• Title/Summary/Keyword: Smart device ability

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Design of Ubiquitous Multi-Static Sonobuoy System with Smart Phone Control Function (스마트 폰 제어기능을 갖는 유비쿼터스 다중상태 소노부이 시스템 설계)

  • Kim, Jong-In;Lee, Seok-Won;Han, Min-Seok
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.2
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    • pp.140-148
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    • 2021
  • In this paper, we intend to improve the availability by integrating Sonobuoy, the most essential detection system used in anti-submarine operations, with LTE communication of smart devices. Anti-submarine capability to respond to the threat of North Korean submarine forces is becoming increasingly important, and continuous research and development is required. This paper aims to enhance the ability of acoustic tactics by using a military-only LTE communication system installed on a ship, smart devices that can be linked to it, and a multi-static sonobuoy controlled by them. The proposed system can increase the visual effect by not only displaying coordinate values by receiving accurate coordinate information of each sonobuoy to a smart device, but also displaying a marker on a map.

Optimal MIFARE Classic Attack Flow on Actual Environment (실제 환경에 최적화된 MIFARE Classic 공격 절차)

  • Ahn, Hyunjin;Lee, Yerim;Lee, Su-Jin;Han, Dong-Guk
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.65 no.12
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    • pp.2240-2250
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    • 2016
  • MIFARE Classic is the most popular contactless smart card, which is primarily used in the management of access control and public transport payment systems. It has several security features such as the proprietary stream cipher Crypto 1, a challenge-response mutual authentication protocol, and a random number generator. Unfortunately, multiple studies have reported structural flaws in its security features. Furthermore, various attack methods that target genuine MIFARE Classic cards or readers have been proposed to crack the card. From a practical perspective, these attacks can be partitioned according to the attacker's ability. However, this measure is insufficient to determine the optimal attack flow due to the refined random number generator. Most card-only attack methods assume a predicted or fixed random number, whereas several commercial cards use unpredictable and unfixable random numbers. In this paper, we propose optimal MIFARE Classic attack procedures with regards to the type of random number generator, as well as an adversary's ability. In addition, we show actual attack results from our portable experimental setup, which is comprised of a commercially developed attack device, a smartphone, and our own application retrieving secret data and sector key.

Development of Wearable Device for Hearing Impaired people Using Arduino

  • Jeon, An-Gyoon;Jeong, Dong-won;Lee, Sang-Hyun
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.214-220
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    • 2019
  • Hearing impaired people are apt to be in danger because they can't detect danger with sound. Hearing impaired people have less risk-detection ability than non-disabled people because of lack of hearing. There are many devices to help the hearing impaired, such as hearing aids. A hearing aids can be helpful, but it may not be available depending on the degree or type of hearing loss for example, to the hearing-impaired people with little remaining hearing of high frequencies, ordinary hearing aids are not very useful for understanding the high frequency consonants and it requires a high cost, from thousands to tens of thousands of dollars. Also, it is difficult for the underprivileged, such as the low-income bracket and the elderly, to use them because they are difficult to manage. Therefore, this paper describes the development of low-cost wearable device to assistant a hearing-impaired people using Arduino. Also, it accepts values from switches or sensors and can control external electronic devices such as LEDs and motors to create objects that can interact with the environment. In this is paper, through sound sensors, the ambient sound was taken as an analogue value and transmitted to the aduino board, and the vibration motor was operated when the noise was generated, so that the user could be aware of the occurrence of danger.

