• Title/Summary/Keyword: Mobile Digital Contents

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Signal and Telegram Security Messenger Digital Forensic Analysis study in Android Environment (안드로이드 환경에서 Signal과 Telegram 보안 메신저 디지털 포렌식분석 연구)

  • Jae-Min Kwon;Won-Hyung Park;Youn-sung Choi
    • Convergence Security Journal
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    • v.23 no.3
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    • pp.13-20
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    • 2023
  • This study conducted a digital forensic analysis of Signal and Telegram, two secure messengers widely used in the Android environment. As mobile messengers currently play an important role in daily life, data management and security within these apps have become very important issues. Signal and Telegram, among others, are secure messengers that are highly reliable among users, and they safely protect users' personal information based on encryption technology. However, much research is still needed on how to analyze these encrypted data. In order to solve these problems, in this study, an in-depth analysis was conducted on the message encryption of Signal and Telegram and the database structure and encryption method in Android devices. In the case of Signal, we were able to successfully decrypt encrypted messages that are difficult to access from the outside due to complex algorithms and confirm the contents. In addition, the database structure of the two messenger apps was analyzed in detail and the information was organized into a folder structure and file format that could be used at any time. It is expected that more accurate and detailed digital forensic analysis will be possible in the future by applying more advanced technology and methodology based on the analyzed information. It is expected that this research will help increase understanding of secure messengers such as Signal and Telegram, which will open up possibilities for use in various aspects such as personal information protection and crime prevention.

Analysis of Emerging Geo-technologies and Markets Focusing on Digital Twin and Environmental Monitoring in Response to Digital and Green New Deal (디지털 트윈, 환경 모니터링 등 디지털·그린 뉴딜 정책 관련 지질자원 유망기술·시장 분석)

  • Ahn, Eun-Young;Lee, Jaewook;Bae, Junhee;Kim, Jung-Min
    • Economic and Environmental Geology
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    • v.53 no.5
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    • pp.609-617
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    • 2020
  • After introducing the industry 4.0 policy, Korean government announced 'Digital New Deal' and 'Green New Deal' as 'Korean New Deal' in 2020. We analyzed Korea Institute of Geoscience and Mineral Resources (KIGAM)'s research projects related to that policy and conducted markets analysis focused on Digital Twin and environmental monitoring technologies. Regarding 'Data Dam' policy, we suggested the digital geo-contents with Augmented Reality (AR) & Virtual Reality (VR) and the public geo-data collection & sharing system. It is necessary to expand and support the smart mining and digital oil fields research for '5th generation mobile communication (5G) and artificial intelligence (AI) convergence into all industries' policy. Korean government is suggesting downtown 3D maps for 'Digital Twin' policy. KIGAM can provide 3D geological maps and Internet of Things (IoT) systems for social overhead capital (SOC) management. 'Green New Deal' proposed developing technologies for green industries including resource circulation, Carbon Capture Utilization and Storage (CCUS), and electric & hydrogen vehicles. KIGAM has carried out related research projects and currently conducts research on domestic energy storage minerals. Oil and gas industries are presented as representative applications of digital twin. Many progress is made in mining automation and digital mapping and Digital Twin Earth (DTE) is a emerging research subject. The emerging research subjects are deeply related to data analysis, simulation, AI, and the IoT, therefore KIGAM should collaborate with sensors and computing software & system companies.

The Future of Radio and its Role in the Era of Smart Media (스마트미디어 시대 속 라디오의 미래와 역할 고찰)

  • KWON, Youngsung;SONG, Haeryong
    • Trans-
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    • v.1
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    • pp.117-139
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    • 2016
  • Radio, the first broadcasting medium in history, is also the first mobile medium that meets the currently mobile ecology based on mobile communications network. As a result, it is easily approachable to consumers, can easily engage individual consumers, and its program contents have a huge appealing power to individual listeners, allowing it to form intimacy with audiences at the closest distance. However, the listening rating of radio has decreased greatly because it has experienced various changes by many other competitive media such as TV and internet and it has been influenced by relative constant hypothesis. Also, radio now faces a bigger competition due to the emergence of smartphone. In this circumstance, radio showed movements to evolve into a digital radio that presents improved sound, strengthened reception power, and increased number of channels, but it suddenly changed to DMB and portable multimedia DMB is having huge problems in its marketability due to smartphone. Yet, the listening rating of analogue radio broadcasting that remained unchanged was 13.99% in 2014, an increase by 47% from 2011, and the percentage of listeners under the age of 18 increased by 2.4 times from 2011 to 2014, which was a unique and interesting phenomenon. Accordingly, this paper compared the characteristics of internet and radio that have the traits of daily life, information, individuality, participatory, adventurousness, alternative media, expertise, and sound media. The paper then examined the listening method of radio, in which the direct groundwave antenna reception through a vehicular device is the most common form during the use of transportation means. Finally, it sought to investigate the future of radio based on the understanding of the increase in radio listening ratings, especially by comparing it to the characteristics of smart generation that focus on smartphone and the internet The study results demonstrated that entertainment and amusements are attempting at changes while they used to be obtained selectively by the smart generation from fragmentary information. In addition, radio is expected to become an influential medium in the future through its advantages of 'selected information' and reliability. However, considering such possibilities, radio needs to build the expertise and reliability of broadcasting contents much more at the same time as its digitalization, and it will be able to have its own competitiveness by focusing on various experiences and cultural exposures.

