• Title/Summary/Keyword: 모바일 멀티미디어

Search Result 813, Processing Time 0.026 seconds

A Study on Group Key Management based on Mobile Device ID in Ad-hoc network (Ad-hoc 네트워크에서 모바일 디바이스 아이디 기반의 그룹 키 관리에 대한 연구)

  • Kang, Seo-Il;Lee, Nam-Hoon;Lee, Im-Yeong
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.4
    • /
    • pp.540-549
    • /
    • 2009
  • An arbitrary mobile device configures Ad-hoc network to provide the transmission of a data and services using wireless communications. A mobile device requires authentication and encryption key management to securely communicate in the Ad-hoc network. This paper examines the trend of the authentication in the Ad-hoc network and the group key management and suggests the plan for ID-based mutual authentication and group key establishment. ID-based mutual authentication in proposed scheme uses zero knowledge in the absence of shared information and is applied to establish a session key and group key. In addition, the proposed scheme is applied to Ad-hoc network to increase the efficiency and the safety of security technology.

  • PDF

Conflict Resolution for Data Synchronization in Multiple Devices (다중 디바이스에서 데이터 동기화를 위한 충돌 해결)

  • Oh Seman;La Hwanggyun
    • Journal of Korea Multimedia Society
    • /
    • v.8 no.2
    • /
    • pp.279-286
    • /
    • 2005
  • As the mobile environment has been generalized, data synchronization with mobile devices or mobile device and PC/server is required. To deal with the problem, the consortium was established by the companies, such as Motorola, Ericsson, and Nokia, and released SyncML(Synchronization Markup Language) as a standard of industrial area for interoperating with data synchronization and various transmission protocol. But, in synchronization process, when more than two clients requested data synchronization, data conflict can be happened. This paper studies the various conflict reasons that can happen in data synchronization processes and groups them systematically Through the analyzed information, we compose the Change Log Information(CLI) that can keep track of the chased information about synchronization. And we suggest an operation policy using CLI. Finally, we design an algorithm and adapt the policy as a method for the safety and consistency of data.

  • PDF

Implementation of Offline Payment Solution using USIM in IMT-2000 (IMT-2000 단말기용 USIM상에서의 오프라인 지불 솔루션 탑재에 관한 연구)

  • 백장미;하남수;홍인식
    • Journal of Korea Multimedia Society
    • /
    • v.6 no.5
    • /
    • pp.849-860
    • /
    • 2003
  • As mobile device is becoming more popular, E-Commerce changes into M-Commerce. Especially, IMT-2000 (International Mobile Telecommunication 2000) service is prepared for M-Commerce and this has USIM (Universal Subscriber Identity Module) as a core of certification of individuality and transactions. As a result, the area of mobile service going to expand by USIM. But, mobile services using USIM leave much to be desired, and developed application don't variety. In this paper, for the efficient design of USIM, the structure of USIM and protocol is analyzed, and secure payment solution in USIM is proposed. Specially, offline payment system is proposed for the verification of proposed protocols including security, saving, and calculation of balance. finally, the simulation of proposed payment system on USIM is performed using Java Card.

  • PDF

A Dynamic Bandwidth Allocation Scheme based on Playback Buffer Level in a Distributed Mobile Multimedia System (분산 모바일 멀티미디어 시스템에서 재생 버퍼 수준에 기반한 동적 대역폭 할당 기법)

  • Kim, Jin-Hwan
    • The KIPS Transactions:PartB
    • /
    • v.17B no.6
    • /
    • pp.413-420
    • /
    • 2010
  • In this paper, we propose a scheme for dynamic allocating network bandwidth based on the playback buffer levels of the clients in a distributed mobile multimedia system. In this scheme, the amount of bandwidth allocated to serve a video request depends on the buffer level of the requesting client. If the buffer level of a client is low or high temporarily, more or less bandwidth will be allocated to serve it with an objective to make it more adaptive to the playback situation of this client. By employing the playback buffer level based bandwidth allocation policy, fair services can also be provided to the clients. In order to support high quality video playbacks, video frames must be transported to the client prior to their playback times. The main objectives in this bandwidth allocation scheme are to enhance the quality of service and performance of individual video playback such as to minimize the number of dropped video frames and at the same time to provide fair services to all the concurrent video requests. The performance of the proposed scheme is compared with that of other static bandwidth allocation scheme through extensive simulation experiments, resulting in the 4-9% lower ratio of frames dropped according to the buffer level.

Method of Fuzzing Document Application Based on Android Devices (안드로이드 기반 문서 어플리케이션의 퍼징 방법론 연구)

  • Jo, Je-Gyeong;Ryou, Jae-Cheol
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.25 no.1
    • /
    • pp.31-37
    • /
    • 2015
  • As the forms of cyberattacks become diverse, there has been reported another case of exploiting vulnerabilities revealed while processing either a document or multimedia file that was distributed for attacking purpose, which would replace the traditional method of distributing malwares directly. The attack is based upon the observation that the softwares such as document editer or multimedia player may reveal inherent vulnerabilities on some specific inputs. The fuzzing methods that provide invalid random inputs for test purpose could discover such exploits. This paper suggests a new fuzzing method on document applications that could work in mobile environments, in order to resolve the drawback that the existing methods run only in PC environments. Our methods could effectively discover the exploits of mobile applications, and thus could be utilized as a means of dealing with APT attacks in mobile environments.

