• Title/Summary/Keyword: Ubiquitous School

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Quantizing Personal Privacy in Ubiquitous Computing

  • Ma, Tinghuai;Tian, Wei;Guan, Donghai;Lee, Sung-Young
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.9
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    • pp.1653-1667
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    • 2011
  • Privacy is one of the most important and difficult research issues in ubiquitous computing. It is qualitative rather than quantitative. Privacy preserving mainly relies on policy based rules of the system, and users cannot adjust their privacy disclosure rules dynamically based on their wishes. To make users understand and control their privacy measurement, we present a scheme to quantize the personal privacy. We aim to configure the person's privacy based on the numerical privacy level which can be dynamically adjusted. Instead of using the traditional simple rule engine, we implement this scheme in a complex way. In addition, we design the scenario to explain the implementation of our scheme. To the best of our knowledge, we are the first to assess personal privacy numerically to achieve precision privacy computing. The privacy measurement and disclosure model will be refined in the future work.

A Study on electing and dismissing delegate node of blockchain network (블록체인 네트워크의 대표노드 선출 및 해임에 관한 연구)

  • Jung, Pilsu;Chun, Woojik;Oh, Hyeongseok;Yune, Daeil;Kang, Sungwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.641-644
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    • 2019
  • 블록체인은 탈중앙화된 신뢰 기반 분산 데이터베이스로 높은 신뢰성과 보안성을 제공하지만 기존의 블록체인들은 확장성이 떨어진다는 문제를 지닌다. 이 문제를 해결하기 위해 기존의 방법들은 소수의 대표노드들을 선출하여 합의 과정을 간소화 하려 하였다. 그러나 이러한 시도는 대표 노드를 선출하기 위해 지분 기반 투표 방식을 사용하기 때문에 많은 지분을 가진 노드들에게 권한이 집중될 수 있다는 한계를 갖는다. 본 연구는 이러한 한계점을 해결한 대표노드 선출/해임 모델을 소개한다. 제안 방법은 Raft 의 투표 알고리즘을 확장하여 대표노드의 공정한 선출과 대표노드의 부적절한 행위를 예방한다. 제안 방법은 모델 검증을 통해 도달 가능성, 안전성, 활동성이 확인되었다.

Designing Processes for Ubiquitous-based Sport Business Model (유비쿼터스 기반 스포츠비즈니스모델 설계과정)

  • In, Sang-Woo
    • Journal of Information Technology Services
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    • v.10 no.4
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    • pp.47-65
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    • 2011
  • Business organizations are asked to create new business models utilizing current technological innovations such as ubiquitous computing technology for developing new domains of business to obtain a competitive advantage and achieve a sustainable development. This study was focused on the processes for developing new and practical business models. The purpose of this study was to propose ubiquitous sport business modeling processes from the modeling framework. In particular, this study focused on developing new, pragmatic, and effective sport business models, and this new type of business is defined as 'u-sport.' For design the business model, extensive literature reviews and case studies were conducted for benchmarking the cases and expert group review was conducted for developing u-sport business model framework. The suggested business modeling processes in this study were consisted of four phases; 1) organization strategy level setting phase, 2) business strategy level setting phase, 3) business structure level setting phase, and 4) service level setting phase. The modeling processes were verified to adapt ubiquitous sport business. This designing and modeling process is expected to play a significant role on enhancing the technology-based business environments as the process mainly focuses on the service and consumer oriented approach rather than technology and suppliers oriented approach. In conclusion, establishing sport business models by adapting the service modeling process will deliver an exponential growth and development of future ubiquitous based industry.

Implementation of Ubiquitous Digital Systems and Services (유비쿼터스 디지털 시스템 및 서비스의 구축 사례)

  • Song, Kyo-Sun;Park, Gyeo-Re;Choi, Yu-Raak;Lee, Se-Sang-Pyoung-Hwa;Kim, Min-Young;Kim, Yun-Sam;Cho, Eun-Sun
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.1075-1078
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    • 2005
  • In this paper, we propose a simple middleware for ubiquitous computing systems. Developed with UPnP in Java, it efficiently organizes runtime interactions of devices. To show the feasibility of this system, we implemented a set of customized services based on this middleware. This prototype allows users to enjoy services at various spatial points even while moving around.

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Introduction of New Game Paradigm-Digital Physical Field Game (새로운 게임 패러다임 : 디지털 피지컬 필드 게임)

  • Woo, Tack;Leem, Eek-Su;Wohn, Kwang-Yun
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.3-13
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    • 2010
  • This research will suggest a Digital Physical Field Game (Digital PFG) as a new ubiquitous paradigm. Based on the evolution of videogame paradigm which is affected by the social paradigm evolves, meanings of "participation" and "communication" as an interaction in the videogames are examined. Additionally, a general concept of ubiquitous games and its limitations are also investigated. Based on that, a new game paradigm which contains a concept of ubiquitous games, Digital PFG's main concepts and examples are newly designed and proposed. As contributions of this research, next are expected, such as, improved immersive contents for the serious games and new approaches to the theme and science parks design as a user participated digital contents.