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A Dynamical Load Balancing Method for Data Streaming and User Request in WebRTC Environment (WebRTC 환경에 데이터 스트리밍 및 사용자 요청에 따른 동적로드 밸런싱 방법)

  • Ma, Linh Van;Park, Sanghyun;Jang, Jong-hyun;Park, Jaehyung;Kim, Jinsul
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.581-592
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    • 2016
  • WebRTC has quickly grown to be the world's advanced real-time communication in several platforms such as web and mobile. In spite of the advantage, the current technology in WebRTC does not handle a big-streaming efficiently between peers and a large amount request of users on the Signaling server. Therefore, in this paper, we put our work to handle the problem by delivering the flow of data with dynamical load balancing algorithms. We analyze the request source users and direct those streaming requests to a load balancing component. More specifically, the component determines an amount of the requested resource and available resource on the response server, then it delivers streaming data to the requesting user parallel or alternately. To show how the method works, we firstly demonstrate the load-balancing algorithm by using a network simulation tool OPNET, then, we seek to implement the method into an Ubuntu server. In addition, we compare the result of our work and the original implementation of WebRTC, it shows that the method performs efficiently and dynamically than the origin.

Implementation of the automatic standby power blocking socket outlet having a blocking power threshold per electronic device by the smart machine (스마트 기기에 의해 전자기기별 차단전력문턱치 설정기능이 장착된 자동대기전력 차단콘센트 구현)

  • Oh, Chang-Sun;Park, Chan-Young;Kim, Dong-Hoi;Kim, Gi-Taek
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.481-489
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    • 2014
  • In this paper, the automatic standby power blocking socket outlet to reduce standby power by blocking power threshold is implemented. Where, the standby power means a flowing power when a disused power electronic is plugged into the socket outlet. The proposed socket outlet can cut off the standby power by establishing a proper block power threshold electronic device according to each electronic device because it can monitor the amount of power through the smart machines such as the real-time PC or mobile phone and directly control the blocking power threshold. The software is implemented by using Visual Studio software, code vision and SN8 C studio, and the hardware is embodied in ATmega128, SN8F27E93S, USB to UART, and relay etc. Through the simulation, we find that the standby power of the proposed method is similar to that of the conventional method in case of the cellular phone but the standby power of the proposed method is much less than that of the conventional method in case of the computer, air conditioning, and set-top box. Therefore, it is proved that the proposed socket outlet has a superior performance in terms of the standby power.

A Study on Routing Implementation and Performance Measurement Scheme among IPv6 Terminals (IPv6 단말간 라우팅 구현과 성능측정 구성 방안에 관한 연구)

  • Woo, Jung-Yoon;Yang, JaeSoo;Lee, Jong Won;Kim, Kangju
    • Journal of Digital Contents Society
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    • v.19 no.3
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    • pp.505-512
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    • 2018
  • Internet demand has increased rapidly, and Internet Protocol Version 4, the main Internet protocol, can not cope with various types of network demand in the future. Therefore, it is urgent to spread IPv6-based stable network to solve the shortage of Internet address resources. Due to the proliferation of IoT and the increase in mobile devices, efficient and optimal IPv6 routing design is indispensable. In this paper, we have studied about characteristics of IPv6, address system of IPv6, structure analysis and efficient routing technology among IPv6 terminals. Furthermore, experimental results on routing packet analysis and convergence time are presented in network - based IPv6 routing implementation environment. In addition, we show the results of the experiment analysis by dividing the implementation of IPv6 routing, operation test, and fail over performance into three kinds of routing protocol methods. As a result, this study can be applied to the introduction of IPv6 system, test bed environment construction, and network design.

