• Title/Summary/Keyword: android application

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A Study on the Windows Application Control Model Based on Leap Motion (립모션 기반의 윈도우즈 애플리케이션 제어 모델에 관한 연구)

  • Kim, Won
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.111-116
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    • 2019
  • With recent rapid development of computer capabilities, various technologies that can facilitate the interaction between humans and computers are being studied. The paradigm tends to change to NUI using the body such as 3D motion, haptics, and multi-touch with GUI using traditional input devices. Various studies have been conducted on transferring human movements to computers using sensors. In addition to the development of optical sensors that can acquire 3D objects, the range of applications in the industrial, medical, and user interface fields has been expanded. In this paper, I provide a model that can execute other programs through gestures instead of the mouse, which is the default input device, and control Windows based on the lip motion. To propose a model which converges with an Android application and can be controlled by various media and voice instruction functions using voice recognition and buttons through connection with a main client. It is expected that Internet media such as video and music can be controlled not only by a client computer but also by an application at a long distance and that convenient media viewing can be performed through the proposal model.

Design and implementation of information offering application for the handicapped and the volunteer (장애우 및 자원봉사자를 위한 정보 제공 애플리케이션의 설계 및 구현)

  • Kim, Dae-il;Yang, Hyun-tae;Park, Suhyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.542-544
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    • 2014
  • The handicapped are so desperate for other's help, but it is not enough. The number of social workers who offers help for the handicapped has annually increased, it is still not enough of these compared to the number of the handicapped. And then volunteers are needed information to service about welfare centers and the procedure. In this paper, we developed offering help and information of welfare android application for the handicapped of the vulnerable class of the society. This application was developed for the handicapped who are in need of help and the volunteers who want to help the handicapped. It basically displays position of welfare centers surrounding user on Google map. The handicapped who needs help of another indicates their current position with messages, the handicapped positions are displayed for volunteers. In addition, we developed bulletin board to be transaction and swapping for assisting device information.

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The design of the mobile data processing system for noise measured in a living environment (생활 환경의 소음 측정을 위한 모바일 데이터 처리 시스템의 설계)

  • Choo, Min-ji;Park, Hung-bog;Seo, Jung-hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.993-995
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    • 2014
  • Typical dwelling pattern of apartment houses in Korea. Because of this the noise of life problem arise, complaints are surging. In real-life, if suffering is unavoidable due to ambient noise, to handle a civil complaint the using a noise meter. At home, it is difficult to measure the noise using professional equipment. So, many uses smartphone application in general. But released existing noise measurement application has different value from the sensor sensitivity for each smartphone model to same situation. The value is lacks precision and this is not considered as having been made by measuring the actual noise purpose. Therefore in this paper, we propose a mobile data processing system for the living environment of noise measurement using a smartphone. Benefits of this study is to improve the accuracy of noise measurements and to find direction of noise to handle complaints.

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Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.

Design of Communication Module for Virtual Serial Wireless LAN (가상 시리얼 무선랜 통신 모듈 설계)

  • Jang-Geun Ki
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.35-40
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    • 2023
  • In this paper, a serial wireless LAN virtual communication module that allows microprocessors to communicate wirelessly with other peripheral devices is developed as part of a study to build an online virtual experiment system that allows them to practice virtually anytime, anywhere in microprocessor application education in electrical and electronic control engineering. The developed module is connected to the microprocessor in the virtual experiment system through serial interface. The serial data is sent to and received from peripheral devices through the wireless LAN interface of the host computer where the virtual experiment software is being performed. In order to verify the function of the developed serial wireless LAN virtual communication module, experiments were conducted in which a microprocessor in the virtual experiment system exchanged data with an Android smartphone through a wireless LAN interface of a host computer. The developed serial wireless LAN communication module is expected to enable virtual microprocessors to communicate with surrounding real devices through wireless LAN, which can be efficiently used in microprocessor application education.

