• Title/Summary/Keyword: Screen Design

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Design of a Secure Keypads to prevent Smudge Attack using Fingerprint Erasing in Mobile Devices (모바일 단말기에서 지문 지우기를 활용한 스머지 공격 방지를 위한 보안 키패드 설계)

  • Hyung-Jin, Mun
    • Journal of Industrial Convergence
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    • v.21 no.2
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    • pp.117-123
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    • 2023
  • In the fintech environment, Smart phones are mainly used for various service. User authentication technology is required to use safe services. Authentication is performed by transmitting authentication information to the server when the PIN or password is entered and touch the button completing authentication. But A post-attack is possible because the smudge which is the trace of using screen remains instead of recording attack with a camera or SSA(Shoulder Surfing Attack). To prevent smudge attacks, users must erase their fingerprints after authentication. In this study, we proposed a technique to determine whether to erase fingerprints. The proposed method performed erasing fingerprint which is the trace of touching after entering PIN and designed the security keypads that processes instead of entering completion button automatically when determined whether the fingerprint has been erased or not. This method suggests action that must erase the fingerprint when entering password. By this method, A user must erase the fingerprint to complete service request and can block smudge attack.

A Study of Direction of VR Animation <Goodbye Mr Octopus> (VR애니메이션 <Goodbye Mr Octopus> 연출 연구)

  • Lee, TaeGu;Park, Sukyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.135-140
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    • 2023
  • VR animation allows you to see 360-degree screen production that cannot be seen in existing animation production while being located in the space within the animation. <Goodbye Mr Octopus>, a VR animation produced in 2020, was selected at the 77th Venice Film Festival as an immersive short film. This is the story of an adolescent girl, Stella, who is celebrating her 16th birthday, and her conflict with her strict father is resolved through a letter from her mother. It is a narrative composed of a total of 11 scenes, and in each scene, new directing elements of VR video grammar, such as gaze induction, time flow, and space conversion directing, were analyzed. Gaze-inducing directing minimized the inconvenience of 360-degree gaze, and time and space conversion directing was analyzed as an effect of increasing the audience's immersion according to narrative events.

A Study on the Purchase Status of Athleisure wear and Consumers' Dissatisfaction with Online Shopping Post-COVID-19 (코로나19 이후 애슬레저웨어의 구매 현황 및 온라인 쇼핑 시 불만족에 관한 연구)

  • Eui Kyung Roh
    • Fashion & Textile Research Journal
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    • v.25 no.2
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    • pp.165-174
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    • 2023
  • This study analyzed the purchase status of athleisure wear and consumers' dissatisfaction with online shopping post-COVID-19. The target population comprised female consumers in their 20s to 50s who are interested in exercise and fashion. The study investigated differences according to age. It was found that athleisure wear was purchased once every two to three months and used as sportswear and/or daily wear. Purchase information was obtained via the Internet, and purchases were made online. Design, price, wear sensation, and textiles were the most important selection criteria, and T-shirts and leggings were the most frequently purchased garments. Additionally, textile characteristics such as moisture-absorbing and quick-drying as well as elasticity were evaluated as important. Online shopping of athleisure wear has increased since COVID-19 due to the time savings, low price, opportunity to compare several products, and delivery convenience. However, consumers were dissatisfied due to the differences between the screen image and the actual product, the inconvenience of returns, exchanges, and refunds, the lack of product information, product quality, and delivery. Furthermore, it was found that pursuing value of athleisure wear differed according to age. Consumers in their 20s and 30s required athleisure wear with the characteristics of sportswear and daily or urban wear and those in their 40s and 50s required garments with good performance as sportswear. Based on consumer feedback, it is necessary for manufacturers to provide product information that can improve product reliability.

Analysis of the use status of animation contents in Over The Top service (Over The Top 서비스의 애니메이션 콘텐츠 이용 현황 분석)

  • Sukyung Park;Teagu Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.445-450
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    • 2023
  • This study analyzed the factors that viewers consider when watching anime on Over The Top(OTT) service platforms and the characteristics of each type of preference, which are the components of anime preference. To this end, the survey data of 240 animation major students were used for analysis, and the conclusions drawn through frequency analysis and cross-tabulation of IBM SPSS Statistics 27 are as follows. Netflix is the OTT service platform that viewers use the most, and TV series are the most preferred for animation works. In addition, it was found that Netflix OTT original animation works were preferred over other platforms, and long-form animation preferred Disney+. Among the characteristics of each type of animation preference, it was found that the factors considered when watching animation in terms of narrative value, aesthetic value, and entertainment value respectively value the structure, screen production, and immersion of the storyline. It is hoped that this study will be used as useful data for producing animation contents with the OTT service platform.

