• Title/Summary/Keyword: 모바일 응용프로그램

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Comparative Analysis of the Development of Mobile Applications for Electronic Textbooks: Criteria, Case Study and Challenges (디지털교과서 모바일 애플리케이션 개발방법론 비교 분석: 선택기준, 사례연구 및 적용 시 문제점)

  • Lee, HeeJeong;Yau, Kok-Lim Alvin
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.145-152
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    • 2018
  • In electronic textbooks (or e-Textbooks) the traditional paper-based textbooks are enriched with multimedia contents and new features such as interactive multimedia-based simulation, interactive quizzes, and content sharing. It has been envisioned that e-Textbooks will gradually replace the traditional paper-based textbooks in classrooms in the near future. HTML5 is an emerging and promising standard that enables web applications (or apps) to incorporate rich multimedia contents such as video clips, flash movies and simulation-based demonstration, as well as to provide cross-platform functionality which allows the apps to run on a diverse range of platforms. To support rich multimedia contents and cross-platform functionality, with respect to HTML5, this paper presents the new features, compares the current trend of mobile apps (e.g., native, web-based and hybrid apps) for e-Textbook development. In order to investigate the suitability of these three development approaches for e-Textbooks, we present a case study on our recent work in developing e-Textbooks using HTML5 and JavaScript, as well as analyses the challenges associated with HTML5 features (e.g, compatibility with web browsers) for developing e-Textbooks.

A Study on the Implementation of Small Capacity Dictionary for Mobile Equipments Using a CBDS tree (CBDS 트리를 이용한 모바일 기기용 저용량 사전 구현에 관한 연구)

  • Jung Kyu-Cheol;Lee Jin-Hwan;Jang Hye-Suk;Park Ki-hong
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.5 s.37
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    • pp.33-40
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    • 2005
  • Recently So far Many low-cost mobile machinery have been produced. Those are being used for study and business. But those are some weak Points which are small-capacity storage and quite low-speed system. If we use general database programs or key-searching algorithm, It could decrease in performance of system. To solve those Problems, we applied CBDS(Compact Binary Digital Search) trie to mobile environment. As a result we could accomplish our goal which are quick searching and low-capacity indexing. We compared with some Java classes such as TreeSet to evaluation. As a result, the velocity of searching was a little slow than B-tree based TreeSet. But the storage space have been decreased by 29 percent. So I think that it would be practical use.

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A study on macro detection using information of touch events in Android mobile game environment (안드로이드 모바일 게임 환경에서의 터치 이벤트 정보를 이용한 매크로 탐지 기법 연구)

  • Kim, Jeong-hyeon;Lee, Sang-jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1123-1129
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    • 2015
  • Macro(automatic hunting) of mobile game is a program that touch the screen by defined rules like a game bot in PC online games, and it is used by make various ways like android application or windows application program. This gives honest users deprivation and make to lose their interest. Finally they would leave the game and gradually game life would be shorten. Although many studies to prevent these problems in PC online game are conducted, applying mobile game to PC's way is difficult because mobile games are limited to use the network and device performance is different with PC. In this paper, we propose a framework for macro detection by using the touch event information. A touch event on the mobile game is a necessary control command to the game. Because macro touches the screen with the same pattern, there is a difference between normal user's behavior and macro's operation. In mobile games that casual games are mostly, Touch event is the best difference that identify normal user against macro for a short period of time. As a result of detecting macros used in real mobile game by using the proposed framework it showed 100% accuracy and 0% false positive rate.

Automatic Detection of Dissimilar Regions through Multiple Feature Analysis (다중의 특징 분석을 통한 비 유사 영역의 자동적인 검출)

  • Jang, Seok-Woo;Jung, Myunghee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.2
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    • pp.160-166
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    • 2020
  • As mobile-based hardware technology develops, many kinds of applications are also being developed. In addition, there is an increasing demand to automatically check that the interface of these applications works correctly. In this paper, we describe a method for accurately detecting faulty images from applications by comparing major characteristics from input color images. For this purpose, our method first extracts major characteristics of the input image, then calculates the differences in the extracted major features, and decides if the test image is a normal image or a faulty image dissimilar to the reference image. Experiment results show that the suggested approach robustly determines similar and dissimilar images by comparing major characteristics from input color images. The suggested method is expected to be useful in many real application areas related to computer vision, like video indexing, object detection and tracking, image surveillance, and so on.