Smartphone Security Using Fingerprint Password (다중 지문 시퀀스를 이용한 스마트폰 보안)

  • Bae, Kyoung-Yul
    • Journal of Intelligence and Information Systems
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    • v.19 no.3
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    • pp.45-55
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    • 2013
  • Thereby using smartphone and mobile device be more popular the more people utilize mobile device in many area such as education, news, financial. In January, 2007 Apple release i-phone it touch off rapid increasing in user of smartphone and it create new market and these broaden its utilization area. Smartphone use WiFi or 3G mobile radio communication network and it has a feature that can access to internet whenever and anywhere. Also using smartphone application people can search arrival time of public transportation in real time and application is used in mobile banking and stock trading. Computer's function is replaced by smartphone so it involves important user's information such as financial and personal pictures, videos. Present smartphone security systems are not only too simple but the unlocking methods are spreading out covertly. I-phone is secured by using combination of number and character but USA's IT magazine Engadget reveal that it is easily unlocked by using combination with some part of number pad and buttons Android operation system is using pattern system and it is known as using 9 point dot so user can utilize various variable but according to Jonathan smith professor of University of Pennsylvania Android security system is easily unlocked by tracing fingerprint which remains on the smartphone screen. So both of Android and I-phone OS are vulnerable at security threat. Compared with problem of password and pattern finger recognition has advantage in security and possibility of loss. The reason why current using finger recognition smart phone, and device are not so popular is that there are many problem: not providing reasonable price, breaching human rights. In addition, finger recognition sensor is not providing reasonable price to customers but through continuous development of the smartphone and device, it will be more miniaturized and its price will fall. So once utilization of finger recognition is actively used in smartphone and if its utilization area broaden to financial transaction. Utilization of biometrics in smart device will be debated briskly. So in this thesis we will propose fingerprint numbering system which is combined fingerprint and password to fortify existing fingerprint recognition. Consisted by 4 number of password has this kind of problem so we will replace existing 4number password and pattern system and consolidate with fingerprint recognition and password reinforce security. In original fingerprint recognition system there is only 10 numbers of cases but if numbering to fingerprint we can consist of a password as a new method. Using proposed method user enter fingerprint as invested number to the finger. So attacker will have difficulty to collect all kind of fingerprint to forge and infer user's password. After fingerprint numbering, system can use the method of recognization of entering several fingerprint at the same time or enter fingerprint in regular sequence. In this thesis we adapt entering fingerprint in regular sequence and if in this system allow duplication when entering fingerprint. In case of allowing duplication a number of possible combinations is $\sum_{I=1}^{10}\;{_{10}P_i}$ and its total cases of number is 9,864,100. So by this method user retain security the other hand attacker will have a number of difficulties to conjecture and it is needed to obtain user's fingerprint thus this system will enhance user's security. This system is method not accept only one fingerprint but accept multiple finger in regular sequence. In this thesis we introduce the method in the environment of smartphone by using multiple numbered fingerprint enter to authorize user. Present smartphone authorization using pattern and password and fingerprint are exposed to high risk so if proposed system overcome delay time when user enter their finger to recognition device and relate to other biometric method it will have more concrete security. The problem should be solved after this research is reducing fingerprint's numbering time and hardware development should be preceded. If in the future using fingerprint public certification becomes popular. The fingerprint recognition in the smartphone will become important security issue so this thesis will utilize to fortify fingerprint recognition research.

Evaluation of Smart-phone Applications for Young Children and Analysis of Differences according to Review Scores (유아용 스마트폰 애플리케이션 평가 및 리뷰점수에 따른 차이분석)

  • Koo, Heejeong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.228-236
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    • 2020
  • As of March 2020, this study divided the applications for young children installed on Android-based smart-phones in Korea into top and bottom groups according to review scores, and selected 30 applications each, conducted content analysis and application evaluation, and looked at differences between groups. Through this, by providing objective information on the smart-phone application for young children, it is intended to help parents and early childhood education professionals select high-quality applications, and to present ideas and directions for developing applications suitable for development to application developers. As a result of application content analysis, only data presentation type, simulation type, and game type were found in all the top and bottom groups as for the application type. There was a difference in order. In the case of app purchase cost, the top group in the review score was evenly distributed from the low price to the high price of 100,000 won or more, while the bottom group had few high-priced applications. On the other hand, as a result of application evaluation, a significant difference was found in the entire evaluation score, including all functional elements and all content elements, between the top and bottom groups of the review score. In the case of detailed sub-factors, significant differences were shown in all factors except 'technicality' of functional elements.

