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A Study on Android SPICE Protocol for Development of Mobile Cloud Device (모바일 클라우드 디바이스 개발을 위한 안드로이드 SPICE 프로토콜 연구)

  • Jung, Jun-Kwon;Jung, Sung-Min;Kim, Nam-Uk;Chung, Tai-Myoung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.223-226
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    • 2012
  • 스마트폰과 같은 모바일 단말은 모바일 클라우드의 서비스를 받기 위해 모바일 가상머신에 원격접속 할 수 있는 기술이 필요하다. 원격접속 표준 프로토콜은 프레임 버퍼 방식의 Remote Frame Buffer(RFB) 프로토콜과 메시지 전송방식의 Remote Desktop Protocol(RDP)로 나뉜다. SPICE 프로토콜은 RDP 프로토콜 기반의 오픈소스 원격접속 프로토콜이다. SPICE 프로토콜은 가상머신에 원격접속 할 수 있지만 모바일 환경을 지원하지 않는다. 따라서 SPICE 프로토콜을 모바일 환경에서 사용하려면 포팅 작업이 필요하다. 본 논문은 리눅스용 SPICE 클라이언트 모듈을 안드로이드 환경에 맞도록 포팅하는 방법을 소개하고자 한다. 또한 포팅시 발생하는 문제점과 이를 해결하는 방법 몇 가지를 함께 소개한다.

A rule based file management tool for facility log files integration in disaster environments

  • Lee, Young-Geol;Lee, Younlae;Kim, Hyunah;Jang, Yeonyi;Park, Minjae
    • Journal of Internet Computing and Services
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    • v.19 no.6
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    • pp.73-82
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    • 2018
  • We often experience complex presence of files within the compute environment. It could be an end-user's desktop environment or a professional part of file management. We would like to suggest one way to manage these different cases of duplicate files. It is a rule-based file management tool, and we want to use it as a tool to consolidate facility management log files. In this paper, we will describe the rule-based file management tools and show examples of how files are managed using them. We are interested in the management of the disaster environment and would like to apply this method to the management of log data related to facilities to be considered in the event of a disaster.

Implementation of a Wi-Fi Based Cluster System using Raspberry Pi for Multidisciplinary Education

  • Koo, Geum-Seo;Sim, Gab-Sig
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.1-7
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    • 2019
  • In this paper, we implemented a Wi-Fi based cluster system using raspberry pi for multidisciplinary education. The cluster implementation on the desktop was more difficult to maintain the complexity, big size, high price, power consumption as the number of nodes increased. In this paper, we implemented a cluster using Raspberry Pi, which is developed for educational purposes, to reduce the cost of connecting nodes. In addition, the complexity of system construction is reduced by replacing the connection between each node with Wi-Fi. Also, the inconvenience of configuration due to node increase was reduced. It is expected that the implementation of the cluster will be a good alternative in the educational environment where distributed processing and parallel processing are performed in the embedded environment. Also, it is confirmed that it can be applied to the multidisciplinary education.

mVDI : A New Paradigm Shift for Mobile Cloud

  • Nguyen, Tien-Dung;Huynh, Cong-Thinh;Huh, Eui-Nam
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.175-178
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    • 2013
  • Mobile Virtual Desktop Infrastructures (mVDI) are gaining popularity in cloud computing by allowing mobile devices to execute their mobile applications in a cloud server instead of relying on physical mobile devices. Consolidating many users into mVDI environment can significantly lower IT management expenses and enables new features such as "available-anywhere" desktops. However, there are many barriers to broad adoption including the slow performance of virtualized I/O, CPU scheduling interference problems. In this paper, we will discuss about mVDI with the current issues, the corresponding solutions and challenges.

Mobile Devices Technologies: Risks and Security

  • Alsaqour, Raed;Alharthi, Sultan;Aldehaimi, Khalid;Abdelhaq, Maha
    • International Journal of Computer Science & Network Security
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    • v.21 no.4
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    • pp.249-254
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    • 2021
  • Our society is depending on mobile devices that play a major role in our lives. Utilizing these devices is possible due to their speed power and efficiency in performing basic as well as sophisticated operations that can be found in traditional computers like desktop workstations. The challenge with using mobile devices is that organizations are concerned with the interference between personal and corporate use due to Bring Your Own Device (BYOD) trend. This paper highlights the importance of mobile devices in our daily tasks and the associated risks involved with using these devices. Several technologies and countermeasures are reviewed in this paper to secure the mobile devices from different attempts of attacks. It is important to mention that this paper focuses on technical measures rather than considering different aspects of security measures as recommended by the cybersecurity community.

