• Title/Summary/Keyword: User Device Framework

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A Study on Implementation of Efficient Patient Care Application System Using RFID (RFID를 이용한 효율적인 환자관리 애플리케이션 시스템 개발에 관한 연구)

  • Hong In-Sik;Baek Jang-Mi
    • Journal of Korea Multimedia Society
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    • v.8 no.8
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    • pp.1142-1151
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    • 2005
  • Various kinds of studies for building up U-Korea are now underway. Especially, RFID comes into the spotlight as a core technology of Ubiquitous. Though, the development of higher levels of application is far behind the hardware-based technology in RFID application system. For that reason, In this paper suggests technology using RFID on Ubiquitous and embodies the effective health care application which is one of the application services of user-centered environment It realizes the system which enables us to manage and send data about changing prescriptions and locations of patients effectively under the basis of RFID tag and mobile devices. It also provides the high quality of practical effectiveness of entire system throughout the realization of applications of application server and mobile device. on the basis of framework for providing the various kinds of services and physical elements.

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A Framework of User Authentication for Financial Transaction based Multi-Biometrics in Mobile Environments (모바일 환경에서 다중 바이오인식 기반의 금융 거래를 위한 사용자 인증 프레임워크)

  • Han, Seung-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.143-151
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    • 2015
  • Biometric technology has been proposed as a new means to replace conventional PIN or password because it is hard to be lost and has the low possibility of illegal use. However, unlike a PIN, password, and personal information there is no way to modify the exposure if it is exposed and used illegally. Therefore, the existing single modality with single biometrics is critical when it expose. However in this paper, we use a multi-modality and multi-biometrics to authenticate between users and TTP or between users and financial institutions. Thereby, we propose a more reliable method and compared this paper with existed methods about security and performance in this paper.

Efficient Mobile Writing System with Korean Input Interface Based on Face Recognition

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.49-56
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    • 2020
  • The virtual Korean keyboard system is a method of inputting characters by touching a fixed position. This system is very inconvenient for people who have difficulty moving their fingers. To alleviate this problem, this paper proposes an efficient framework that enables keyboard input and handwriting through video and user motion obtained through the RGB camera of the mobile device. To develop this system, we use face recognition to calculate control coordinates from the input video, and develop an interface that can input and combine Hangul using this coordinate value. The control position calculated based on face recognition acts as a pointer to select and transfer the letters on the keyboard, and finally combines the transmitted letters to integrate them to perform the Hangul keyboard function. The result of this paper is an efficient writing system that utilizes face recognition technology, and using this system is expected to improve the communication and special education environment for people with physical disabilities as well as the general public.

A study on macro detection using information of touch events in Android mobile game environment (안드로이드 모바일 게임 환경에서의 터치 이벤트 정보를 이용한 매크로 탐지 기법 연구)

  • Kim, Jeong-hyeon;Lee, Sang-jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1123-1129
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    • 2015
  • Macro(automatic hunting) of mobile game is a program that touch the screen by defined rules like a game bot in PC online games, and it is used by make various ways like android application or windows application program. This gives honest users deprivation and make to lose their interest. Finally they would leave the game and gradually game life would be shorten. Although many studies to prevent these problems in PC online game are conducted, applying mobile game to PC's way is difficult because mobile games are limited to use the network and device performance is different with PC. In this paper, we propose a framework for macro detection by using the touch event information. A touch event on the mobile game is a necessary control command to the game. Because macro touches the screen with the same pattern, there is a difference between normal user's behavior and macro's operation. In mobile games that casual games are mostly, Touch event is the best difference that identify normal user against macro for a short period of time. As a result of detecting macros used in real mobile game by using the proposed framework it showed 100% accuracy and 0% false positive rate.

A Hand Gesture Recognition System using 3D Tracking Volume Restriction Technique (3차원 추적영역 제한 기법을 이용한 손 동작 인식 시스템)

  • Kim, Kyung-Ho;Jung, Da-Un;Lee, Seok-Han;Choi, Jong-Soo
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.6
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    • pp.201-211
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    • 2013
  • In this paper, we propose a hand tracking and gesture recognition system. Our system employs a depth capture device to obtain 3D geometric information of user's bare hand. In particular, we build a flexible tracking volume and restrict the hand tracking area, so that we can avoid diverse problems caused by conventional object detection/tracking systems. The proposed system computes running average of the hand position, and tracking volume is actively adjusted according to the statistical information that is computed on the basis of uncertainty of the user's hand motion in the 3D space. Once the position of user's hand is obtained, then the system attempts to detect stretched fingers to recognize finger gesture of the user's hand. In order to test the proposed framework, we built a NUI system using the proposed technique, and verified that our system presents very stable performance even in the case that multiple objects exist simultaneously in the crowded environment, as well as in the situation that the scene is occluded temporarily. We also verified that our system ensures running speed of 24-30 frames per second throughout the experiments.

