• Title/Summary/Keyword: Cross OS Platform

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Design and Development of Implementation of augment reality application with support cross-platform (크로스 플랫폼을 지원하는 증강현실 구현 앱의 설계 및 개발)

  • Jo, Jae-ik;Jeon, Je-eung;Bae, Dong-hyeun;Yoon, Hyeon-su;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.438-440
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    • 2017
  • In this research, we design and develop an app that can be run on multiple platforms and easily realize augmented reality. It works on PC and mobile (Android, iOS) in cross platform and users want to lower the barriers to entry of augmented reality by allowing users to select the marker to be augmented reality coordinates and the model to be implemented within the app. The app consists of Unity 3D engine and ARToolkit, an open source augmented reality SDK. Unity 3D integrates UI, markers and objects, and is used as the main engine for cross-platform development. This paper presents the design and production method of the augmented reality application and explains the use examples.

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Design and Implementation of the Smart Virtual Machine for Smart Cross Platform (스마트 크로스 플랫폼을 위한 스마트 가상기계의 설계 및 구현)

  • Han, Seong-Min;Son, Yun-Sik;Lee, Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.190-197
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    • 2013
  • Since domestic and foreign platform companies and mobile carriers adopt and use different kinds of smart platforms, developers should develop or convert contents according to each smart platform to provide a single smart content for customers. It takes long time and a lot of money to convert the conventional smart contents in order to serve other smart platforms. For the reason, more attention has been paid on Smart Cross Platform or Hybrid Platform, the core technologies of OSMU(One Source Multi Use) in which, once a program is coded, it can be executed in any platforms regardless of development languages. As a result, PhoneGap and HTML5 based Sencha Touch have been introduced. In this paper, we developed the smart virtual machine, which is built in smart cross platform based smart devices, unlike Android, iOS, Windows Phone devices being dependent of platforms, and helps to download and execute applications, being independent of platforms. the smart virtual machine supports C/C++, and Java language, being differentiated from JVM by sun microsystems that supports only Java language and .NET framework by microsoft that supports only C, C++ and C#. Therefore, it provides contents developers with the environment where they can get a wide range of options in choosing a language and develop smart contents.

Design MetaModel for MCF (Mobile Cross Framework) Based MDA (MDA기반 모바일 크로스 프레임워크를 위한 메타모델 설계)

  • Song, Yujin;Han, Deoksoo;Lee, Eunjoo
    • Journal of Korea Multimedia Society
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    • v.22 no.2
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    • pp.292-298
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    • 2019
  • Mobile-based software development methodology has been vigorously researched from using object-oriented development methodology and component-based development methodology previous structural developing methodology. There are two types of OS in mobile platform which are android and iOS. There is a problem that the application to be developed is developed depending on the device type. To resolve this problem, first, the system structure and design method should be managed effectively. Second, a basic design guide that can be commonly adapted to the each project is required. In this paper, we define a mobile cross platform meta model based on MDA-development methodology, focusing on reusability, portability and interoperability about non - dependent part of the mobile platform. If the proposed meta-model is applied to manage the related information and all the types of Mobile-Apps become available through independent mobile app development process, henceforward, it will be much of help establishing formulaic mobile-app developmental methodology.

Design and Implementation of 3D Geospatial Open Platform Based on HTML5/WebGL Technology (HTML5/WebGL 기반 3D 공간정보 오픈플랫폼 소프트웨어 설계 및 구현)

  • Kim, Min Soo;Jang, In Sung
    • Spatial Information Research
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    • v.23 no.6
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    • pp.57-66
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    • 2015
  • Recently, the utilization of geospatial open platforms has been constantly increased and the interest in 3D geospatial data such as terrain, building and shopping mall has been increased significantly. In particular, rather than simplified 3D geospatial data, interest in high-precision 3D geospatial data which similarly represents the real world objects has increased significantly. In order to satisfy the demand for such the high-precision 3D geospatial data, various kinds of 3D geospatial open platforms has been developed and has provided services on the web. However, most of the 3D geospatial open platforms have been used plug-in module in order to ensure a fast 3D rendering performance on the web, despite the many problems such as difficulty of the installation, no supporting of cross browser/operating system and security issues. In addition, recently, the existing 3D geospatial open platforms based on plug-in module are facing a serious problem, by declaring the NPAPI service interruption in Chrome and Firefox browsers. In this study, we presents the design and implementation of a new 3D geospatial open platform based on HTML5/WebGL technology without the use of plug-ins. Such the new 3D geospatial open platform based on HTML5/WebGL may support cross browsers such as IE, Chrome, Firefox, Safari and cross OS platforms such as Windows, Linux, Mac and mobile OS platforms.