Smart Phone Copyright Violation and Forensic Apply Method (Smart Phone 저작권 위반과 포렌식 적용 방안)

  • Yi, Jeong-Hoon;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.14 no.11
    • /
    • pp.2491-2496
    • /
    • 2010
  • Smart Phone with domestic demand increasing rapidly, the utilization of multimedia services have become diverse. Smart Phone users use the copyrighted multimedia contents illegally from hacking their Smart Phone with Jail Breaking and Rooting. Legal issues according to the Korea-U.S. FTA. and high relevance with crime as mobile communication terminal, the utilization of created and saved digital evidence is high, the mobile forensic evidence study is required. This paper studied method and notice of legal seizure and search assuming the Smart Phone copyright violation. Research the status of Smart Phone copyright violation and related violation by category as broadcasting, movies, music, e-book etc. Research the method of submit a report to the court by applying techniques to forensic. The results of this research will contribute to the provide of Smart Phone crime evidence and mobile forensic technology.

Estimating the Optimal Buffer Size on Mobile Devices for Increasing the Quality of Video Streaming Services (동영상 재생 품질 향상을 위한 최적 버퍼 수준 결정)

  • Park, Hyun Min
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.3
    • /
    • pp.34-40
    • /
    • 2018
  • In this study, the optimal buffer size is calculated for seamless video playback on a mobile device. Buffer means the memory space for multimedia packet which arrives in mobile device for video play such as VOD service. If the buffer size is too large, latency time before video playback can be longer. However, if it is too short, playback service can be paused because of shortage of packets arrived. Hence, the optimal buffer size insures QoS of video playback on mobile devices. We model the process of buffering into a discret-time queueing model. Mean busy period length and mean waiting time of Geo/G/1 queue with N-policy is analyzed. After then, we uses the main performance measures to present numerical examples to decide the optimal buffer size on mobile devices. Our results enhance the user satisfaction by insuring the seamless playback and minimizing the initial delay time in VOD streaming process.

A Cross-Layer Transmission Architecture to Support Power Saving High-Speed Multimedia Services in Mobile Ad-hoc Wireless Sensor Networks (모바일 Ad-hoc 무선 센서 네트워크에서 전력 절약 고속 멀티미디어 서비스를 지원하기 위한 Cross-Layer 전송구조)

  • An, Beongku;Choi, Ginkyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.8 no.4
    • /
    • pp.15-24
    • /
    • 2008
  • In this paper, we propose a Cross-Layer Transmission Architecture (CLTA) to support power saving high-speed multimedia services in mobile ad-hoc wireless sensor networks(MAWSN). The main goals of this paper are in showing and proposing how the routing routes are decided on route stability based on mobility of mobile nodes to increase the operational lifetime of routes as well as how the transmit power can be saved in mobile ad-hoc wireless sensor networks. To obtain these goals, we propose a cross-layer architecture strategy which combines network layer technology with physical layer technology to get synergy effects in the view of transmission power saving. We consider a realistic approach, in the points of view of the MAWSN, based on mobile sensor nodes as well as fixed sensor nodes in sensor fields while the conventional research for sensor networks focus on mainly fixed sensor nodes. The performance evaluation of the proposed CLTA is performed via simulation and analysis.

  • PDF

An Embedded Text Index System for Mass Flash Memory (대용량 플래시 메모리를 위한 임베디드 텍스트 인덱스 시스템)

  • Yun, Sang-Hun;Cho, Haeng-Rae
    • Journal of the Korea Society of Computer and Information
    • /
    • v.14 no.6
    • /
    • pp.1-10
    • /
    • 2009
  • Flash memory has the advantages of nonvolatile, low power consumption, light weight, and high endurance. This enables the flash memory to be utilized as a storage of mobile computing device such as PMP(Portable Multimedia Player). Potable device with a mass flash memory can store various multimedia data such as video, audio, or image. Typical index systems for mobile computer are inefficient to search a form of text like lyric or title. In this paper, we propose a new text index system, named EMTEX(Embedded Text Index). EMTEX has the following salient features. First, it uses a compression algorithm for embedded system. Second, if a new insert or delete operation is executed on the base table. EMTEX updates the text index immediately. Third, EMTEX considers the characteristics of flash memory to design insert, delete, and rebuild operations on the text index. Finally, EMTEX is executed as an upper layer of DBMS. Therefore, it is independent of the underlying DBMS. We evaluate the performance of EMTEX. The Experiment results show that EMTEX can outperform th conventional index systems such as Oracle Text and FT3.

Design and Implementation of the GNEX-to-iPhone Converter for Smart Phone Game Contents (모바일 콘텐츠 자동변환기를 위한 콘텐츠 분석기와 리소스 변환기 개발)

  • Lee, Yang-Sun;Kim, Jae-Sung;Kim, Myoung-Jin
    • Journal of Korea Multimedia Society
    • /
    • v.14 no.5
    • /
    • pp.681-690
    • /
    • 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 contents analyzer and the resource converter of the automatic mobile contents converter system that converts game contents of the mobile platform such as the WIPI and the GNEX to contents of the smart platform such as the Android and the iOS. The automatic mobile contents converter system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly converting platform-specific-contents to run under smart platforms. Also, the automatic conversion 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 game contents.