• 제목/요약/키워드: use of digital devices

검색결과 559건 처리시간 0.024초

유무선 기반 멀티미디어 임베디드 시스템을 위한 네트워크 동기화 모듈 연구 및 구현 (A Study and Implementation of Network Synchronization Module for Wired and Wireless based Multimedia Embedded Systems)

  • 김홍규;문승진
    • 제어로봇시스템학회논문지
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    • 제13권12호
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    • pp.1198-1206
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    • 2007
  • It is common to use PC or Digital picture frame in stand-alone fashion to view images, movies, or to listen MP3 musics which are considered as multimedia contents, However, such existing methods have weakness for expanding network requirements or augmenting extra data, in such case inevitably requiring external devices. With keeping in mind for such expansion, in this study, we have suggested a new concepts of network module which may utilize an image server for data transmission, in the proposed module, data alarm packet was defined for alerting incoming data from the image server and it became possible to synchronize between the image server and device not only in wired but also in wireless environments through UART. The method consists of a control module for an image server and a synchronization module between the server and the device. We have also tested the feasibility for future commercial usages such as advertisements through performance evaluations.

다양한 장치에서 JWT 토큰을 이용한 FIDO UAF 연계 인증 연구 (A Study on FIDO UAF Federated Authentication Using JWT Token in Various Devices)

  • 김형겸;김기천
    • 디지털산업정보학회논문지
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    • 제16권4호
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    • pp.43-53
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    • 2020
  • There are three standards for FIDO1 authentication technology: Universal Second Factor (U2F), Universal Authentication Framework (UAF), and Client to Authenticator Protocols (CTAP). FIDO2 refers to the WebAuthn standard established by W3C for the creation and use of a certificate in a web application that complements the existing CTAP. In Korea, the FIDO certified market is dominated by UAF, which deals with standards for smartphone (Android, iOS) apps owned by the majority of the people. As the market requires certification through FIDO on PCs, FIDO Alliance and W3C established standards that can be certified on the platform-independent Web and published 『Web Authentication: An API for Accessing Public Key Credentials Level 1』 on March 4, 2019. Most PC do not contain biometrics, so they are not being utilized contrary to expectations. In this paper, we intend to present a model that allows login in PC environment through biometric recognition of smartphone and FIDO UAF authentication. We propose a model in which a user requests login from a PC and performs FIDO authentication on a smartphone, and authentication is completed on the PC without any other user's additional gesture.

저가형 CSTN-LCD 동영상 프로세서 설계 (Implementation of Motion Picture Processor for Low-cost CSTN-LCD)

  • 김용법;최명렬
    • 한국멀티미디어학회논문지
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    • 제9권8호
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    • pp.963-970
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    • 2006
  • 본 논문에서는 저가형 CSTN-LCD(Color Super-Twisted Nematic Liquid Crystal Display)에 사용하는 동영상 프로세서를 제안한다. 제안된 프로세서는 SFP(SubFrame Pattern) 기법을 적용하여 계조 확장을 할 뿐 아니라 플리커(flicker)현상을 제거하였고 BFI(Black Field Insertion) 기법을 적용하여 액정의 응답시간을 보상하였다. 그리고 화질 향상을 위한 에지 강조 기법과 보간기법을 적용하였다. 하드웨어 구조는 FPGA 프로토타입 보드를 사용하여 검증하였다. 제안된 동영상 프로세서는 PDA(Personal Digital Assistants), 모바일 폰과 PMP(Portable Multimedia Player) 등에 사용되어 질 수 있다.

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휴대용 단말기의 근거리 무선통신을 이용한 실내 환경모니터링 시스템 (Indoor Environment Monitoring System Using Short-range Wireless Communication in Mobile Devices)

  • 예성현;한순희
    • 한국정보통신학회논문지
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    • 제17권9호
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    • pp.2167-2173
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    • 2013
  • 최근 실내 공기오염으로부터 발생되는 많은 문제점에 대한 관심이 증가하고 있으며, 실내 환경정보를 측정하여 사용자에게 사전 조치를 취할 수 있는 시스템에 대한 필요성이 점차 증대되고 있다. 이와 관련하여 본 논문에서는 휴대용 단말기, 환경 센서를 이용하여 각종 실내 환경정보를 측정할 수 있는 근거리 무선통신을 이용한 실내 환경정보 모니터링 시스템을 설계하고 구현하였다. 제안하는 시스템은 사용자의 휴대 단말기로 센서노드가 설치되어 있는 실내 환경 정보를 사전 인지하고, 위험 요소가 인지될 경우 적절한 대비를 취할 수 있는 장점이 있다.

