• Title/Summary/Keyword: smartphone performance

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Efficient Method to Support Mobile Virtualization-based Cloud Resource Management (모바일 가상화기반 클라우드 자원관리를 지원하는 효율적 방법)

  • Kang, Yongho;Jang, Changbok;Lee, Wanjik;Heo, Seokyeol;Kim, Jooman
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.277-283
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    • 2014
  • Recently, various cloud service has been being provided on mobile devices as well as desktop pc and server computer. Also, Smartphone users are very rapidly increasing, and they are using it for enjoying various services(cloud service, game, banking service, mobile office, etc.). So, research to utilize resources on mobile device has been conducted. In this paper, We have suggested efficient method of cloud resource management by using information of available physical resources(CPU, memory, storage, etc.) between mobile devices, and information of physical resource in mobile device. Suggested technology is possible to guarantee real-time process and efficiently manage resources.

User-friendly 3D Object Reconstruction Method based on Structured Light in Ubiquitous Environments (유비쿼터스 환경에서 구조광 기반 사용자 친화적 3차원 객체 재구성 기법)

  • Jung, Sei-Hwa;Lee, Jeongjin
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.523-532
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    • 2013
  • Since conventional methods for the reconstruction of 3D objects used a number of cameras or pictures, they required specific hardwares or they were sensitive to the photography environment with a lot of processing time. In this paper, we propose a 3D object reconstruction method using one photograph based on structured light in ubiquitous environments. We use color pattern of the conventional method for structured light. In this paper, we propose a novel pipeline consisting of various image processing techniques for line pattern extraction and matching, which are very important for the performance of the object reconstruction. And we propose the optimal cost function for the pattern matching. Using our method, it is possible to reconstruct a 3D object with efficient computation and easy setting in ubiquitous or mobile environments, for example, a smartphone with a subminiature projector like Galaxy Beam.

An Implementation of Waiting Queue System based on Mobile NFC (모바일 NFC기반의 순번대기 시스템의 설계)

  • Kim, Sang-yoon;Cho, Kyung-rae;Kim, Jung-han;Bae, Sung-ho;Kang, Sung-in
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.862-865
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    • 2013
  • The smartphone digs deep into our lives, is changing our life. With increases the penetration of smart phones, it getting better performance. In recent years, tend to increase its utilization by an increase in the prevalence of smart phones equipped with NFC short-range wireless communication technology based on RFID in a number of areas, including e-cards, tagging. In this paper, we implement a system that can operate the system by traditional saddlecloth way of waiting waiting waiting standby system more efficient by applying NFC.

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One Grip based Doorpull Shaped Doorlock System using Fingerprint Recognition and Touch Pattern (지문 인식과 터치 패턴을 이용한 원그립 기반 문고리 통합형 도어록 시스템)

  • Jang, Min-Soon;Park, Tea-Min;Lee, Jung-Kwon;Wang, Bo-Hyeun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.1
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    • pp.30-36
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    • 2016
  • Recently, digital doorlock systems have been employing biometric recognition and smartphone as personal authentification means. The performance of a digital doorlock system is determined by the two conflicting indices such as security and convenience. This paper proposes and implements one grip based doorpull shaped doorlock systems using fingerprint and touch sensor grip pattern. The proposed system sequentially performs fingerprint recognition and grip pattern identification when a user grips the doorpull in order to open the door. This method so called 'One Grip' is considered to enhance security while maintaining users' convenience. We expect the proposed method can solve the phone missing problem encountered in developing smart doorlock systems based on smartphones.

Extracting Evaluation Criteria for Evaluating Ontology Quality (온톨로지 품질평가를 위한 평가항목 추출에 관한 연구)

  • Kim, Seonghun;Oh, Sam Gyun
    • Journal of the Korean Society for information Management
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    • v.32 no.2
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    • pp.193-219
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    • 2015
  • The focus of traditional evaluations of ontologies is largely performance-based. A comparison of a new ontology with well-established ones, testing of ontologies in different applications, as well as any judgment of an ontology's appropriateness and relatedness to source data heavily rely on what results that ontology seems to manifest. This study, on the other hand, is an attempt to evaluate the quality of a particular ontology as manifested by its structure, representation, and interoperability. To that end, major categories of quality evaluations were first identified through an extensive survey of literature. Evaluation questions were formulated from these categories using the Delphi method and were validated by ontology experts. The entire process produced a set of 53 evaluation questions, which was then employed to test the quality of a newly-developed smartphone ontology.

Ability of children to perform touchscreen gestures and follow prompting techniques when using mobile apps

  • Yadav, Savita;Chakraborty, Pinaki;Kaul, Arshia;Pooja, Pooja;Gupta, Bhavya;Garg, Anchal
    • Clinical and Experimental Pediatrics
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    • v.63 no.6
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    • pp.232-236
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    • 2020
  • Background: Children today get access to smartphones at an early age. However, their ability to use mobile apps has not yet been studied in detail. Purpose: This study aimed to assess the ability of children aged 2-8 years to perform touchscreen gestures and follow prompting techniques, i.e., ways apps provide instructions on how to use them. Methods: We developed one mobile app to test the ability of children to perform various touchscreen gestures and another mobile app to test their ability to follow various prompting techniques. We used these apps in this study of 90 children in a kindergarten and a primary school in New Delhi in July 2019. We noted the touchscreen gestures that the children could perform and the most sophisticated prompting technique that they could follow. Results: Two- and 3-year-old children could not follow any prompting technique and only a minority (27%) could tap the touchscreen at an intended place. Four- to 6-year-old children could perform simple gestures like a tap and slide (57%) and follow instructions provided through animation (63%). Seven- and 8-year-old children could perform more sophisticated gestures like dragging and dropping (30%) and follow instructions provided in audio and video formats (34%). We observed a significant difference between the number of touchscreen gestures that the children could perform and the number of prompting techniques that they could follow (F=544.0407, P<0.05). No significant difference was observed in the performance of female versus male children (P>0.05). Conclusion: Children gradually learn to use mobile apps beginning at 2 years of age. They become comfortable performing single-finger gestures and following nontextual prompting techniques by 8 years of age. We recommend that these results be considered in the development of mobile apps for children.

