• Title/Summary/Keyword: non-user

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Hash based Secure RFID Authentication Protocol for User Privacy Protection (사용자 프라이버시 보호를 위한 해쉬 기반의 안전한 RFID 인증 프로토콜)

  • Lee, Han-Kwon;Cho, Tae-Kyung;Yoo, Hyun-Joong;Park, Byoung-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.1
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    • pp.33-40
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    • 2007
  • RFID, a non-contact wireless identification technology is being noticed as a technology to alternate barcode system in distribution industry and general industry. Despite of merit of RFID, there are issues to be solved for practical use. One of them, which are most important, is resolution of user's information protection. RFID system without security function bears risk exposing personal data and user's privacy. In this paper, we propose mutual authentication protocol for RFID system in order to solve this security issue. This study aimed to protect user's privacy by providing dynamic ID for tag through authentication protocol safe from security threats. Information being transmitted between backend, reader and tag has no direct connection with ID of tag, and it conducts authentication process using one-way hash function, which prevents attacker's obtaining of tag information using information being transmitted.

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Life Story Generation in Mobile Environments Using User Contexts and Petri Net (사용자 컨텍스트와 페트리넷을 이용한 모바일 상의 라이프 스토리 생성)

  • Lee, Young-Seol;Cho, Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.2
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    • pp.236-240
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    • 2008
  • People use diary or photograph for recall-ing their memory in order to satisfy their desires for recording their lives. If the experienced events are organized to a story, S/he can share her/his experience with others, and recall her/his significant events easily. In this paper, we propose a method that generates a story with Petri net and user contexts collected from mobile device. Here, we use Petri-net as a representation method that links human activities or experience causally. It is appropriate solution for modeling parallel events in real world, and for representing non-linear story line. In order to show the usefulness of the proposed method, we show an example of generating a story of user's experience with user contexts from mobile device and evaluate them.

A Study on User Satisfacation of Kiosk UI Design Elements on University Campus (대학 캠퍼스 키오스크 UI 디자인 요소의 사용자 만족도에 관한 연구)

  • Cai, XiaoJun.;Oh, Yong Kyun
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1369-1379
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    • 2021
  • The post-corona era is having a major impact on university campus life, and campus cultural life has undergone drastic changes. In the process of adapting to this change. The existing face-to-face learning method is converted to non-face-to-face learning, and kiosks representing campus self-service are increasingly used. Subsequently, in order to match the characteristics of public places such as university campuses and provide better self-service, there are no related studies considering UI design elements of kiosks and characteristics of kiosks. This study conducted a survey on Chinese university students considering the characteristics and usability of university campus kiosks through user interface design elements in terms of design by considering previous studies. The purpose of this study is to examine the relationship between color, icon, typography, which are elements of kiosk interface design, and convenience, reliability, and usability, which are characteristics of a kiosk. In this study, the design elements and characteristics of the unmanned self-service system kiosk UI used by students at four universities in Korea and China were set as the scope of the study, and related documents were organized and surveyed in Korea and China. Case analysis and comparison method Through the kiosk usage characteristics of 4 universities were derived. The usability evaluation criteria use the five evaluation criteria suggested by the authority JacobNidsn. The usability evaluation criteria use the five evaluation criteria suggested by the authority JacobNidsn. The survey and analysis of this study were conducted for students who had experience using kiosks at two universities in China, and kiosk UI design elements were organized through survey and analysis of a total of 200 people.

An Efficient Game Theory-Based Power Control Algorithm for D2D Communication in 5G Networks

  • Saif, Abdu;Noordin, Kamarul Ariffin bin;Dimyati, Kaharudin;Shah, Nor Shahida Mohd;Al-Gumaei, Yousef Ali;Abdullah, Qazwan;Alezabi, Kamal Ali
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.7
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    • pp.2631-2649
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    • 2021
  • Device-to-Device (D2D) communication is one of the enabling technologies for 5G networks that support proximity-based service (ProSe) for wireless network communications. This paper proposes a power control algorithm based on the Nash equilibrium and game theory to eliminate the interference between the cellular user device and D2D links. This leadsto reliable connectivity with minimal power consumption in wireless communication. The power control in D2D is modeled as a non-cooperative game. Each device is allowed to independently select and transmit its power to maximize (or minimize) user utility. The aim is to guide user devices to converge with the Nash equilibrium by establishing connectivity with network resources. The proposed algorithm with pricing factors is used for power consumption and reduces overall interference of D2Ds communication. The proposed algorithm is evaluated in terms of the energy efficiency of the average power consumption, the number of D2D communication, and the number of iterations. Besides, the algorithm has a relatively fast convergence with the Nash Equilibrium rate. It guarantees that the user devices can achieve their required Quality of Service (QoS) by adjusting the residual cost coefficient and residual energy factor. Simulation results show that the power control shows a significant reduction in power consumption that has been achieved by approximately 20% compared with algorithms in [11].

