• Title/Summary/Keyword: digital device

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The Study on Forensic Techniques of Chromebook (크롬북 포렌식 기법에 관한 연구)

  • Yoon, Yeo-Kyung;Lee, Sang-Jin
    • Journal of Digital Forensics
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    • v.12 no.3
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    • pp.55-70
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    • 2018
  • With the diversification of mobile devices, the development of web technologies, and the popularization of the cloud, an internet-centric web OS that is not dependent on devices has become necessary. Chromebooks are mobile devices in the form of convertible laptops featuring a web OS developed by Google. These Web OS mobile devices have advantages of multi-user characteristics of the same device and storage and sharing of data through internet and cloud, but it is easy to collect and analyze evidence from the forensic point of view because of excellent security and easy destruction of evidence not. In this paper, we propose an evidence collection procedure and an analysis method considering the cloud environment by dividing the Chromebook, which is a web OS mobile device popularized in the future, into user and administrator modes.

Research related to the development of an age-friendly convergence system using AI

  • LEE, Won ro;CHOI, Junwoo;CHOI, Jeong-Hyun;KANG, Minsoo
    • Korean Journal of Artificial Intelligence
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    • v.10 no.2
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    • pp.1-6
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    • 2022
  • In this paper, the research and development aim to strengthen the digital accessibility of the elderly by developing a kiosk incorporating AI voice recognition technology that can replace the promotional signage currently being installed and spread in the elderly and social welfare centers most frequently used by the digital underprivileged. It was intended to develop a converged system for the use of bulletin board functions, educational functions, and welfare center facilities, and to seek ways to increase the user's digital device experience through direct experience and education. Through interviews and surveys of senior citizens and social welfare centers, it was intended to collect problems and pain Points that the elderly currently experience in the process of using kiosks and apply them to the development process, and improve problems through pilot services. Through this study, it was confirmed that voice recognition technology is 2 to 6 times faster than keyboard input, so it is helpful for the elderly who are not familiar with device operation. However, it is necessary to improve the problem that there is a difference in the accuracy of the recognition rate according to the surrounding environment with noise. Through small efforts such as this study, we hope that the elderly will be a little free from digital alienation.

Market Trends of Public Display System and Role of ESL Device (퍼블릭 표시장치의 시장동향 및 ESL 소자의 역할)

  • Kim, Young-Cho
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.6_2
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    • pp.1029-1036
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    • 2022
  • The traditional outdoor advertising market has been stagnant recently, but the digital advertising market has been steadily increasing, and the digital signage market has been expanding despite the recent corona pandemic. However, in terms of hardware, new displays are required due to excessive power consumption, lack of visibility in sunlight, and continuous operating expenses. Since the e-paper display does not require a light emitting device therein, it is advantageous to solve above problems. In addition, it has the advantage of consuming power only when converting an image due to bistability, so it is suitable as hardware that implements images rather than moving pictures. Currently, one of the most successful examples of commercializing e-paper displays is ESL devices. According to a recent market study, the market for large-sized panels larger than 10 inches has grown at an annual rate of 21.6%, and the market is expected to exceed 30% by 2026. It is judged that it will be relatively easy to apply the roll-to-roll technology, which is currently developing the technology applied to OLED, to the e-paper display. Therefore, mass production technology and market expansion for ESL panel enlargement are expected, and a new market is also expected to be formed at the same time. New markets will be traffic signs, public displays, billboards, façades, kiosks, digital signage, and so on.

Implementation of personal Digital Recorder for HDTV (HDTV를 위한 개인형 디지털 녹화기 구현)

  • Kim Yun-Sang;Lee Seok-Pil;Yang Chang-Mo
    • 한국정보통신설비학회:학술대회논문집
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    • 2006.08a
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    • pp.141-144
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    • 2006
  • The personal digital recorder is a consumer electronics device that records television shows to a hard disk in digital format. In this paper, we propose an implementation method of personal digital recorder for HDTV. The proposed personal recorder includes CPU and system control modules, graphics and display module, audio DSP module, digital I/O module, NIM module, graphic software library, and embedded software modules for providing a lot of personal digital recorder functions such as live or reserved recordings, browsing of recorder content list, trick lay and time shifting. Especially, combining trick play with time shifting makes much more convenient functions such as pausing live TV, instant replay of interesting scenes, and skipping advertising.

