• Title/Summary/Keyword: handheld device

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An Efficient Encryption Scheme Combining PRNG and Permutation for Mobile Multimedia Data (모바일 멀티미디어 데이타를 위한, 의사난수생성기와 순열 기법을 결합한 효율적인 암호화 기법)

  • Han, Jung-Kyu;Cho, Yoo-Kun
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.11
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    • pp.581-588
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    • 2007
  • In Digital Right Management, symmetric cipher is used for content encryption to reduce encryption cost, AES, advanced encryption standard is usually used to multimedia encryption under desktop environment because of its reasonable security level and computation cost. But mobile handheld device often uses slow speed processor and operates under battery-powered environment. Therefore it requires low computation cost and low energy consumption. This paper proposes new stream cipher scheme which combines pseudo random number generator(PRNG) and dynamically generated permutations. Proposed scheme activates PRNG and generates original key streams. Then it generates extended key streams by applying permutation to original sequence. These extended key streams are XORed with plaintext and generate ciphertext. Proposed scheme reduces the usage of PRNG. Therefore this scheme is fast and consumes less energy in comparison with normal stream cipher. Especially, this scheme shows great speed up (almost 2 times) than normal stream cipher scheme in random access.

3-D Hetero-Integration Technologies for Multifunctional Convergence Systems

  • Lee, Kang-Wook
    • Journal of the Microelectronics and Packaging Society
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    • v.22 no.2
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    • pp.11-19
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    • 2015
  • Since CMOS device scaling has stalled, three-dimensional (3-D) integration allows extending Moore's law to ever high density, higher functionality, higher performance, and more diversed materials and devices to be integrated with lower cost. 3-D integration has many benefits such as increased multi-functionality, increased performance, increased data bandwidth, reduced power, small form factor, reduced packaging volume, because it vertically stacks multiple materials, technologies, and functional components such as processor, memory, sensors, logic, analog, and power ICs into one stacked chip. Anticipated applications start with memory, handheld devices, and high-performance computers and especially extend to multifunctional convengence systems such as cloud networking for internet of things, exascale computing for big data server, electrical vehicle system for future automotive, radioactivity safety system, energy harvesting system and, wireless implantable medical system by flexible heterogeneous integrations involving CMOS, MEMS, sensors and photonic circuits. However, heterogeneous integration of different functional devices has many technical challenges owing to various types of size, thickness, and substrate of different functional devices, because they were fabricated by different technologies. This paper describes new 3-D heterogeneous integration technologies of chip self-assembling stacking and 3-D heterogeneous opto-electronics integration, backside TSV fabrication developed by Tohoku University for multifunctional convergence systems. The paper introduce a high speed sensing, highly parallel processing image sensor system comprising a 3-D stacked image sensor with extremely fast signal sensing and processing speed and a 3-D stacked microprocessor with a self-test and self-repair function for autonomous driving assist fabricated by 3-D heterogeneous integration technologies.

Design of Bluetooth based MMORPG Game in MANETs (모바일 애드-혹 망에서 Bluetooth 기반 MMORPG의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.39-45
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    • 2009
  • With the rapid growth of recent wireless mobile computing application technology and handheld mobile terminal device development technology, one of the big issue in these fields is to design online games in wireless mobile ad hoc network environment. Online games in mobile computing environment have lots of constraints for developing online games because mobile terminals have many limitations such as low performance of processor, limited memory space, small bandwidth of wireless communication, and confined life of battery power. Therefore, most of mobile games are restrictive in the function of online and multi-play up to date. In this paper, the online MMORPG game, capable of multi-play with many other mobile users using mobile terminals in wireless mobile computing environment, is designed and implemented. Proposed mobile online game uses bluetooth to construct temporary wireless mobile ad hoc network with other mobile clients, and designed to carry out online MMORPG game with these clients. It also supports multi-play among them.

