• Title/Summary/Keyword: mobile devices

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A Study on the Preparation of Standardized Operation Criteria for Enhancement of Safety and Convenience of Mobile Electronic Notice Service

  • JongBae, Kim
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.547-554
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    • 2022
  • Due to the expansion of non-face-to-face services, the demand for user identification for mobile devices is increasing. Recently, mobile resident registration cards, mobile driver's licenses, etc. are installed in mobile phones and used for user identification and authentication services. In order to identify a user online, unique identification information of the online user is required. In particular, in order to provide information only to online users, it is necessary to accurately deliver information to a mobile device owned by the user. To make this service possible, it was realized with the advent of mobile electronic notice service. However, the identification of online service users and information on mobile devices owned or subscribed by the relevant users require safe management as personal information, and it is also necessary to increase the convenience of online service users. In this paper, we propose an operating standard for providing a mobile electronic notice service that sends electronic notice using a mobile device owned by the user. The mobile electronic notice service is a service that provides notices expressed in electronic information to the recipient's cell phone, mobile app, e-mail, etc. Therefore, as the use of mobile electronic notification service increases and the provision and use of connecting information to identify users increases, it is necessary to expand the mobile electronic notification service while safely protecting users' personal information.

Study On the Development of Convenience Evaluation Tool for Mobile VR Device (모바일 VR 디바이스의 사용편의성 평가도구 개발에 관한 연구)

  • Seo, Ji-Young;Jang, Joong-Sik
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.221-228
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    • 2021
  • This study was conducted to improve the convenience of design of mobile VR devices use in a way binds smart phones. Research on traditional mobile VR devices is insufficient. So the first survey was conducted on users 100 to understand the current status and status of mobile VR devices. As a result, it was found that the satisfaction with the convenience of use was significantly lowered, and countermeasures were needed. Then, a second survey of 30 Heavy Users was conducted to find out specific usability and problems of mobile VR devices. Through this, problems, ease of use, and other opinions of mobile VR devices were found. The survey results were analyzed through the Descriptive Statistics Act, and it was found that improvement was urgent due to low satisfaction with wearing and network. In-depth interviews were conducted with the same respondents. As with the problems derived first, problems such as wearing satisfaction, excessive head weight for long-term use, and lack of content could be found. Based on the previous studies, the focus group interview consisting of 6 experts derived the ease of use evaluation element. It consists of elements that can satisfy the convenience of use of mobile VR devices for creation, wearing satisfaction, network, morphology, learning, and spatiality, and has a total of 26. Using this evaluation elements, it is intended to provide better ease of use to users who will use the mobile VR device.

Analyses of Characteristics of U-Healthcare System Based on Wireless Communication

  • Kim, Jung Tae
    • Journal of information and communication convergence engineering
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    • v.10 no.4
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    • pp.337-342
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    • 2012
  • The medical industries are integrated with information technology with mobile devices and wireless communication. The advent of mobile healthcare systems can benefit patients and hospitals, by not only providing better quality of patient care, but also by reducing administrative and medical costs for both patients and hospitals. Security issues present an interesting research topic in wireless and pervasive healthcare networks. As information technology is developed, many organizations such as government agencies, public institutions, and corporations have employed an information system to enhance the efficiency of their work processes. For the past few years, healthcare organizations throughout the world have been adopting health information systems (HIS) based on the wireless network infrastructure. As a part of the wireless network, a mobile agent has been employed at a large scale in hospitals due to its outstanding mobility. Several vulnerabilities and security requirements related to mobile devices should be considered in implementing mobile services in the hospital environment. Secure authentication and protocols with a mobile agent for applying ubiquitous sensor networks in a healthcare system environment is proposed and analyzed in this paper.

Design of Lightweight Mobile Middleware Based on L4 Microkernel (L4 마이크로커널 기반 모바일 미들웨어의 설계)

  • Lee, Sang-Min;Shin, Dong-Ryul
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.635-636
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    • 2008
  • Due to the rapid development of the hardware divisions, varied and low-price mobile devices were provided to not only end-users but also widespread industry. However, in the software divisions, the characteristics of the software such as closed and differentiation causing restrictions of development. Therefore, it requires high costs and long times in the development process. In this paper, we introduce the Mobile Platform Middleware based on L4 Microkernel which provides linux-like environment and services for other mobile application platforms such as BREW and WIPI to facilitate easily development and migration of applications for mobile devices.

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Mobile Web User Interface Patterns for Screen Usage and User Input (화면 활용과 사용자 입력을 위한 모바일 웹 사용자 인터페이스 패턴)

  • Choi, Jong Myung;Lee, Young Ho;Cho, Yong Yun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.1
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    • pp.183-190
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    • 2012
  • Mobile web applications are different from desktop web applications because of their small screen size and small user input devices. Therefore user interface designers have spent their effort and time to re-design the user interface of mobile web applications to meet these differences. In this paper, we introduce five user interface patterns for mobile web applications to reduce their effort and time. Two of them are for utilizing small screen size efficiently, and they are space overloading pattern and data filtering pattern. These patterns enable designers to reduce screen usage. The other three patterns - data suggestion pattern, input reuse pattern, and incremental data input pattern - are for helping users' data input on mobile devices. These three patterns enable users to reduce direct data input. Our work will help user interface designers develop mobile web interface to utilize screen space efficiently and get data with less errors and less efforts from users.

