• Title/Summary/Keyword: mobile application development

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Development of the Smart Doorlock with Triple Security Function (삼중 보안 기능을 가지는 스마트 도어락 개발)

  • Moon, Seo-Young;Min, Kyeong-Won;Seo, Jae-Sub;Lee, Seon-Woo;Ko, Yun-Seok
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.1
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    • pp.115-124
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    • 2020
  • We studied smart door lock of triple security system that strengthened the security capability as it is thought that the criminal case by security vulnerability of door lock is serious in modern society. Remote locking/unlocking function, voice recognition function through mobile phone application built on Eclipse App and optical fingerprint recognition function are implemented in the door lock. Finally, it was confirmed that the security of the door lock can be strengthened through evaluation results of the app-based operation test, the voice recognition operation test, and the fingerprint recognition operation test on the experiment-made door lock system.

A Study on the Application and Utilization of PDA in u-Learning (u-러닝에서 PDA 적용 방안 및 활용에 관한 연구)

  • Baek, Jang-Hyeon
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.511-522
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    • 2005
  • The rapid development of information & communication technology has changed the paradigm of education. Recently the area of education is introducing u-Learning, in which learning is possible at any time and in any place through personal information devices such as PDA, tablet PC and mobile phone terminals. Taking advantage of the mobility and individuality of personal information devices, u-Learning can provide learning customized to the characteristics of individual learners without the limitations of time and space and can be effective in situational learning and experiential learning. In order to identify the uses of PDA in teaching.learning and to develop a basic teachinglearning model using PDA, the present study applied PDA directly to classes and examined the effects. According to the result, most students were satisfied with classes utilizing PDA but problems were also found in connection, insufficient contents for PDA, the quality of screen, etc.

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Development of a Context Middleware supporting Context-Awareness in Ubiquitous Computing Environment (유비쿼터스 컴퓨팅 환경에서 상황인식을 지원하는 컨텍스트 미들웨어 개발)

  • Shim, Choon-Bo;Shin, Yong-Won
    • Journal of Intelligence and Information Systems
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    • v.11 no.1
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    • pp.53-63
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    • 2005
  • Adaptive services need to become as mobile as their users and be extended to take advantage of the constantly changing context in which they are accessed. Context-awareness is a technology to facilitate information acquisition and execution by supporting interoperability between users and devices based on users' context. The objective of this study is to develop a middleware fer dealing with context-awareness in ubiquitous computing. To achieve it, our middleware plays an important role in recognizing a moving node with mobility by using a bluetooth wireless communication technology as well as in executing an appropriate execution module according to the context acquired from a context server. In addition, for verifying the usefulness of the Proposed middleware, we develop an application system which Provides a music playing service based on context information by using our context middleware.

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The Development and Application of STEAM Education Program based on Kinetic Art (키네틱 아트를 도입한 STEAM 교육 프로그램 개발 및 적용 - 융합에 움직임을 더하다! -)

  • Jee, Kyoungjun;Hong, Eunju
    • Journal of Korean Elementary Science Education
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    • v.34 no.3
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    • pp.276-287
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    • 2015
  • The purpose of this study was to investigate the effects of STEAM program using Kinetic art. This program concentrates upon science and art in elementary school curriculum by 'Kinetic art'. The program was constructed 5 themes : Mobile, Light and Color, Rotation, Energy, Exhibition. The study was conducted 10 classes of the $5^{th}-6^{th}$ grade of the 5 school in G Metropolitan City. 5 classes (N=88) were experimental group and the other classes (N=72) were control group. The results of this study were as follows. First, the experimental group improved the STEAM literacy significantly (p<.01). Second, 10 interviewees who participated this study responded that this program was useful to understand the scientific knowledge, use their creativity, and become intimate with their friends. Third, visitors who watched the exhibition responded that this program will be useful to arose interest in science, understand the scientific knowledge, and improve convergent thinking ability.

A Study on the Development of Agricultural and Stockbreeding Products Information System Using IOT Based Connected System IOT (기반 Connected System을 이용한 농축산물정보시스템 구축)

  • Lee, Sung-Ha;Park, Chul-Ju
    • Korean Journal of Artificial Intelligence
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    • v.5 no.2
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    • pp.26-42
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    • 2017
  • This study perceived that there are limits to prompt and accurate monitoring when an accident occurs and the correct information of egg production stage, such as the date of spawning, cleaning, and refrigerating cannot be identified, since eggshell codes using barcode only show numbers identifying a city and province and the name of producers. To fix this problem, this study partially suggested the RFID (Radio Frequency Identification) technology and IoT-based Connected System. The proposed system in this study shares data with related agencies as the system of agricultural and livestock product information runs as the main server, and the database information of the proposed system is provided by farmhouses, distributors, and sellers. Through various media such as a webpage or mobile application built to provide the relevant information, customers can search and obtain information about agricultural and livestock products they want. Since the information on an entire process is open to the public, information ranging from simple to clear, additional ones such as hazardous elements can be viewed.

