• Title/Summary/Keyword: iOS/Android

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Platform Independent Game Development Using HTML5 Canvas (HTML5 캔버스를 이용한 플랫폼 독립적인 게임의 구현)

  • Jang, Seok-Woo;Huh, Moon-Haeng
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.3042-3048
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    • 2014
  • Recently, HTML5 have drawn many people's attention since it is considered as a next-generation web standard and can implement a lot of graphic and multimedia-related techniques on a web browser without installing programs separately. In this paper, we implement a game independent of platforms, such as iOS and Android, using the HTML5 canvas. In the game, the main character can move up, down, left, and right not to collide with neighboring enemies. If the character collides with an enemy, the HP (hit point) gauge bar reduces. On the other hand, if the character obtains heart items, the gauge bar increases. In the future, we will add various items to the game and will diversify its user interfaces by applying computer vision techniques such as various gesture recognition.

Design and Development of Implementation of augment reality application with support cross-platform (크로스 플랫폼을 지원하는 증강현실 구현 앱의 설계 및 개발)

  • Jo, Jae-ik;Jeon, Je-eung;Bae, Dong-hyeun;Yoon, Hyeon-su;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.438-440
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    • 2017
  • In this research, we design and develop an app that can be run on multiple platforms and easily realize augmented reality. It works on PC and mobile (Android, iOS) in cross platform and users want to lower the barriers to entry of augmented reality by allowing users to select the marker to be augmented reality coordinates and the model to be implemented within the app. The app consists of Unity 3D engine and ARToolkit, an open source augmented reality SDK. Unity 3D integrates UI, markers and objects, and is used as the main engine for cross-platform development. This paper presents the design and production method of the augmented reality application and explains the use examples.

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Implementation of Smartphone based Mobile Office for a Logistics Company using HTML5 (HTML5를 이용한 물류기업의 모바일 오피스 구현에 관한 연구)

  • Lim, Yongtaek;Byun, Haegwon;Yoo, Woosik
    • Journal of Information Technology and Architecture
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    • v.9 no.4
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    • pp.433-442
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    • 2012
  • This paper focuses on developing a smartphone-based mobile office system for a logistics company in Korea using HTML5. Mobile office is smart working environment of working out of a company office using mobile devices such as smartphones and portable computers which are connected to the company servers via WiFi or 3G/4G. Recently many companies are introducing mobile office information systems with the smartphone wave, but they are having difficulties in maintaining and updating their systems due to the transformative mobile application platform. Therefore, we need a platform-independent implementation tools for the mobile office application and HTML5 is one of the solution tools. In this paper, we develop mobile and web applications applicable to all kinds of mobile devices such as iOS, android and windows mobile etc using HTML5. The proposed mobile office system consists of groupware, marketing management, reporting module and transportation management system.

Development of Wire-Wireless Integrated Web Messenger for Communication of users in a Multi-Organization (복수조직 구성원들의 상호통신을 위한 유무선 통합 웹 메신저 개발)

  • Cho, Migyung;Kim, Jungin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.5
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    • pp.1181-1186
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    • 2013
  • Mobile network has become an essential tool for mutual communications, so a survey research published that most of the smartphone users use Mobile Instant Messenger every day. In this paper, we developed a wire-wireless integrated web messenger that can be used in various platform of mobile devices and desktop computer for communicating between users of some companies. We defined a multi-organization as several independent companies. Our web messenger was developed for communicating of users of a multi-organization. So one of functions of our web messenger is to restrict access to some particular departments in each company for the security of their company. Developed web messenger worked reliably from variety of web browsers on most of platforms such as android, iOs and desktop computers.

Public Transportation Mobile Application for Individuals with Mobility Challenge (교통약자를 위한 대중교통 모바일 애플리케이션)

  • Min An;Cheol-Soo Kang
    • Journal of Advanced Technology Convergence
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    • v.3 no.1
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    • pp.13-20
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    • 2024
  • This paper discusses a study on a mobile application aimed at making public transportation more convenient for people with mobility challenges on both Android and iOS platforms. The research analyzes the limitations and weaknesses of existing mobile applications for public transportation from the perspective of individuals with mobility challenges. The goal is to overcome these limitations and provide an optimized user experience. The motivation behind this research stems from the recognition that people with mobility challenges face difficulties in their daily commute, and current public transportation applications do not adequately cater to their needs. Consequently, the study aims to develop a specialized mobile application for individuals with mobility challenges to support them in achieving greater independence in their daily travels.

Design and Implementation of the Smart Virtual Machine for Smart Cross Platform (스마트 크로스 플랫폼을 위한 스마트 가상기계의 설계 및 구현)

  • Han, Seong-Min;Son, Yun-Sik;Lee, Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.190-197
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    • 2013
  • Since domestic and foreign platform companies and mobile carriers adopt and use different kinds of smart platforms, developers should develop or convert contents according to each smart platform to provide a single smart content for customers. It takes long time and a lot of money to convert the conventional smart contents in order to serve other smart platforms. For the reason, more attention has been paid on Smart Cross Platform or Hybrid Platform, the core technologies of OSMU(One Source Multi Use) in which, once a program is coded, it can be executed in any platforms regardless of development languages. As a result, PhoneGap and HTML5 based Sencha Touch have been introduced. In this paper, we developed the smart virtual machine, which is built in smart cross platform based smart devices, unlike Android, iOS, Windows Phone devices being dependent of platforms, and helps to download and execute applications, being independent of platforms. the smart virtual machine supports C/C++, and Java language, being differentiated from JVM by sun microsystems that supports only Java language and .NET framework by microsoft that supports only C, C++ and C#. Therefore, it provides contents developers with the environment where they can get a wide range of options in choosing a language and develop smart contents.