Encapsulation of SEED Algorithm in HCCL for Selective Encryption of Android Sensor Data (안드로이드 센서 정보의 선택적 암호화를 지원하는 HCCL 기반 SEED 암호의 캡슐화 기능 연구)

  • Kim, Hyung Jong;Ahn, Jae Yoon
    • Journal of the Korea Society for Simulation
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    • v.29 no.2
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    • pp.73-81
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    • 2020
  • HCCL stands for Heterogenous Container Class Library. HCCL is a library that allows heterogeneous types of data to be stored in a container as a single record and to be constructed as a list of the records to be stored in database. With HCCL, encryption/decryption can be done based on the unified data type. Recently, IoT sensor which is embedded in smartphone enables developers to provide various convenient services to users. However, it is also true that infringement of personal information may occur in the process of transmitting sensor information to API and users need to be prepared for this situation in some sense. In this study, we developed a data model that enhances existing security using SEED cryptographic algorithms while managing information of sensors based on HCCL. Due to the fact that the Android environment does not provide permission management function for sensors, this study decided whether or not to encrypt sensor information based on the user's choice so that the user can determine the creation and storage of safe data. For verification of this work, we have presented the performance evaluation by comparing with the situation of storing the sensor data in plaintext.

Effects of mobile texting and gaming on gait with obstructions under different illumination levels

  • Cha, Jaeyun;Kim, Hyunjin;Park, Jaemyoung;Song, Changho
    • Physical Therapy Rehabilitation Science
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    • v.4 no.1
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    • pp.32-37
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    • 2015
  • Objective: This study was conducted to test the effects of mobile texting and gaming on gait with obstructions under different illumination levels. Design: Cross-sectional study. Methods: Twelve healthy adults aged 20 to 36 years (mean 23.5 years) were tested under six different conditions. All participants used touchscreen smartphones. Testing conditions included: 1) Walking with an obstruction under a bright illumination level; 2) walking with an obstruction with a low level of illumination; 3) walking with an obstruction while texting under a bright illumination level; 4) walking with an obstruction while texting with a low level of illumination; 5) walking with an obstruction while gaming under a bright illumination level; and 6) walking with an obstruction while gaming with a low level of illumination. All participants were asked to text the Korean national anthem by their own phone and play Temple Run 2 using an iPhone 5. Gait variances were measured over a distance of 3 m, and the mean value after three trials was used. A gait analyzer was used to measure the data. Results: Compared to normal gait with obstruction, gait speed, step length, stride length, step time, stride time, cadence while texting and gaming showed significant differences (p<0.05). Differences between the illumination levels included gait speed, step length, stride length, and step time (p<0.05) with no significant differences in stride time and cadence. Conclusions: Dual-tasking using a smartphone under low levels of illumination lowers the quality of gait with obstructions.

A Behavior-based Authentication Using the Measuring Cosine Similarity (코사인 유사도 측정을 통한 행위 기반 인증)

  • Gil, Seon-Woong;Lee, Ki-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.17-22
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    • 2020
  • Behavior-based authentication technology, which is currently being researched a lot, requires a long extraction of a lot of data to increase the recognition rate of authentication compared to other authentication technologies. This paper uses the touch sensor and the gyroscope embedded in the smartphone in the Android environment to measure five times to the user to use only the minimum data that is essential among the behavior feature data used in the behavior-based authentication study. By requesting, a total of six behavior feature data were collected by touching the five touch screen, and the mean value was calculated from the changes in data during the next touch measurement to measure the cosine similarity between the value and the measured value. After generating the allowable range of cosine similarity by performing, we propose a user behavior based authentication method that compares the cosine similarity value of the authentication attempt data. Through this paper, we succeeded in demonstrating high performance from the first EER of 37.6% to the final EER of 1.9% by adjusting the threshold applied to the cosine similarity authentication range even in a small number of feature data and experimenter environments.

Development of Sensor and Block expandable Teaching-Aids-robot (센서 및 블록 확장 가능한 교구용 보조 로봇 개발)

  • Sim, Hyun;Lee, Hyeong-Ok
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.2
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    • pp.345-352
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    • 2017
  • In this paper, we design and implement an educational robot system that can use scratch education with the function of user demanding to perform robot education in actual school site in an embedded environment. It is developed to enable physical education for sensing information processing, software design and programming practice training that is the basis of robotic system. The development environment of the system is Arduino Uno based product using Atmega 328 core, debugging environment based on Arduino Sketch, firmware development language using C language, OS using Windows, Linux, Mac OS X. The system operation process receives the control command of the server using the Bluetooth communication, and drives various sensors of the educational robot. The curriculum includes Scratch program and Bluetooth communication, which enables real-time scratch training. It also provides smartphone apps and is designed to enable education like C and Python through expansion. Teachers at the school site used the developed products and presented performance processing results satisfying the missionary needs of the missionaries.