A Study on the Modeling of Information Searching Platform for Electronic Commerce (전자거래정보 검색플랫폼 모델링에 관한 연구)

  • 손주찬;김중배;함호상
    • The Journal of Society for e-Business Studies
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    • v.1 no.1
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    • pp.195-207
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    • 1996
  • It is required the electronic commerce system for satisfying the various information needs of user groups on the high speed communication networking. However, its information amounts will be explosive, and make it difficult for users to locate information they are interested in. Therefore we have developed the architecture of information searching platform for electronic commerce which searches and gathers information about electronic commerce site on internet and builds the keywords index database for serving the client's requests in order to provide non-professionals and small companies etc., with access easily to retrieval information.

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A Study on the Factors Affecting Non-user of Scientific and Technial Information

  • Kim, Tae-Seung
    • KLA journal
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    • v.37 no.1 s.296
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    • pp.32-37
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    • 1996
  • 정보관리의 최종 목적은 보다 적극적인 정보 이용의 효율성을 제고하는데 있다. 이를 위한 해결 방안에는 여러 방법이 있을 수 있으나 본 연구에서는 비이용 현황을 조사하고 비이용자 집단이 갖는 특성을 분석하고 이를 통한 비이용 요인을 해소하여 결과적으로 잠재적 이용자들을 성실한 도서관 정보이용자로 전환할 수 있는 기초 자료를 제공하였다. 연구의 결과 과학기술 분야 연구자들을 대상으로 비이용자들의 분표 상태를 밝히고 이들의 비이용 요인으로서 근속 연수, 전문직 사서들의 근무 태도, 연구실과 도서관과의 거리등이 도서관 이용에 결정적 역할을 한다는 사실을 밝혔다. 이러한 비이용 요인의 규명은 현행 정보시스템을 개선하거나 새로운 정보시스템을 설계할 때 참고할 수 있는 근거가 될 수 있다.

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Modeling Optimal Lane Configuration at the Toll Plaza by Nonlinear Integer Programming Incorporated with an M/G/1 Queueing Process

  • Kim, Seong-Moon
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2006.11a
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    • pp.403-406
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    • 2006
  • This paper provides an M/G/1 queueing model for the operations management problem at the toll plaza. This queueing process is incorporated with two non-linear integer programming models - the user cost minimization model during the peak times and the operating cost minimization model during the off-peak hours.

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A Study on the Factors Affecting Non-user of Scientific and Technial Information

  • Kim, Tae-Seung
    • KLA journal
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    • v.37 no.5 s.300
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    • pp.32-37
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    • 1996
  • 정보관리의 최종 목적은 보다 적극적인 정보 이용의 효율성을 제고하는데 있다. 이를 위한 해결 방안에는 여러 방법이 있을 수 있으나 본 연구에서는 비이용 현황을 조사하고 비이용자 집단이 갖는 특성을 분석하고 이를 통한 비이용 요인을 해소하여 결과적으로 잠재적 이용자들을 성실한 도서관 정보이용자로 전환할 수 있는 기초자료를 제공하였다. 연구의 결과 과학기술 분야 연구자들을 대상으로 비이용자들의 분포 상태를 밝히고 이들의 비이용 요인으로서 근속 연수, 전문직 사서들의 근무 태도, 연구실과 도서관과의 거리등이 도서관 이용에 결정적 역할을 한다는 사실을 밝혔다. 이러한 비이용 요인의 규명은 현행 정보시스템을 개선하거나 새로운 정보시스템을 설계할 때 참고할 수 있는 근거가 될 수 있다.

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Implementation of User Adapt ive Game Characters Using Fuzzy Clustering (퍼지 클러스터링을 이용한 사용자 적응형 게임 캐릭터의 구현)

  • 윤태복;이지형
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2004.04a
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    • pp.345-348
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    • 2004
  • 플레이어의 상대 역할을 수행하는 NPC(Non-Player Character)의 구현은 게임에서 재미요소를 좌우하는 중요한 부분이다. 일반적인 NPC는 설정된 값에 따라, 동일한 조건에 대해 동일하게 반응하므로 플레이어로 하여금 예측 가능하게 하여 게임의 재미를 저하시키는 요인이 된다. 따라서 플레이어의 행동과 수준에 대하여 지능적으로 적절히 반응하는 NPC 기술이 필요하다. 본 논문은 퍼지 플러스터링을 이용한 플레이어의 게임 성향을 기반으로 NPC의 행동 반응을 조절함으로써 게임에 동적인 반응을 보이며 플레이어의 수준에 적절히 반응하도록 하는 NPC 기법을 제안한다.

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Parallel Writing and Detection for Two Dimensional Magnetic Recording Channel

  • Zhang, Yong;Lee, Jaejin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37A no.10
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    • pp.821-826
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    • 2012
  • Two-dimensional magnetic recording (TDMR) is treated as the next generation magnetic recording method, but because of its high channel bit error rate, it is difficult to use in practices. In this paper, we introduce a new writing method that can decrease the nonlinear media error effectively, and it can also achieve 10 Tb/$in^2$ of user bit density on a magnetic recording medium with 20 Teragrains/$in^2$.