Performance of TMDs on nonlinear structures subjected to near-fault earthquakes

  • Domizio, Martin;Ambrosini, Daniel;Curadelli, Oscar
    • Smart Structures and Systems
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    • v.16 no.4
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    • pp.725-742
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    • 2015
  • Tuned mass dampers (TMD) are devices employed in vibration control since the beginning of the twentieth century. However, their implementation for controlling the seismic response in civil structures is more recent. While the efficiency of TMD on structures under far-field earthquakes has been demonstrated, the convenience of its employment against near-fault earthquakes is still under discussion. In this context, the study of this type of device is raised, not as an alternative to the seismic isolation, which is clearly a better choice for new buildings, but rather as an improvement in the structural safety of existing buildings. Seismic records with an impulsive character have been registered in the vicinity of faults that cause seismic events. In this paper, the ability of TMD to control the response of structures that experience inelastic deformations and eventually reach collapse subject to the action of such earthquakes is studied. The results of a series of nonlinear dynamic analyses are presented. These analyses are performed on a numerical model of a structure under the action of near-fault earthquakes. The structure analyzed in this study is a steel frame which behaves as a single degree of freedom (SDOF) system. TMD with different mass values are added on the numerical model of the structure, and the TMD performance is evaluated by comparing the response of the structure with and without the control device.

Experimental investigation on multi-mode vortex-induced vibration control of stay cable installed with pounding tuned mass dampers

  • Liu, Min;Yang, Wenhan;Chen, Wenli;Li, Hui
    • Smart Structures and Systems
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    • v.23 no.6
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    • pp.579-587
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    • 2019
  • In this paper, pounding tuned mass dampers (PTMDs) were designed to mitigate the multi-mode vortex-induced vibration (VIV) of stay cable utilizing the viscous-elastic material's energy-dissipated ability. The PTMD device consists of a cantilever metal rod beam, a metal mass block and a specially designed damping element covered with viscous-elastic material layer. Wind-tunnel experiment on VIV of stay cable model was set up to validate the effectiveness of the PTMD on multi-mode VIV mitigation of stay cable. By analyzing and comparing testing results of all testing cases, it could be verified that the PTMD with viscous-elastic pounding boundary can obviously mitigate the VIV amplitude of the stay cable. Moreover, the installed location and the design parameters of the PTMD device based on the controlled modes of the primary stay cable, would have a certain extent suppression on the other modal vibration of the stay cable, which means that the designed PTMDs are effective among a large band of frequency for the multi-mode VIV control of the stay cable.

App contents plans for convergence education of French literature (프랑스 문학의 융합교육을 위한 앱 콘텐츠 설계)

  • Nam, Sukhee
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.281-286
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    • 2014
  • Humanities knowledge makes the learners overcome the boundaries of study and can be applied variously by means of contents for study. This paper suggests application contents plans designed as the learning tools for blended learning, which can be sure of the possibility to the extension of other fields. Literary education with application contents has effects followings: First, smart device based on the web under the ubiquitous circumstances has the information system like the neuron's. So the application selects the necessary information and makes the contents for infusion into the education. Also it provides with more abundant and extended information system. With this approach, learners are able to get further literary knowledge and promote the ability for tapping them for new knowledge as well. Lastly, literature applied to the class with web contents is based on the foundation that creates new knowledge necessary for culture, arts, and so on. As a result, the education using web contents achieves the boundless of study, which is the final goal of the blended learning.

An Exploratory Study on Consumer Satisfaction and TAM of High Technology Electric Pen Product (전자펜 하이테크 상품의 소비자 만족도와 기술수용모델에 관한 탐색적 연구)

  • Kim, Yeon-Jeong
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.161-168
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    • 2019
  • The purpose of this study analyze consumer usage characteristics and product development guide of electronic pen based on TAM theory(Davies, 1989). Research methods apply contents analysis(qualitative research) and Activity/Inactivity analysis of main consumer participation. Research results are as follows. Active consumer indicated 30-49 age, male, office job and research fellow. And they suggested stable power supply system, App connected pen function extension, add the modified pen function, advanced data recognition of pen, advanced take note ability and stable grip feeling of pen, selected line width, synchronization improvement with other smart device and charging function. These result indicated the importance product improvement diffusion factor of early market to main market. The future research of electric pen focused on different product strategy between electric pen and smart device connected electric pen.

