• Title/Summary/Keyword: 모바일 목록

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A Study on the Weakness Categorization for Mobile Applications (모바일 애플리케이션을 위한 보안약점 분류에 대한 연구)

  • Son, Yun-Sik;Mun, Il-Yong;Ko, Seok-Hoon;Oh, Se-Man
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06a
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    • pp.434-436
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    • 2012
  • 최근에 모바일 시장의 급격한 성장과 함께, 모바일 애플리케이션의 보안약점을 통해 개인의 민감한 정보가 유출되는 심각한 문제점이 새롭게 등장하고 있다. 특히, 오늘날의 소프트웨어는 인터넷 환경에서 데이터를 교환하기 때문에 해커에 의해 악의적인 공격을 받을 가능성이 항상 존재한다. 이러한 보안약점은 심각한 경제적 손실을 발생시키는 소프트웨어 보안 침해사고의 직접적인 원인이다. 따라서 초기 개발 단계에서 보안약점을 제거하는 것이 중요하다. 그러나 기존의 보안약점 목록은 모바일 환경의 특성을 반영하지 못하고 있다. 본 논문에서는 모바일 애플리케이션의 특성을 고려한 보안약점의 분류 기법에 대한 소개를 한다.

A Study on the Development of a Mobile Library Model for Universities (대학 환경에서의 모바일 도서관 모형 개발 연구)

  • Kim, Hyun-Hee;Park, Jong-Wook
    • Journal of Korean Library and Information Science Society
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    • v.42 no.2
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    • pp.299-322
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    • 2011
  • The study aims to develop a mobile library model for universities that can be adapted to offer suitable library information and services to smart phone users. To do this, we conducted a case study using four foreign and domestic mobile libraries as well as a user study with 212 participants and questionnaires. In addition, we also administered a survey with 160 librarians. Based on the results of case and user/librarian studies, we proposed a mobile library model in which an access and navigation methods are described and nine key information and services including catalog search, code reader and SNS services are proposed.

HTML5_-based Mobile Web Capture Video Learning System (HTML5_기반 모바일 웹 캡쳐 동영상 학습 시스템)

  • Lee, Yean-Ran;Lim, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.8-18
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    • 2013
  • In this paper, we capture learning while taking a video, play time and time line of the video frame in the form of areas that require re-learning in HTML5 mobile web store. When you select an image frame can display a list of the frame to take advantage of HTML5 Video tag up to 9 capture and save the playing time at the position. Implemented in a manner that runs Effects as compared to learning to run the entire frame capture learning and re-learning frame partial immersion learners matchumhyeong storytelling can be implemented. Interval Iterative Learning in a random order, so learners can level alignment by iterative learning on academic performance can have a positive effect.

Implemention of Refrigerator Application using NFC (NFC를 이용한 냉장고 Application 구현)

  • Ham, Ji-Hun;Yun, Min-Gyu;Han, Jung-Woo;Kim, Tae Yong;Jang, Won-Tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.570-572
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    • 2015
  • NFC (Near Field Communication) is an area of the RFID technology is a kind of short-range wireless communication. NFC technology is to utilize the data transfer, the access control system is usefully employed in many fields, such as mobile payment. Recently smartphone application development using NFC is activated, recognition of the convenience of the current NFC tag is insignificant state. In this paper, it is the content of the Application that was created in order to provide the knowledge of convenience food to the customer to visit the mart. Users with Mart, using smartphones, at a NFC tag that is attached to the food display stand food information, purchasing tips, keeping method, data such efficacy is provided over the screen of the smartphone. If you purchased the food is placed in the refrigerator "moves to the food list of application to click the button, through the food list screen their food list in the refrigerator, and by providing information such as expiration date, the user There is help me to be able to buy the more convenient food.

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Intelligent Vocabulary Recommendation Agent for Educational Mobile Augmented Reality Games (교육용 모바일 증강현실 게임을 위한 지능형 어휘 추천 에이전트)

  • Kim, Jin-Il
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.108-114
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    • 2019
  • In this paper, we propose an intelligent vocabulary recommendation agent that automatically provides vocabulary corresponding to game-based learners' needs and requirements in the mobile education augmented reality game environment. The proposed agent reflects the characteristics of mobile technology and augmented reality technology as much as possible. In addition, this agent includes a vocabulary reasoning module, a single game vocabulary recommendation module, a battle game vocabulary recommendation module, a learning vocabulary list Module, and a thesaurus module. As a result, game-based learners' are generally satisfied. The precision of context vocabulary reasoning and thesaurus is 4.01 and 4.11, respectively, which shows that vocabulary related to situation of game-based learner is extracted. However, In the case of satisfaction, battle game vocabulary(3.86) is relatively low compared to single game vocabulary(3.94) because it recommends vocabulary that can be used jointly among recommendation vocabulary of individual learners.