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Augmented reality and dynamic infrared thermography for perforator mapping in the anterolateral thigh

  • Cifuentes, Ignacio Javier;Dagnino, Bruno Leonardo;Salisbury, Maria Carolina;Perez, Maria Eliana;Ortega, Claudia;Maldonado, Daniela
    • Archives of Plastic Surgery
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    • v.45 no.3
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    • pp.284-288
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    • 2018
  • Dynamic infrared thermography (DIRT) has been used for the preoperative mapping of cutaneous perforators. This technique has shown a positive correlation with intraoperative findings. Our aim was to evaluate the accuracy of perforator mapping with DIRT and augmented reality using a portable projector. For this purpose, three volunteers had both of their anterolateral thighs assessed for the presence and location of cutaneous perforators using DIRT. The obtained image of these "hotspots" was projected back onto the thigh and the presence of Doppler signals within a 10-cm diameter from the midpoint between the lateral patella and the anterior superior iliac spine was assessed using a handheld Doppler device. Hotspots were identified in all six anterolateral thighs and were successfully projected onto the skin. The median number of perforators identified within the area of interest was 5 (range, 3-8) and the median time needed to identify them was 3.5 minutes (range, 3.3-4.0 minutes). Every hotspot was correlated to a Doppler sound signal. In conclusion, augmented reality can be a reliable method for transferring the location of perforators identified by DIRT onto the thigh, facilitating its assessment and yielding a reliable map of potential perforators for flap raising.

Telehealth for consultation and shoulder rehabilitation: a preliminary study on the perspectives of 30 patients during the COVID-19 lockdown

  • Sahu, Dipit;Rathod, Vaibhavi;Phadnis, Ashish;Bansal, Samarjit S.
    • Clinics in Shoulder and Elbow
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    • v.24 no.3
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    • pp.156-165
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    • 2021
  • Background: This study aimed to determine: the perspectives of the patient cohort that underwent telehealth consultation and shoulder rehabilitation during coronavirus disease 2019 (COVID-19) and the differences in the patients' perspectives with the two different telehealth video applications (apps) used in the study. Methods: This is a prospective study carried out during the COVID lockdown period of April to July 2020. Thirty consecutive patients from the orthopedics department of a tertiary institute in India underwent their first-ever session of a video app-based (Zoom or WhatsApp) telehealth consultation with shoulder rehabilitation exercises on a handheld mobile, tablet, or laptop device. After the virtual consultation, the patients were sent a validated telehealth usability questionnaire (TUQ) to evaluate their perspectives. Scores obtained from the TUQ were the primary outcome measure. Results: The study was completed by 30 patients (16 men and 14 women) with an average age of 56 years (range, 20-77 years). The patients who contacted us during the lockdown period with either a stiff shoulder or a conservatively treated shoulder fracture were included in the study. The average TUQ score was 13.6 (median, 14.5; range, 6-21) out of a maximum of 21 points. Eighty percent of the patients were satisfied and found the telehealth service useful. Use of the Zoom app scored significantly higher (median, 17; average, 15.6) than the WhatsApp app (median, 8.5; average, 9.6) (p=0.004). Conclusions: Patients who received telehealth consultation and shoulder rehabilitation were overall satisfied. Telehealth apps with advanced video calling features such as Zoom should be preferred for higher patient satisfaction.

Evaluation Method of Portable Handheld U-healthcare Medical Devices (휴대형 유헬스케어 의료기기 평가방법)

  • Nam, Myung-Hyun;Kim, Soo-Chan;Kim, Jang-Su;Lee, Kap-No;Kim, San;Cha, Ji-Hun;Hur, Chan-Hoi;Park, Ki-Jung
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.49 no.2
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    • pp.55-62
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    • 2012
  • Convergence of information technology (IT) and medical devices enables people to measure health-related information ubiquitously, such as measuring blood glucose at home and checking cardiac signals during exercise and it allows us to access to medical care anywhere and anytime. Nowadays, the market for U-healthcare medical devices is growing rapidly, but guidelines for the evaluation of safety and effectiveness of such devices remain to be formulated. We performed a study on the development of safety and performance evaluation method for portable, hand-held, U-healthcare medical devices. We reviewed current guidelines and standards for home-health devices from the Korea Food and Drug Administration (KFDA) and related international committees such as the ISO/IEEE and CE. We summarized the test methods and items for the evaluation of safety and performance related to U-healthcare medical devices from the above guidelines and standards. We defined requirements for a U-healthcare medical device to demonstrate good performance. In conclusion, we propose an evaluation method for U-healthcare medical devices, which will help improve the safety and reliability of these devices.

