• Title/Summary/Keyword: Mobile Android platform

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Morphing and Warping using Delaunay Triangulation in Android Platform (안드로이드 플랫폼에서 들로네 삼각망을 이용한 모핑 및 와핑 기법)

  • Hwang, Ki-Tae
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.137-146
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    • 2010
  • According to rapid advent of the smartphone, software technologies which have been used on PCs are being introduced into the smartphone. This paper introduces an implementation of an application software under the Android platform using morphing and warping technology. It composes two face images with morphing technology and also transforms an original face image using warping technology for fun. For this, the image is triangulated by Delaunay Triangulation based on control points which are created by simple LCD touches on the mobile device. The implementation case of this paper will be a good reference for the development of applications like games using morphing and warping technologies over Android platforms.

Toward Mobile Cloud Computing-Cloudlet for implementing Mobile APP based android platform (안드로이드 기반의 모바일 APP 개발을 위한 모바일 클라우드 컴퓨팅)

  • Nkenyereye, Lionel;Jang, Jong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1449-1454
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    • 2015
  • Virtualization lacks capabilities for enabling the application to scale efficiently because of new applications components which are raised to be configured on demand. In this paper, we propose an architecture that affords mobile app based on nomadic smartphone using not only mobile cloud computing-cloudlet architecture but also a dedicated platform that relies on using virtual private mobile networks to provide reliable connectivity through LTE(Long Term Evolution) wireless communication. The design architecture lies with how the cloudlet host discovers service and sends out the cloudlet IP and port while locating the user mobile device. We demonstrate the effectiveness of the proposed architecture by implementing an android application responsible of real time analysis by using a vehicle to applications smartphone interface approach that considers the smartphone to act as a remote users which passes driver inputs and delivers outputs from external applications.

Management Method of an Application License in the Android Platform Based on USIM (USIM 기반 안드로이드 플랫폼에서의 어플리케이션 라이센스 관리 기법)

  • Lee, Yun-Seok;Kim, Eun;Jung, Min-Soo
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.238-248
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    • 2011
  • Various services through mobile have been expanding since the development of the Smartphones. People freely communicate, remake and redistribute the information through Wi-Fi. People's freedom can cause lots of problems. There are application licenses of various types in the Android platform. However, problems about redistribution are indiscriminately distributed what can't be disentangled commercial and noncommercial use. To solve these problems, an application program has to go through procedures of license check in the Android platform. This method has two problems. One, an exact license authentication is impossible in the place where Wi-Fi does not work. The other thing, this license information is stored directly into the Smartphone. Therefore, attacks are possible about the stored license information, To solve these problems, we designed and implemented the file structure for storing the license information into USIM. We can store and authenticate them. Thus, we propose above the authentication method that can be authenticated the license authentication safely in on or off-line.

Cross-Platform Mobile System for Social Applications (소셜 응용을 위한 크로스-플랫폼 모바일 시스템)

  • Kim, Kwang-Sup;Kang, Sang-Gu;Kim, Nam-Yun;Hwang, Ki-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.193-198
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    • 2011
  • As smartphone use has been steadily growing over the past year, social networking on the mobile phones appears to be increasing. In this paper, we propose a cross-platform mobile architecture for supporting social applications. The key design objectives for developing the proposed system include: 1) providing personalized data through filtering information which is supplied by various social applications, 2) providing a cross-platform architecture for adapting various smartphones such as Apple iPhone and Google android. We verified system design by implementing a smartphone application which displays the filtered pictures from social network services such as Flickr and Picasa.

A Smart Framework for Mobile Botnet Detection Using Static Analysis

  • Anwar, Shahid;Zolkipli, Mohamad Fadli;Mezhuyev, Vitaliy;Inayat, Zakira
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.6
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    • pp.2591-2611
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    • 2020
  • Botnets have become one of the most significant threats to Internet-connected smartphones. A botnet is a combination of infected devices communicating through a command server under the control of botmaster for malicious purposes. Nowadays, the number and variety of botnets attacks have increased drastically, especially on the Android platform. Severe network disruptions through massive coordinated attacks result in large financial and ethical losses. The increase in the number of botnet attacks brings the challenges for detection of harmful software. This study proposes a smart framework for mobile botnet detection using static analysis. This technique combines permissions, activities, broadcast receivers, background services, API and uses the machine-learning algorithm to detect mobile botnets applications. The prototype was implemented and used to validate the performance, accuracy, and scalability of the proposed framework by evaluating 3000 android applications. The obtained results show the proposed framework obtained 98.20% accuracy with a low 0.1140 false-positive rate.

