• Title/Summary/Keyword: use of digital devices

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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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    • v.14 no.3
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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.

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

  • Kim, Chaekak
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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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.

A Case Study on the Digital Media-Connected Liveness of the Dance Performance: Focused on the Chang-jak-san-shil Dance Project (무용공연의 디지털미디어연계 실황중계 사례분석 : 창작산실 무용 지원사업을 중심으로)

  • Lee, Ji-Seol
    • Journal of Industrial Convergence
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    • v.18 no.4
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    • pp.1-8
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    • 2020
  • The case of Dance Chang-jak-san-shil, a dance performance support project linked to digital media, was analyzed from the perspective of liveness. The purpose was to examine the limitations of the liveness and to suggest ways to overcome them. The research case was focused on the factors of the time and space and audience (the sharing of field and acceptance experience) of the creative production room that supports works based on the creativity of dance performances. As a result, active SNS for accessibility of performing arts, expansion of access to art through the use of teaching media of art education through archiving, multi-dimensional access and provision for inducing audience participation and creative appreciation in one-way digital media transmission, provision of copyright protection devices, and audience to enter offline. As a long-term strategy for the future of the performing arts field, I would like to present the need for a change in the communication with the audience and experimental works that combine art and technology.

A Study on the Utilization of Projection Mapping in Personal Media (Personal Media에서 Projection Mapping 활용성 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.377-383
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    • 2020
  • This paper studies the current development of personal media and the development of project mapping technology. The speed of social life is speeding up, and information dissemination tends to be fragmented. With the rapid development of mobile technology in recent years, personal media has gradually attracted the attention of people. And now image production and video editing become more and more simple in mobile devices, which provide a basis for the active personal media. The emergence of video content with high creative which is producing by projection mapping. And also providing an attractive new content for the general public. With the popularity of home projector, and the development of mobile terminal projection mapping production application. In the future, it will be possible to use projection mapping to produce personal media contents on the basis of mobile media platform.

A Digital Forensic Framework Design for Joined Heterogeneous Cloud Computing Environment

  • Zayyanu Umar;Deborah U. Ebem;Francis S. Bakpo;Modesta Ezema
    • International Journal of Computer Science & Network Security
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    • v.24 no.6
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    • pp.207-215
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    • 2024
  • Cloud computing is now used by most companies, business centres and academic institutions to embrace new computer technology. Cloud Service Providers (CSPs) are limited to certain services, missing some of the assets requested by their customers, it means that different clouds need to interconnect to share resources and interoperate between them. The clouds may be interconnected in different characteristics and systems, and the network may be vulnerable to volatility or interference. While information technology and cloud computing are also advancing to accommodate the growing worldwide application, criminals use cyberspace to perform cybercrimes. Cloud services deployment is becoming highly prone to threats and intrusions. The unauthorised access or destruction of records yields significant catastrophic losses to organisations or agencies. Human intervention and Physical devices are not enough for protection and monitoring of cloud services; therefore, there is a need for more efficient design for cyber defence that is adaptable, flexible, robust and able to detect dangerous cybercrime such as a Denial of Service (DOS) and Distributed Denial of Service (DDOS) in heterogeneous cloud computing platforms and make essential real-time decisions for forensic investigation. This paper aims to develop a framework for digital forensic for the detection of cybercrime in a joined heterogeneous cloud setup. We developed a Digital Forensics model in this paper that can function in heterogeneous joint clouds. We used Unified Modeling Language (UML) specifically activity diagram in designing the proposed framework, then for deployment, we used an architectural modelling system in developing a framework. We developed an activity diagram that can accommodate the variability and complexities of the clouds when handling inter-cloud resources.

A Study on Vision Based Gesture Recognition Interface Design for Digital TV (동작인식기반 Digital TV인터페이스를 위한 지시동작에 관한 연구)

  • Kim, Hyun-Suk;Hwang, Sung-Won;Moon, Hyun-Jung
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.257-268
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    • 2007
  • The development of Human Computer Interface has been relied on the development of technology. Mice and keyboards are the most popular HCI devices for personal computing. However, device-based interfaces are quite different from human to human interaction and very artificial. To develop more intuitive interfaces which mimic human to human interface has been a major research topic among HCI researchers and engineers. Also, technology in the TV industry has rapidly developed and the market penetration rate for big size screen TVs has increased rapidly. The HDTV and digital TV broadcasting are being tested. These TV environment changes require changes of Human to TV interface. A gesture recognition-based interface with a computer vision system can replace the remote control-based interface because of its immediacy and intuitiveness. This research focuses on how people use their hands or arms for command gestures. A set of gestures are sampled to control TV set up by focus group interviews and surveys. The result of this paper can be used as a reference to design a computer vision based TV interface.

