• Title/Summary/Keyword: device access

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Smartphone Color-Code based Gate Security Control

  • Han, Sukyoung;Lee, Minwoo;Mariappan, Vinayagam;Lee, Junghoon;Lee, Seungyoun;Lee, Juyoung;Kim, Jintae;Cha, Jaesang
    • International journal of advanced smart convergence
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    • v.5 no.3
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    • pp.66-71
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    • 2016
  • Smart building gate security control system using smartphone integrated with near field communication (NFC) has become part of daily life usage these days. The technology change in replacing RF NFC device using visible light communication technology based approach growing faster in recent days. This paper propose a design and development of gate security control system using color code based user authentication ID generation as part of an intelligent access control system to control automatic door open and close. In this approach gate security access control use the recent visible light communication technology trends to transfer the user specific authentication code to door access control system using color code on smartphone screen. Using a camera in the door access control system (ACS), color codes on smartphone screens are detected and matched to the database of authenticated user to open the door automatically in gate security system. We measure the visual light communication technology efficiency as a part of the research and the experiments have revealed that more than 95% users authenticated correctly at the suggested experiment environment on gate security control system.

Implementation of Personalized Music Recommendation System using Time-weighting in Mobile Environment (모바일 환경에서 시간에 따른 가중치 부여를 이용한 개인화된 음악 추천 서비스)

  • Park, Won Ik;Kang, Sang Kil
    • Journal of Information Technology and Architecture
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    • v.10 no.2
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    • pp.251-261
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    • 2013
  • The appearance of various mobile Internet environment access to existing networks of mobile devices is easier to tell. In addition, mobile device users to use the wireless environment than a wired environment, user profile information is readily available features. Mobile devices have features that use alone. These characteristics of mobile devices to apply the personalization service is the best system. This paper proposes for mobile device users a personalized mobile music content recommendation service. This service propose to utilizes the user's access history information using time-weighting and collaborative filtering. Access history information can find out information of user interest. Using this information, consider the preference of music genre and time-weighted based on the recommendations makes the music. This method the problem of the traditional music recommendation system, point user's favorite music genre is changing over time do not consider that to solve the problem.

U-Healthcare user's privacy protection protocol with Implantable medical Device of State Information (상태정보에 따른 체내삽입형 장치를 부착한 유-헬스케어 환자의 프라이버시 보호 프로토콜)

  • Jeong, Yoon-Su;Lee, Sang-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.4C
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    • pp.297-306
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    • 2012
  • IT technology of U-healthcare system is being grafted onto medical services and the use of U-healthcare system are extending steadily. However, in case of patients using Implantable Medical Device (IMD) in U-healthcare system, patients' privacy protection and safe access to system recently has emerged as a major issue. This paper proposes a patients' privacy protection protocol to prevent any illegal accesses from third parties as state value and action value are synchronized after patients' information virtualization. The proposed protocol can limit the access range of patients' information according to authentication information of hospitals, doctors, nurses, and pharmacies registered in the U-healthcare server. Additionally, this protocol can increase management efficiency for patients' privacy by synchronizing state values and action values only for approved information and, by instituting this process, third parties cannot easily access patients' information.

S-parameter Analysis for Read and Write Line of MRAM (MRAM read와 write line의 S-parameter 해석)

  • Park, S.;Jo, S.
    • Journal of the Korean Magnetics Society
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    • v.13 no.5
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    • pp.216-220
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    • 2003
  • In this work, transmission characteristics of read and write signal were calculated when a MRAM (magnetic random access memory) cell is operated up to 10 GHz. Test device having long read and write lines was modeled in 3 dimensions to perform a simulation. The simulation was divided into two parts, read and write operations, and S-parameters were computed utilizing FEM (finite element method) algorithm. Transmission coefficients, S$\sub$21/, for read and write operations of MRAM device which was designed for a single cell test configuration were analyzed from DC to 1 GHz and DC to 10 GHz, respectively. When the insulator thickness between the bit and sense lines was increased from 500 to 1500 ${\AA}$, 3 dB attenuation frequency was increased by 3.3 times, from 135 to 430 MHz. The length of the bit and sense lines were 600 ${\mu}$m. In addition, access time was estimated by calculating the propagation delay utilizing S-parameters.

A Bridge Technique of Heterogeneous Smart Platform supporting Social Immersive Game (소셜 실감 게임을 위한 이기종 스마트 플랫폼 브릿지 기술)

  • Jang, S.E.;Tang, J.M.;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.17 no.8
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    • pp.1033-1040
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    • 2014
  • Recently, the concept of mobile content service has changed from providing unilaterally contents for single-device to providing same contents for multi-device. This service should be able to provide diverse contents for multi-devices without platform and specification of multi-device. In this study, we propose a bridge technique of heterogeneous smart platform supporting social immersive game. It is possible to access social immersive game by using a multi-platform bridge. To achieve this, we explain techniques of device connection and data transmission between heterogeneous devices using server-client structure and UPnP. It provides an immersive game environment for multi-user, which is able to play in a public place using big screen.