Efficient Privacy-Preserving Duplicate Elimination in Edge Computing Environment Based on Trusted Execution Environment (신뢰실행환경기반 엣지컴퓨팅 환경에서의 암호문에 대한 효율적 프라이버시 보존 데이터 중복제거)

  • Koo, Dongyoung
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.9
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    • pp.305-316
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    • 2022
  • With the flood of digital data owing to the Internet of Things and big data, cloud service providers that process and store vast amount of data from multiple users can apply duplicate data elimination technique for efficient data management. The user experience can be improved as the notion of edge computing paradigm is introduced as an extension of the cloud computing to improve problems such as network congestion to a central cloud server and reduced computational efficiency. However, the addition of a new edge device that is not entirely reliable in the edge computing may cause increase in the computational complexity for additional cryptographic operations to preserve data privacy in duplicate identification and elimination process. In this paper, we propose an efficiency-improved duplicate data elimination protocol while preserving data privacy with an optimized user-edge-cloud communication framework by utilizing a trusted execution environment. Direct sharing of secret information between the user and the central cloud server can minimize the computational complexity in edge devices and enables the use of efficient encryption algorithms at the side of cloud service providers. Users also improve the user experience by offloading data to edge devices, enabling duplicate elimination and independent activity. Through experiments, efficiency of the proposed scheme has been analyzed such as up to 78x improvements in computation during data outsourcing process compared to the previous study which does not exploit trusted execution environment in edge computing architecture.

An Application-Independent Multimedia Adaptation framework for the Mobile Web (모바일 웹을 지원하는 응용 독립적 멀티미디어 적응 프레임워크)

  • Chon, Sung-Mi;Lim, Young-Hwan
    • Journal of Internet Computing and Services
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    • v.6 no.6
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    • pp.139-148
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    • 2005
  • The desired level for multimedia services in the mobile web environment, the next generation web environment, is expected to be of PC level quality. And great efforts have been made in the development of hadware technology, communication technology, various kinds of services and standardization to support these services, In the mobile web environment, multimedia contents adaptation services should be available through supporting various kinds of devices, network abilities and users' preferences. It means that due to the variety of both desired devices' hardware specifications, called destinations, and desired QoSes, the QoSes in the destinations are not fixed or defined. If a new user wants to stream multimedia contents in a server through a new kind of terminal device, it should be considered whether the existing transcoders are able to adapt the multimedia contents. However, the existing libraries for multimedia adaptation have heavy transcoder figures which include all adaptive functions in one library, The challenge of universal access is too complex to be solved with these all in one solutions. Therefore, in this paper we propose an application independent multimedia adaptation framework which meets the QoS of new and varied mobile devices. This framework is composed of a group of unit transcoders having only one transcoding function respectively, Instead of heavy transcoders. Also, It includes the transcoder manager supporting the dynamic connections of the unit transcoders in order to satisfy end to end QoS.

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Design to Realtime Test Data Topic Utilize of Data Distribution Service (데이터 분산 서비스를 활용한 실시간 시험자료 토픽 설계)

  • Choi, Won-gyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.7
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    • pp.1447-1454
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    • 2017
  • The realtime test data topic means that process for the data efficiently from many kinds of measurement device at the test range. There are many measurement devices in test range. The test range require accurate observation and determine on test object. In this realtime test data slaving framework system, the system can produce variety of test informations and all these data also must be transmitted to test information management or display system in realtime. Using RTI DDS(Data Distribution Service) middle ware Ver 5.2, we can product the efficiency of system usability and QoS(Quality of Service) requirements. So the application user enables to concentrate on applications, not middle ware. As the reason, Complex function is provided by the DDS, not the application such as Visualization Software. In this paper, I suggest the realtime test data topic on slaving framework of realtime test data based on DDS at the test range system.

Design of a Personal-Led Health Data Management Framework Based on Distributed Ledger (분산 원장 기반의 개인 주도적 건강 데이터 관리 프레임워크 설계)

  • Moon, Junho;Kim, Dongsoo
    • The Journal of Society for e-Business Studies
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    • v.24 no.3
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    • pp.73-86
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    • 2019
  • After the 4th industrial revolution, the healthcare industry is striving to find new business models through new technologies. Among them, blockchain technology is one of the technologies that have great interest in the healthcare industry. Most providers of personal health record systems have difficulty in securing marketability due to various problems. Therefore, they try to integrate blockchain technology to develop new systems and gain marketability. However, blockchain has limitations in solving the problems of the personal health record system. In this study, we have designed a personalized health data management framework that enables information subjects to acquire full ownership rights of individual's health data, based on distributed ledger technology. For the framework design, we refer to the structure of R3 Corda. It was designed with a different network structure than the existing blockchain systems so that the node can be operated on the personal user's mobile device. This allows information subjects to directly store and manage their own data and share data with authorized network members. Through the proposed system, the information utilization of the healthcare industry can be improved and the public health promotion and medical technology development can be realized.

gABC: A Text Entry Framework using Gamepad (gABC: 게임패드를 이용한 문자 입력 방법)

  • Min, Kyung-Ha
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.67-76
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    • 2007
  • As the performance of game consoles is so highly progressed that services such as internet browsing become available on the consoles, the need for text input schemes on game consoles is rapidly raised. In this paper, we present a text input method of alphabet characters and several symbols using a gamepad, which is a widely used input device for most game consoles. Just like other text input methods using gamepad, our method allows users to enter texts by manipulating the gamepad with a user interface displayed on the screen of the console. A key idea of this paper is to present the user interface that is similar to the $4{\times}3$ keypad on mobile phones. The motivation of this idea is a principle that the experience of using a text input tool can be transferred to another tool that has similar interface. Another motivation is that the keyboard-based interface is too complex to be easily manipulated by simple input from a keypad, which is four orthogonal directions and several fire signals. Since most of keys on keypad of $4{\times}3$ keys are represented by a combination of two orthogonal directions, users feel easier in entering texts using keypad-based interface. We prove this argument in this paper by a user test of ten subjects. After about two experiment sessions, subjects reach 13 WPM in average, which proves that the proposed text input method enables much faster text input than the existing keyboard-based text input methods.

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