• Title/Summary/Keyword: 아이패드

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The Study for Privacy Trust Zone of Smart Monitoring in Mobile Environment (모바일 환경에서 스마트한 모니터링이 가능한 프라이버시 신뢰 존 정보 제공 시스템에 관한 연구)

  • Kang, Jang-Mook;Lee, Woo-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.63-68
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    • 2010
  • Mobile devices like iphone, ipad, kindle, and PDA are used as everyday tool. In the mobile environment, smart phones and other mobile units are also used as a tool for protection or infringement of personal information. Therefore, smart monitoring technology is required to protect personal information and privacy. On the other hand, with smart phones and the mobile environment, diverse application technologies are realized on hardware and software platforms. Therefore, this paper designs the network structure that forms privacy trust zone, and based on this, deals with the monitoring and monitoring prevention system with a focus on CCTV, through which this paper proposes a system that provides privacy trust zone information and its utilization which is capable of smart monitoring.

Implementation of Multiplatform Game Application for Decorating The Lab (다중 플랫폼용 실습실 꾸미기 게임 앱 구현)

  • Rho, Wonbin;Won, Moonsook;Lee, Jihye;Ko, Eunbyul;Lee, Jongwoo
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.197-207
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    • 2014
  • Many people are now enjoying mobile games using various smartphone platforms. However, we have to develop games separately for each smart device platforms so far. Cocos2d-x, a game development framework is released to solve this problem. As a multiplatform version of the existing Cocos2d, Cocos2d-x can make one source code run on various platforms. It is an open software that is able to be used by everyone, and when using it, mobile games can be developed easily based on C++ and OpenGL. In this paper, we implemented a PC laboratory decorating game application, named ILove501, using Cocos2d-x. The 501 is a room number of our PC lab. ILove501 includes an educational feature of solving quizzes in order to highlight positive effects of game. For implementation of a multiplatform game, ILove501 was developed in Windows and iOS environment at the same time, and we verified the results of the execution by porting on a variety of devices such as Android, iPhone, iPad and Galaxy Tab.

A Comparative Study For Mobile HybridApp Development Tool (모바일 하이브리드앱 개발도구에 관한 비교연구)

  • Jang, Rae-Young;Jung, Sung-Jae;Bae, Yu-Mi;Sung, Kyung;Soh, Woo-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.429-432
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    • 2012
  • Mobile devices diffusion begins by the iPhone and spreads by the Android. A widely used mobile devices is Smartphone(iPhone, Android, Bada, WindowPhone7, BlackBerry, etc) and Tablet(iPad, Android). In the past, we have developed a dedicated application for device. But, Now we must develop a application by considering the characteristics of the operating system. Accordingly, many problems occurred and other developmet methods have emerged. In this paper, we learn about MobileHybridApp development tool-oriented One Source Multi Use-and compare the differences, propose a method to develop context-sensitive.

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Case Study of E-Textile Club Activities using Lilypad: Focusing on Integrating Arts Craft and Technology (릴리패드 활용 E-Textile 동아리 수업 사례 연구: 미술과 테크놀로지의 융합을 중심으로)

  • Choi, Hyungshin;Park, Juyeon;So, Hyo-Jeong
    • Journal of The Korean Association of Information Education
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    • v.20 no.4
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    • pp.409-420
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    • 2016
  • In the digital age, children can express their ideas in both physical and digital environments. Electronic textile or e-textiles with Lilypad Arduino provides children with opportunities to explore design ideas and to realize their imagination into physical artefacts. This study aims to analyze the nature of activities and perceptions among 16 children in fifth and sixth grade in a primary school in Seoul who participated in the 12-week e-textile project. To this end, two teachers who taught the class evaluated student-created artefacts from technical, critical, creative and ethical perspectives, and interviewed seven students to extract concrete experiences. The contribution of this study is that it offers a case study of how e-textile programs integrating arts and technology can be implemented in primary school settings and provides implications for future research directions.

A Research Review on Usage of Smart Learning for Elementary Students with Learning Disabilities (초등 학습장애학생을 위한 스마트러닝 활용 연구 고찰)

  • Gu, Eun Jeong
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.451-464
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    • 2016
  • The purpose of this paper is to review recent articles on applying smart learning for elementary students with learning disabilities. The search procedures through the Web-database system were implemented to find the proper research. Finally, a total of 10 articles met the criteria and were included in this review. Each study was analyzed according to the categories of the population, setting, research design, and intervention. The results indicated that research design implemented as case study and single subject design. Results founded strategies applying smart learning leaned too much towards using the skill-based application as learning contents. Based on analysis results, considerations for smart learning for elementary students with learning disabilities were suggested.

A Study on the Self Configurable Smart E-Book Recognizing User's Look based on Face Recognition (얼굴인식을 이용한 사용자 표정감지 스마트 전자책 연구)

  • Cha, Jiyoon;Kim, Injae;Shin, Yurim;Lim, Gyumin;Yun, Sunghyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.566-567
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    • 2016
  • 최근 스마트기기가 발전함에 따라 종이책이 아닌 다양한 전자책뷰어가 등장하고 있다. 애플의 아이패드(iPad), 아마존의 킨들(kindle)과 같은 태블릿, 전자책 또는 스마트폰이 대표적인 예이며 스마트기기의 사용자 증가로 전용 단말기가 아닌 스마트폰 중심의 전자책 시장도 크게 성장하고 있다. 하지만 시니어 또는 스마트기기 사용을 어려워하는 사용자들이 전자책을 사용하는데 어려움을 느끼기 때문에, 전자책은 종이책에 비해 여전히 낮은 이용률을 나타내고 있다. 본 논문에서는 얼굴 표정에 따라서 전자책 설정을 자동으로 변경해 주는 방법을 제안한다. 제안한 방법은 표정감지를 위하여 OpenCV 라이브러리를 이용하여 얼굴을 검출하고, Haar-Like 피처 기법으로 사용자의 눈 모양을 검출한다. 눈이 감겨있는 경우와 찌푸린 경우를 감지하여 이에 맞게 글자크기와 화면을 자동으로 설정해 준다.