The development of a new type of functional fresh apple juice using prebiotic fibers, ginger extract, and cardamom essential oil: Antioxidant capacity and chemical analysis

  • Hamed Hassanzadeh;Mohammadyar Hosseini;Yaseen Galali;Babak Ghanbarzadeh
    • Food Science and Preservation
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    • v.30 no.5
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    • pp.743-757
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    • 2023
  • The formulation of a novel functional fresh apple juice enriched with dietary prebiotic fiber (inulin or polydextrose), ginger extract (GE), and cardamom essential oil (CEO) was carried out based on a combined D-optimal design. In the first stage, sensory evaluation was performed to screen and select the optimum sample for further experiments. The sensory evaluation showed that the sample containing inulin 0.25 g/100 g GE and 0.03 g/100 g CEO had the highest organoleptic score. In the second stage, various chemical experiments, including pH, acidity, formalin index, total phenol, flavonoids, antioxidant capacity, and vitamin C content, were evaluated on the selected enriched apple juices. The addition of GE and CEO caused changes in nutritional characteristics, including antioxidant capacity, total phenol, flavonoids, vitamin C, and IC50, from 35 g/100 g, 350 mg GAE/g, 17 mg/L, 370 mg/kg, and 1,800 mg/kg to 45 g/100 g, 460 mg GAE/g, 21 mg/L, 420 mg/kg, and 1,200 mg/kg respectively. The steady shear flow and dynamic oscillatory shear rheological tests were also performed on the screened samples, and results showed that the addition of dietary fiber in apple juices increased the apparent viscosity, storage modulus, loss modulus, and complex viscosity. In general, adding plant extracts and processed essential oil to apple juice increased the nutritional-nutraceutical value and sensory attributes of apple juice.

The Effect of the Active Release Technique on Balance and Functional Movement in Youth Basketball Players

  • Kwang-Nam Kim;Byoung-Hee Lee
    • Journal of Korean Physical Therapy Science
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    • v.31 no.1
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    • pp.1-15
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    • 2024
  • Background: This study was conducted to apply active release techniques to male youth basketball players to help improve physical development and damage prevention and improve performance through improved balance and functional movement. Design: Randomized control trial. Methods: The subjects included 33 youth basketball players who were randomly assigned to the experimental group (n=17) and the control group (n=16). For the experimental group, the active release technique was applied to the hip muscles, calf muscles, posterior thigh muscles based on the distribution of injuries surveyed in youth basketball players in the Korean Basksetball League. The Y-balance test and the functional reach test (FRT) were used to assess balance and the Functional Movement Screen (FMS) was used to assess functional movement. Interventions were conducted twice a week for 4 weeks at 40 minutes per session. The experimental group was the active release technique group, and static stretching, a common exercise therapy technique, and self-myofascial release using a foam roller were applied for 20 minutes. The control group received general exercise therapy and placebo active release technique. The placebo active release technique applies pressure only. results:The experimental group showed a greater improvement in balance, as evidenced by the FRT, compared to the control group, which received general exercise treatment. However, there was no statistically significant difference in improvement between the 2 groups. In the case of the experimental group, the difference in the Y balance test before and after the intervention was larger than that of the control group, but there was no statistically significant difference. Significant improvement was found in functional movement, as evidence by the FMS, for the trunk stability test (p < 0.05), in-line lunge test (p < 0.05), rotational stability test (p < 0.05), total score (p < 0.05). Conclusion: In this study, the active release technique improved the balance and functional movement of young basketball players more than general exercise therapy. The application of the active release technique is therefore expected to assist in physical development, prevent damage, and improve the performance of youth basketball players.

Study on Chinese Consumers' Perceptions of Samsung Smartphones through Social Media Data Analysis (소셜 미디어 데이터 분석을 통한 중국 소비자의 삼성 스마트폰에 대한 인식 연구)

  • Cui Ran;Inyong Nam
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.311-321
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    • 2024
  • This study comprehensively analyzed the perceptions of Chinese consumers who have and have not purchased Samsung smartphones, based on data from the social media platform Weibo. Various big data analysis techniques were used, including text mining, frequency analysis, centrality analysis, semantic network analysis, and CONCOR analysis. The results indicate that positive perceptions of Samsung smartphones include aspects such as design aesthetics, camera functionality, AI features, screen quality, specifications, and performance, and their status as a premium brand. On the other hand, negative perceptions include issues with pricing, a yellow tint in photos, slow charging speeds, and safety concerns. These findings will provide a crucial basis for making significant improvements in Samsung's market strategy in China.

