• Title/Summary/Keyword: mobile market

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Shuffling of Elliptic Curve Cryptography Key on Device Payment

  • Kennedy, Chinyere Grace;Cho, Dongsub
    • Journal of Korea Multimedia Society
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    • v.22 no.4
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    • pp.463-471
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    • 2019
  • The growth of mobile technology particularly smartphone applications such as ticketing, access control, and making payments are on the increase. Elliptic Curve Cryptography (ECC)-based systems have also become widely available in the market offering various convenient services by bringing smartphones in proximity to ECC-enabled objects. When a system user attempts to establish a connection, the AIK sends hashes to a server that then verifies the values. ECC can be used with various operating systems in conjunction with other technologies such as biometric verification systems, smart cards, anti-virus programs, and firewalls. The use of Elliptic-curve cryptography ensures efficient verification and signing of security status verification reports which allows the system to take advantage of Trusted Computing Technologies. This paper proposes a device payment method based on ECC and Shuffling based on distributed key exchange. Our study focuses on the secure and efficient implementation of ECC in payment device. This novel approach is well secure against intruders and will prevent the unauthorized extraction of information from communication. It converts plaintext into ASCII value that leads to the point of curve, then after, it performs shuffling to encrypt and decrypt the data to generate secret shared key used by both sender and receiver.

The Case Study of Game Production of Platform Driving Type : Focusing on (Milky wavy) Game (플랫폼 드라이빙 형식의 게임제작 사례 : 밀키웨이브(Milky wavy) 게임을 중심으로)

  • Lee, Seung-hwa;Joo, Woo-seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.516-517
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    • 2014
  • This research has implemented the new game to develop the platform driving type that we contact frequently in mobile game market. We produced the prototype, 'Milky Wavy', for it. This game conduct to avoid the hole in the bottom in map that it splits or rotates, gain the coin, and take points. This game is controled to many characters in both hands. We focus to play that many balls can be moved simultaneously in the consideration of the principle physical laws. This research suggests the method to manufacture multi-driving platform game to control many characters at the same time.

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Design and Implementation for Augment Reality Application Using Open Source (오픈소스를 활용한 증강현실 어플리케이션 설계 및 구현)

  • Cha, Tae-soo;Kim, Jong-bae;Shin, Yong-tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.538-541
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    • 2014
  • With the increased market demand for advanced specifications in smart phones, smart phones that have functions with wireless communications with high speed, cameras with high pixel and with high graphic processing ability have appeared. Furthermore, as traditional Augmented Reality technology has been practicable in mobile devices, many application's use AR technology, so AR's portability has been increased. But application with AR technology, which was implemented in smart phones has created capacity issues as applications are taking up a large portion of the memory capacity of phones. This research designed and implemented optimized AR technology by Mixare, AR open source, to solve such problems. As a result, I assured that there has been a decrease in application's memory used on the basis of mobiles.

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E-commerce adoption within SME's in Ghana, a Tool for Growth?

  • Agyapong, Christian Sarfo
    • 한국벤처창업학회:학술대회논문집
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    • 2018.11a
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    • pp.269-275
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    • 2018
  • Electronic commerce, the act of trading online, with its myriad of potential has been seldom looked at within the context of developing countries. E-commerce presents SMEs in developing economies the opportunity to adequately compete on a global stage. The exponential growth of e-commerce in developed economies further widens the financial gap between developed and developing economies. This study looks at a practical e-commerce adoption framework for Ghanaian SMEs and by extension, developing economies and looks at the net benefits that are available to current adopters. The study uses structural equation modeling, using Partial least squares (PLS) regression to analyze the data in the research. Using PLS algorithms as well as bootstrapping calculations. It combines the use of surveys (154) and interviews (38) as means of data collection. The findings of the research indicate that there is a need for legislation on e-commerce trading to regulate the trade in Ghana, with policies such as e-contracting and e-signature laws among others. Also, a current call for an expansion of the mobile payment methods within the country. For the private investor, a ripe market for logistics services. The study also proposes a simple guideline for SMEs looking to adopt or expand their e-commerce usage, that considers technological, organizational and environmental factors that come to play within e-commerce adoption.

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Cost-Aware Scheduling of Computation-Intensive Tasks on Multi-Core Server

  • Ding, Youwei;Liu, Liang;Hu, Kongfa;Dai, Caiyan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.11
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    • pp.5465-5480
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    • 2018
  • Energy-efficient task scheduling on multi-core server is a fundamental issue in green cloud computing. Multi-core processors are widely used in mobile devices, personal computers, and servers. Existing energy efficient task scheduling methods chiefly focus on reducing the energy consumption of the processor itself, and assume that the cores of the processor are controlled independently. However, the cores of some processors in the market are divided into several voltage islands, in each of which the cores must operate on the same status, and the cost of the server includes not only energy cost of the processor but also the energy of other components of the server and the cost of user waiting time. In this paper, we propose a cost-aware scheduling algorithm ICAS for computation intensive tasks on multi-core server. Tasks are first allocated to cores, and optimal frequency of each core is computed, and the frequency of each voltage island is finally determined. The experiments' results show the cost of ICAS is much lower than the existing method.

