• Title, Summary, Keyword: iPhone

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The Study Of Using iPod, iPhone As an instrument of education (교육용 도구로서의 아이팟(iPod), 아이폰(iPhone) 활용 방안 연구)

  • Jang, Jung-Hoon;Kim, Jung-Woo
    • 한국정보교육학회:학술대회논문집
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    • pp.199-207
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    • 2010
  • Making use of mobile in the education field with international providing of iPod, iPhone and the rapid growth of information oriented society suggest lots of ideas in the aspect of method of education. Using the various technology of iPod and iPhone leads to change of teaching method because iPod and iPhone supports lots of skills of teaching which is student-centered is gradually supplying to students. Furthermore, Not only the development of various mobile contents can be materialized in iPod circumstance is processing in information-communication field of Korea, but also a recognition of people about iPod and iPhone is changing positively. Along this change, it expects to using of iPod and iPhone for teaching methods in school will affect to the education effectively and promote the quality of education. So, this study was focused on the development application for using iPod and iPhone in each subjects of Society and Science according to this features of changes with expecting the educational effect accompanied by using iPod and iPhone and searched the previous examples of using mobile application.

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A comparative study on iPhone 6 Plus and Samsung Galaxy Note 4 from Vietnamese consumer perception

  • Le, Huong Van;Park, Hyun Woo
    • Asia Pacific Journal of Business Review
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    • v.2 no.1
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    • pp.53-68
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    • 2017
  • The objective of this research is to analyze the product innovation aspect in two comparable smartphones and partly illustrate perception and preference of Vietnamese consumers of two smartphone lines of Apple - iPhone 6 Plus and Samsung - Samsung Galaxy Note 4. The research tries to clarify which innovative features in two smartphones are more preferable to a group of consumer in Vietnam. The reason why the research studies iPhone 6 Plus and Samsung Galaxy Note 4 when iPhone 7 and Samsung Galaxy Note 7 have just released is that passing more than one year is enough time for consumers to totally experience both 2 smartphone lines to give the most precise and truthful evaluation for their preferences. Moreover, iPhone 6 Plus launch signed one of the most historical memorable landmark in the development process of iPhone products when it introduced larger-screen iPhone model for the first time. It is such an important change of iPhone which could open a new continuing successful era for Apple and iPhone. The first phase of this study involves analyzing strengths and weaknesses existed considering the opportunities and threats from the competitive market, then a competitive advantage analysis is implemented for each product. The second phase conducts a survey with Vietnamese participants from different backgrounds, by which a Mann-Whitney U test will be executed to check the significant difference in opinions in different respondent groups by age and by gender to several features of two smartphones. By conducting the survey, some interesting facts revealed with the winner seemingly falling into iPhone 6 Plus. However, it still reveals some significant difference among respondent groups by age and by gender to both iPhone 6 Plus and Samsung Galaxy Note 4 in several comparing features.

Design and Implementation of the GNEX-to-iPhone Converter for Smart Phone Game Contents (스마트폰 게임 콘텐츠를 위한 GNEX-to-iPhone 변환기의 설계 및 구현)

  • Lee, Yang-Sun;Choe, Hyo-Jun;Kim, Jae-Sung
    • Journal of Korea Multimedia Society
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    • v.14 no.4
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    • pp.577-584
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    • 2011
  • Since korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the smart phone platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented the mobile contents converter system that converts mobile game contents of the GNEX platform to smart phone contents of the iPhone platform(iOS). The GNEX-to-iPhone automatic mobile contents translation system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly translating platform-specific-contents to run under iPhone smart phone platforms. Also, the automatic translation and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of games.

