• Title/Summary/Keyword: computer music

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Cybersecurity Threats and Countermeasures of the Smart Home Ecosystem

  • Darem, Abdulbasit;Alhashmi, Asma A.;Jemal, H.A.
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.303-311
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    • 2022
  • The tremendous growth of the Internet of things is unbelievable. Many IoT devices have emerged on the market over the last decade. This has made our everyday life easier inside our homes. The technology used at home has changed significantly over the past several decades, leading to what is known today as the smart home. However, this growth has also brought new challenges to our home security and privacy. With the smart home becoming more mainstream, cybersecurity issues have become a fundamental concern. The smart home is an environment where heterogeneous devices and appliances are interconnected through the Internet of Things (IoT) to provide smart services to residents. These services include home climate control, energy management, video on demand, music on-demand, remote healthcare, remote control, and other similar services in a ubiquitous manner. Smart home devices can be controlled via the Internet using smartphones. However, connecting smart home appliances to wireless networks and the Internet makes individuals vulnerable to malicious attacks. Remote access within the same environment or over the Internet requires an effective access control mechanism. This paper intends to shed light on how smart home devices are working as well as the type of security and privacy threats of the smart home. It also illustrated the types of authentication methods that can be used with smart home devices. In addition, a comparison of Smart home IoT-based security protocols was presented along with a security countermeasure that can be used in a smart home environment. Finally, a few open problems were mentioned as future research directions for researchers.

Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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Aesthetic Education of Young People As a Necessary Condition for Cultural Development of the Individual in Modern Conditions of the Information Society

  • Shevtsova, Olena;Tiutiunnyk, Mariia;Bosyi, Oleksandr;Zharovska, Olena;Patsaliuk, Iryna;Bielikova, Valentyna;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.207-213
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    • 2022
  • The article reveals the problems of aesthetic education of young people as a necessary condition for the cultural development of the individual in the modern conditions of the information society. Aesthetic education should contribute to the formation of a creatively active personality. The basis of aesthetic education of young people in the modern conditions of the information society is the core of artistic culture - art as a unique form of public consciousness that contributes to the spiritual development and improvement of the inner world of a person. The main tasks of aesthetic education are highlighted. It is focused on the formation of aesthetic consciousness and aesthetic behavior of the individual. The formation of true aesthetic and spiritual values of students is impossible without a deep awareness of the national foundations of culture, which combines science (including technology), education, art, morality, way of life and worldview, and most importantly its information component - information culture. The effectiveness of aesthetic education of students largely depends on the skillful use of various methods and means by teachers. Aesthetic education of students involves a qualitative change in the level of their aesthetic culture in the modern conditions of the information society. In the era of information and computer technologies, the main Institute for aesthetic education of young people, as a necessary condition for the cultural development of the individual, is mass media. Television stands out especially because it has several information series (audio and video sequence), multiplied by the efficiency of providing information that increases several times compared to paper media, which allows you to report directly during the event.

Multiplication table Study related to Elementary Music (초등학교 교과서 음악과 연계한 구구단 학습법)

  • Lee, Hyunl-Jung
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.273-279
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    • 2007
  • 수학은 생활의 기본이 되는 도구 교과이다. 그 중에서 아동들이 가장 중요하지만 어려워하고 후속 학습에까지 영향을 미치는 것은 구구단이다. 고학년이 되어서까지 곱셈 구구를 못 외우는 학생들은 지도가 어려울 뿐만 아니라 이후에도 지속적으로 수학 학습에서 뒤떨어지게 된다. 하지만 암기가 중심이 되는 부분이라 다른 것들보다 학습의 흥미가 떨어지고 시기를 놓치면 학습이 점점 더 어려워지는 단점이 있다. 이에 지금까지 어려웠던 어렵고 암기위주로 흘러가던 구구단을 음악과 연결시켜 보는 것은 어떨까란 생각을 하게 되었다. 여기에서 쓰이는 음악들은 모두 초등학교 교과서에 있는 음악으로 아동들이 친숙하게 느낄 수 있는 음악들이다. 이 소프트웨어는 2학년 뿐만 아니라 구구단을 어렵게 느끼는 고학년의 학습에도 도움이 되도록 제작하였다. 프로그램은 전체 구구단인 2$\sim$9단을 다루도록 하였으며, 각 단은 4개의 파트로 구성되어 있다. 1단계에서는 1-각 수까지 반복해서 세는 연습을 하였고, 2단계에서는 반복했던 수를 연결하여 띄어세기 연습, 3단계에서는 2단계에서 했던 띄어세기를 확장하여 구구단 연습을 해 볼 수 있도록 하였다. 정리단계에서는 각단의 구구단을 랜덤으로 배치하여 구구단의 복습이 될 수 있도록 하였다. 2,4,5,6,8단은 각기 박자에 맞춰서 구구단을 외우는 것이고 5,7 단은 박자에 맞추기 어려우므로 글자수에 맞춰서 구구단을 외우도록 하였다. 박자에 맞추는 것이 주가 아니라 수학을 배우는 것이 중심이므로 틀린 박자에 맞는 숫자를 누르는 것은 반응하지 않도록 하였다. 구구단 중간에 있는 수까지를 전부 제시함으로써 큰수와 띄어세기 그리고 구구단과의 관계를 이해할 수 있도록 하였다.