임펄스 잡음 제거를 위한 변형된 메디안 필터에 관한 연구 (A Study on Modified Median Filter for Impulse Noise Removal)

  • 이경효;김남호
    • 한국정보통신학회논문지
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    • 제13권2호
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    • pp.376-381
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    • 2009
  • 영상의 압축, 인식 그리고 복원 등은 디지털 영상처리 기술의 한 부분으로 영상을 처리하는 가운데 잡음이 발생된다. 발생되는 잡음은 원 영상을 훼손하게 되며, 이러한 잡음으로부터 원 영상을 보존하는 것이 이미지 필터의 사용목적이다. 영상에 사용되는 기본적인 필터는 2차원 필터의 구조를 갖는다. 구현하는 방법에는 1차원 필터를 반복하여 사용하는 방법과 비분리형 2차원 영상 필터를 사용하는 방법이 있고 마스크를 이용하는 공간 영역의 필터 처리법은 후자에 속한다. 이러한 이미지는 기존의 1차 필터와 같이 잡음에 따라 각기 달리 사용되며, 임펄스 잡음 제거하기 위하여서는 다양한 메디안 필터가 사용되고 있다. 본 논문에서는 임펄스 잡음에 강한 변형된 메디안 필터를 제시하였으며, 향상된 성능을 확인하기 위해 기존의 제시된 필터와 비교하였다.

WIPI 기반 모바일게임 시스템개발에 관한 연구 (A study on the Development of System for the Mobile Game based on WIPI)

  • 송은지
    • 디지털콘텐츠학회 논문지
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    • 제6권4호
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    • pp.261-266
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    • 2005
  • 최근 무선 인터넷 서비스의 급속한 확산과 모바일 단말기의 보급이 확대되면서 모바일 서비스 구현을 위한 갖가지 콘텐츠의 개발이 활발하다. 모바일 서비스는 언제, 어디서나 누구에게나 유연한 서비스를 제공할 수 있다는 특징을 기반으로 기존의 유선 서비스로는 접근이 제한되는 곳까지 보편적 서비스를 제공할 수 있다. 본 연구에서는 WIPI(Wireless Internet Platform for Interoperability)를 기반으로 남녀노소 모두 쉽게 조작하고 어디서나 즐길 수 있는 모바일 게임 시스템을 제안한다. 이동통신 업체들이 같은 플랫폼을 사용하도록 한 WIPI로 개발된 게임은 이동통신사에서 동일하게 서비스할 수 있는 장점이 있어 기존 게임의 WIPI 전환이 일반화 되고 있는 만큼 신규 WIPI 게임 콘텐츠 개발은 시장성이 높아 그 의의가 크다고 사료된다.

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디지털 소외계층을 위한 지능형 IoT 애플리케이션의 공개 API 기반 대화형 음성 상호작용 기법 (Open API-based Conversational Voice Interaction Scheme for Intelligent IoT Applications for the Digital Underprivileged)

  • 장준혁
    • 스마트미디어저널
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    • 제11권10호
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    • pp.22-29
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    • 2022
  • 음성 상호작용은 스마트 기기의 활용에 능숙하지 못한 디지털 소외계층을 대상으로 하는 애플리케이션에서 특히 효과적이다. 그러나 공개 API를 기반으로 한 애플리케이션들은 기존의 터치스크린 중심의 UI와 제공되는 API의 한계로 인해 음성 신호를 짧고 단편적인 입출력에만 활용하고 있다. 본 논문에서는 사용자와 지능형 모바일/IoT 애플리케이션의 대화형 음성 상호작용 모델을 설계하고, 편집 거리(Levenshtein distance) 기반 키워드 탐지 기법을 제안한다. 제안 모델 및 기법은 안드로이드 환경에서 구현되었으며, 편집 거리 기반 키워드 탐지 기법은 음성인식을 통해 부정확하게 인식된 키워드에 대해 기존 기법보다 높은 인식률을 보였다.

