• Title/Summary/Keyword: tabletPC

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User Privacy Security Scheme using Double Replication Key in the Cloud Environment (클라우드 환경에서 이중 복제 키를 사용한 사용자 프라이버시 보호 기법)

  • Jeong, Yoon-Su
    • Journal of the Korea Convergence Society
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    • v.9 no.4
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    • pp.9-14
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    • 2018
  • Recently, as the internet speed is getting faster, in the cloud environment, the service receiving device is changing from a general PC to a compact device such as a mobile phone or a tablet PC. Since handheld devices such as mobile phones or tablet PCs are often used in wireless rather than wired, there are many problems that personal information may be exposed maliciously from a third party. In this paper, we propose a user privacy protection scheme through a duplicate duplicate key generation process which can safely protect user 's privacy from third party among cloud services being served through various wireless media. The proposed scheme is used to synchronize the duplicated key between the server and the intermediary device, and aims at shortening the time of the authentication process protecting the user 's privacy. In this case, the proposed scheme uses Interleave() function and random number to synchronize the server and the intermediary device, so it can safely prevent the malicious attack of the third party.

A study on the development of CNC machine using conventional NC (일반적인 NC 공작기계의 CNC화에 관한 연구)

  • 하성도;이종원;김상국
    • 제어로봇시스템학회:학술대회논문집
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    • 1987.10b
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    • pp.237-241
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    • 1987
  • In this paper, the BTR (Behind the Tape Reader) type communication unit which interfaces the IEBM PC/XT to the FANUC 5M NC controller is developed, making it possible to send NC part program from the memory of IBM PC/XT to the NC controller. As an example of integration of CAD and CAM technologies, the machining of a two dimensional hand-written free line which incorporates the processes of geometric data acquisition using a digitizing tablet, automatic part programming and control of NC milling machine operation is demonstrated.

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Development of On-In-One Web Solution for Technology Marketing (기술마케팅을 위한 On-In-One 웹 솔루션 개발)

  • Choi, Ssang-Yong;Kim, Dong-Sub;Park, Sun-Seong;Kim, Won-Ju;Choi, Si-Woong;Hwang, Seung-Gook
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.2
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    • pp.99-104
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    • 2016
  • This paper aims to develop the One-In-One web solutions that can work in PC, tablet, notebook, and smart phone depending on the flow of the ICT times to promote the marketing of the technology. The characteristics of this web solutions can be used to a image viewer system of 3D array type for PC, tablet, notebook, and smart phone. It is implemented in the design of 3D display slide show type. And it is developed an image viewer system, which enables users to use by utilizing the links manner ICT base required by each channel of the image. This is the 3D photo viewer PR solution developed in the way that anyone can use easily without the knowledge of programming in various areas such as public relations, business, and education.

A Study of Technical Countermeasure System for the Smishing Detection and Prevention Based on the Android Platform (안드로이드 플랫폼 기반에서 스미싱 탐지 및 차단을 위한 기술적 대응체계 연구)

  • Seo, Gil-Won;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.18 no.6
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    • pp.569-575
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    • 2014
  • Since 2009 the number of users of smart phones and tablet PC is growing exponentially. In particular Apple's iOS and Google's Android OS are the heart of this remarkable growth, most of smart phone and tablet PC are designed to operate based on these two OS. Such increasing use of smart devices has led to changes in the social environment that allows, without the constraints of time and place. However, such development does not supply only ease to do something, even compared to past, financial fraud and information leakage are easier than before by variety of new types of attack for example phishing, pharming, smishing and qshing. So according to this paper, analyzes for smishing attack, propose a countermeasure system of the technical way and proved its higher performance compare to the existing method.

The Study on the Acceptable Intention of Smart and Mobile Device : Based on Two-Sided Network Effect (스마트 및 모바일 디바이스의 수용의도에 관한 연구 : Two-Sided 네트워크 효과를 중심으로)

  • Seo, Hyun-Sik;Song, In-Kuk
    • The KIPS Transactions:PartD
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    • v.18D no.4
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    • pp.287-298
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    • 2011
  • With the rage for Netbooks recently, Tablet PC and Smart phone users are rapidly increasing. Despite of the forecast that anticipates frequently practical use in various organizations and society, the comparison studies among the mobile devices rarely exist. The study examines the acceptable intention of the mobile devices, with which can replace traditional workstations and notebooks. UTAUT(Unified Theory of Acceptance and Use of Technology) was applied to the investigation of influencing factors for the acceptable intention, instead of the typical TAM(Technology Acceptance Model). The results illustrate that the significant differences of acceptable intention among the mobile devices occur based on two-side network effect even though some Smart phones share OSs and Apps with Tablet PCs and Netbooks.