A Comparative Study of Immersive 360-degree Virtual Cycling System and Head-mounted Virtual Cycling System for Young adults

  • Wonjae Choi;Gyugeong Hwang;Seungwon Lee
    • Physical Therapy Rehabilitation Science
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    • v.13 no.2
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    • pp.187-195
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    • 2024
  • Objective: Physical activity can promote physical and mental well-being. University students are more sedentary recently due to the increased use of computers and other technology. The aim of this study was to investigate differences between immersive 360-degree virtual cycling (IVC) and virtual cycling with head-mounted display (VCHMD) on aerobic capacity and usability in young adults. Design: A crossover study. Methods: Twenty-five university students (13 male, 12 female) participated in this study and completed 2 separate 30 min cycling sessions, such as IVC and VCHMD. In the IVC, participants rode on a stationary cycle while watching curved TV where recorded video was played. To enhance the sense of realism, auditory stimulation was given to the headset, and the gyroscope sensor was used to track the screen as the head moved. In the VCHMD, participants rode on the stationary cycle with head-mounted display, and other conditions were the same as IVC. Participants were assessed the aerobic capacity which included gas analyzer and portable near-infrared spectroscopy, and usability which included simulator sickness questionnaire and system usability scale. Results: Aerobic capacity was significantly difference in the IVC compared with the VCHMD except for the total hemoglobin of right and left rectus femoris and muslce oxygen saturation of left rectus femoris (p<0.05). Cybersickness was less in the IVC than VCHMD and usability was high in the IVC than VCHMD (p<0.05). Conclusions: The findings suggested that IVC might be beneficial exericse to improve aerobic capacity and has lower cybersickness and higher usability than VCHMD.

A Study on Promotion and Improvement of YouTube Music Contents Through the User Evaluation of Card Live ('명함라이브' 사용자 평가를 통한 유튜브 음악 콘텐츠 홍보 및 개선방안 연구)

  • You, Jae-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.105-120
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    • 2020
  • This study explores the process of the actual content production and distribution, by creating a YouTube channel to promote the popular music contents produced by the researcher, which thus reflects the reality where the production of video contents rapidly increases. A YouTube channel titled "Alida Music", of which the focus was to promote indie musicians, was created on February 2019. The contents of 10 indie musicians were produced in one-take live format. The information of the indie musicians was displayed in the form of a screen business card, with their e-mail address and SNS account at the top. Therefore, this promotional design was named "Card Live". Promotional video contents marked with the QR code in the lower right on the screen were produced, along with the promotional phrase "Communicate directly with the artist through the QR code", which allows viewers to watch other contents of the indie musician when they scan the QR code. This research conducted a study on how to improve and promote "Card Live" contents of "Alida Music", which were produced through this process. A group interview targeting five indie musicians, among whom one participant deemed significant was selected to conduct a one-to-one in-depth interview. As a result of the study, the following three conclusions were drawn. First, YouTube was found to be the medium with the greatest influence and highest efficiency at the lowest cost. Second, the evaluation of the participants on "Card Live" were divided into the three categories: need for one-take live, the design elements of "Card Live", and scanning issues of the QR code. Third, there is a need for promotional methods that can effectively utilize the media aspects of YouTube: the channel management issues such as raising public awareness as well as the number of subscribers of "Alida Music" should be resolved and measures to effectively use various media including other SNS should be developed. In terms of its content, it is imperative to recruit diverse performers to make various contents, as well as to come up with ways to link "Card Live" contents with offline. Based on these results, "Card Live" contents should be further revised and complemented in order to provide interesting contents to consumers, which will further develop "Alida Music" as a platform where various musicians and companies meet, thereby inducing contracts with popular music agencies and generating advertising revenues. However, since this study was carried out only with the limited number of participants, future studies should include more participants to bring forth a variety of promotional plans and improvement measures. Also, in the era of consuming contents through smart devices, the fact that some features of "Card Live" were available only on PC, did not fully reflect the characteristics of the times. In the future research, various contents that smartphone users can access and view freely without PC should be produced.

Development of National R&D Information Navigation System Based on Information Filtering and Visualization (정보 필터링과 시각화에 기반한 국가R&D정보 내비게이션 시스템 개발)

  • Lee, Byeong-Hee;Shon, Kang-Ryul
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.418-424
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    • 2014
  • This paper aim; to develop the National R&D Information Navigation System(NRnDINS) that is convenient and easy to use by the researchers on the basis of information filtering and visualization by converging and integrating the three types of the contents, namely, paper, report and project at the stage of development of the information system An information system is developed by establishing ontology and RDF on the three types of contents, and by applying information filtering and semantic search technology after having created the prototype for the screen by reflecting the user needs analysis and information visualization elements surveyed at the previous stage of information service planning. In this paper, to make the measure for information filtering, R&D navigation index is prosed and implemented, and NRnDINS capable of integrated search of the R&D contents through information visualization is developed. Also, for the testing of the developed system, the preference survey for its design by 1m persons and usability test of the system by 10 users are performed The result of the survey on the preference for the design is affirmative with 85% of the subjects finding it favorable and the composite receptivity is good with the score of 87.2 the results of the usability test. However, it was also found that further development of the personalization functions is needed. It is hoped that the R&D navigation index of the proposed and implemented in this paper would present quantitative objectivity and will induce further development of other information filtering index of contents in the future.