Design of IoT Gateway based Event-Driven Approach for IoT related Applications (IoT 게이트웨이 기반의 이벤트 중심 접근 방식 응용프로그램 설계)

  • Nkenyereye, Lionel;Jang, Jong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2119-2124
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    • 2016
  • The Internet of things (IoT) needs to be an event-driven approach for efficient related time response and processing. The growth of mobile devices in Internet of Things (IoT) leads to a number of intelligent buildings related IoT applications. For instance, home automation controlling system uses client system such web apps on smartphone or web service to access the home server by sending control commands. The gateway based RESTful technology responsible for handling clients'requests attests an internet latency in case a large number of clients' requests submit toward the gateway increases. In this paper, we propose the design tasks of the IoT gateway for handling concurrency events. The gateway based event-driven architecture is designed for building IoT gateway using node.js on one side and communication protocol based message-oriented middleware known as XMPP to handle communications of intelligent building control devices connected to the gateway through a centralized hub.

Design and Implementation of the Mobile Flash for Flash Game on Mobile Terminals (휴대 단말기에서 플래시 게임을 위한 Mobile Flash의 설계 및 구현)

  • Oh, Hwang-Seok;Lee, Jae-Young;Kim, Man-Soo;Lee, Chung-Hwan
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.11-16
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    • 2005
  • As an improvement of the CPU performance of mobile terminals and an increase of user requirements for multimedia services, various multimedia services and applications have been developed and served over mobile platforms. In this paper, we describe the design and implementation of the Mobile Flash which is one of the famous services in mobile platforms with the limitation of hardware resources. The Mobile flash is an optimized solution for mobile terminals of the Flash, which has been used in the Internet browsers not less than 95% in the world for playing various types of contents such as animations, games, contents for education, e-commerce.

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Fast and Accurate Algorithm for Motion Estimation in Mobile Environments (모바일 환경에서 모션 추정을 위한 빠르고 정확한 알고리즘)

  • Kim, Jun-Ho;Oh, Il-Seok
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.1-9
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    • 2010
  • In this paper, we propose a new method of improving accuracy of motion estimation in mobile environments, compared with Rosten's algorithm. The present method selects corners as feature points. The Rosten's algorithm uses simple addition and subtraction to detect the corners. Although it has the advantage of faster processing speed, Rosten's algorithm has a drawback of low performance in motion estimation. We use the NCC(Normalized Cross Correlation) coefficients to match the corners, and remove in two steps the outliers of inaccurate matching corners. We compare the proposed algorithm with Rosten's algorithm by applying both to the real images. We find that the proposed method shows better performance than Rosten's algorithm in motion estimation. In addition, we implement the present method on mobile devices and confirm that it works in mobile environments in real time.

Barcode watermarking for photographs of mobile phone (모바일 폰의 영상 촬영에 대한 바코드 워터마킹)

  • Hwang, Tae-won;Seo, Jung-hee;Park, Hung-bog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.763-764
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    • 2017
  • The use of barcodes in mobile phones has become generalized, and barcodes are widely used in security-sensitive applications, including mobile payment and personal identification. Generally, images photographed by a mobile phone generate geometric distortion due to the shooting angle, resulting in low quality images. Embedding watermark for low quality images makes it difficult to satisfy transparency. To solve such problem, this paper focuses on the technique of embedding barcode images in the image taken by mobile phone and proposes barcode watermarking for protecting mobile-based ownership. The barcode watermark embedded in the image can be used to prove ownership since it is readable by a machine such as illegal copy.

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A Study of High Performance WebKit Mobile Web Browser (WebKit 모바일 웹 브라우저의 성능 향상을 위한 기법 연구)

  • Kim, Cheong-Ghil
    • Journal of Satellite, Information and Communications
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    • v.7 no.1
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    • pp.48-52
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    • 2012
  • As the growing popularity of smartphones, mobile web browsing has become one of the most important and popular applications in mobile devices. Furthermore, it is clear that the demand for PC-like full browser performance on mobile devices is increasing greatly. WebKit is an open source web browser engine adopted by Google Android. This paper proposed a technique of increasing the performance of WebKit by paralleling its libraries. This method was applied to JPEG library and the performance evaluation was conducted in PC environment. The results was used to estimate the performance prediction on multi-core mobile embedded architecture and to show the feasibility of the proposed method to estimate the performance gain on heterogeneous multi-core embedded architecture.

