• Title/Summary/Keyword: Touch-screen Phone

Search Result 52, Processing Time 0.024 seconds

A Study of Preventing Social Engineering Attack on Smartphone with Using NFC (NFC를 이용한 스마트폰 상의 사회 공학적 공격 방지 기법 연구)

  • Suh, Jangwon;Lee, Eunyoung
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.2
    • /
    • pp.23-35
    • /
    • 2015
  • When people stands near someone's mobile device, it can easily be seen by others. To rephrase this, attackers use human psychology to earn personal information or credit information or other. People are exposed by social engineering attacks. It is certain that we need more than just recommendation for the security to avoid social engineering attacks. This is why I proposed this paper. In this paper, I proposed an authentication technique using NFC and Hash function to stand against social engineering attack. Proposed technique result is showing that it could prevent shoulder surfing, touch event information, spyware attack using screen capture and smudge attack which relies on detecting the oily smudges left behind by user's fingers. Besides smart phone, IPad, Galaxy tab, Galaxy note and more mobile devices has released and releasing. And also, these mobile devices usage rate is increasing widely. We need to attend these matters and study in depth.

Advanced Mobile Display System Architecture

  • Kim, Chang-Sun;Kwon, Oh-Kyong
    • 한국정보디스플레이학회:학술대회논문집
    • /
    • 2005.07b
    • /
    • pp.850-853
    • /
    • 2005
  • This paper presents issues of display hardware architecture, relating to memory, display driver IC architecture, and chip-to-chip interface. To achieve a low power and low cost mobile phone, not only the display architecture must be carefully selected, but also the driver-ICs optimized to accommodate the different modes of operation found in typical handheld devices. The technique of forming a photo sensor in each pixel using TFT and display module architecture are developed to add multi functions in display such as fingerprint recognition, image scanning, and integrated touch screen. Detailed architectures of IC partitioning, high-speed serial interface, D/A converter, and multi functions such as fingerprint recognition and image scanning using photo sensors are important to a power optimized system.

  • PDF

Kiosk System Design using Bluetooth SPP on Android Platform (안드로이드 플랫폼 기반 블루투스 SPP를 이용한 키오스크 시스템 설계)

  • Nam, Yong-Su;Kim, Tae-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.15 no.10
    • /
    • pp.2143-2148
    • /
    • 2011
  • In general, existed kiosk using touch-screen based kiosk system has been used by only single user, so that multiple users to access this kiosk need to provide a lot of waiting time and maintenance costs. To solve this problem, the framework design based on Bluetooth profile for kiosk servers is presented. The proposed kiosk system can be more efficiently used in theater, train station, bank, government, and public offices by using Bluetooth module and AP in mobile system such as smart phone.

PLC Automatic Control for IOT Based Hydroponic Plant Factory (IOT 기반 수경재배 식물공장을 위한 PLC 자동제어)

  • Ko, Jin-Han;Kim, Ho-Chan
    • Journal of IKEEE
    • /
    • v.23 no.2
    • /
    • pp.487-494
    • /
    • 2019
  • In this paper, we designed IOT(Internet of Things) based hydroponic plant factory in order to avoid the effects of fine dust penetrating into the soil, and proposed the PLC(Programmable Logic Controller) control methods. The designed plant factory could monitor the density of oxygen, the density of nutrient solution, temperature and humidity through touch screen and smart phone, and control the heater and cooler, ventilation and dehumidifier, and wavelengths of LEDs to grow plant in appropriate environments.

New Effective Korean Character Keypads using Dragging on Smart Phones (스마트폰에서 끌기 기능을 이용한 효과적인 한글 문자 자판)

  • Choi, Jaeyoung;Lim, Sanggul;Yang, Woocheol
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.2 no.6
    • /
    • pp.423-432
    • /
    • 2013
  • Smart phones have been technologically advanced in many ways from basic cellular phones. However, most of all smart phone users in Korea still have been using the traditional Korean character keypads used in the basic cellular phones. It would be required to develop new keypads on smart phones with touch screen. In this paper, we extended the three standard Korean character keypads - Cheonjiin, Naragul, and SKY-Hangul - by adding dragging function on touch screen, then we compared writing speeds of the keypads based on the number of touching buttons and moving distance of the finger while writing a sentence. In addition, we proposed two new Korean keypads - 's-Gana' and 's-Bada', which are more suitable on smart phones. s-Gana assigned 7 representative consonants and 5 representative vowels in order on the 4x3 keypad, and s-Bada assigned consonants and vowels by considering their frequency of use. s-Gana and s-Bada keypads showed 3~19% and 9~24% of performance improvement, respectively, compared with the standard Korean keypads. Finally, we set up 5 requisites of SELF-T in order to evaluate the usability of Korean character keypads in smart phones, then we compared the keypads using the requisites.

