The Journal of the Institute of Internet, Broadcasting and Communication
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v.18
no.6
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pp.43-52
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2018
Livestock production is the second largest economic activity of Pakistan's rural population, more specifically; sixty-seven percent of Pakistan's total population that live in rural areas sources their income from livestock activities. As this subsector of agriculture within rural Pakistan is so critical to Pakistan's economy it is especially important to further develop the sector through the introduction of cost effective, efficient, and practical technologies. In an effort to improve such an important sector within the agriculture sector in Pakistan research has been carried out to better understand the capabilities and feasibility of leveraging Internet of Things based technologies, such as, microprocessors and microcontrollers within Pakistan's livestock production and management. The internet of Things can potentially allow for the scaling of small-scale rural livestock production to larger operations through cost effective and efficient livestock management through the application of IoT technologies. This paper discusses the architecture models of IoT based smart animal farms and delves into the pitfalls and advantages of applying IoT technologies in this sector. In this work we will explore the cheap sensors to monitor the internal activities of cattle farm with the aim of using these sensors as part of system to detect the important operations that need on the time response. This system should provide the feed and water as required, and control the temperature in sheds to protect the cattle being ill and on heat, and humidity level .internet connection used to connect these devices with smartphones or computers. In this paper we proposed the architecture model of IoT based smart animal farm.
Jo, Seungwan;Oh, Hoon;Shim, Kyusung;Shim, Kyuhyun;Lee, Jongmyung;An, Beongku
Journal of the Institute of Electronics and Information Engineers
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v.53
no.8
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pp.85-92
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2016
Mobile cloud computing (MCC) is not just extensions of cloud concepts into mobile environments, but the service technologies that all mobile devices including smartphone can use the desired services by using cloud technology without the constraints of time and space. Currently, a lot of works on mobile cloud computing have been actively researching, whereas user interfaces are not so much researched. The main features and contributions of this paper are as follows. First, develop UI considering UX that is different from conventional interfaces supported by SPICE. Second, combine two button interface into one button interface when keyboard is used in mobile cloud computing clients. Third, develop a mouse interface suitable for mobile cloud computing clients. Fourth, in mobile cloud computing client, solve a problem that the selection of button/files/folder has at the corner. Finally, in mobile cloud computing clients we change mouse scroll mapping functions from volume button to scroll interface in touch-screen. The results of performance evaluation shows that users can input easily with the increased and fixed mouse interface. Since shortcut keys instead of the complex button keys of keyboard are provided, the input with 3-6 steps is reduced into 1 step, which can simply support complex keys and mouse input for users.
Kim, Kyung-Jun;Kim, Dongju;Jang, Dae-Jin;Oh, Eun-Ho;Kim, Jin-Man
Journal of the Korea Society of Computer and Information
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v.20
no.3
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pp.115-124
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2015
In this paper we analyse the previous (Quality of Services) and QoE(Quality of Experience) methods, and propose a high reliable network system framework and its service forwarding method that is able to provide seamless N-Screen services for proliferating disaster informations. The service satisfaction measurement, i.e., QoE, of contents consumers in N-screens services is going to be important the factor in disaster information proliferation because N-Screen services in the previous methods based on multi devices only focused on information transmission. The proposed system around these services is composed of a disaster information process framework for accepting user's service requirement, push service modules for minimizing the number of packets to be caused when carrying out the push service, and a push service controller for maximizing QoE measures. In order to provide a seamless N-Screen service on diverse screens, such as smartphone, PC, and big screen, we also have Open API(Application Programming Interface) functions. Through these results, we expect to evaluate QoS and QoE quality in the seamless N-Screen service.
