framework in N-Screen Services)

  • 이호원
    • 한국정보통신학회논문지
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    • 제18권1호
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    • pp.169-176
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    • 2014
  • 스마트 디바이스의 수가 급증함에 따라 다양한 스크린들 간의 협업을 통하여 사용자들에게 새로운 사용자 경험(User Experience)을 제공할 수 있는 N-스크린서비스에 대한 수요가 급증하고 있으며, 이는 사용자들에게 기술적 풍요를 제공하는 동시에 새로운 보안상의 약점을 유발하게 되었다. 본 논문은 기존의 다양한 웹 공격유형에 대하여 분석하고, 미래 N-스크린서비스 시나리오들을 기반으로 웹콘텐츠의 이동/결합/분리를 위한 새로운 보안 요구사항을 제안하고 이를 구체적으로 정리하고 분석해 본다. 또한, N스크린 환경에서 웹콘텐츠의 이동을 통하여 사용자의 개인 정보가 공공 디바이스를 통해 외부로 공개되는 것을 방지할 수 있는 방안이 적용된 N스크린 협업서비스 프레임워크에 대해서 살펴본다.

A Manually Captured and Modified Phone Screen Image Dataset for Widget Classification on CNNs

  • Byun, SungChul;Han, Seong-Soo;Jeong, Chang-Sung
    • Journal of Information Processing Systems
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    • 제18권2호
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    • pp.197-207
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    • 2022
  • The applications and user interfaces (UIs) of smart mobile devices are constantly diversifying. For example, deep learning can be an innovative solution to classify widgets in screen images for increasing convenience. To this end, the present research leverages captured images and the ReDraw dataset to write deep learning datasets for image classification purposes. First, as the validation for datasets using ResNet50 and EfficientNet, the experiments show that the dataset composed in this study is helpful for classification according to a widget's functionality. An implementation for widget detection and classification on RetinaNet and EfficientNet is then executed. Finally, the research suggests the Widg-C and Widg-D datasets-a deep learning dataset for identifying the widgets of smart devices-and implementing them for use with representative convolutional neural network models.