The Analysis of the Characteristic Types of Fashion Brand Application - Concentrating on Korean Application cases - (패션 브랜드 어플리케이션의 특징적 유형 분석 - 한국 계정 어플리케이션 사례를 중심으로 -)

  • Park, Min-A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.64 no.1
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    • pp.136-151
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    • 2014
  • This study systematically analyzed types of fashion brand application focusing on accounts created in Korea. While referring to 'Chanel' which has developed a fashion brand app for the first time in August of 2008, not only for App store by Apple Inc. of the greatest market share but also for Android market, the one and only competitor of App store, the study examined cases of fashion brand app in Korea and foreign countries which have been in service till August of 2013 since the year of 2008. To achieve the research goal, the study conducted a literature research and a case review, categorizing the app by their distinctive functions which were Basic Information, SNS, AR, LBS, Entertainment, Mobile Shopping and Live Streaming. As for the first function, Basic Information, it was considered to provide information on a brand such as prices, sizes and colors of products which should be the most fundamental function of a fashion brand. The function would include look book, catalogues, photographs and others of products, helping users of the app with their understanding on images and concepts of the brand. Second, SNS function was considered useful for its mobility and communication and with the help of theirs, the users share fashion information with each other. Third, AR function as in a filed of virtual reality would edit virtual objects to look real in an actual environment. This would eventually offer the users a chance to try for clothes virtually. The fourth function, LBS, would work with GPS to find a store closest from a present location. This would be a help when the users try to find stores holding promotion events or trails while hiking in mountains. The fifth Entertainment function would include all sorts of games and chances for the users to listen to music and keep fashion diaries. The sixth function, Mobile Shopping, would help the users purchase items online via the app as they would not visit a store in person. The seventh function, Live Streaming, would give the users chances to actually see fashion collections in real time, held all over the world in every season. Because of this function, not only fashion experts but also regular people have become able to enjoy the fashion shows. The distinctive characteristics of the fashion brand application discussed in the study will be a useful reference when any relevant fields try to design other new fashion brand application.

Android Malware Analysis Technology Research Based on Naive Bayes (Naive Bayes 기반 안드로이드 악성코드 분석 기술 연구)

  • Hwang, Jun-ho;Lee, Tae-jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.5
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    • pp.1087-1097
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    • 2017
  • As the penetration rate of smartphones increases, the number of malicious codes targeting smartphones is increasing. I 360 Security 's smartphone malware statistics show that malicious code increased 437 percent in the first quarter of 2016 compared to the fourth quarter of 2015. In particular, malicious applications, which are the main means of distributing malicious code on smartphones, are aimed at leakage of user information, data destruction, and money withdrawal. Often, it is operated by an API, which is an interface that allows you to control the functions provided by the operating system or programming language. In this paper, we propose a mechanism to detect malicious application based on the similarity of API pattern in normal application and malicious application by learning pattern of API in application derived from static analysis. In addition, we show a technique for improving the detection rate and detection rate for each label derived by using the corresponding mechanism for the sample data. In particular, in the case of the proposed mechanism, it is possible to detect when the API pattern of the new malicious application is similar to the previously learned patterns at a certain level. Future researches of various features of the application and applying them to this mechanism are expected to be able to detect new malicious applications of anti-malware system.

Artifacts Analysis of Users Behavior in Korea Random Chat Application (국내 랜덤 챗 어플리케이션에서 사용자의 행위에 따른 아티팩트 분석)

  • Seo, Seunghee;Nam, Gihoon;Kim, Yeog;Lee, Changhoon
    • Journal of Digital Forensics
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    • v.12 no.3
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    • pp.1-8
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    • 2018
  • A random chat application is a type of social dating application that helps people find a lover or spouse by randomly connecting and providing services such as text, voice and video chat. Recently, there has been globally a rapid increase in its use due to the fact that it provides people to quick and convenient encounters at low cost. However, it is used as one of method to prostitute or to trade drugs and become a cause of violent crimes due to various criminal occurring after actual meeting between app users. For this reason, a random chat application is likely to provide proof of prostitution or drug trade and clues to arrest rape, kidnapping and murder suspects. Thus, it is necessary to analyse random chat applications from the viewpoint of digital forensics investigation, but there is no related research at all. Therefore, in this paper, we analyzed artifacts of 6 Korea random chat application's user behaviors; Ranchat, AngTalk, SsumgThing, DaTalk, EveryTalk and Sail. As a result, we found that it is remain on mobile device that time and contents of message transmission/reception, sender/receiver, friend profile and user account creation time when user is using the applications.