A study on the Ubiquitous Underwater Environmental Management System (유비쿼터스 수중환경관리 시스템 구축에 관한 기초연구)

  • Jo, Byung-Wan;Park, Jung-Hoon;Lee, Dong-Yoon;Yoon, Kwang-Won;Kim, Heoun;Kim, Yoon-Ki;Kim, Jang-Wook
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2011.04a
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    • pp.433-436
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    • 2011
  • 스마트폰, 아이패드, 갤력시S, 탭 등 비약적인 과학기술의 발전으로 생활수준이 향상함에 따라, 한강 르네상스 및 4대강 살리기 사업, 각종 생태하천복원 등 새로운 수변문화공간 구축을 위한 공공 사업에서 첨단무선통신기술을 융합한 신개념의 서비스와 문화가 요구되고 있다. 서울시, 서울인근 지역의 강, 하천에 유량이 유입되는 주요지점에 수중환경감지 센서설치. 주변오염지역 감지 및 수중환경 생태를 실시간 감지하여 이상 징후(BOD, COD, DO, 전도, 탁도 등)발생이 예상되는 주변 오염원인 공장, 폐기처리장, 폐수처리장 등의 시설물을 D/B 관리하여 오염원 관련 피해주민에게 실시간 공지하여 대형사고 예방 및 청정하천 수중환경유지를 목표로 한다. 본 논문에서는 수중환경(하천, 호수, 강 등)대한 지능적이고, 효율적인 관리를 위해 센서수중환경에 적합한 4세대 센서 보드 설계 및 블록다이어그램 설계, 통신기술, 인터페이스 개발을 통해 수중환경에 적합한 센서 및 데이터 획득기술 개발한다.

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Using Interaction for an Experiential Story 'The Three Little Pigs and Wolf' - for ipad - (인터랙션을 활용한 체험형 동화 '아기 돼지 삼형제와 늑대' - ipad를 중심으로 -)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.3
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    • pp.1-15
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    • 2015
  • Storytelling which is part of human nature, has changed over millions of years. The development of technology and media has shaped Storytelling into various forms and shapes, and due to the recent spread of smart devices, the influence of interactive storytelling has grown significantly. The technology which allows diverse and natural input of users, have transformed the listener to user and has allowed the user to 'experience' the story rather than 'hear' it. In line with the trend in the development of these technologies, this study seeks to design and implement an interactive tale for children on an ipad platform. Focusing on the interaction aspect, this story is designed mainly for 3-7 years olds, which contains various multimedia elements and interaction elements that use built in technology such as multi-touch technology and microphone technology to allow user input that aline with the context of story. Focusing on children's experience and empathy with the characters of the story, 'Three Little Pigs and the Wolf' contains 22 steps and was published in the itunes Store.

The Study on Improvement of Acoustic Performance for Automobile Sound-absorbing Materials Using Hollow Fiber (중공 섬유를 이용한 자동차 흡음재 성능 향상 연구)

  • Lee, Jung-Wook;Lee, Su-Nam;Shim, Jae-Hyun;Jung, Pan-Ki;Lee, Won-Ku;Bang, Byoung-Joo
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.21 no.9
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    • pp.850-857
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    • 2011
  • Generally, sound-absorbing materials in vehicles are used for giving the comfort to passengers by reducing noise while driving. Materials of which targets are light weight, high performance, eco friendliness and recycling have been developed recently. In this study, sound-absorbing materials using PET(polyethylene terephthalate) hollow fibers to achieve the light weight and the high sound absorption performance are developed, and then evaluated to meet a requirement for the automotive components. The test results show that the acoustic performances of developed products having new fiber structure are better than those of the conventional product.

CC 평가·인증 기술 ISO/IEC 국제 표준화 동향

  • Lee, Kwangwoo;Lee, Su Yeon;Hwang, Hyundong;Sung, Jungho;Choi, Heebong
    • Review of KIISC
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    • v.31 no.4
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    • pp.45-53
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    • 2021
  • 공통평가기준(CC, Common Criteria)의 국제 표준인 ISO/IEC 15408, ISO/IEC 18045는 정보보호제품에 구현되어 있는 보안 기능의 보증과 안전성을 시험하기 위한 평가 기준을 제시하는 국제 표준으로 정보보호제품에 대한 국제적인 신뢰성을 보장할 수 있도록 기준을 제시하고 있다. 특히 ISO/IEC 15408, ISO/IEC 18045는 ISO/IEC 27000, ISO/IEC 19790과 함께 ISO/IEC JTC 1/SC 27을 대표하는 국제 표준이다. 본 논문에서는 ISO/IEC JTC 1/SC 27/WG 3 작업반에서 개정을 진행하고 올해 말에 출판 예정인 ISO/IEC 15408 및 ISO/IEC 18405의 주요 변경 내용 및 신규 개념에 대해 설명하고, 최근 WG 3 작업반에서 추진하고 있는 국제 표준화 활동 현황 및 주요 현황을 소개하고자 한다.