• Title/Summary/Keyword: Smartphone Video

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A Study evidence collection and analysis procedures for smartphone forensic (스마트폰 포렌식을 위한 증거수집 및 분석절차 연구)

  • Lee, Jae-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.463-466
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    • 2012
  • Smartphones along with the development of crime evidence has been using smartphones. Phone's internal storage medium can be used as evidence in the case of images, video, phone, GPS information, there are Internet access and other data records. Therefore, these data to collect evidence of a systematic procedure for collecting and analyzing evidence is needed. In this paper, the target mobile phone forensics forensic evidence collection, evidence analysis, and reporting results to the procedures and how to draw. Through this paper, phone forensics and will serve as a basis for the investigation.

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Effects of Self-directed Fundamental Nursing Practice using Smartphone Videos on Self-efficacy, Practice Satisfaction, and Skill Competency (스마트폰 동영상을 활용한 기본간호 자율실습이 자아효능감, 실습만족도 및 실습 수행능력에 미치는 영향)

  • Lee, Sung Sim;Kwon, Mi Kyung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.22 no.3
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    • pp.255-263
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    • 2016
  • Purpose: The purpose of this study was to identify whether self-directed fundamental nursing practice using a smart phone affected self-efficacy, practice satisfaction, and skill competency of nursing students. Methods: This was a nonequivalent control group pretest-posttest quasi-experimental design. The participants were 40 children in the experimental group and 40 in the control group. In experimental group, self-directed fundamental nursing practice using a smart phone was given to nursing students. Data for this study was collected from 25 March 2015 to 10 April 2015. The data were analyzed using SAS 21.0. Results: In self-efficacy and skill competency, there were no statistically significant differences between the experimental group and control group. In practice satisfaction, there were statistically significant differences between the experimental group and the control group. Conclusion: The results indicate that self-directed fundamental nursing practice using smartphone video is effective in practice satisfaction. Therefore, this intervention can be utilized in nursing practice education as an effective educational device.

A Study on Providing Secure Storage and User Authentication Using MTM on Mobile Platform (모바일 플랫폼에서 MTM을 이용한 보안영역 제공 및 인증에 관한 연구)

  • Lee, Sun-Ho;Lee, Im-Yeong
    • The KIPS Transactions:PartC
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    • v.18C no.5
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    • pp.293-302
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    • 2011
  • The various information services can be delivered by smartphone through advanced high-speed mobile communication. A smartphone is a mobile device that offers more powerful computing capacity than feature phone. Therefore this device can provide such as web surfing, editing documents, playing video, and playing games. A lot of personal information stored on smartphone. Because it has High usability. Personal information Leaks if the smart phone is lost or stolen may become a big problem. In this paper we have analyzed existing method for providing secure storage and user authentication on mobile platform and derived security requirement. Therefore we propose the following scheme that satisfy security requirement. Proposed scheme providing secure storage with preventing authentication bypass, and availability from damaged data to access secure area.

Design and Implementation of Remote Control System for Car Navigation (자동차 내비게이션 원격 제어 시스템의 설계 및 구현)

  • Shin, Yejin;Seol, Soonuk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.7
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    • pp.1695-1703
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    • 2014
  • Manipulating a car navigation system while driving can lead to car accident due to loss of concentration. This will be more serious for elders or beginner drivers. Recently, a new Road Traffic Law in Korea prohibits drivers from watching or operating any video displaying devices. So the car navigation system came hard to use. In order to solve the issue we design and implement a novel system where a remote person can control the car navigation system on behalf of the driver. In the proposed system, we suggest to utilize the driver's smartphone for allowing sharing the Internet connection of the phone with the navigation system. The required smartphone application and the server will also be designed and implemented.

Unveiling the Effect of TechTubers' Unboxing Videos on Consumer Buying Behavior

  • Md Imran HOSSAIN;Md Mahiuddin SABBIR;Hyung Jun KIM
    • The Journal of Economics, Marketing and Management
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    • v.11 no.4
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    • pp.41-52
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    • 2023
  • Purpose: The study examines the effect of TechTubers' unboxing videos on consumer buying behavior by highlighting the role of product touch, visual and verbal sensory cues. The study integrates the vicarious touch and the dual coding theory to analyze the Smartphone purchase behavior of Generation Z. Research design, data and methodology: The study collected data from 349 respondents who were viewers of YouTube unboxing videos. A structured questionnaire using a 5-point Likert scale was employed as a survey instrument. Convenience sampling technique was utilized to select the samples. The data were analyzed using structural equation modeling (SEM). Results: Results reveal that vicarious touch and verbal description have a statistically significant positive effect on Generation Z's purchase intention of Smartphone. Moreover, purchase intention positively affects Generation Z's actual purchase behavior of Smartphone. However, the visual images did not significantly affect purchase intention. Conclusions: The study offers significant theoretical and practical implications. The study adds new knowledge to the extant literary field by highlighting the impact of digital product presentation in the form of Unboxing videos on purchase intention for technology products. Moreover, the study suggests content sponsorship and advertising opportunities for marketers in collaboration with the TechTubers on YouTube unboxing video platform.