A Cross-Platform Malware Variant Classification based on Image Representation

  • Naeem, Hamad;Guo, Bing;Ullah, Farhan;Naeem, Muhammad Rashid
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.7
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    • pp.3756-3777
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    • 2019
  • Recent internet development is helping malware researchers to generate malicious code variants through automated tools. Due to this reason, the number of malicious variants is increasing day by day. Consequently, the performance improvement in malware analysis is the critical requirement to stop the rapid expansion of malware. The existing research proved that the similarities among malware variants could be used for detection and family classification. In this paper, a Cross-Platform Malware Variant Classification System (CP-MVCS) proposed that converted malware binary into a grayscale image. Further, malicious features extracted from the grayscale image through Combined SIFT-GIST Malware (CSGM) description. Later, these features used to identify the relevant family of malware variant. CP-MVCS reduced computational time and improved classification accuracy by using CSGM feature description along machine learning classification. The experiment performed on four publically available datasets of Windows OS and Android OS. The experimental results showed that the computation time and malware classification accuracy of CP-MVCS was higher than traditional methods. The evaluation also showed that CP-MVCS was not only differentiated families of malware variants but also identified both malware and benign samples in mix fashion efficiently.

Development of App Game Engine For Mobile OS Cross-Platform Support (모바일 OS 크로스 플랫폼 지원을 위한 앱 게임 엔진 구축)

  • Kim, MinHo;Jung, KyoungJin;An, DongUn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.325-327
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    • 2014
  • 애플의 iOS가 처음 출시되고 앱 마켓이 공급자와 소비자 모두에게 각광을 받으며 성공하자 구글에서도 Android를 내세워 구글 마켓을 오픈하였고 결국 다양한 종류, 높은 품질의 애플리케이션들이 사용자들에게 공급되게 되었다. 언제 어디서나 스마트 폰을 통해 고품질의 다양한 앱을 이용할 수 있다는 점이 부각되어 각 마켓의 다운로드 횟수가 급증하는 등 폭발적인 앱 시장을 이룩하게 되었다. 하지만 개발자의 입장에서는 같은 솔루션을 개발할 때 모든 플랫폼을 지원하기 위해 각각의 OS에 맞게 따로 개발하기 때문에 오히려 전체 개발기간이 늦어지는 요소가 되었다. 이런 비효율적인 개발 기간을 단축하기 위해 상용엔진을 구매하여 적용하는 경우가 있지만 영세한 규모의 프로젝트 팀에서 적용하기에는 무리가 있으며 엔진 자체를 배우거나 개발하려는 앱을 위한 커스터마이징하는 기간 역시 짧지 않아 좋은 선택이 될 수 없다. 이에 본 논문에서는 모바일 OS 크로스 플랫폼 지원이 가능한 게임 엔진을 구축하기 위한 방법을 설명하고 이를 활용하여 개발된 프로젝트를 테스트하여 초당 54~61frame 이라는 그래픽 출력 속도를 보임으로써 해당 엔진의 활용 가능성을 증명하였다.

Design and Implementation of JQuery-based Handwritten Signature System for Cross-Browsing (크로스 웹 브라우징을 위한 JQuery기반 자필 서명 시스템의 설계 및 구현)

  • Lee, Ki-Myoung;Choi, Do-Hyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.1
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    • pp.1-11
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    • 2017
  • Recently that require digital signatures handwritten for personal use customer information and agree to the Terms of Service agreement or a general sign up. Signature system including an existing handwritten signature are a problem, which may be a platform-dependent, as well as the environment in which to perform the signature vary according to device Status of presence because it is being utilized is implemented on the service platform itself within each company. In this paper, we designed and implemented an integrated system handwritten signature as possible using a cross-browser way to store the handwritten two-dimensional coordinates based on the jQuery it is interspecific directly integrated browser environment. iOS, Android, was tested in an integrated web browser in heterogeneous environments, including PC, it was confirmed that all handwritten signature function is working properly.