Ubiscript: A Language for Ubiquitous Service Integration (유비스크립트: 유비쿼터스 서비스 통합을 위한 언어)

  • Lee, Min-Kyu;Han, Dong-Soo
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10a
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    • pp.269-270
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    • 2007
  • 유비쿼터스 환경에서는 사용자가 컴퓨터 및 네트워크의 존재를 의식하지 않는 상태에서 다양한 서비스를 이용하게 된다. 주변에 있는 PC, 냉장고, TV, 자동차 등의 모든 기기에 프로세서가 내장되고 네트워크가 연결되어 특정한 서비스를 제공하기 위해 함께 동작하게 된다. 이러한 장치와 서비스들을 연동하기 위한 현재의 솔루션은 클라이언트-서버 방식의 분산 컴퓨팅 모델이다. 각각의 장치가 원격 프로시듀어 흑은 원격 객체의 형태로 서버를 제공하고 이들을 하나의 클라이언트가 시나리오대로 그것들을 호출함으로써 응용을 완성할 수 있다. 하지만, 이러한 분산 컴퓨팅 모델을 지원하는 프로그래밍 환경으로는 다음과 같은 한계가 있다. 첫째, 소프트웨어 배치(deployment) 문제가 발생한다. 수 많은 시나리오를 생각해 볼 수 있는 유비쿼터스 환경에서는 특정 장치를 공장에서 생산하여 출고할 때 어떤 서버 소프트웨어가 미리 설치되어야 하는지는 가늠할 수 없는 문제이다. 둘째, 성능 문제가 발생할 수 있다. 각 장치의 함수를 호출하는 것은 대부분 원격 함수(remote procedure)이므로 한번 호출하는데 상당한 자원이 소요된다. 하지만, 시나리오를 구현하기 위해서는 특정 장치의 함수를 여러 번 호출해야 되는 상황이 자주 연출된다. 이러한 상황을 피하여 성능을 향상 시키기 위해서는 각 장치에 요구되는 부문 시나리오가 한번에 호출로 처리될 수 있어야 한다. 셋째, 유지 보수 문제가 발생할 수 있다 하나의 서비스가 여러 개의 서버 프로그램과 클라이언트 프로그램으로 구성되기 때문에 한번 업그레이드를 할 때 모든 구성 요소들이 모두 버전 업이 되어야 한다. 넷째, 유비쿼터스 환경에 적합한 추상화 개념의 부재를 들 수 있다. 다양한 장치, 웹서비스 및 데이터 들이 연동되어 하나의 서비스 시나리오를 구현함에 있어서 현재의 프로그래밍 언어는 높은 수준의 추상화 개념을 제공하지 못하고 있다. 본 연구에서는 모바일 코드 기술을 프로그래밍 언어에 적용하여 유비쿼터스 환경에서의 다양한 장치들과 서비스들을 손쉽게 통합하여 애플리케이션 시나리오를 구현할 수 있는 새로운 프로그래밍 언어인 유비스크립트(ubiscript)를 제안한다. 유비스크립트에서는 모바일 코드의 개념을 통해서 앞서 언급한 유비쿼터스 컴퓨팅 환경에서의 문제점을 해결하고자 하였다. 모바일 코드에서는 프로그램 코드가 네트워크를 통해서 컴퓨터를 이동하면서 수행되는 개념인데, 이는 물리적으로 떨어져있으면서 네트워크로 연결되어 있는 다양한 컴퓨팅 장치가 서로 연동하기 위한 모델에 가장 적합하다. 이는 기본적으로 배포(deploy)라는 단계가 필요 없게 되고, 새로운 버전의 프로그램이 작성될지라도 런타임에 코드가 직접 이동하게 되므로 버전 관리의 문제도 해결된다. 게다가 원격 함수를 매번 호출하지 않고 한번 이동된 코드가 원격지에서 모두 수행을 하게 되므로 성능향상에도 도움이 된다. 장소 객체(Place Object)와 원격 스코프(Remote Scope)는 앞서 설명한 특징을 직접적으로 지원하는 언어 요소이다. 장소 객체는 모바일 코드가 이동해서 수행될 계산 환경(computational environment)에 대한 레퍼런스이다. 원격 스코프는 원격지의 컴퓨터에 존재하는 계산 환경의 스코프(scope)를 로컬 계산 환경에 적용할 수 있도록 하는 언어 요소이다. 유비쿼터스 컴퓨팅 환경에서의 장치와 서비스들을 연동하기에는 현재의 프로그래밍 모델은 배포, 유지 보수, 성능 등의 문제점을 안고 있다. 본 연구에서는 모바일 코드 개념을 도입한 새로운 프로그래밍 언어인 유비스크립트를 제안하여 이러한 문제점들을 극복하고자 하였다. 유비스크립트에서는 유비쿼터스 환경을 직접적으로 표현할 수 있도록 새로운 언어 요소인 장소 객체와 원격 스코프 개념을 도입하였고, 프로토타입과 가상의 시나리오 구현을 통하여 기존의 프로그래밍 언어보다 유비쿼터스 환경에 더 적합하고, 단순하며 생산성이 우수하다는 것을 확인하였다.

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