The Journal of Korean Institute of Communications and Information Sciences
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v.36
no.12B
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pp.1556-1564
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2011
The increased life expectancy of human due to the advance of medical techniques has led to many social problems such as rapidly aging populations, increased medical expenses and a lack of medical specialists. Thus, studies on improving the quality of life with the least amount of expense have been going on by incorporating advanced technologies, especially for Personal Health Devices (PHDs), into the medical service market. However, compatibility and extensibility among manufacturers of PHDs have not been taken into account in most of the researches done on the development of PHDs because most of them have been supported by individual medical organizations. The interoperability among medical organizations can not be guaranteed because each medical organization uses different format of the messages. Therefore, in this paper, an expansion module that can enable commercially-available non-standard PHDs to support the IEEE 11073, and a smart-phone-based manager that can support easy and comprehensive management on receiving and transmitting the collected data from each PHD using IEEE 11073 standard were developed. In addition, a u-health system that can transmit the data collected in the manager using the standard data format HL 7 to medical center for real-time medical service from every medical institutions that support this standard was designed and developed.
Kim, Jang Il;Kim, Myung Gwan;Kwon, Young Man;Jung, Yong Gyu
Journal of Service Research and Studies
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v.5
no.2
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pp.111-118
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2015
Although the development of mobile devices are made us a free life, they were displayed the subject of this financial crime and attacking forces in the other side. Among finance-related crime is become a serious crime that are targeting smartphones by SMS phishing, phishing, pharming, voice phishing etc. In particular, SMS phishing is increased according to phenomenon using the nature of a text message in the mobile. SMS phishing is become new crime due to the burden to the smartphone user. Their crime is also the advanced way from the existing fraud, such as making the malicious apps. Especially it generates loopholes in the law by a method such as using a foreign server. For safe from SMS phishing attacks, proactive pre-diagnosis is even more important rather than post responses. It is necessary to deploy blocking programs for detecting SMS phishing attacks in advance to do this. In this paper we are investigating the process of block types and block apps that are currently deployed and presenting the evaluation of the application of the detection block setting app.
With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.
Recently, a smartphone manufactured on a flexible substrate has been released as an electronic device, and research on a stretchable electronic device is in progress. In this paper, a silicon-based stretchable material is made and used as a substrate to implement and evaluate an optical sensor device using oxide semiconductor. To this end, a substrate that stretches well at room temperature was made using a silicone-based solution rubber, and the elongation of 350% of the material was confirmed, and optical properties such as reflectivity, transmittance, and absorbance were measured. Next, since the surface of these materials is hydrophobic, oxygen-based plasma surface treatment was performed to clean the surface and change the surface to hydrophilicity. After depositing an AZO-based oxide film with vacuum equipment, an Ag electrode was formed using a cotton swab or a metal mast to complete the photosensor. The optoelectronic device analyzed the change in current according to the voltage when light was irradiated and when it was not, and the photocurrent caused by light was observed. In addition, the effect of the optical sensor according to the folding was additionally tested using a bending machine. In the future, we plan to intensively study folding (bending) and stretching optical devices by forming stretchable semiconductor materials and electrodes on stretchable substrates.