Trends and Implications of Digital Transformation in Vehicle Experience and Audio User Interface (차내 경험의 디지털 트랜스포메이션과 오디오 기반 인터페이스의 동향 및 시사점)

  • Kim, Kihyun;Kwon, Seong-Geun
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.166-175
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    • 2022
  • Digital transformation is driving so many changes in daily life and industry. The automobile industry is in a similar situation. In some cases, element techniques in areas called metabuses are also being adopted, such as 3D animated digital cockpit, around view, and voice AI, etc. Through the growth of the mobile market, the norm of human-computer interaction (HCI) has been evolving from keyboard-mouse interaction to touch screen. The core area was the graphical user interface (GUI), and recently, the audio user interface (AUI) has partially replaced the GUI. Since it is easy to access and intuitive to the user, it is quickly becoming a common area of the in-vehicle experience (IVE), especially. The benefits of a AUI are freeing the driver's eyes and hands, using fewer screens, lower interaction costs, more emotional and personal, effective for people with low vision. Nevertheless, when and where to apply a GUI or AUI are actually different approaches because some information is easier to process as we see it. In other cases, there is potential that AUI is more suitable. This is a study on a proposal to actively apply a AUI in the near future based on the context of various scenes occurring to improve IVE.

Influences of the E-service Quality of Food Delivery Application in China on Customer Attitude, and Satisfaction (E-서비스품질과 소비자 태도 및 만족도 간의 관계: 중국 음식배달 애플리케이션 중심으로)

  • Jiang, Shuang;Liu, Zhi-Qian;Kim, Yeong-Gug
    • Asia-Pacific Journal of Business
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    • v.13 no.3
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    • pp.375-387
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    • 2022
  • Purpose - The food delivery mobile application market is growing rapidly in the catering service industry. The purpose of this study was to investigate the effects of E-service quality on consumer attitudes and satisfaction in the food delivery service field in China. Design/methodology/approach - A total of 390 copies of this questionnaire were distributed between February 17 and March 25, 2021 on the Chinese survey site (https://www.wjx.cn). Three hundred forty-nine parts were used for the final analysis. Validity and reliability were analyzed using SPSS 25.0 statistical program, and correlation and regression analysis were performed. Findings - The study results showed among the e-service quality components of food delivery application software, trust, convenience, proximity and reactivity have an impact on consumer attitudes. Research implications or Originality - The service quality of food application software is an important factor determining consumer attitude. The limitations of this study and suggestions for future research were discussed.

A Study on HCI Application based on Human Body Motion in Flight Game (활강 게임의 인체동작 기반 HCI 적용 연구)

  • Lim, Dohee;Baek, Jongwoo;Choi, Jiyoung;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.320-322
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    • 2021
  • With the development of wireless Internet technology and the expansion of the game market, various forms of games are being developed that are mounted on various platforms, including mobile platforms. In this environment, ensuring the immersion of the game user's perspective will secure the game's competitiveness, so it is necessary to increase the immersion by satisfying each area presented by the Human Computer Interaction (HCI) theory. To this end, this high school implemented downhill games and experimented with kiosks by applying an interface that recognizes the human body's movements as a way to secure freedom and immersion of game users.

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A Study on Ensuring the Safety of Potable UV Space Germicidal Equipment (이동형 UV 공간 살균 기기의 안전성 확보 방안에 관한 연구)

  • Han-Seok Cheong;Chung-Hyeok Kim;Jin-Sa Kim
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.37 no.1
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    • pp.94-100
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    • 2024
  • Recently, as interest in personal hygiene has increased due to the community spread of COVID-19 and variant viruses, fixed and potable UV germicidal equipment to sterilize indoor spaces and hand-held UV germicidal equipment to sterilize household items such as masks and mobile phones are continuously being developed and sold. However, the development and sales of the product are difficult because appropriate testing methods have not yet been established. In this situation, if an uncertified product is distributed in the market, it can cause serious harm to consumers. In this study, we investigate the photobiological risks and safety devices against UV exposure of UV germicidal equipment distributed domestically, and propose appropriate test methods for portable UV germicidal equipment based on the research results.

A Study on User Satisfaction and Continuance Use Intention of Mobile Easy Payment Service User (간편결제 서비스 사용자의 사용만족과 지속사용의도에 관한 연구 - ECM과 UTAUT을 중심으로)

  • Yea-rim Lee
    • Korea Trade Review
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    • v.45 no.2
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    • pp.103-119
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    • 2020
  • As the easy payment service is popularized and the competition in the service market is fierce, research on factors affecting users' continuous use of the easy payment service is becoming increasingly important. However, in the existing studies, the discussion of the continuous intention to use the consumer's simple payment service has not been sufficiently conducted. Existing research remains on the way of listing technology and consumer characteristics. To bridge this research gap, this study aims to integrate and modify ECM and UTAUT to consider factors influencing the continuous use of easy payment services. The user's expectations and the confirmation were considered as important factors to decide. For empirical analysis, a survey was conducted for 236 users who had experience with domestic easy payment service. As a result, it was verified that confirmation, performance expectancy, effort expectancy, social influence, and habit in regard to easy payment services are important for continuous use intention. Through this study, it is expected that the consumer's technology acceptance mechanism on the continuous use of simple payment will be grasped in more detail to develop academic discussions in the field. Implications from the results as well as limitations of the study are presented.