A Design of Framework for Thin-Client by using X Protocol based Application (X 프로토콜 기반의 애플리케이션을 통한 씬-클라이언트 프레임워크 설계)

  • Song, Min-Gyu
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.509-520
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    • 2009
  • The advancement of network & application technology causes a major change for the use of IT(Information Technology) equipment, including computer and mobile system. In the process from beginning with main frame in the 1960s and 70's, through the server-client paradigm in the 1980s and toward the development of network computer since 90's, computer systems are now evolutioning from isolated physical system to complementary network based virtual system[1][2]. In network based computer system, application and data required for operation are stored at not client as local system, but at server[1]. User can use application & data on a server as if those are on a local client, and a client is now toward a developing thin and network friendly system. In this paper, we discuss possible ways for the efficient implementation of thin-client. For the use of remote application & data as if in local environment, we make use of X protocol. Unlike formal simple Client - Server paradigm, we design a Proxy for middle-tier server for the improvement of QoS and session persistence. X server, Xvfb(X virtual frame buffer) are implemented on thin client and Server, respectively and we applied XSMP(X Session Management Protocol) to our framework for session management. In the end, beyond simple transfer of server display, we suggest thin client framework for the transfter of remote server application over internet.

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A Study on Enhancing Efficiency for Feeling-of-Hit in Games (게임의 타격감에 대한 효율 향상 연구)

  • Moon, Sung-Jun;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.3-14
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    • 2012
  • As one of elements to be able to endow more exciting and higher degree of completion for game, the feeling of hit is realized by image, sound and body-sensing (vibration) effects. When the feeling of hit is realized by game developer, most proper effects will be chosen with regard to genre, system and standpoint of world for the game. In general, most of choices for the effects are performed by the experience of game developer or referring the other games. Nevertheless the related studies are not significant in comparison with the importance for the feeling of hit, and the fundamental studies are mostly not accomplished. This paper introduces a study on efficiency and important factors for the feeling of hit by analyzing the properties and degrees of feeling for all effects to represent the feeling of hit through experiments. For this, a software simulator was implemented to test all effects and therewith the final results are presented through questionnaires for the feeling of hit sent to gamers. Our results are expected to be used to accomplish higher degree of completion for mobile games or web games with limited resources.

Study on the character design of monster in game - Focused on the comparison with Korea, China and Japan (게임 요괴 캐릭터 디자인에 관한 연구 - 한국, 중국, 일본 비교를 중심으로)

  • Ji, Xiao Ou;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1649-1659
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    • 2017
  • China, Korea and Japan are all neighbors, but there are quite a few differences in monster culture. In this article, through studying of Korea games highest export countries--China and Japan, as well as analysis on their historical origin of development of "Monster culture", so as to explore the similarities and differences between development of monster culture. In addition, combining these differences and similarities, through the study of "monster culture" related game works, it aims to explore the impact of these countries' monster culture on modern life culture and the development characteristics of all kinds of monsters under the background of modern culture. Besides, based on above analysis, developed a monster character design that can form a bond of sympathy in three countries by comparing and combining the most popular parts of the monster characters in this three countries. The final aim is to create a game monster character that both in rich ancient culture charm and loved by all people, so as to being taken as an example to illustrate the significance and value of promoting the development of monster culture. The result of this research will help to design monster characters in game production in the future.

Dutch Touch : Mobile Application with Easy Dutch Pay (더치 터치: 더치페이를 쉽게 해주는 모바일 어플리케이션 구현)

  • Song, Yoojeong;Moon, Yeeun;Eom, Jiyeon;Lee, Jongwoo
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.11-18
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    • 2018
  • The Dutch treat culture, which pays for the cost of having meetings with a large number of people, is located in the daily life of many modern people. In particular, the execution of Kim Young-ran is a more active Dutch treat. However, when going dutch, there is a case where the amount of money to be paid per person is not divided equitably and there is an ambiguous situation about who should pay more. Also if one person have to pay all of the payments because of the different payment method such as a cash or card, there is inconvenience to keep a record of the financial relationship each time. In this paper, we introduce an application that allows several people to easily calculate the amount of money to pay per person when eating together or calculating something. From our service, you can easily access with web-based service, manage the user's debts more conveniently through forming the group. In addition, we focused on convenient calculation of cost by setting remaining unit and reserve function which is a function to overcome the disadvantages of existing application. Also, we maintain fairness through games in situations where the users need to make a choice.