A Study on 802.11 Packet Sniffing Attacks and AP Analysis on the iPhone (iPhone에서 802.11 Packet Sniffing공격과 AP분석 연구)

  • Lee, Jae-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • pp.418-421
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    • 2011
  • Smart Phone 사용자가 증가하고, Smart Phone을 통한 침해사고도 증가되고 있다. 특히 2010년 3분기 국내 Smart Phone의 31%를 차지하고 있는 iPhone은 사용자가 Jailbreak를 통하여 관리자 권한을 스스로 획득함으로서 이를 악용한다면 개인정보 탈취 등 침해사고의 위험이 있다. 본 논문에서는 Jailbreak 한 iPhone을 이용하여 주변의 802.11 Packet Sniffing공격을 실시하고 802.11 AP 취약점을 분석한다. 또한 Google Map을 이용해 주변의 무선 AP 위치를 파악하고 AP의 종류, 위치, 거리, MAC, SSID, RSSI, Channel, 보안설정 정보를 탈취한다. 본 논문을 통하여 스마트폰과 무선 인터넷 보안성 강화를 위한 기초 자료를 제공하게 될 것이다.

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Control of a Mobile Robot Based on a Tangible Interface using iPhone (아이폰을 이용한 체감형 인터페이스 기반 이동 로봇 제어)

  • Jung, Hah-Min;Kim, Dong-Hun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.3
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    • pp.335-340
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    • 2011
  • In the study, a tangible interface using iPhone is proposed to control a mobile robot, instead of remote control by a joystick or buttons. The robot is controlled by iPhone like a handle bar, since acceleration sensors of iPhone are used in the proposed method. The sensors measure the angles changed on the xyz coordinates of iPhone. And their sensor values are stabilized by digital filters. Bluetooth is chosen for communication between a mobile robot and iPhone. In this paper, four type methods are considered and one of the methods is selected for remote control of a mobile robot. Experimental results show that the robot is easily and conveniently controled by the tangible interface based on iPhone.

Are Lighter Smartphones Ergonomically Better?

  • Yoon, Jangwhon;Kim, Kisong;Yoon, Taelim
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.1
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    • pp.11-18
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    • 2015
  • Objective: The aim of this study was to understand the effects of phone weight on the typing performance and muscle recruitment in the neck and upper extremity while typing a text message with dominant hand. The iPhone4 and iPhone5 were compared due to their 28-gram differences in weight. Background: Too much use of a cellular phone can lead the musculoskeletal disorders in the upper extremity. Phone makers tend to make their new models bigger, lighter, faster and smarter. Method: Fourteen healthy volunteers without any history of neuromuscular disorders or ongoing pain who used their smartphone more than one year were recruited. A 112g phone (iPhone5) and a 142g phone (iPhone4) were used for typing the lyric of the Korean national anthem with their dominant hand. Typing duration, the typing error, the perceived fatigue, and preference was investigated. Muscle recruitment and the resting gap of neck (middle trapezius and levator scapula), shoulder (infraspinatus and mid deltoid), elbow (biceps brachii and brachioradialis), thumb (extensor and abductor policis brevis) were collected using surface electromyography. Typing error was counted and typing speed was calculated in characters per min. The data were analyzed using a paired t-test and chi-square (${\chi}^2$) analysis for the effects of phone weight on the typing performance parameters and muscle recruitment. Results: Typing text message with iPhone5 took longer but had less muscle recruitment in brachioradialis, and extensor policis brevis muscles. Lighter weight of iPhone5 made biceps brachii to rest less without increasing the mean %EMG. Conclusion/Application: Findings of this study can be valuable information for phone designers to develop more productive device and for smartphone users to prevent the musculoskeletal disorders in the upper extremities.

Evaluation on Accuracy of Noise Measurement Applications for iPhone 4 and iPhone 3Gs (아이폰 4 및 아이폰 3Gs의 소음측정 애플리케이션에 대한 정확도 평가)

  • Ma, Hye Ran;Park, Doo Yong
    • Journal of the Korean Society of Safety
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    • v.28 no.1
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    • pp.24-28
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    • 2013
  • This article evaluates the accuracy of noise measurements for 37 noise measurement applications for iPhone 4 and iPhone 3Gs. Noise levels were measured using simultaneously a precision sound level meter and iPhones installed noise measurement applications at the levels of 70 dB, 80 dB and 90 dB at 1,000 Hz. Measurement errors were estimated by subtracting two measurements between iPhone and sound level meter. It was found that measurement errors of 34 applications(89.2%) were greater than ${\pm}2$ dB which is the maximum allowable error range for the Type II sound level meter. It was only 4 applications that measurement errors lie within ${\pm}2$ dB error range. There was no significant differences among measurements with four iPhone 4s. However, there were significant differences between the measurements with iPhone 4 and iPhone 3Gs using the same application. It was due to the different hardware specifications such as microphone. Therefore, noise measurement applications, for example, which has to utilize hardware of the smartphone, should be programmed to identify hardware specifications and to adopt appropriate correction factors upon hardware specifications. In conclusion, it is necessary to check accuracy and validity before using the noise measurement applications for iPhones. Also, it was suggested that it should develop an evaluation guideline or protocol on accuracy testing for the measurement applications using a smartphone.