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Empirical Analysis of the Effects of Service Quality of the Smartphone App Store on Users' Repurchase Intention (스마트폰 앱 스토어의 서비스 품질이 재구매 의도에 미치는 요인에 관한 실증연구)

  • Lee, Myung Moo;Lee, Kun Chang
    • Journal of Information Technology Services
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    • v.14 no.3
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    • pp.1-18
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    • 2015
  • Recent trends of mobile convergence has already brought about many changes in our digitally-powered society. Especially, taking advantage of strengths of existing mobile devices and smart phones have already been established as a primary standard in the business intelligence world. Such high-powered digital devices equipped with mobile convergence functions are getting more momentum as app stores are prevailing. Basically, the app stores are administered by smart phone manufacturers, creating a new business ecosystem among app developers and end-users. However, there are paucity of studies tackling an issue about how users' repurchase intention of the apps is influenced by the service qualities of the app stores. In this respect, this study aims to investigate the effect of app store service quality on users' satisfaction and repurchase intention. As the value of loyal customers is incomparably high in app commerce, winning customers' loyalty is vital to the success of app stores. In this study, a customer is defined as one who has purchased goods or services at least once from the app stores. The proposed research model includes a number of constructs such as app perceptions, customer service, perceived ease of use, design, promotion, perceived consumer risk and connectivity. Empirical results revealed that perceived consumer risk has a negative relationship with consumer's perceived repurchase intention. All the other variables-app perceptions, customer service, perceived ease of use, design, promotion, connectivity- are found to be positively related with the repurchase intentions.

The Development of the Writing Software for the Electronic Blackboard Supporting the User Action Recognition Functions (사용자 동작 인식 기능을 지원하는 판서 소프트웨어 개발)

  • Choi, Yun-Su;Jung, Jin-Uk;Hwang, Min-Tae;Jin, Kyo-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.5
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    • pp.1213-1220
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    • 2015
  • By the dissemination of the electronic blackboard systems, smart devices, and digital contents, the Korean government is recently conducting the project that replaces the classic education which utilizes paper textbooks with SMART education using various devices. Also, teachers in the field must be easily able to use SMART education infrastructure for the activation of SMART education. Especially, since the electronic blackboard is expected as a education device which will be most common for teachers, the writing software operated on the this device must supports a simple interface. And the usage of it must be simple. In this paper, we developed the writing software for the electronic blackboard which everyone can use easily. Our writing software supports the basic writing function, the human gesture recognition function which recognizes the user gesture and performs works corresponding with that gesture, and the automatic button alignment function based on the frequency of the usages.

Detecting Methods of the Database Block Size for Digital Forensics (디지털 포렌식을 위한 데이터베이스 블록 크기의 탐지 기법)

  • Kim, Sunkyung;Park, Ji Su;Shon, Jin Gon
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.4
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    • pp.123-128
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    • 2020
  • As the use of digital devices is becoming more commonplace, digital forensics techniques recover data to collect physical evidence during the investigation. Among them, the file forensics technique recovers deleted files, therefore, it can recover the database by recovering all files which compose the database itself. However, if the record is deleted from the database, the modified record contents will not be restored even if the file is recovered. For this reason, the database forensics technique is required to recover deleted records. Database forensics obtains metadata from database configuration files and recovers deleted records from data files. However, record recovery is difficult if database metadata such as block size cannot be obtained from the database. In this paper, we propose three methods for obtaining block size, which is database metadata. The first method uses the maximum size of free space in the block, and the second method uses the location where the block appears. The third method improves the second method to find the block size faster. The experimental results show that three methods can correctly find the block size of three DBMSes.

Energy-Efficient Storage with Flash Device in Wireless Sensor Networks (무선 센서 네트워크에서 플래시 장치를 활용한 에너지 효율적 저장)

  • Park, Jung Kyu;Kim, Jaeho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.5
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    • pp.975-981
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    • 2017
  • In this paper, we propose a method for efficient use of energy when using flash device in WSN environment. Typical Flash devices have a drawback to be an energy efficient storage media in the energy-constrained WSNs due to the high standby energy. An energy efficient approach to deploy Flash devices into WSNs is simply turning the Flash device off whenever idle. In this regard, we make the simple but ideal approach realistic by removing these two obstacles by exploiting nonvolatile RAM (NVRAM), which is an emerging memory technology that provides both non-volatility and byte-addressability. Specifically, we make use of NVRAM as an extension of metadata storage to remove the FTL metadata scanning process that mainly incurs the two obstacles. Through the implementation and evaluation in a real system environment, we verify that significant energy savings without sacrificing I/O performance are feasible in WSNs by turning off the Flash device exploiting NVRAM whenever it becomes idle. Experimental results show that the proposed method consumes only about 1.087% energy compared to the conventional storage device.