A Study on the Development of School Library Mobile App Service Based on User Experience (사용자 경험을 기반으로 한 학교도서관 모바일 앱 서비스 개발에 관한 연구)

  • Park, Sora;Lee, Mihwa
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.2
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    • pp.49-67
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    • 2021
  • The school library provides a mobile web service that allows access to the library catalog system, and provides services that reflect the needs of search and consider the characteristics of mobile devices. Therefore, this study conducted a literature review, an analysis of the current status of school library mobile web services, and a survey of the mobile service user experience of students and teachers to find the contents and service plans for school library mobile app services that meet the school library mobile needs. Based on the survey, the contents and design plan of the school library DLS mobile service was prepared. First, the steps were reduced from step 4 to step 3. In the first step, solution of screen clipping errors in registering as a member and various login platforms for accessibility are needed. In the second step, integrated search and detailed search, provision of materials for use and reading education, post-booking activities, guides and announcements on the use of the affiliated school library, inter-loan, and e-books are provided as main menu. In the third step, it was proposed to provide related functions such as reservations as well as the display of the detailed screen of the search results of the collection. This study can be used not only to develop dedicated mobile app services, but also to change current web-based mobile services.

Andro-profiler: Anti-malware system based on behavior profiling of mobile malware (행위기반의 프로파일링 기법을 활용한 모바일 악성코드 분류 기법)

  • Yun, Jae-Sung;Jang, Jae-Wook;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.24 no.1
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    • pp.145-154
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    • 2014
  • In this paper, we propose a novel anti-malware system based on behavior profiling, called Andro-profiler. Andro-profiler consists of mobile devices and a remote server, and is implemented in Droidbox. Our aim is to detect and classify malware using an automatic classifier based on behavior profiling. First, we propose the representative behavior profiling for each malware family represented by system calls coupled with Droidbox system logs. This is done by executing the malicious application on an emulator and extracting integrated system logs. By comparing the behavior profiling of malicious applications with representative behavior profiling for each malware family, we can detect and classify them into malware families. Andro-profiler shows over 99% of classification accuracy in classifying malware families.

Topic-Specific Mobile Web Contents Adaptation (주제기반 모바일 웹 콘텐츠 적응화)

  • Lee, Eun-Shil;Kang, Jin-Beom;Choi, Joong-Min
    • Journal of KIISE:Software and Applications
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    • v.34 no.6
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    • pp.539-548
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    • 2007
  • Mobile content adaptation is a technology of effectively representing the contents originally built for the desktop PC on wireless mobile devices. Previous approaches for Web content adaptation are mostly device-dependent. Also, the content transformation to suit to a smaller device is done manually. Furthermore, the same contents are provided to different users regardless of their individual preferences. As a result, the user has difficulty in selecting relevant information from a heavy volume of contents since the context information related to the content is not provided. To resolve these problems, this paper proposes an enhanced method of Web content adaptation for mobile devices. In our system, the process of Web content adaptation consists of 4 stages including block filtering, block title extraction, block content summarization, and personalization through learning. Learning is initiated when the user selects the full content menu from the content summary page. As a result of learning, personalization is realized by showing the information for the relevant block at the top of the content list. A series of experiments are performed to evaluate the content adaptation for a number of Web sites including online newspapers. The results of evaluation are satisfactory, both in block filtering accuracy and in user satisfaction by personalization.

CalmMessage: Identification, Time, Location based Message Service (CalmMessage: 수신자, 시간, 위치 기반의 메시지 서비스)

  • Yoon, S.Y.;Kim, D.C.;Seo, J.H.;Lee, S.I.;Han, T.D.;Shin, S.C.
    • Proceedings of the Korean Information Science Society Conference
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    • 2008.06b
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    • pp.196-199
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    • 2008
  • 모바일 단말기의 보급과 무선 네트워크 기술의 발달로 단문 메시지 전달 서비스, 멀티미디어 메시지 전달 서비스는 이미 우리에게 친숙한 서비스다. 그러나 Mark Weiser가 강조했던 기술과 서비스에 의한 사용자의 편의보다는 오히려 불편과 방해가 점점 늘어나고 있다. 적절하지 않은 시간과 장소에서의 원하지 않는 메시지가 스팸 메시지만큼이나 사람을 불편하게 만들고 있기 때문이다. 제안하는 서비스는 기존 메시지 전달 서비스에 'Location' 요소를 추가한 메시지 전달 서비스로서, 사용자 편의 중심의 메시지 전달서비스를 가능하게 해준다. 수신자, 위치, 시간에 기반을 둔 메시지 송수신과 사용자 피드백에 의한 위치목록 구성 등을 특징으로 가지고 있다.

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