A Study on the Influence of Digital Experience and Purchase in the 4th Industrial Revolution : Focusing on Differences between Satisfied, Neutral, and Dissatisfied Groups

  • Jung, Sang Hee;Lee, Sang-Jik
    • Journal of Information Technology Applications and Management
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    • 제26권4호
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    • pp.51-69
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    • 2019
  • One of the most considerate phenomena of the era of the Fourth Industrial Revolution is the use of digital devices. Digitalization is rapidly advancing through all areas of industry and life. Customer journey with digitalization is looking totally different from previous customer journey. The research targets were users of fashion, automobiles, cosmetics and online shopping malls. We analyzed 300 people for each valid questionnaire. The results of the study are as follows. First, it has been proven that digital experience affects positive (+) impact on purchasing intention and positive (+) impact on recommending intention and negative impact (-) on switching intent and subsequently affects positive impact (+) to purchase and incase of switching intent, negative impact (-) to purchase. Unlike traditional methods such as SPC(Service Profit Chain), the Digital experience to Purchase process Chain (DPC) has been identified to be suitable in the digital age. Second, the digital satisfied group (5 score-very satisfaction) has shown same result as above. However the digital neutral group (even though 4 score- satisfaction in five-point scale), specially in a highly competitive industry, has different from the satisfied group and 3 score-normal is same as dissatisfied group. It means that this group is that If there is a high level of attractiveness of substitute goods, there is a high possibility of switching them. It has supported Jones and Sasser [1995] that there have been two types of loyalty of true long-term loyalty and what we call false loyalty in the highly competitive industry zone which is commoditization or low differentiation, many substitutes, low cost of switching. Identifying true loyalty and false loyalty is crucial to establishing a customer experience strategy. it is necessary to actively utilize long-term digital experiences strategy to increase the total satisfaction of digital experience through all of customer purchasing journey in order to enhance the digital customer experience. It is difficult to see the effect as a one-time event. It should be scaled over the entire customer purchase process over a long period of time, which can positively affect purchase intention, recommendation intention, and conversion intention. This is also why it is difficult for second-runners to overtake first-runners in a short period.

Analysis of a Third-Party Application for Mobile Forensic Investigation

  • Ryu, Jung Hyun;Kim, Nam Yong;Kwon, Byoung Wook;Suk, Sang Ki;Park, Jin Ho;Park, Jong Hyuk
    • Journal of Information Processing Systems
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    • 제14권3호
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    • pp.680-693
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    • 2018
  • Nowadays, third-party applications form an important part of the mobile environment, and social networking applications in particular can leave a variety of user footprints compared to other applications. Digital forensics of mobile third-party applications can provide important evidence to forensics investigators. However, most mobile operating systems are now updated on a frequent basis, and developers are constantly releasing new versions of them. For these reasons, forensic investigators experience difficulties in finding the locations and meanings of data during digital investigations. Therefore, this paper presents scenario-based methods of forensic analysis for a specific third-party social networking service application on a specific mobile device. When applied to certain third-party applications, digital forensics can provide forensic investigators with useful data for the investigation process. The main purpose of the forensic analysis proposed in the present paper is to determine whether the general use of third-party applications leaves data in the mobile internal storage of mobile devices and whether such data are meaningful for forensic purposes.

고령층 정보화 교육 활성화 방안에 관한 연구 (A Study on the Improvement of Information Education for the Elderly)

  • 김재각
    • 디지털산업정보학회논문지
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    • 제13권4호
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    • pp.57-69
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    • 2017
  • The ability to use and utilize information technology devices in the knowledge-based society shows many differences in terms of quality of life. However, in the case of the elderly, the elderly suffer difficulties in acquiring information technology due to their aging characteristics, so they can not easily adapt to rapidly changing societies. Therefore, it is becoming more and more important to educate the elderly who are trying to adapt to the new environment of knowledge-based society. Therefore, in this study, we analyzed the previous researches of the researchers related to the elderly informatization education and the report of the actual situation of the digital divide of the government, and identified the problems and suggested ways to activate the effective education for the aged. The following suggestions are made to activate information education. First, there is a need for systematic promotion and professional counseling on the need for information education for the elderly learners. Second, the development of various curriculum that can be used in real life. Third, development of customized learning materials. etc. Fourth, Obtain a professional lecturer for the elderly. It is limited to lecturers who have completed teaching and learning methods that reflect the characteristics of the elderly. Fifth, the introduction of qualification certification system that can measure the level of informatization of the elderly learners. Sixth, building e-learning system for elderly people. Seventh, to establish a new organization dedicated solely to information education for the elderly. When these parts are realized, it will help elderly people to improve their quality of life through alleviation of solitude and alienation.