Implementation and Field Test for Smart Hybrid Mobile Broadcasting System

  • Song, Yun-Jeong;Kim, Youngsu;Yun, Jeongil;Lim, HyoungSoo
    • IEIE Transactions on Smart Processing and Computing
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    • v.3 no.5
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    • pp.325-330
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    • 2014
  • The era of convergence is being applied to all areas of Information and Communication Technology (ICT). The convergence of broadcasting service and communication service almost occurs on smart devices including smartphone. The smart hybrid Digital Multimedia Broadcasting (DMB) is a typical example of the convergence of broadcasting and wireless communication service. The hybrid mobile broadcasting service can support seamless video, 3D, high quality, and additional data services based on network connection between the broadcasting and wireless network. The gateway and terminal (including apps on the smartphone) take the role of the main components on the hybrid service. This paper presents the service concept, main components structure, the implementation of gateway and terminals, and field test to the urban areas for the mobile hybrid system.

Platform study for museum mobile portal service (박물관 모바일 포탈서비스 제공을 위한 플랫폼 구축 연구)

  • Doo, ll Chul;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.147-155
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    • 2014
  • The rapid increase in the penetration rate and diverse utility of smart devices opens an opportunity for a development in creating a user-oriented ubiquitous system. And it allows audiences to deploy the exhibition-helping contents regardless of the restriction of place and time with using the smart devices of audience themselves. Also it needs to build a mobile web-based portal system for the related services. To do this, Firstly, it needs the corresponding strategies on a smartphone-based environment such as technical competence, systematic preparation of exhibition with compatible mobile contents, and a compatible channel for interactivity. Secondly, it needs the differentiation of exhibition guide with the existing system: an adoption of augmented reality, panoramic technology and simulation effect aiming for an improvement in a sense of immersion and reality for audience, and building up additional contents with a diversity of formats of image, sound, and video for customer satisfaction.

A Computer Vision-Based Banknote Recognition System for the Blind with an Accuracy of 98% on Smartphone Videos

  • Sanchez, Gustavo Adrian Ruiz
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.6
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    • pp.67-72
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    • 2019
  • This paper proposes a computer vision-based banknote recognition system intended to assist the blind. This system is robust and fast in recognizing banknotes on videos recorded with a smartphone on real-life scenarios. To reduce the computation time and enable a robust recognition in cluttered environments, this study segments the banknote candidate area from the background utilizing a technique called Pixel-Based Adaptive Segmenter (PBAS). The Speeded-Up Robust Features (SURF) interest point detector is used, and SURF feature vectors are computed only when sufficient interest points are found. The proposed algorithm achieves a recognition accuracy of 98%, a 100% true recognition rate and a 0% false recognition rate. Although Korean banknotes are used as a working example, the proposed system can be applied to recognize other countries' banknotes.

Emotion fusion video communication services for real-time avatar matching technology (영상통신 감성융합 서비스를 위한 실시간 아바타 정합기술)

  • Oh, Dong Sik;Kang, Jun Ku;Sin, Min Ho
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.283-288
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    • 2012
  • 3D is the one of the current world in the spotlight as part of the future earnings of the business sector. Existing flat 2D and stereoscopic 3D to change the 3D shape and texture make walking along the dimension of the real world and the virtual reality world by making it feel contemporary reality of coexistence good show. 3D for the interest of the people has been spreading throughout the movie which is based on a 3D Avata. 3D TV market of the current conglomerate of changes in the market pioneer in the 3D market, further leap into the era of the upgrade was. At the same time, however, the modern man of the world, if becoming a necessity in the smartphone craze new innovation in the IT market mobile phone market and also has made. A small computer called a smartphone enough, the ripple velocity and the aftermath of the innovation of the telephone, the Internet as much as to leave many issues. Smartphone smart phone is a mobile phone that can be several functions. The current iPhone, Android. In addition to a large number of Windows Phone smartphones are released. Above the overall prospects of the future and a business service model for 3D facial expression as input avatar virtual 3D character on camera on your smartphone camera to recognize a user's emotional expressions on the face of the person is able to synthetic synthesized avatars in real-time to other mobile phone users matching, transmission, and be able to communicate in real-time sensibility fused video communication services to the development of applications.

Analysis of Users' Gestures by Application in Smartphone Touch Interfaces (스마트폰 터치 인터페이스에서 애플리케이션별 사용자 제스처의 분석)

  • Kim, Jisun;Bahn, Hyokyung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.9-14
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    • 2015
  • Touch interface is widely used in a smartphone instead of a keyboard or a keypad interface that has been adopted in a PC or a featurephone, respectively. Touch interface can recognize a variety of gestures that clearly represent the distinct features of each application's input. This paper analyzes users' gesture of each application captured by the touch interface of a smartphone. Specifically, we extract touch input traces from various application categories such as game, web browser, youtube, image and e-book viewer, video player, camera, and map applications, and then analyzed them. Through this analysis, we observed a certain unique characteristics of each application's touch input, and this can be utilized in various useful areas such as identification of an application user, prevention of running an application by an illegal user, or design of a new interface convenient to a specific user.