A Study on Creation Discourse of Digital Story in Tablet PC : Focused on < Alice for the iPad > (태블릿PC 기반의 디지털소설 담화생성 연구 : < Alice for the iPad >를 중심으로)

  • Han, Hey-Jin
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.225-232
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    • 2011
  • is an innovative creation, accommodating characteristics of various genres and media, ranging from elements of media aesthetics to visual aesthetics and games. Although it takes a form of a book, it exceeds stereotypes seen in paperbacks or eBooks. Because of such differentiated characteristics of this appBook (which is provided in the form of app), it induce users(readers) to conduct interactional activity. This study will mainly discuss about the formation of discourse of app based digital novel in a media aesthetic point of view. Considering the mutual relation between property of media and contents of stories, it is desirable to accommodate the mutuality of understanding between the digital media and formation discourse in creating stories.

Development of a Communication Unified AAC System (통신 융합형 보완·대체 의사소통 시스템 개발)

  • Kwak, S.W.;Kim, C.G.;Song, B.S.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.5 no.1
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    • pp.65-70
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    • 2011
  • A communication is one of the most important factors for the human beings. Therefore, people who have some problems in communication need an Augmentative & Alternative Communication (AAC) intervention to live in the human societies and several AAC systems have been developed to help the people. Lately, smart-phone is widely used to people as a communication device which can connect between persons. It can provide many useful methods and Apps to the user. If the AAC system is unified to the smart-phone, it is very effective device to the people with disabled because they can reduce the excessive expense and easily accommodate themselves to the AAC system. In this paper, an AAC program which is installed in the smart-phone or tablet PC is introduced. It has basic AAC solutions and can send SMS message to other people. We expect that the developed device can help the communication of the people with disabled and solve the social isolation of the disabled person.

Contents Analysis of Vocabulary Learning Game Application on Smart-Phone and Tablet PC for Young Children's Language Learning (유아 언어학습용 단어게임 애플리케이션 분석)

  • Hyun, Eunja;Yeon, Hyemin;Jang, Juyeon;Lee, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.551-561
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    • 2013
  • The purpose of this study was firstly, to evaluate the contents of vocabulary game applications for young children's language learning. and secondly, to examine whether there is any differences between Korean and English word games in terms of the evaluation score. For this purpose, the word game applications in smart phone and tablet PC were analyzed, which included 30 Korean word games and another 30 English ones. The criteria to evaluate the contents were developed based on Children's Software Evaluation Instrument developed by CTR, the multimedia evaluation standard by Hee Sook Park, Young Joo Lee, and mobile contents evaluation standard by Soo Ui Choi. As a result, the educational value got the highest score whereas the design characteristics area got the lowest score in the whole evaluation analysis. And English word game applications mostly got higher score than Korean versions. The result of this study would suggest the way to evaluate educational game applications in use and to contribute to developing educational game contents aimed at young children's language learning.

Reading Speed Comparison: Paragraphs in Digital and Print Media (디지털 매체와 인쇄 매체에서의 문단 읽기 속도 비교)

  • Ko Eun Lee
    • Korean Journal of Cognitive Science
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    • v.34 no.4
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    • pp.299-314
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    • 2023
  • This study aimed to examine whether there are differences in reading performance between digital and print media by measuring reading speed of paragraphs on print materials and tablet PC. To investigate whether the physical characteristics of the media influence reading performance, the format of text was kept as similar as possible between print and digital media. We also compared conditions in which paragraphs consisted of either long or short sentences to explore if there were differential effects on reading performance based on sentence length across different media. Additionally, reading speed was analyzed based on reading span to investigate whether there were differences in reading performance according to participants' working memory capacity. As a result, reading speed was faster when reading print media compared to digital media. However, there was no difference in reading speed based on the length of sentences composing the paragraphs. Participants with a higher reading span exhibited faster reading speed compared to participants with a lower reading span. Moreover, participants with a higher reading span read paragraphs composed of long sentences faster on print media than on digital media. The findings of this study suggest that visual fatigue induced by tablet PCs and participants' working memory capacity may impact reading speed.

A Study of System Validity and Development of Evaluation System for Improving Smart Learning (스마트러닝 개선을 위한 평가시스템 개발 및 타당도 연구)

  • Lee, Myung-Suk;Son, Yoo-Ek
    • The Journal of Korean Association of Computer Education
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    • v.16 no.3
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    • pp.31-39
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    • 2013
  • We developed a smart learning system by using the 'bring your own device' concept, which means the policy of permitting teacher and learners to bring personally owned mobile devices such as laptops, tablets, smart phones, etc. and applied the system to school classes. In addition, we analyzed the learner's satisfaction related to interfaces, interactions, applications, technical support, and evaluation areas. The evaluation system consists of App program for tablet PC's and smartphones, web program for desktop PC and electronic teaching desk, and server program for evaluation and database. Because all the teaching materials, feedback data and evaluation materials about learners are stored on the server, students can receive the necessary data through real-time feedback using their smartphones and desktop PC's. As a result, it could increase educational achievement with interest in learning.

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