Design and Implementation of Analysis Techniques for Fragmented Pages in the Flash Memory Image of Smartphones (스마트폰 플래시 메모리 이미지 내의 단편화된 페이지 분석 기법 및 구현)

  • Park, Jung-Heum;Chung, Hyun-Ji;Lee, Sang-Jin;Son, Young-Dong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.4
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    • pp.827-839
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    • 2012
  • A cell phone is very close to the user and therefore should be considered in digital forensic investigation. Recently, the proportion of smartphone owners is increasing dramatically. Unlike the feature phone, users can utilize various mobile application in smartphone because it has high-performance operating system (e.g., Android, iOS). As acquisition and analysis of user data in smartphone are more important in digital forensic purposes, smartphone forensics has been studied actively. There are two way to do smartphone forensics. The first way is to extract user's data using the backup and debugging function of smartphones. The second way is to get root permission, and acquire the image of flash memory. And then, it is possible to reconstruct the filesystem, such as YAFFS, EXT, RFS, HFS+ and analyze it. However, this methods are not suitable to recovery and analyze deleted data from smartphones. This paper introduces analysis techniques for fragmented flash memory pages in smartphones. Especially, this paper demonstrates analysis techniques on the image that reconstruction of filesystem is impossible because the spare area of flash memory pages does not exist and the pages in unallocated area of filesystem.

Practical Architectural Patterns and Guidelines for Designing Complex Mobile Applications (복잡도가 높은 모바일 어플리케이션 설계를 위한 아키텍처 패턴과 적용지침)

  • Jang, Jeong-Ran;La, Hyun-Jung;Kim, Soo-Dong
    • The KIPS Transactions:PartD
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    • v.19D no.1
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    • pp.63-80
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    • 2012
  • Mobile devices with Android OS and iOS have been emerged as mobile computing devices where various software applications are deployed. Furthermore, they are anticipated to be used not only for traditional personal computing but also for enterprise computing. However, such mobile devices have their intrinsic characteristics such as limited resources and flexible network capabilities, which are not revealed in traditional computers. Hence, there is high demand for methods to develop mobile applications with reflecting their intrinsic characteristics. Since those characteristics belong to non-functional requirements, they should be reflected in architecture design while designing mobile applications. To design architecture, the architecture drivers that are architecture non-functional requirements are decided from mobile application characteristics. Conventional architecture design methods do not consider those characteristics so that the methods cannot be straightforwardly applied to mobile applications. In this paper, to efficiently develop mobile applications reflecting those characteristics, we propose a set of architecture patterns and define a guideline to apply those patterns. First, we define the characteristics of mobile applications distinguished and derive architectural drivers from them. Then, we propose architecture patterns in terms of static and dynamic views and define an architectural guideline to apply the patterns to designing architecture for mobile application. And, we perform case studies to verify the applicability of proposed patterns. Finally, we assess the proposed architecture patterns by proving how the patterns can fulfill identified architecture drivers and by comparing our approach with previous works.

Blockchain-Based Mobile Cryptocurrency Wallet

  • Yeom, Gwyduk
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.8
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    • pp.59-66
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    • 2019
  • As the monetary value of cryptocurrency increases, the security measures for cryptocurrency becomes more important. A limitation of the existing cryptocurrency exchanges is their vulnerability to threats of hacking due to their centralized manner of management. In order to overcome such limitation, blockchain technology is increasingly adopted. The blockchain technology enables decentralization and Peer-to-Peer(P2P) transactions, in which blocks of information are linked in chain topology, and each node participating in the blockchain shares a distributed ledger. In this paper, we propose and implement a mobile electronic wallet that can safely store, send and receive cryptocurrencies. The proposed mobile cryptocurrency wallet connects to the network only when the wallet actively is used. Wallet owner manages his or her private key offline, which is advantageous in terms of security. JavaScript based wallet apps were implemented to respectively run on Android and iOS mobile phones. I demonstrate the process of transferring Ethereum cryptocurrency from an account to another account through Ropsten, a test net for Ethereum. Hardware wallets, such as Ledger Nano S, provide a slightly higher level of security, yet have the disadvantages of added burden of carrying additional physical devices and high costs (about 80$).

3D Font Library for Android Platform (안드로이드 플랫폼을 위한 3D 폰트 라이브러리)

  • Kim, KyoungYeon;Bae, HaYeun;Gwon, Ryu-Hyeok;Kim, Yoo-Sung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1470-1473
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    • 2013
  • 본 논문에서는 안드로이드 플랫폼에서 3D 타이포그래피를 쉽게 표현할 수 있도록 지원하는 라이브러리를 설계 구현하였다. 현재까지 모바일 플랫폼에서 3D 타이포그래피를 지원하기 위한 라이브러리는 iOS에서 사용가능한 FTGL ES만이 공개되었고 이를 직접 안드로이드 플랫폼에서 사용할 수 없으며 제공되는 3D 표현 기능 또한 제한적이었다. 본 연구에서는 iOS용 FTGL ES를 안드로이드 플랫폼에서 사용할 수 있도록 변환하고 OpenGL ES기능을 활용하여 다양한 3D 폰트 표현을 지원할 수 있는 3D 폰트 라이브러리를 개발하였다. Freetype 라이브러리를 통해 폰트의 Glyph 정보들을 얻고 이를 이용해 테두리, 양각, 음각 등 다양한 3D 문자 표현 기능을 구현하였고, 공간상에서 문자들의 배치를 수학적으로 모델링하여 다양한 3D 문자 배치 기능을 구현하였다. 개발된 3D 폰트 라이브러리를 이용하여 다양하게 문자들을 3D 공간에 표현할 수 있으면서, 기존 3D 타이포그래피 표현 방법들에 비해 더 쉽고 빠르게 3D 타이포그래피를 표현할 수 있도록 지원한다.