• Title/Summary/Keyword: Smart-device

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Development of multi arcade game platform applying smart devices (스마트 디바이스 기반의 멀티 플랫폼 아케이드 게임 개발)

  • Yun, Chang Ok;Kim, Jun Hong;Ju, Woo Suk;Yun, Tae Soo
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.119-130
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    • 2015
  • In the recent gaming industry, the paradigm has been changed with upcoming core-platform as time goes by. Arcade, console, PC online and smart device platforms are representative ones. In recently, the platform is changed to multi-platform which connecting to smart device and other platforms. Besides, the multi-platform without PC is up-coming. This paper suggests that a kind of multi-platform which connecting from smart devices to arcade devices be aware of lack of continuous. It provides a new arcade gaming condition connecting to smart devices, then supplies online network conditions to the arcade gaming machine. The original arcade game was lack of continuous and the game platform was so simple, but now, it could be focused from players by connecting to smart devices to increase the gaming machines' continuity. Furthermore, Bluetooth communication module and wireless Wi-Fi communication module are used to adapt various communication environments. The Unity3D engine would make contents' expandability.

A study on user satisfaction in TUI environment (TUI 환경의 유저 사용 만족도 연구)

  • Choi, heungyeorl;Yang, seungyong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.113-127
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    • 2015
  • An interface in smart device environment is changing to TUI(touch user interface) environment where a system is being controlled by physical touch, differently from a system controlled through conventional mouse and keyboard. What is more important than anything else in this TUI environment is to implement interface in consideration of learn ability and cognitive constructivism according to user's experience. Therefore, now is the time when it is necessary to carry out various studies on smart content design process going a step farther together with discussing the details of user's experience factor. Hence, this study was intended to look into what effect a user's experiential traits had on the production of contents for the purpose of measures for improving TUI user satisfaction in order to effectively realize contents in smart environment. Results were yielded by using a statistical empirical analysis such as cross-tabulation analysis according to important variable and user, paired t-test, multiple response analysis, and preference frequency analysis of user preference on the basis of a survey. As a result, a system was presented for implementing DFSS(Design For Six Sigma) process. TUI experience factor can be divided into direct habitual experience, direct learning experience, indirect habitual experience, and indirect learning experience. And in the results of study, it was possible to find that the important variables of this study had a positive effect on the improvement of use satisfaction with contents on the whole according to the user convenience of smart contents. This study is expected to have a positive effect on efficient smart device-based contents production by providing objective information according to empirical analysis to smart media-based developer and designer and presenting a model for improving the changed TUI usability.

Design and Implementation of Free Choice Activity Management System based on Smart Education (스마트교육 기반 자유선택활동 운영시스템 설계 및 구현)

  • Kim, Kyung-Min;Park, Hyun-Sook
    • The Journal of Korean Association of Computer Education
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    • v.22 no.3
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    • pp.123-133
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    • 2019
  • The purpose of this study is to establish Smart Education Environment for children's personalized learning based on the data are accumulated by Smart Device which is one of element on Smart Education. In this study, we propose the operational improvement plan for the free choice activity in the 5-year-old kindergarten and also implement the Free Choice Activity(FCA) management system for children to select and to evaluate the play plans for themselves. Children participating in this study have fun the whole time for the process of self-planning, the playing activities and the self-assessment of playing. As a result, it is confirmed that children participate actively in decision-making of interesting areas through the smart device than the traditional education environment before. A single teacher using FCA management system with smart device in this study can get useful information without difficulty of individual child's interests, learning and the statistics of children in the classroom.

Proposal of Hostile Command Attack Method Using Audible Frequency Band for Smart Speaker (스마트 스피커 대상 가청 주파수 대역을 활용한 적대적 명령어 공격 방법 제안)

  • Park, Tae-jun;Moon, Jongsub
    • Journal of Internet Computing and Services
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    • v.23 no.4
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    • pp.1-9
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    • 2022
  • Recently, the functions of smart speakers have diversified, and the penetration rate of smart speakers is increasing. As it becomes more widespread, various techniques have been proposed to cause anomalous behavior against smart speakers. Dolphin Attack, which causes anomalous behavior against the Voice Controllable System (VCS) during various attacks, is a representative method. With this method, a third party controls VCS using ultrasonic band (f>20kHz) without the user's recognition. However, since the method uses the ultrasonic band, it is necessary to install an ultrasonic speaker or an ultrasonic dedicated device which is capable of outputting an ultrasonic signal. In this paper, a smart speaker is controlled by generating an audio signal modulated at a frequency (18 to 20) which is difficult for a person to hear although it is in the human audible frequency band without installing an additional device, that is, an ultrasonic device. As a result with the method proposed in this paper, while humans could not recognize voice commands even in the audible band, it was possible to control the smart speaker with a probability of 82 to 96%.