Since the advent of the Smart Devices, the smartphone has become a popular tool to view Webtoon. This phenomenon has caused the convergence of cutting-edge technologies and Webtoons in diverse forms, creating unique versions of Webtoons including, but not limited to Smart-toon, Effect-toon, Cut-toon, Dubbing-toon, Moving-toon, AR-toon, VR-toon, and Interaction-toon. By comparison to these rich diversities of Webtoons in the online industry, there is a lack of academic research on this topic. There are some papers which talk about the different types of multimedia technology conversion and its case presentation or the effectiveness and problems of visual effect, but the effects of these convergence technologies on comic readers' concentration and reading effectiveness have never been investigated so far. Therefore, this paper will discuss the unique method of immersive storytelling that is often used in comics and analyze each aspects of immersive method in technology-converged Webtoons along with its problems. Furthermore, this paper will analyze different aspects of "immersion" and interaction elements that can be found in the popular Interaction-toon, (Encountered). Through this, this paper discusses the positive influence of the interaction elements on comic readers' immersion level and its limitation. To classify the technology-converged Webtoons in terms of the immersion level, the Effect-toon sometimes interferes viewer's flow by using excessive use of multimedia effect, creating information overload. The Smart-toon which applied motions to each frame under horizontal mode of smartphones was a good try, but it hindered the readers' activeness and made it hard for the readers to be fully absorbed in the story. The VR-toon, which utilizes virtual reality gadgets to allow viewers to explore the world of Webtoon was also a nice try to overcome the limitation of vertical screens. However, it often caused dispersion of user's attention and reduced the users' immersion level. The Moving-toon which only emphasized the reading convenience also invaded readers' activeness and disturb users' concentration. On the other hand, the cartoonist Il-Kwon Ha applied high technologies such as face recognition technology, augmented reality techniques, 360-degree panorama technology, and haptic technology to his cartoon (Encountered). This allowed the readers to form a sense of closeness towards the cartoon characters which let the readers to identify themselves with the characters and interact with them. By this way, the readers can be fully immersed in the story. However, technology abuse, impractical production and hackneyed storylining often showed later in the story remains as its limitations.
International Journal of Computer Science & Network Security
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v.24
no.4
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pp.163-169
/
2024
India is a developing nation and has come with comprehensive way in modernizing its reducing poverty, economy and rising living standards for an outsized fragment of its residents. The STEM (Science, Technology, Engineering, and Mathematics) education plays an important role in it. STEM is an educational curriculum that emphasis on the subjects of "science, technology, engineering, and mathematics". In traditional education scenario, these subjects are taught independently, but according to the educational philosophy of STEM that teaches these subjects together in project-based lessons. STEM helps the students in his holistic development. Youth unemployment is the biggest concern due to lack of adequate skills. There is a huge skill gap behind jobless engineers and the question arises how we can prepare engineers for a better tomorrow? Now a day's Industry 4.0 is a new fourth industrial revolution which is an intelligent networking of machines and processes for industry through ICT. It is based upon the usage of cyber-physical systems and Internet of Things (IoT). Industrial revolution does not influence only production but also educational system as well. IoT in academics is a new revolution to the Internet technology, which introduced "Smartness" in the entire IT infrastructure. To improve socio-economic status of the India students must equipped with 21st century digital skills and Universities, colleges must provide individual learning kits to their students which can help them in enhancing their productivity and learning outcomes. The major goal of this paper is to present a low cost, effective learning mechanism for STEM implementation using Raspberry Pi 3+ model (Single board computer) and Node Red open source visual programming tool which is developed by IBM for wiring hardware devices together. These tools are broadly used to provide hands on experience on IoT fundamentals during teaching and learning. This paper elaborates the appropriateness and the practicality of these concepts via an example by implementing a user interface (UI) and Dashboard in Node-RED where dashboard palette is used for demonstration with switch, slider, gauge and Raspberry pi palette is used to connect with GPIO pins present on Raspberry pi board. An LED light is connected with a GPIO pin as an output pin. In this experiment, it is shown that the Node-Red dashboard is accessing on Raspberry pi and via Smartphone as well. In the final step results are shown in an elaborate manner. Conversely, inadequate Programming skills in students are the biggest challenge because without good programming skills there would be no pioneers in engineering, robotics and other areas. Coding plays an important role to increase the level of knowledge on a wide scale and to encourage the interest of students in coding. Today Python language which is Open source and most demanding languages in the industry in order to know data science and algorithms, understanding computer science would not be possible without science, technology, engineering and math. In this paper a small experiment is also done with an LED light via writing source code in python. These tiny experiments are really helpful to encourage the students and give play way to learn these advance technologies. The cost estimation is presented in tabular form for per learning kit provided to the students for Hands on experiments. Some Popular In addition, some Open source tools for experimenting with IoT Technology are described. Students can enrich their knowledge by doing lots of experiments with these freely available software's and this low cost hardware in labs or learning kits provided to them.
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