• Title/Summary/Keyword: smartphone app

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A Three Dimensional Object Localization Scheme using A Smartphone (스마트폰을 이용한 물체의 3차원 위치 추정 기법)

  • Kwon, Oh-Heum;Joung, Myoung-Hwan;Song, Ha-Joo
    • Journal of Korea Multimedia Society
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    • v.20 no.8
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    • pp.1200-1207
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    • 2017
  • Sensors in a smartphone can be used to measure various physical quantities. In this paper, we propose an object localization scheme in a three dimenstional using a smart phone. The proposed scheme estimates the location of an object by observing it from several different points. The direction to the target object and the locations of the observation points are collected at each observation point using the location sensor and the orientation sensor in the smartphone. Based on these observations, the proposed scheme derives three dimensional line of sight vectors and estimates the location of the target object that minimizes the estimation error. We implemented the proposed scheme on an Android smartphone and tested its performance by estimating the height of a building and characteristics of the proposed approach.

A Study on the Reliability and Validity of Measuring the Range of Motion of the Elbow Joint Using a Smartphone Application

  • Lee, Jun Cheol
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.65-72
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    • 2018
  • The purpose of this study was to assess the intra-tester and inter-tester reliability and validity of elbow flexion range of motion using a smart phone used by the general public. Thirty-one general people participated in this study. The range of motion in active elbow flexion was measured with a goniometer and smart phone over two times by two observers. The intra-taster and inter-tester reliability were evaluated using the intraclass correlation coefficient(ICC). The validity was measured by Pearson's correlation coefficient. The intra-observer reliability was good in all measured items ICC>0.900. The inter-observer reliability was high with ICC>0.806. All correlation coefficients of android app and goniometer were greater than 0.868 and showed a significant positive correlation (p<0.01). The range of motion measurement with a smart phone showed acceptable reliability. Therefore, using a smartphone to measure the range of motion of the elbow joint could provide convenience and economic benefits.

Senior Emergency Management System Using Self-Learning Information Analysis (자가 학습 행동 분석 기반의 시니어 응급관리시스템)

  • Lee, Duk-Hee;Lee, Young-Sik;Kim, Chong-Kyen;Choi, Chul-Jae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.5
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    • pp.1011-1018
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    • 2021
  • With the continuous increase of the senior population, it is necessary to introduce the 4th industrial revolution applied technology into the health and welfare field. In addition, a senior emergency management system centered on Nono Care is established due to the shortage of young people, which requires strategization of a welfare delivery system in which senior colleagues notify emergency relief facilities directly in case of an emergency. In this paper, senior emergency management system is designed to collect and analyze individual activities and inactivity information through senior self-learning through smartphone app and to predict emergency situations with voice and image registration information through smartphone app menu.

Systematic test on the effectiveness of MEMS nano-sensing technology in monitoring heart rate of Wushu exercise

  • Shuo Guan
    • Advances in nano research
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    • v.15 no.2
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    • pp.155-163
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    • 2023
  • Exercise is beneficial to the body in some ways. It is vital for people who have heart problems to perform exercise according to their condition. This paper describes how an Android platform can provide early warnings of fatigue during wushu exercise using Photoplethysmography (PPG) signals. Using the data from a micro-electro-mechanical system (MEMS) gyroscope to detect heart rate, this study contributes an algorithm to determine a user's fatigue during wushu exercise. It sends vibration messages to the user's smartphone device when the heart rate exceeds the limit or is too fast during exercise. The heart rate monitoring system in the app records heart rate data in real-time while exercising. A simple pulse sensor and Android app can be used to monitor heart rate. This plug-in sensor measures heart rate based on photoplethysmography (PPG) signals during exercise. Pulse sensors can be easily inserted into the fingertip of the user. An embedded microcontroller detects the heart rate by connecting a pulse sensor transmitted via Bluetooth to the smartphone. In order to measure the impact of physical activity on heart rate, Wushu System tests are conducted using various factors, such as age, exercise speed, and duration. During testing, the Android app was found to detect heart rate with an accuracy of 95.3% and to warn the user when their heart rate rises to an abnormal level.

Study of sound for Smart phone games (스마트폰 게임의 사운드에 관한 연구)

  • Lee, Myung-Hwan;Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.405-408
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    • 2012
  • Recently, Smartphone takes center stage as the next generation game platform, so there's fierce competition between various companies which enter the mobile market. According to Smartphone market is wide, Smart phone App game sound is more widely. This study attempts to analyse the role of sound effects and BGM(background music) during game play or game development, and make a comparison between game play with and without Sound effects, so that to suggest the direction of development of the App game sound for Smartphone and to remind the importance of sound effects and emphasize the necessity of development of the professional game sound.