Development of u-Lifecare Monitoring System Device (u-라이프케어 모니터링 시스템 단말기 개발)

  • Choi, Dong-Oun;Kang, Yun-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.7
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    • pp.1533-1540
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    • 2012
  • u-Life care device collect body bio formation, and classify and store them in exercise patterns. Afterwards, the devices send the data through bluetooth wireless communication to the smart phones which set Google Android operation system at regular intervals. The information is checked out through application. u-Life care device calculates calories spent a day after monitoring activity quantity with 3-axis acceleration sensor. The device judges the status of health through body data mining and consults tailored exercise treatment. When sending body data, the device sends them in smart phone through Blue Tooth wireless communication at once. So, as a strong point, the device doesn't need mobile gateway or home gateway used for sending to web server information sensed from exercise life care products.

Design and Implementation of DGPS device-based on Smart Phone (스마트폰 기반의 DGPS 단말 설계 및 구현)

  • Bang, Sungmin;Hong, Sungsu
    • KIISE Transactions on Computing Practices
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    • v.21 no.12
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    • pp.798-803
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    • 2015
  • DGPS is a technology that can improve the positioning precision of the existing GPS based on the correction information regarding reference station. Although the country is currently building infrastructure for DGPS correction information to be transmitted, it is being used only in limited areas for which DGPS expensive equipment is required. By enabling the development of the DGPS device using the smart phone, this limitation can be overcome, DGPS can be applied for various location-based services, and the implementation of the new model of location-based services may be enabled. In this paper, we introduce the development of a DGPS device for which high-precision positioning is possible using DGPS correction information received via the DMB network or mobile network in the smart phone environment.

Study on the Photoelectric Composite Cable for Hybrid Interconnection Implementation (Hybrid 인터커넥션 구현을 위한 광전 복합케이블 제작에 관한 연구)

  • Kim, Jae-Yeol;You, Kwan-Jong;Park, Ryeok
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.16 no.3
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    • pp.138-145
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    • 2017
  • With the increasing use of smart electronic devices, the size of the related I/O interface market is increasing rapidly. Demand is also growing for the continuous increase of data and video signals-such as faster data processing speed and data storage capacity-in the smart electronic device input/output interface market. Currently, the POF hybrid cable used in the smart electronic device input / output interface market cannot transmit over a long distance because the optical loss is too large, and the GOF hybrid cable is both vulnerable to bending and other sudden outside changes, and expensive. Therefore, in this study, the design and fabrication of a GOF hybrid cable and fiber guide were carried out in order to develop a cable which can easily withstand external impact, has low optical losses, and meets the demand for continuous data and video signal increase in the smart electronic device input / output interface market.

Study on Smart Office Functionality Utilizing KEPCO Gateway (한전 Gateway를 활용한 Smart Office 기능 연구)

  • Nam, Kang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.11
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    • pp.1107-1112
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    • 2016
  • This study is the Smart Office features that take advantage of KEPCO eIoT(: energy Internet of Thing) platform, and it's Network configuration is composed of sensing device, gateway, platform, and the service server. The key features are parts for processing protocol data between the gateway and the device using LoRa(: Long Range) technology, Intelligent applications and public safety data connected to the PS-LTE(: Public Safety-Long-Term Evolution) system. And the resource tree provided Smart Office for the service, which commonly used in the application server and the device.

Smart device applications development using augmented reality (증강현실을 이용한 공간배치 애플리케이션 개발)

  • Park, Geunhong;Kwon, Doowy;Park, Suhyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.305-306
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    • 2013
  • Purchasing activity of current market is the way that consumers purchase goods that see for themselves or use the Internet. The consumer want to put the good especially such as furniture in where they want to place. As a result, consumer need to improve the quality of life and meet the consumer's needs that pre-positioned goods and can view this information using the becoming popular smart device. Therefore, in this study, developing smart device applications using augmented reality, thereby propose a new way of buying in changing to smart society.

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Fingerprint Smudge Attacks Based on Fingerprint Image Reconstruction on Smart Devices (지문 영상 복원 기반의 스마트 기기 지문 스머지 공격 연구)

  • Lee, Hoyeon;Kwon, Taekyoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.2
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    • pp.233-240
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    • 2017
  • Fingerprint authentication identifies individuals based on user specific information. It is widely used as it is convenient, secure and has no risk of leakage, loss, or forgotten. However, the latent fingerprints remaining on the smart device's surface are vulnerable to smudge attacks. We analyze the usage patterns of individuals using smart device and propose methods to reconstruct damaged fingerprint images using fingerprint smudges. We examine the feasibility of smudge attacks with frequent usage situations by reconstructing fingerprint smudges collected from touch screens. Finally, we empirically verify the vulnerability of fingerprint authentication systems by showing high attack rates.