A Study on an Efficient Routing Scheme for using a priority scheme in Wireless Sensor Networks (무선 센서 네트워크 환경에서 우선순위 기법을 이용한 효율적인 경로 설정에 대한 연구)

  • Won, Dae-Ho;Yang, Yeon-Mo
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.4
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    • pp.40-46
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    • 2011
  • Wireless Sensor Networks(WSNs) have shown a lot of good outcomes in providing a various functions depending on industrial expectations by deploying ad-hoc networking with helps of light loaded and battery powered sensor nodes. In particular, it is strongly requested to develop an algorithm of cross-layer control between 2-layer and 3-layer to deriver the sensing data from the end node to the sink node on time. In this paper, based on the above observation we have proposed an IEEE802.15.4 based self priority routing scheme under UC Berkely TinyOS platform. The proposed beacon based priority routing (BPR) algorithm scheme utilizes beacon periods in sending message with embedding the high priority data and thus provides high quality of service(QoS) in the given criteria. The performance measures are the packet Throughput, delivery, latency, total energy consumption. Simulation results under TinyOS Simulator(TOSSIM) have shown the proposed scheme outcome the conventional Ad hoc On-Demand Distance Vector(AODV) Routing.

A transmission of Data among Cross-platform for comparing Images (이미지 비교를 위한 이기종 플랫폼간의 데이터 송·수신)

  • Park, Sung-Hoon;Choi, Young-Jun;Yoo, Eun-Jae;Kim, Jin-Deog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.332-334
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    • 2014
  • PC와 모바일 디바이스 간에 데이터를 전송하는 방법은 여러 수단이 있으나, 직접 연결 또는 동일한 IP의 소켓통신을 위한 방법만이 존재한다. 이러한 방법들은 PC 와 모바일 디바이스가 직접적으로 연결되어야 가능하며, 동일한 OS가 아닌 경우 자료형의 범위 차이로 인한 데이터 훼손이 발생한다. 이를 개선하기 위해 데이터베이스 영역을 공유하며 데이터의 입 출력 시에 Base64 코드로 변환하여 데이터의 형태를 통일 시키는 방법을 사용한다. 본 논문에서는 서로 다른 이기종 플랫폼 PC와 모바일 디바이스 간의 이미지 데이터 비교를 위하여 원본 바이트코드를 Base64로 변환 하는 과정을 거친다. 이 때 데이터양의 증가로 발생되는 전송속도 저하를 개선하기 위하여 모바일 디바이스와 데이터베이스를 직접 연결하는 JTDS 기법을 적용하였다.

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A Static Analysis Technique for Android Apps Written with Xamarin (자마린으로 개발된 안드로이드 앱의 정적 분석 연구)

  • Lim, Kyeong-hwan;Kim, Gyu-sik;Shim, Jae-woo;Cho, Seong-je
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.3
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    • pp.643-653
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    • 2018
  • Xamarin is a representative cross-platform development framework that allows developers to write mobile apps in C# for multiple mobile platforms, such as Android, iOS, or Windows Phone. Using Xamarin, mobile app developers can reuse existing C# code and share significant code across multiple platforms, reducing development time and maintenance costs. Meanwhile, malware authors can also use Xamarin to spread malicious apps on more platforms, minimizing the time and cost of malicious app creation. In order to cope with this problem, it is necessary to analyze and detect malware written with Xamarin. However, little studies have been conducted on static analysis methods of the apps written in Xamarin. In this paper, we examine the structure of Android apps written with Xamarin and propose a static analysis technique for the apps. We also demonstrate how to statically reverse-engineer apps that have been transformed using code obfuscation. Because the Android apps written with Xamarin consists of Java bytecode, C# based DLL libraries, and C/C++ based native libraries, we have studied static reverse engineering techniques for these different types of code.