The Advantages of M-Learning Using The Combination of Digital Content and Mobile Device In Education Field

  • Santoso, Markus;Lee, Byung-Gook
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.123-126
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    • 2012
  • In general, there are 3 subjects of discussion in education field; namely past, present and future. Related with those facts, there is several information or knowledge that relatively hard to be presented in the real world. In this matter, digital content shows its contribution especially in the education field. Digital content can virtually represent the information or knowledge that seems to be difficult to be visualized in the real world before. In this project, researcher develops a mobile device's application that consist the skeleton's 3D virtual content. This application is expected to solve the above explained problem that usually appears during learning human skeleton in senior high-school's biology class. Besides, the application of digital content will make the learning process become easier because the student will have a visual learning tool. Last, the mobile device that is used in this prototype has offer an important beneficial namely mobility beneficial, so that the user can access the content anytime and anywhere.

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A WTLSW Protocol and a Proxy Model to Ensure End-to-End Security for Mobile Devices with Limited Resources (제한된 자원의 무선 단말기를 위한 종단간 보안을 제공하는 WTLSW 프로토콜 및 프록시 모델)

  • Lee, Heon-Guil
    • Journal of Industrial Technology
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    • v.29 no.B
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    • pp.33-39
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    • 2009
  • The need for end-to-end security has been increased with the widespread use of mobile devices in wireless internet access applications such as mobile commerce. The WAP1.x has an end-to-end security problem that the message transmitted between the mobile device and the Web server is decrypted inside the gateway within a short time. To overcome this problem, several protocols including WAP2.0 has been proposed. These protocols require that the heavy modules such as TLS or data compression modules should be installed on the mobile device with limited resources. This paper proposes a new WTLSW(WTLS-TLS at Web server) protocol and a new WAP2.0 proxy model in order to ensure end-to-end security between the mobile device and the Web server and to be appropriate for mobile devices with limited resources.

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A Study on the Penetratrion Testing Next-generation IoT environment(ARMv7 Thumb Architecture) (차세대 IoT환경(ARMv7 Thumb Architecture) 침투테스트에 관한 연구)

  • Kim, Si-Wan;Seong, Ki-Taek
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.585-588
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    • 2016
  • Due to the nature IoT Device (or Sensor) of the IoT System it may be susceptible (or attached) to our daily lives, so easy to direct physical access to IoT Device, which caused physical security is very weak. In this study, we implemented "Zero-Day Attack" on the ARMv7 Thumb Architecture as a direct target local system.

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The Proposed UMA Mode in DMB CAS Authentication Process (비인가 무선접속 모드를 이용한 디지털 멀티미디어 방송의 제한 수신시스템의 인증 제안)

  • Oh, Se-Kab;Kang, Heau-Jo
    • Journal of Advanced Navigation Technology
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    • v.12 no.3
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    • pp.239-244
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    • 2008
  • In this paper refer to the digital multimedia mobile phone with the combination of broadcasting and the communication the unity of wire and wireless solution that can provide the UMA(Unlicensed Mobile Access) function is added. In UNC(Universal Naming Convention) in the case of CAS(Conditional Access System) is supported, the device(mobile phone) is authenticated through AP and then following the method of broadcasting signal the user can view the wanted contents as long as they want and for this matter the service charge system are proposed.

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Throughput Analysis in Vehicular Wi-Fi Networks (Wi-Fi 기반 차량 네트워크에서의 인터넷 처리율 분석)

  • Kim, Won-Jung;Kim, Young-Hyun;Youn, Joo-Sang;Pack, Sang-Heon
    • The KIPS Transactions:PartC
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    • v.18C no.1
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    • pp.45-50
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    • 2011
  • Due to advances in wireless communications and portable terminals, any-time, any-where, and any-device Internet access is possible. In particular, Internet access in moving vehicles is an emerging and challenging issue. Even though a variety studies have been conduced for vehicular networks, little attention is paid to vehicular Wi-Fi networks where a Wi-Fi access point (AP) is installed at the vehicle and the AP is connected to an external base station (BS). In this paper, we conduct a measurement study on the uplink and downlink throughput for Internet access in vehicular Wi-Fi networks. We consider diverse network environments: high-speed train, car, and subway. Measurement results demonstrate that current Internet access in vehicular Wi-Fi networks are not satisfactory for interactive multimedia applications. Therefore, in-depth study on resource management in vehicular Wi-Fi networks is strongly required.