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A Design and Implementation of Mobile Application Usage Pattern Analysis System (모바일 어플리케이션 이용패턴 분석 시스템의 설계와 구현)

  • Park, DongGyu;Kim, SungKwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.9
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    • pp.2272-2279
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    • 2014
  • Mobile applications are software systems running on handheld devices, such as smartphones, PDAs, tablets and so on. The market of mobile application has rapidly expanded in the past few years. In this paper, we present a novel approach to track smartphone application usage from a event logs on the mobile device and analyzed both on client system and usage analysis server. We implemented our client system on Android device based usage analytics platform. Based on the analysis server system, we obtained over 47,000 user base, and we get the user's app usage informations on realtime. In this paper, we describe a large scale deployment-based research for a smartphone usage patterns and usage information visualization techniques.

Augmented Reality to Localize Individual Organ in Surgical Procedure

  • Lee, Dongheon;Yi, Jin Wook;Hong, Jeeyoung;Chai, Young Jun;Kim, Hee Chan;Kong, Hyoun-Joong
    • Healthcare Informatics Research
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    • v.24 no.4
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    • pp.394-401
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    • 2018
  • Objectives: Augmented reality (AR) technology has become rapidly available and is suitable for various medical applications since it can provide effective visualization of intricate anatomical structures inside the human body. This paper describes the procedure to develop an AR app with Unity3D and Vuforia software development kit and publish it to a smartphone for the localization of critical tissues or organs that cannot be seen easily by the naked eye during surgery. Methods: In this study, Vuforia version 6.5 integrated with the Unity Editor was installed on a desktop computer and configured to develop the Android AR app for the visualization of internal organs. Three-dimensional segmented human organs were extracted from a computerized tomography file using Seg3D software, and overlaid on a target body surface through the developed app with an artificial marker. Results: To aid beginners in using the AR technology for medical applications, a 3D model of the thyroid and surrounding structures was created from a thyroid cancer patient's DICOM file, and was visualized on the neck of a medical training mannequin through the developed AR app. The individual organs, including the thyroid, trachea, carotid artery, jugular vein, and esophagus were localized by the surgeon's Android smartphone. Conclusions: Vuforia software can help even researchers, students, or surgeons who do not possess computer vision expertise to easily develop an AR app in a user-friendly manner and use it to visualize and localize critical internal organs without incision. It could allow AR technology to be extensively utilized for various medical applications.

Vulnerability analysis for AppLock Application (AppLock 정보 은닉 앱에 대한 취약점 분석)

  • Hong, Pyo-gil;Kim, Dohyun
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.32 no.5
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    • pp.845-853
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    • 2022
  • As the memory capacity of smartphone increases, the type and amount of privacy stored in the smartphone is also increasing. but recently there is an increasing possibility that various personal information such as photos and videos of smartphones may be leaked due to malicious apps by malicious attackers or other people such as repair technicians. This paper analyzed and studied the security and vulnerability of these vault apps by analyzing the cryptography algorithm and data protection function. We analyzed 5.3.7(June 13, 2022) and 3.3.2(December 30, 2020) versions of AppLock, the most downloaded information-hidding apps registered with Google Play, and found various vulnerabilities. In the case of access control, there was a vulnerability in that values for encrypting patterns entered by users were hardcoded into plain text in the source code, and encrypted pattern values were stored in xml files. In addition, in the case of the vault function, there was a vulnerability in that the files and log files for storing in the vault were not encrypted.

Design of Education Service for 1:1 Customized Elderly SmartPhone using Generative AI applicable in Local Governments (지자체에서 활용할 수 있는 생성형 AI를 이용한 1:1 맞춤형 노인 스마트폰 교육 서비스 설계)

  • Min-Young Chu;Yean-Woo Park;Soo-Jin Heo;Seung-Hyeon Noh;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.133-139
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    • 2024
  • In response to the challenges posed by a super-aged society, local authorities are conducting educational programs on smartphone usage tailored for the elderly. However, obstacles such as the limitations of one-to-many education and suboptimal learning outcomes for the elderly have hindered the efficacy of smartphone education. This study suggests an educational service intended for direct application in offline settings, considering the identified problems. Through the utilization of generative AI, the proposed app identifies specific challenges encountered by users during actual smartphone use, offering personalized exercises to facilitate customized and repetitive learning experiences for individual users. When integrated with existing local government education initiatives, this app is anticipated to enhance the efficiency of smartphone education by providing personalized, one-on-one training that is efficient in terms of time and content.

Effects of Smartphone Applications on Physical Activity in College Students: A Randomized Controlled Trial (스마트폰 걷기 어플리케이션 효과성 검증: 무선통제연구)

  • Kim, Yujin;Chung, Kyong-Mee
    • Journal of Convergence for Information Technology
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    • v.10 no.2
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    • pp.21-31
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    • 2020
  • This study tested the effectiveness of commercialized smartphone apps in improving walking activities among college students. 66 participants were randomized into each of four groups that was used different behavior change strategies: monetary rewards app, goal setting and feedback app, gaming app, and self-monitoring control group. 45 participants who completed the experimentation was included in data analysis. Repeated measures ANOVA resulted in statistically significant time by groups interactions in recorded step counts, self-reported completed plans and self-reported walking activities scores. The Goal-setting and feedback group and the gaming group resulted in increase in both step counts and completed plans. The results were discussed in the framework of behaviorism.