Session Key Exchange and Authentication Scheme between Communication Members in Ubiquitous Networks (유비쿼터스 네트워크 환경에서 커뮤니티 멤버간 인증 및 세션키 교환 기법)

  • Roh, Hyo-Sun;Jung, Sou-Hwan
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.46 no.2
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    • pp.81-88
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    • 2009
  • This paper proposed a session key exchange and authentication scheme on non-interactive key distribution algorithm using a community member's ID in ubiquitous networks. In ubiquitous network environment, User's context-awareness information is collected and used to provide a context-awareness service for someone who need it. However, in ubiquitous network environment, this kind of the Context-awareness information could be abused by a malicious nodes. The proposed scheme using the community member ID provides a session key exchange and mutual authentication between community members, and supports secure data communication. Also, when exchanging the session key and authenticating each other, this scheme reduces communication overhead and authentication delay compared to the AAA server scheme.

A Context Model Comparison Methodology for Developing Generic Context Model used in Ubiquitous Multi-Services (유비쿼터스 멀티 서비스 개발에서의 일반적 상황모형 구축을 위한 상황모형 비교 평가방법론)

  • Park, Tae-Hwan;Kwon, Oh-Hyung
    • Journal of Intelligence and Information Systems
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    • v.13 no.1
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    • pp.29-47
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    • 2007
  • Acquiring context data in a timely and correct way is now regarded as one of the crucial characteristics of the proactive service which runs on ubiquitous computing environment. Moreover, context model should be well designed to provide a solid context-aware system. Since the ubiquitous computing systems aim to provide context-aware services everywhere with any available devices, legacy services which uses context models assuming single or limited domain should be extended enough to be useful even for multi-domain muli-services. This leads us to a motivation to build a generic context model with an appropriate type of model. Hence, the purpose of this paper is to propose a generic context model by assessing a variety of model types with a sort of evaluation measures.

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A Structural Model on Usage Behavior of Ubiquitous Campus Service (유비쿼터스 특성이 U-서비스 이용에 미치는 영향: U-캠퍼스 환경을 중심으로)

  • Park, Cheol;You, Jae-Hyun
    • Information Systems Review
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    • v.8 no.1
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    • pp.81-99
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    • 2006
  • Recently, the area of ubiquitous has gained a great attention both in academics and in business organizations as we are entering an ubiquitous society where people can interact at "anytime" and "anywhere". To preoccupy the leading status for the next generation of IT technology, many countries such as Korea, Japan, and US are concerned the ubiquitous. In this tendency, companies want to identify what factors make people use ubiquitous in order to develop the effective ubiquitous service and to supply the higher quality service. However, prior researches on ubiquitous are focused on technical area such as higher data delivery, efficient compression of images, so they do not have given companies beneficial materials for making fascinating ubiquitous services. To offer the service materials for development, from the viewpoint of the customer, important factors to use ubiquitous services are investigated in this study. Moreover, the study was progressed up to the new area of investigation how much these factors influenced ubiquitous service actual usage. To achieve these goals, Ubiquitous service adopting reflected in ubiquitous service characteristics was suggested in this study. The results of this study are as follows. First, contextual offer, ubiquity, invisibility are positively related to perceived value. Second, perceived value is positively related to usage intention but perceived risk is negatively related to usage intention. Third, usage intention is positively related to usage frequency. Based on these results, managerial implications for ubiquitous service vitalization are discussed. Lastly, the limitation of this research and further research issues are suggested.

Improvements of ENC display module on mobile devices (모바일 기기에서의 전자해도 표출을 위한 디스플레이 모듈의 개선)

  • Lim, Yong-min;Park, Geun-hong;Park, Dae-won;Park, Suhyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.252-254
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    • 2015
  • In the maritime field, desktop-based ENC systems and services have been used for supporting the safe navigation of ship. However, with increasing level of needs for mobile device-based marine information service, ENC systems that provides basis for maritime service needs to be ported to mobile device. It is difficult to directly port desktop ENC system to the mobile devices, because the system operating environment and methods such as process management and memory management of the mobile devices are different from the desktop. In this paper, we analyze the characteristics of the Android-based mobile devices. Based on this, during porting process of desktop-based ENC system to android system, we modified and improved the display module with the characteristics of Android-based mobile devices in mind.

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Context-Aware Active Services in Ubiquitous Computing Environments

  • Moon, Ae-Kyung;Kim, Hyoung-Sun;Kim, Hyun;Lee, Soo-Won
    • ETRI Journal
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    • v.29 no.2
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    • pp.169-178
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    • 2007
  • With the advent of ubiquitous computing environments, it has become increasingly important for applications to take full advantage of contextual information, such as the user's location, to offer greater services to the user without any explicit requests. In this paper, we propose context-aware active services based on context-aware middleware for URC systems (CAMUS). The CAMUS is a middleware that provides context-aware applications with a development and execution methodology. Accordingly, the applications based on CAMUS respond in a timely fashion to contextual information. This paper presents the system architecture of CAMUS and illustrates the content recommendation and control service agents with the properties, operations, and tasks for context-aware active services. To evaluate CAMUS, we apply the proposed active services to a TV application domain. We implement and experiment with a TV content recommendation service agent, a control service agent, and TV tasks based on CAMUS. The implemented content recommendation service agent divides the user's preferences into common and specific models to apply other recommendations and applications easily, including the TV content recommendations.

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