A Visualization Technique of Inter-Device Packet Exchanges to Test DLNA Device Interoperability (DLNA 기기의 상호운용성 시험을 위한 패킷교환정보 시각화 방법)

  • Kim, Mijung;Jin, Feng;Yoon, Ilchul
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.531-534
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    • 2014
  • DLNA is an established industry standard which supports contents sharing among smart devices in home wired- and wireless-network environment and is well known in Korea as Allshare or Smartshare. The DLNA standard is implemented as built-in services in most of Android smart phones and tablets. In addition to the handheld devices, DLNA service can also be employed in speakers, printers, and so on. However, users have reported many interoperability issues between DLNA devices. Developers typically identify causes by analyzing the packet exchange information between devices. However, this approach costs them to put additional effort to filter relevant packets, to reconstruct packet exchange history and the protocol flow. Consequently, it ends up with increased development time. In this paper, we demonstrate a technique to automatically analyze and visualize the packet exchange history. We modified a router firmware to capture and store packets exchanged between DLNA devices, and then analyze and visualize the stored packet exchange history for developers. We believe that visualized packet exchange history can help developers to test the interoperability between DLNA devices with less effort, and ultimately to improve the productivity of developers.

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Distribute Intelligent Multi-Agent Technology for User Service in Ubiquitous Environment (유비쿼터스 환경의 사용자 서비스를 위한 분산 지능형 에이전트 기술)

  • Choi, Jung-Hwa;Choi, Yong-June;Park, Young-Tack
    • Journal of KIISE:Software and Applications
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    • v.34 no.9
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    • pp.817-827
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    • 2007
  • In the age of ubiquitous environment, huge number of devices and computing services are provided to users. Personalized service, which is modeled according to the character of each and every individual is of particular need. In order to provide various dynamic services according to user's movement, service unit and operating mode should be able to operate automatically with minimum user intervention. In this paper, we discuss the steps of offering approximate service based on user's request in ubiquitous environment. First, we present our simulator designed for modeling the physical resource and computing object in smart space - the infrastructure in ubiquitous. Second, intelligent agents, which we developed based on a FIPA specification compliant multi-agent framework will be discussed. These intelligent agents are developed for achieving the service goal through cooperation between distributed agents. Third, we propose an automated service discovery and composition method in heterogeneous environment using semantic message communication between agents, according to the movement by the user interacting with the service available in the smart space. Fourth, we provide personalized service through agent monitoring anytime, anywhere from user's profile information stored on handhold device. Therefore, our research provides high quality service more than general automated service operation.

A study of fabrication micro bump for TSP testing using maskless lithography system. (Maskless Lithography system을 이용한 TSP 검사 용 micro bump 제작에 관한 연구.)

  • Kim, Ki-Beom;Han, Bong-Seok;Yang, Ji-Kyung;Han, Yu-Jin;Kang, Dong-Seong;Lee, In-Cheol
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.674-680
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    • 2017
  • Touch Screen Panel (TSP) is a widely used personal handheld device and as a large display apparatus. This study examines micro bump fabrication technology for TSP test process. In the testing process, as TSP is changed, should make a new micro bump for probing and modify the testing program. In this paper we use a maskless lithography system to confirm the potential to fabricatemicro bump to reducecost and manufacturing time. The requiredmaskless lithography system does not use a mask so it can reduce the cost of fabrication and it flexible to cope with changes of micro bump probing. We conducted electro field simulation by pitches of micro bump and designed the lithography pattern image for the maskless lithography process. Then we conducted Photo Resist (PR) patterning process and electro-plating process that are involved in MEMS technology to fabricate micro bump.

Bio-Signal Detection Monitoring System Using ZigBee and Wireless Network (거리측정 센서 스캐닝과 퍼지 제어를 이용한 생체신호 모니터링 전동 휠체어 자율주행 시스템)

  • Kim, Kuk-Se;Yang, Sang-Gi;Rasheed, M.Tahir;Ahn, Seong-Soo;Lee, Joon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.331-339
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    • 2008
  • Nowadays with advancement in technology and aging society, the number of disabled citizens is increasing. The disabled citizens always need a caretaker for daily life routines especially for mobility. In future, the need is considered to increase more. To reduce the burden from the disabled, various devices for healthcare are introduced using computer technology. The power wheelchair is an important and convenient mobility device. The demand of power wheelchair is increasing for assistance in mobility. In this paper we proposed a robotic wheelchair for mobility aid to reduce the burden from the disabled. The main issue in an autonomous wheelchair is the automatic detection and avoidance of obstacles and going to the pre-designated place. The proposed algorithm detects the obstacles and avoids them to drive the wheelchair to the desired place safely. By this way, the disabled will not always have to worry about paying deep attention to the surroundings and his path. User has a handheld bio-sensor monitoring system for get user's bio-signal. If user detects unusual signal, alarm send to protector.

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