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A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot (영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로)

  • Ryu, Woo Hyun;Jung, Won Sik
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.411-420
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    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

Design and Implementation of File Conversion System for Efficient Upload of Vehicle Operation Data (차량운행 데이터의 효율적인 업로드를 위한 파일변환 시스템 설계 및 구현)

  • Ahn, Jungsub;Ha, Ilkyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.3
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    • pp.536-542
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    • 2016
  • Freight and passenger transport operators must converts the operation records of digital operation recording device (Digital Tachograph) that is mounted on their vehicle in a certain format, and report them to governmental agencies. However, for most of the individual carrier who cannot access a computer environment easily and are not familiar with the use of computer, it has given a big inconvenience to them because the procedures for entering the data obtained from the operation are so complicate. Therefore, in this study, a mobile system for converting the operation record file to request form of a government agency is designed and developed, so that the converted file can be submitted to the government agency in a simple way through the personal mobile device. By entering the data obtained from an actual operation recording device into the system, converting the data in the proposed algorithms, and checking the contents of the converted file in data viewer, it was confirmed that the proposed functions is working properly in the system.

Implement of Digital Signage based on Mobile Device for Multi-lingual Menu Support (다국어 메뉴 지원 모바일 기기 기반 디지털 사이니지 구현)

  • Kim, Seoyeon;Jung, Jinman;Ryu, Changhyung;Woo, Heesung;Eun, Seongbae;Yun, Young-Sun;Cha, Shin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.6
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    • pp.103-107
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    • 2019
  • As the number of foreign tourists increases worldwide, it provides tourism services with various information and convenience. Most foreign tourists have difficulty using existing methods that require internet connection because internet communication is restrictive. In this paper, we propose a mobile device based digital signage via WPAN that can support multi-lingual for foreign tourists. the proposed method shows a menu by combining a template of mobile client with fundamental contents from digital signage through WPAN. To evaluate the performance of the proposed method, it is compared with a conventional webpage method. The results of the evaluation confirm that the latency decreases compared to the conventional webpage method due to the improved loading time.

Study on Real-Time Digital Filter Design as Function of Scanning Frequency of Focused Electron Beam (집속 전자 빔 장치에서 스캔 주파수에 따른 실시간 디지털 필터 설계에 관한 연구)

  • Kim, Seung-Jae;Oh, Se-Kyu;Yang, Kyung-Sun;Jung, Kwang-Oh;Kim, Dong-Hwan
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.35 no.5
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    • pp.479-485
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    • 2011
  • To acquire images in a thermionic-scanning electron-beam system, a scanning unit is needed to control the electron beam emitted from the tungsten filament source. In scanning the electron beam on the solid surface, the signalto-noise ratio depends on the scanning frequency. We used a digital filter to reduce noise by analyzing the real-time frequency of a secondary electron signal. The noise and the true image signal were well separated. We designed the digital filter via a DSP floating-point operation, and the noise elimination resulted in enhanced image quality in a highresolution mode.

Device and Contents development for children applying Mixed Reality Technology - Based on Children's toy 'Smart Car' (혼합현실을 활용한 어린이용 디바이스와 콘텐츠 개발 - 어린이 완구 '스마트카' 개발을 중심으로 -)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.339-348
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    • 2016
  • While the development of digital media has positive aspects of knowledge enlargement and a new communication channel, it also demonstrates a lot of unexpected defects, such as personal isolation, addiction, obsession or Attention Deficit Hyperactivity. Thus, the author considers it is urgent to develop the contents specifically designed for children in this new digital environment and would like to propose the combined Children's device and contents using the new concept of Mixed Reality. The Mixed Reality that mixes real world and virtual world provides the opportunity that can experience the new concept of play education by using touchable interface of children's real life toy cars together with the virtual world in the smart phones. This Mixed Reality that is extended from sole senses will lead the children to develop the concentration, sense of reality and imagination and also to experience the enlarged play and education concept.

A Case Study On Digital Media Design Of Education In Foreign Countries (디지털 교육매체 디자인에 관한 국외 사례 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.27
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    • pp.177-198
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    • 2012
  • Development of digital media and interest in education bring big progress at digital device of education globally. UK which is advanced country of education is using digital education devices such as digital chalkboards, digital desks etc. and Japan plan digital text book's through the state. At 2011, Korea which is advanced country of internet adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital textbook is in a transition period, that needs case-study of advanced country of education for setting design guide and educational effect to Digital text book plan. All researches are based on LG europe design center at London, UK and target countries are UK and Sweden which is advanced country of education and a welfare state. Analysis by using FGI, KJ, survey of questionnaire, heuristic method, concentration observation. Through analytical researches prefer using digital text book with paper text book to using solo that can offer each advantage to user and teacher. Especially Interactive GUI design of digital text book to easy to access for teacher whom not friendly with digital device. When plan Digital text book content and design needs methodical design guide for target who students and teachers an in-depth study of the appraisal and method. The results of the research are introduce the design plan as a basic research and giving useful design plan to make digital text book and digital educational media in industrial aspect.