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Development of a Context Middleware supporting Context-Awareness in Ubiquitous Computing Environment (유비쿼터스 컴퓨팅 환경에서 상황인식을 지원하는 컨텍스트 미들웨어 개발)

  • Shim, Choon-Bo;Shin, Yong-Won
    • Journal of Intelligence and Information Systems
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    • v.11 no.1
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    • pp.53-63
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    • 2005
  • Adaptive services need to become as mobile as their users and be extended to take advantage of the constantly changing context in which they are accessed. Context-awareness is a technology to facilitate information acquisition and execution by supporting interoperability between users and devices based on users' context. The objective of this study is to develop a middleware fer dealing with context-awareness in ubiquitous computing. To achieve it, our middleware plays an important role in recognizing a moving node with mobility by using a bluetooth wireless communication technology as well as in executing an appropriate execution module according to the context acquired from a context server. In addition, for verifying the usefulness of the Proposed middleware, we develop an application system which Provides a music playing service based on context information by using our context middleware.

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A Study on Valuation about Acoustic Performance utilizing Auditory-Evocation for Grand Performance Hall of G Art Hall (가청화를 이용한 G예술회관의 대공연장 음향 성능평가에 관한 연구)

  • Kim, Nam-Don;Yun, Jae-Hyun;Kim, Jae-Soo
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.05a
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    • pp.623-627
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    • 2007
  • In case of the Grand Performance Hall, in view of its distinctiveness, since various Assembly Activity as well as Lecture together with the use for Music are important besides the purpose of Performance itself, the consideration with regard to the sound environment which enables to minimize the acoustic defect has appeared on the stage as an essential factor. On this viewpoint, this Study has attempted to examine the acoustic satisfaction degree and its response regarding to the grand performance hall by means of the measurement and valuation about the psychological volume of human-being using the auditory-evoked technology that possible to experience the Virtual Sound Field at the designing stage, after practice of the optimized acoustic design for the object of the grand performance hall on the step of construction. As the result of auditory-evocation, it was known that the valuation about the acoustic performance after reformation has been improved affirmatively than before reformation. It is considered that such outcome of the study could be utilized as the useful material that enables to improve the curtailment effect of construction cost and the acoustic performance, by means of the presupposition control about the acoustic problem from the stage of design, for the occasion when the similar Performance Hall is planning to build, hereafter.

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Predicting Arab Consumers' Preferences on the Korean Contents Distribution

  • Park, Young-Eun;Chaffar, Soumaya;Kim, Myoung-Sook;Ko, Hye-Young
    • Journal of Distribution Science
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    • v.15 no.4
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    • pp.33-40
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    • 2017
  • Purpose - This study aims to examine the analysis of pattern on Arab countries consumers' preferences of the Korean Contents using social media, Facebook since Korean entertainment contents have been distributed in the global marketplace. Then we focus on developing Predictive model using a Data Mining Technique. Research design, data and methodology - In order to understand preference growth of Korean contents in Arabic countries, we- collected data from two popular Facebook pages: 'Korean movies and drama' and 'K-pop'. Then, we adopted a data-driven approach based on Data Mining techniques. Results - It is obvious that the number of likes for K-pop will increase for all North African and Middle Eastern countries, however concerning Korean Movies and Drama except Tunisia it is decreasing for Algeria, Egypt and Morocco. Also, concerning Saudi Arabia and United Arab Emirates, the number of likes will decrease for Korean Movies and Drama which is not the case for Iraq. Conclusions - It is noted in this study that K-contents such as drama, movie and music are sometimes a gateway to a wider interest in Korean culture, food and brands. Moreover, this study gives significant implications for developing predictive model to forecast Korean contents' consumption and preferences.