OpenVSLAM-based Cooperative Mobile AR System Architecture (OpenVSLAM 기반의 협력형 모바일 SLAM 시스템 설계)

  • Kook, Joongjin
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.1
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    • pp.136-141
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    • 2022
  • In this paper, we designed, implemented, and verified the SLAM system that can be used on mobile devices. Mobile SLAM is composed of a stand-alone type that directly performs SLAM operation on a mobile device, and a mapping server type that additionally configures a mapping server based on FastAPI to perform SLAM operation on the server and transmits data for map visualization to a mobile device. The mobile SLAM system proposed in this paper is to mix the two types in order to make SLAM operation and map generation more efficient. The stand-alone type SLAM system was configured as an Android app by porting the OpenVSLAM library to the Unity engine, and the map generation and performance were evaluated on desktop PCs and mobile devices. The mobile SLAM system in this paper is an open source project, so it is expected to help develop AR contents based on SLAM in a mobile environment.

Memory Allocation in Mobile Multitasking Environments with Real-time Constraints

  • Hyokyung, Bahn
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.79-84
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    • 2023
  • Due to the rapid performance improvement of smartphones, multitasking on mobile platforms has become an essential feature. Unlike traditional desktop or server environments, mobile applications are mostly interactive jobs where response time is important, and some applications are classified as real-time jobs with deadlines. When interactive and real-time jobs run concurrently, memory allocation between multitasking applications is a challenging issue as they have different time requirements. In this paper, we study how to allocate memory space when real-time and interactive jobs are simultaneously executed in a smartphone to meet the multitasking requirements between heterogeneous jobs. Specifically, we analyze the memory size required to satisfy the constraints of real-time jobs and present a new model for allocating memory space between heterogeneous multitasking jobs. Trace-driven simulations show that the proposed model provides reasonable performance for interactive jobs while guaranteeing the requirement of real-time jobs.

Securing C.I.A for Autonomous Vessels through the Application of VDI (VDI 적용을 통한 자율운항선박의 C.I.A 확보 방안 연구)

  • Choi, Youngryul;Baik, Namkyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.4
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    • pp.41-46
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    • 2022
  • In the fourth industrial era, when various technologies are fused and combined, new and advanced technologies from other industries are used extensively in the maritime industry field. New security threats are also increasing along with the development of new technologies. In addition, in incorporating convergence technologies into the maritime industry, various problems, such as communication definitions and procedures between technologies and customer-customized delays, occur. In this paper, for the problems mentioned above, research results on the network configuration of safer autonomous vessels by supplementing and fusing existing solutions rather than developing new technologies are proposed. In conclusion, the entire network consists of VDI and presents additional configurations to ensure confidentiality, integrity, and availability, which are the three security elements. According to the composition of such a convergence network, it is intended to help prepare countermeasures to protect internal data from external threats.

Design of Smartphone Secure Keypad Using Indirect Pattern (간접 패턴을 이용하는 스마트폰 보안 키패드 설계)

  • Choi, Dongmin
    • Journal of Korea Multimedia Society
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    • v.25 no.7
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    • pp.932-944
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    • 2022
  • Smartphones, are currently equipped with high-performance hardware to process large amounts of data and provide most of the functions provided by desktop PCs. In addition, the smartphones enable quick user authentication through biometric information collected from embedded sensors. However, the biometric authentication method is sometimes rejected due to social and cultural environment, security vulnerabilities, and misrecognition rate. Thus, conventional authentication methods such as PIN and pattern authentication are still mainly used. Consider the latest foldable and bendable smartphones. These devices may be vulnerable to social engineering attacks as they use conventional authentication methods without considering their form factors. In this study, therefore, we propose an authentication method using partial elements of PIN and pattern authentication as a way to increase the security of the conventional authentication methods and consider the recent form factors. According to the performance evaluation results, our method provides improved safety compared to the conventional methods.

A Gesture-based Game System using Multiple Touch Input Device (다중 터치 입력 장치를 이용한 제스처 기반의 게임 시스템)

  • Son, Hae Sung;Seo, In Kyo;Kim, Jung Hoon;Yun, Tea Su;Lee, Dong Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.807-810
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    • 2010
  • 본 논문에서는 복수 개의 터치 입력 장치를 통해 각각의 제스처를 입력하고, 입력된 제스처와 화면에 출력되는 제스처의 일치여부 및 정확도를 판단하는 제스처 기반의 게임 시스템을 제안한다. 구현된 시스템은 복수 개의 터치 패널과 Desktop 또는 Embedded Board 등의 프로세싱 장치의 하드웨어와 SDL(Simple Directmedia Layer) 라이브러리를 기반으로 한 소프트웨어로 구성된다. 시스템은 미리 정의된 방향을 가지는 3가지의 제스처를 제공하며 사용자의 제스처 입력을 받아 화면에 출력된 제스처와 비교해 일치여부, 정확도를 판단하여 4가지의 결과를 출력한다. 구현된 시스템에 기존의 콘텐츠를 변환 적용하거나 새로운 기획을 이용하여 새로운 게임 시스템을 개발할 수 있을 것으로 기대된다.