Design of prototype that SVG editing system (구조화된 벡터 그래픽 표현을 위한 SVG 편집시스템의 프로토타입 설계)

  • 김철순;김창수;정회경
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.05a
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    • pp.281-284
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    • 2003
  • Development of internet had centered on that offer universality of expression. But, graphic processing of expression center has many inconveniences because of method that is not structural in World Wide Web. Announced SVG that is XML application to permit efficient expression and storage of vector graphic expression, share in W3C to supplement these things. Therefore, because using SVG document in this treatise, edit vector graphic through interface that could edit expressed graphic object directly structural edit and screen that is offered in graphic edit system form and designed SVG edit system to express. This system may use usefully to efficient XML graphics processing on the GIS system and Mobile service environment and so on.

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SW Development for Easy Integration of Robot System Composed of Heterogeneous Control Platforms into ROS-based System (이종의 제어 플랫폼들로 구성된 로봇 시스템을 ROS 기반의 시스템으로 손쉽게 통합하기 위한 소프트웨어의 개발)

  • Kang, Hyeong Seok;Lee, Dong Won;Shin, Dong Hun
    • The Journal of Korea Robotics Society
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    • v.15 no.4
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    • pp.375-384
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    • 2020
  • Today's robots consist of many hardware and software subsystems, depending on the functions needed for specific tasks. Integration of subsystems can require a great deal of effort, as both the communication method and protocol of the subsystem can vary. This paper proposes an expandable robotic system in which all subsystems are integrated under Robot Operation System (ROS) framework. To achieve this, the paper presents a software library, ROS_M, developed to implement the TCP/IP-based ROS communication protocol in different control environments such as MCU and RT kernel based embedded system. Then, all the subsystem including hardware can use ROS protocol consistently for communication, which makes adding new software or hardware subsystems to the robotic system easier. A latency measurement experiment reveals that the system built for loop control can be used in a soft real-time environment. Finally, an expandable mobile manipulator robot is introduced as an application of the proposed system. This robot consists of four subsystems that operate in different control environments.

Case Study on Business Model for Indoor Positioning System (실내 위치추적 시스템의 비즈니스 모델 사례 연구)

  • Park, Sang Hyuk;Park, Young Sik;Kim, Jin Young
    • Journal of Satellite, Information and Communications
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    • v.8 no.4
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    • pp.64-69
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    • 2013
  • Recently, users who are interested in the service at indoor spaces is increasing. An indoor positioning system can minimize a range of positioning error using a variety of wireless communication infrastructure. Also, the system improves an indoor positioning accuracy by combining a mobile communication network. However, flexible positioning technologies regardless of an environment are insufficient. Therefore, this is time for a systematic study on an indoor positioning system business model. This paper classify differences between an indoor positioning system technology and outdoor positioning system technology. And we research a construction and application of the indoor positioning system that is adapted a wireless communication system (Wi-Fi, Bluetooth, RFID, UWE, Fingerprint, etc.) in domestic and foreign. We present a successful model of indoor positioning system and the development for future systems.

A P2P Service Protocol using The Open Mobile Network API for The Femtocell based Wireless Enterprise Network (Femtocell을 활용하는 기업무선망 환경을 위한 개방형 모바일 네트워크 API 기반 P2P 서비스 프로토콜)

  • Lee, Sung-Won
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.1
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    • pp.21-28
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    • 2009
  • In this paper, we consider the Femtocell based enterprise wireless network using 2G/3G/4G cellular network technologies. And, we apply the open network service API which enable an easy development of ISP or enterprise services to P2P enterprise services. Based on the proposed scheme, enterprise services can be always connected at anywhere and anytime via heterogeneous devices. By using a qualitative analysis, we evaluate the performance of the proposed scheme and compare with that of the famous P2P service - Skype. Results show that the proposed scheme requests smaller servers and flows with enhanced service quality.

An Implementaion of Mobile e-storytelling Application for Creativity Development using Character Sticker Function (캐릭터스티커 기능을 활용한 창의력 증진용 모바일 e-동화 웹앱 구현)

  • Cho, Hee-Jung;Ahn, Da-Bin;Kim, Mung-Won;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.617-624
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    • 2012
  • The purpose of this paper is to plan and implement e-storytelling for improving children's creativity, which consists of e-storytelling, thinking questions, and character sticker canvas. Especially It makes children draw paintings feel easier by character sticker. This webapp shows the flash animation e-storytelling and gives the question to answer by painting with a fertile imagination on the canvas as transforming the character sticker. A user can input the title of painting and store it when finish the drawing. This is an educational tool which makes educatees think more and express their ideas through questions. Therefore, we can check how much children's imagination is changed and diversed by the stored paintings.