A Study of Forensic Techniques and Tools on Smart Phone OS Types (Smart Phone OS별 포렌식 기술과 도구에 관한 연구)

  • Lee, Bo-Man;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • pp.223-226
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    • 2010
  • iPhone and Smart Phone domestic markets are activated with domestic coming out of galaxy S together and the users are increasing. It follows hereupon and with forensic techniques for the cellular phone relation criminal evidence collection of data of existing the mobile forensic engineering research is necessary in about Smart Phone where it has become new techniques and WiFi etc. Convergence. It respects Smart Phone OS star forensic technique and a tool research, iPhone Apple MAC OS X and it researches galaxy S Google Android from the present paper. Smart it uses SYN methods with Phone OS star forensic techniques and it researches in order mobile forensic description below it observes it sees and forensic application methods computer forensic methods and the tools and it researches forensic techniques. The present paper research as IT powerful country will contribute in Smart Phone forensic technical advances of Korea.

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An iPhone Game Application Development Methodology for WIPI Developer (위피 개발자를 위한 아이폰 게임 애플리케이션 개발 방법론)

  • Yu, Hyun-Seong;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.139-150
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    • 2009
  • The abolition of WIPI installation duty makes domestic WIPI developers get a chance to enter into smartphone development environment. Specially, iPhone has a big possibility for a new game application market but traditional domestic WIPI developers have difficulties to get in because there are no standard game development methodology. Therefore, a method is necessary to develop iPhone game application effectively for traditional domestic WIPI developers. In this paper, we compare and analyze development methodology of WIPI and iPhone application and suggest a new methodology for iPhone application development with adaptation of WIPI architectures. Using this methodology, traditional domestic WIPI developers can develop iPhone game applications with ease.

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Development of Lane Departure Warning Application on the iPhone (아이폰 기반의 차선이탈경보 애플리케이션 개발)

  • Yun, Ho-Young;Kim, Jong-Ho;Kim, Han-Sol;Ro, Kwang-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • pp.1628-1631
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    • 2010
  • 본 연구에서는 최근 인기를 끌고 있는 스마트폰 중 하나인 Apple 사의 iPhone 3GS 용 차선이탈경보 애플리케이션 개발을 수행하였다. 국내외적으로 수행되고 있는 지능형 자동차 연구를 통해 개발된 다양한 안전주행 지원 기술들이 단계적으로 상용화되면서 자동차를 지능화시키고 있는 시점에서 고가의 안전주행 지원장치를 대체할 수 있는 플랫폼으로 스마트폰을 활용하고, 안전주행 지원기술을 애플리케이션으로 개발하여 사용자가 쉽고 저렴하고 편리하게 사용할 수 있는 제품을 개발하고자 하였다. Before-Market 에만 집중된 차선이탈경보장치 기능을 iPhone 에 적용하기 위해서 제한된 컴퓨팅 자원을 효율적으로 활용할 수 있는 차선인식알고리즘이 필요하고, 본 연구에서는 Hough Transform 기반의 알고리즘을 사용하였다. 이외에도 iPhone 이라는 플랫폼의 여러 가지 특징을 고려하여 애플리케이션을 개발하였다. 효율적인 영상처리를 위해 OpenCV 라이브러리를 사용하였고, 개발은 매킨토시 컴퓨터에서 개발 후 iPhone 에 탑재하여 확인하였다. 현재까지 개발된 애플리케이션의 기능에서 보완할 점은 차선인식률과 처리 속도를 향상 시키는 것이다. 2011 년 2 월까지 완제품을 개발하여 앱스토어에 등록하는 것을 목표로 하고 있으며, 향후 안드로이드용 애플리케이션도 개발할 계획이다.

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