Training Feedback effect of team-based CPR using a mobile video recording device body camera (이동용 영상촬영기기 바디캠을 활용한 팀단위 심폐소생술의 교육피드백 효과)

  • Seong bin Im
    • Smart Media Journal
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    • v.13 no.5
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    • pp.62-71
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    • 2024
  • This study conducted a team-based CPR simulation with 32 fourth-year emergency rescue students to determine the effectiveness of training feedback using body cameras used at emergency rescue sites, and measured awareness, training feedback effectiveness, and satisfactio+n before and after body camera feedback. , preferences and difficulties in using body camera devices were identified. Data analysis was performed using SPSS 27.0 program, including descriptive statistics, frequency analysis, paried t-test, and Wilcoxon signed rank test. As a result of the study, the perception of body camera use showed a positive change from 3.73±0.62 points to 4.45±0.54 points, and a positive satisfaction level of 3.98±0.51 was shown (p<.001). Additionally, there was a significant increase in self-check accuracy and performance score after body camera feedback (p<.001). Therefore, during team-based simulation resuscitation training, positive feedback effects in improving self-inspection ability and performance can be achieved by watching body camera videos and using self-checklists without direct feedback from the instructor.

The Effect of Problem-Centered Learning Based STEAM Field Experience Learning Program on Science Process Skills, Creative Problem Solving Ability, and Scientific Attitude of Gifted Students in Elementary Science (문제중심학습 기반 STEAM 현장체험학습 프로그램이 초등과학 영재의 과학 탐구 능력, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Ko, Dong Guk;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.40 no.1
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    • pp.113-125
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    • 2021
  • In this study, a problem-centered learning based STEAM field experience learning program was developed and the effects of applying it were investigated. The program was composed of 8 sessions by using problem-centered learning education method and integrating STEAM elements between disciplines. The contents of program are as follow. In the step of sharing problems and making a problem-solving plan, they understood the various examples and meanings of endangered species, explored the project activities, and made an inquiry plan. In the search and re-exploration phase, a smart device was used to investigate the appearance, habitat environment and cause of extinction for Clithon retropictus, and a site inquiry plan was established for each group. Then, they moved to the field to explore brackish-headed gallops and discuss ways to protect endangered species. In the step of creating a solution, a web-based report was produced as the final product using smart devices based on the results of the inquiry. In the presentation and evaluation stage, the produced web-based report was used to present each group, conduct mutual evaluation, and organize project activities. The developed program was applied to 6th grade 29 students enrolled in the J University Gifted Education Center. In order to find out the effectiveness of the program, tests of science process skill, creative problem-solving ability, and scientific attitude were conducted before and after of program learning, and the results were statistically analyzed by t-test. In addition, a STEAM program satisfaction test was conducted after project in order to find out the satisfaction of the class. As a result of application of the program, the results were significantly improved in openness, criticism, and creativity among the sub-factors of creative problem-solving ability and scientific attitude. Satisfaction with the STEAM program was also high, but no significant result was found in science process skill. Therefore, the program of this study could be influenced on improvement of creative problem-solving ability and scientific attitude of gifted students in elementary science.

Design of 2.5D Survival Game using Inventory

  • Kim, Soo Kyun;Kim, Hong-Rae;Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.8
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    • pp.31-36
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    • 2018
  • The survival game is characterized by the ability to survive until the item is collected and the game is completed at the specified time, and the inventory function to store the item is the core of the game. Typical survival games include 'Don't Starve', 'H1Z1', and 'Lust'. The purpose of this paper is to design a 2.5D survival game that can be enjoyed by the smart device using Unity 3D engine. Because it is designed as a mobile platform, designing light inventory function using two lists rather than existing inventory function makes it easier to design than existing inventory and light design suitable for mobile. In general, it is characterized by designing a mobile game so that it does not depend on the place of the survival game.