Accelerometer-based Mobile Game Using the Gestures and Postures (제스처와 자세를 이용한 가속도센서 기반 모바일 게임)

  • Baek, Jong-Hun;Jang, Ik-Jin;Yun, Byoung-Ju
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.379-380
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    • 2006
  • As a result of growth sensor-enabled mobile devices such as PDA, cellular phone and other computing devices, in recent years, users can utilize the diverse digital contents everywhere and anytime. However, the interfaces of mobile applications are often unnatural due to limited resources and miniaturized input/output. Especially, users may feel this problem in some applications such as the mobile game. Therefore, Novel interaction forms have been developed in order to complement the poor user interface of the mobile device and to increase the interest for the mobile game. In this paper, we describe the demonstration of the gesture and posture input supported by an accelerometer. The application example we created are AM-Fishing game on the mobile device that employs the accelerometer as the main interaction modality. The demos show the usability for the gesture and posture interaction.

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Development of Mobile 3D Terrain Viewer with Texture Mapping of Satellite Images

  • Kim, Seung-Yub;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.22 no.5
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    • pp.351-356
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    • 2006
  • Based on current practical needs for geo-spatial information on mobile platform, the main theme of this study is a design and implementation of dynamic 3D terrain rendering system using spaceborne imagery, as a kind of texture image for photo-realistic 3D scene generation on mobile environment. Image processing and 3D graphic techniques and algorithms, such as TIN-based vertex generation with regular spacing elevation data for generating 3D terrain surface, image tiling and image-vertex texturing in order to resolve limited resource of mobile devices, were applied and implemented by using graphic pipeline of OpenGL|ES (Embedded System) API. Through this implementation and its tested results with actual data sets of DEM and satellite imagery, we demonstrated the realizable possibility and adaptation of complex typed and large sized 3D geo-spatial information in mobile devices. This prototype system can be used to mobile 3D applications with DEM and satellite imagery in near future.

Design of a bluetooth-based interactive control network

  • Kwak, Jae-Hyuk;Lim, Joon-Hong
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.922-925
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    • 2004
  • Bluetooth technology is essentially a method for wireless connection of a diverse set of devices ranging from PDAs, mobile phone, notebook computers, to another equipments. The bluetooth system supports both point-to-point connection and point-to-multipoint connections. In point-to-multipoint connection, the channel is shared among several bluetooth devices. Two or more devices sharing the same channel form a piconet. There is one master device and up to seven active slave devices in a piconet. The radio operates in the unlicensed 2.45GHz ISM band. This allows users who travel world-wide to use bluetooth equipments anywhere. Since the link is based on frequency-hop spread spectrum, multiple channels can exist at the same time. The Bluetooth standard has been suggested that Bluetooth equipments can be used in the short-range, maximum 100 meters . It has been defined that the time takes to setup and establish a bluetooth connection among devices is 10 seconds. It is a long time and may be a cause to lose a chance of finding other non-fixed devices. We propose a routing protocols for scatternets which can be used to control a mobile units(MUs) in this network. The proposed routing protocol is composed of two kinds of bluetooth information, access point(AP) and MU.

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Synchronization Technique of Mobile Phone using Cloud Service (클라우드 서비스를 이용한 모바일 폰의 동기화 기법)

  • Park, Hung-bog;Seo, Jung-hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.927-928
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    • 2016
  • In the past, the way of sharing data in various devices was to use a physical method such as USBs. The radical development of communications technology and the users, who possess various multimedia devices, caused the need for the new way that people could share their data in various devices, and providing various digital resources by using the cloud computing service helps people solve the limit to sharing the resources in their PC. Therefore, this paper is to suggest the technology for synchronization of mobile devices, and the user-centered cloud service is applied to the technology. Having conducted the experiment, it has been discovered that applying the synchronization of mobile devices using the cloud service enabled to conduct the auto file synchronization and to minimize the bandwidth consumed during the synchronization process between two devices.

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Adaptive Success Rate-based Sensor Relocation for IoT Applications

  • Kim, Moonseong;Lee, Woochan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.9
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    • pp.3120-3137
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    • 2021
  • Small-sized IoT wireless sensing devices can be deployed with small aircraft such as drones, and the deployment of mobile IoT devices can be relocated to suit data collection with efficient relocation algorithms. However, the terrain may not be able to predict its shape. Mobile IoT devices suitable for these terrains are hopping devices that can move with jumps. So far, most hopping sensor relocation studies have made the unrealistic assumption that all hopping devices know the overall state of the entire network and each device's current state. Recent work has proposed the most realistic distributed network environment-based relocation algorithms that do not require sharing all information simultaneously. However, since the shortest path-based algorithm performs communication and movement requests with terminals, it is not suitable for an area where the distribution of obstacles is uneven. The proposed scheme applies a simple Monte Carlo method based on relay nodes selection random variables that reflect the obstacle distribution's characteristics to choose the best relay node as reinforcement learning, not specific relay nodes. Using the relay node selection random variable could significantly reduce the generation of additional messages that occur to select the shortest path. This paper's additional contribution is that the world's first distributed environment-based relocation protocol is proposed reflecting real-world physical devices' characteristics through the OMNeT++ simulator. We also reconstruct the three days-long disaster environment, and performance evaluation has been performed by applying the proposed protocol to the simulated real-world environment.