A Comparison on the Trend of Preference about Classroom for Special Purposes Related with School Relocation in Elementary School - Concentrated on the relocation-needed elementary schools in Kwangju city - (교사재배치(校舍再配置)를 위한 초등학교(初等學校) 특별교실(特別敎室) 선호경향(選好傾向) 비교(比較) - 광주광역시(光州廣域市) 교사재배치(校舍再配置) 대상(對象) 초등학교(初等學校)를 중심(中心)으로 -)

  • Jeong, Joo-Seong;Choi, Byung-Kwan;Park, Young-Sook;Rieu, Ho-Seoup
    • Journal of the Korean Institute of Educational Facilities
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    • v.9 no.2
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    • pp.15-24
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    • 2002
  • This study is performed to understand a trend of preference about classroom for special purposes related with elementary school relocation. It is anayzed based on the questionnaire of teachers at work in the two schools having similar educational environment. The results showed that it is desirable to locate rooms for science or practice in low story and music room in the lowermost or uppermost story. Rooms for art, linguistic education and computer had not limited any place. It is shown that the scale of each preparation room is significantly different with each grade and more large scale is needed in higher grade. These results reflect that the present arrangement of classrooms for special purposes is not adequate and require more reasonable arrangement with the grade in the architectural plans for relocation-needed elementary schools.

A Study of the Children′s Afher-School Life and the Mothers′ needs on the After-School Care Program; The Comparison of Low-Income Families with Middle -income in Masan/Changwon Area (초등학교 아동의 방과후 생활실태 및 방과후 아동지도에 대한 어머니의 요구 조사;마산과 창원 지역 저소득층과 중류층을 중심으로)

  • 권민균
    • Journal of the Korean Home Economics Association
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    • v.39 no.7
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    • pp.1-19
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    • 2001
  • The purpose of this study are (1) to examine the types and the after-school child care for children from low-income(106) and middle-income(99) families and (2) to examine the needs and expectations for after-school child care program of low-income(107) and middle-income(100) mothers. The findings of this study are as follows ; (1) The percentage of self-care among children from low-income families are higher than the children from middle-income families. The after-school activities mainly consist of arts, music, physical and computer lessons. (2) The needs on the after-school care program with non-profit basis which is managed by public welfare systems are higher among the low-income mothers than the middle-income mothers. Many mothers want professional, non-profit, systematic and formal after-school care programs. Some suggestions are proposed for after-school care program which can meet needs of the children and the mothers from diverse economic and social backgrounds.

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An Experimental Study on the Effect of Holding and Compression Pressures on The Birefringence Distribrtion in Injection-Modeled Disks (보압 및 압축이 원반형 사출품내의 복굴절 분포에 미치는 영향에 관한 실험적 연구)

  • Son, Jeong-Jin;Yun, Gyeong-Hwan
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.24 no.5 s.176
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    • pp.1323-1330
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    • 2000
  • Recently, injection molding process became more popular than ever to produce large quantities of high precision products or optical products. Especially, optical disk that was made by injection mol ding process has been used for many years as a music play media or computer sub-device. The density of data in disk media has been increased continuously. But those optical disks can cause sensorial problems because of high birefringence or deformation from the residual stresses in the media. Therefore, it is necessary to study the effects of various process conditions on the final bireffingence structure in injection-molded disks for producing precision injection-molded products. In the present paper we have focussed on the effect of holding and compression pressures on the optical anisotropy remaining in the MOD by examining the gapwise distribution of birefringence and extinction angle. The effect of holding pressure was found to form the inner two bireffingence peaks. But the effect of compression pressure on the bireffingence distribution was found to make the uniform distribution near the center in the gapwise direction. Finally, the value of the birefringence near the wall decreased as the mold temperature increased.