Mobile Voice Web Browser for the Low Vision (저시력자를 위한 모바일 보이스 웹 브라우저 개발)

  • Park, Joo Hyun;Lee, Han Na;Shin, Ji Eun;Dong, Suh-Yeon;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
    • /
    • v.23 no.11
    • /
    • pp.1418-1427
    • /
    • 2020
  • The web has become indispensable in all of our daily lives. We communicate, study and get information with others through the web. This behavior also continues in the smart phone environment. The biggest problem is that the small display screen of a smart phone degrades the accuracy in selecting or manipulating content for people with low vision. To compensate for this, voice guidance services that combine touch and voice, such as VoiceOver and Talkback, are currently provided to smart phone devices. However, restrictions arise in GUI, TTS control problems, and content expansion and selection. In addition, unnecessary content is also output by voice, which causes fatigue for low vision people to use. In this study, we propose a mobile web browser interface that selects and enlarges a desired area from web browsers and contents, or outputs it as a voice so that people with low vision can easily use the mobile web browser. In this paper, we propose a context selective focusing function that enables selection for each element of web content. In addition, we intend to develop a mobile voice web browser that can enlarge the selected content or output it by voice.

The Relationship of Brand Awareness and User Experience in 3D GUI Mobile Phone (3D GUI 모바일폰의 사용자 경험과 브랜드 인지도의 상관관계)

  • Kim, Seung-In;Shin, Gwi-Ja
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.1
    • /
    • pp.147-159
    • /
    • 2010
  • The touch screen phone launched domestically in Korea, unlike the existing plane UI, it applied a cubic shape of 3D UI which provides three dimensional solid graphic. This study proposes to examine the correlation between the users' experience of 3D GUI, which were made by two different companies, and the brand. From this point of view, this study sets up a hypothesis about intimate correlation between individual differentiated brand and the user experience. Base on that, a model was designed. This study measured the satisfaction of user experience through the disclosure and non-disclosure of brand, focusing on 3D GUI cases which were launched so far, and it demonstrated that there was a clear difference in the degree of satisfaction. Through this examine, a brand was confirmed as one of the important element of user experience in using the 3D GUI that was launched competitively by companies. Therefore, the result of this study suggest that the designers need to establish strategies that make the brand as the core subject of design during the process of manufacturing product and service.

Selecting a Mobile Device Using the Analytic Hierarchy Process (AHP를 이용한 모바일 기기 선정)

  • Byun, Dae-Ho
    • Journal of Digital Convergence
    • /
    • v.9 no.4
    • /
    • pp.1-8
    • /
    • 2011
  • A mobile device is a handheld device, typically having a display screen with touch input and/or a miniature keyboard and accessible to the Internet. Because mobile devices are innovative and rapidly changing products, consumers are confronted with a decision-making problem to select the best device. This paper proposes an Analytic Hierarchy Process method to assess mobile devices and shows a method to select best mobile devices when purchasing. For this paper, the mobile devices considered as in the AHP model included net-book, tablet PC, smart phone, and camera phone. We derived 6 main criteria and 15 sub-criteria to synthesize the overall priority of criteria and mobile devices. The criterion of convenience in carrying showed the highest rank in the criteria. Although smart phones had the highest priority, the four mobile devices did not show significant differences in consumer preference.

Design and Implementation of Interactive Game based on Embedded System (내장형 시스템 기반 체험형 게임의 설계 및 구현)

  • Lee, Woosik;Jung, Hoejung;Heo, Hojin;Kim, Namgi
    • Journal of Internet Computing and Services
    • /
    • v.18 no.4
    • /
    • pp.43-50
    • /
    • 2017
  • Embedded System includes touch, GPS, motion, and acceleration sensor, and can communicate with neighbor devices using wireless communication. Because Arduino with embedded system provides good environment for development and application, developers, engineers, designers, as well as artists, students have a great interest. They utilize Arduino in the robot, home appliances, fashion, culture and so on. In this paper, we design and implement a game using Arduino with embedded system which recognizes the human movement by moving away from one-dimensional game of the existing touch method. Implemented embedded system game measures gyro-sensor to recognize human movement and detects the attack success of the opponent by using touch sensor. Moreover, health of the game player is updated in the real time through the android phone-based database. In this paper, implemented embedded system-based game provides GUI screen of android phone. It is possible to select watching mode and competition mode. Also, it has low energy consumption and easy to expand because it send and receive data packet through recent Bluetooth communication.

Design and Implementation of Digital Photo Kiosk System with Auto Color Correction Module (자동 컬러 보정 모듈을 가진 디지털 포토 키오스크 시스템의 설계 및 구현)

  • Park Tae-Yong;Lee Myong-Young;Park Kee-Hyon;Ha Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.43 no.2 s.308
    • /
    • pp.48-56
    • /
    • 2006
  • This paper introduces design and implementation of digital photo kiosk system, digital photo printing system, with auto color correction module that considers gamut between touch screen and output device, digital photo printer, to provide user-preferred media. This module performs media correction function to service high quality contents for image captured by digital camera and mobile phone camera. Since it is implemented as LUT for real-time processing, the system offers one-touch interface to user. As a result of implementation, this kiosk system provides user-favorite photo because of black and white mode, sepia mode, and brightness and contrast adjustment. Also it can gives smooth tone transition and photos of similar color to captured image due to auto color correction module.