Design and Implementation of SNS-linked Location based Mobile AR Systems using OpenAPI on Android (안드로이드 기반 OpenAPI를 이용한 SNS 연동 지역정보 서비스를 위한 모바일 증강현실 시스템 설계 및 구현)

  • Kim, Cheong-Ghil;Chung, Ji-Moon
    • Journal of Digital Convergence
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    • v.9 no.2
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    • pp.131-140
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    • 2011
  • As the recent advances in network and wireless communications and semiconductor design and process technologies, our computing platform is rapidly shifting from desktop PCs to mobile devices such as UMPC (Ultra Mobile PC), Tablet PC, and Smartphone. Especially, wide-spreading Smartphones allow a new field of application based on location based services available with an user interface called augmented reality (AR). Therefore, this paper introduces an implementation of AR using various OpenAPls on Android Smartphones. In order to utilize enrich user data in real time, the system integrates with location based social network services also with OpenAPI. These APIs enable third-party developers to make use of rich contents of many portal web sites. The prototype was implemented on the real Android phone, Sky Sirius, and the result shows that it can provide an efficient location based service using AR technology without any constraints on mobile devices; in addition, it connects SNS to AR for sharing user data including photos, videos, and messages based on a specific location.

Real-time Heart Rate Measurement based on Photoplethysmography using Android Smartphone Camera

  • Hoan, Nguyen Viet;Park, Jin-Hyeok;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.234-243
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    • 2017
  • With the development of smartphone technologies enable photoplethysmogram (PPG) acquisition by camera and heart rate (HR) measurement. This papers presents improved algorithm to extract HR from PPG signal recorded by smartphone camera and to develop real-time PPG signal processing Android application. 400 video samples recorded by Samsung smartphone camera are imported as input data for further processing and evaluating algorithm on MATLAB. An optimized algorithm is developed and tested on Android platform with different kind of Samsung smartphones. To assess algorithm's performance, medical device Beurer BC08 is used as reference. According to related works, accuracy parameters includes 90% number of samples that has relative errors less than 5%, Person correlation (r) more than 0.9, and standard estimated error (SEE) less than 5 beats-per-minutes (bpm).

Flower Recognition System Using OpenCV on Android Platform (OpenCV를 이용한 안드로이드 플랫폼 기반 꽃 인식 시스템)

  • Kim, Kangchul;Yu, Cao
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.1
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    • pp.123-129
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    • 2017
  • New mobile phones with high tech-camera and a large size memory have been recently launched and people upload pictures of beautiful scenes or unknown flowers in SNS. This paper develops a flower recognition system that can get information on flowers in the place where mobile communication is not even available. It consists of a registration part for reference flowers and a recognition part based on OpenCV for Android platform. A new color classification method using RGB color channel and K-means clustering is proposed to reduce the recognition processing time. And ORB for feature extraction and Brute-Force Hamming algorithm for matching are used. We use 12 kinds of flowers with four color groups, and 60 images are applied for reference DB design and 60 images for test. Simulation results show that the success rate is 83.3% and the average recognition time is 2.58 s on Huawei ALEUL00 and the proposed system is suitable for a mobile phone without a network.

Augmented Reality Logo System Based on Android platform (안드로이드 기반 로고를 이용한 증강현실 시스템)

  • Jung, Eun-Young;Jeong, Un-Kuk;Lim, Sun-Jin;Moon, Chang-Bae;Kim, Byeong-Man
    • The KIPS Transactions:PartB
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    • v.18B no.4
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    • pp.181-192
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    • 2011
  • A mobile phone is becoming no longer a voice communication tool due to smartphones and mobile internet. Also, it now becomes a total entertainment device on which we can play game and get services by variety applications through the Web. As smartphones are getting more popular, their usages are also increased, which makes the interest of advertising industry in mobile advertisement increased but it is bound to be limited by the size of the screen. In this paper, we suggest an augmented reality logo system based on Android platform to maximize the effect of logo advertisement. After developing software and mounting it on a real smartphone, its performances are analyzed in various ways. The results show the possibility of its application to real world but it's not enough to provide real time service because of the low performance of hardware.