• Title/Summary/Keyword: smartphone use

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Authentication Algorithm using Random Graphic Code (무작위적인 그래픽 코드를 이용한 인증 알고리즘)

  • Jeong, Pil-Seong;Cho, Yang-Hyun
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.63-69
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    • 2019
  • Using a smartphone allows quick and easy authentication and payment. However, smartphone security threats are evolving into a variety of new hacking technologies, and are changing to attacks specific to the mobile environment. Therefore, there is a demand for an authentication method suitable for a mobile environment. In order to solve security weaknesses in knowledge-based authentication, many companies provide two-step authentication services such as OTP(One Time Password) to provide authentication services such as finance, games, and login. Although OTP service is easy to use, it is easy to duplicate random number table and has a disadvantage that can be reused because it is used as valid value within time limit. In this paper, we propose a mechanism that enables users to quickly and easily authenticate with high security using the authentication method that recognizes special characters through smartphone's dedicated application.

A Study on the Determinants of Mobile Application Purchase based on User Groups (사용자 유형에 따른 모바일 앱 구매요인에 관한 연구)

  • Oh, Sunju
    • Information Systems Review
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    • v.16 no.1
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    • pp.73-88
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    • 2014
  • According to the widespread use of smartphone, various and abundant mobile applications have been used and lots of new companies have developed mobile applications. To revitalize mobile application market, a lot of research and experiments have been performed in application development and delivery industries. The purpose of this research is to figure out the usage pattern of smartphone application and purchasing criteria of mobile application. We categorized smartphone application users with respect to application selection criteria and examined the characteristics of the categorized users. As a result, the factors of purchasing criteria of the users with respect to smartphone application selection criteria and application type were categorized into 3 groups: aggressive usage group, middle usage group, and passive usage group. The result of this study indicates that the relationship between purchasing criteria and usage pattern in mobile application market was actualized by measuring the purchasing factors of user. Therefore this fact suggests that it is very important to measure the accurate purchasing factors of its user for setting up the marketing strategy of mobile application market.

Content Analysis of Smartphone Addiction Management Applications: Self-Determination Theory Perspective (스마트폰 중독방지 앱의 자기결정적 동기화 속성에 관한 내용분석: 자기결정성 이론을 중심으로)

  • Lee, Sook-Jung
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.12-22
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    • 2016
  • The present study aims to evaluate the self-determined motivational features of smartphone addiction management apps. This study analyzed whether smartphone addiction management apps have features to support adolescent users' basic needs, that is, autonomy, competence, and relatedness. 26 apps were analyzed. Among them, 8 apps were parental management apps installed on a parent's phone and a child's phone, and 18 apps were self-management apps installed on a child's phone. According to a content analysis, only 3 of 26 apps addressed all three basic needs. Overall, the functions to support users' competence and relatedness were rarely found. Particularly, parental management apps had a high level of controlingness. The results suggest that the addiction management apps have limitations in stimulating adolescent users' self-determined motivation to manage their phone use.

Intelligent Agent based on Bayesian Network for Smartphone (스마트폰을 위한 베이지안 네트워크 기반 지능형 에이전트)

  • Han Sang-Jun;Cho Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
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    • v.11 no.1
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    • pp.81-91
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    • 2005
  • Today, mobile phones have become an essential item for man-to-man communication. As more people use mobile phones, various services based on mobile phone networks and high-end devices have been developed. In addition, with the growth of the concept of ubiquitous computing, there are many ongoing studies on novel and useful services in smartphone. In this paper, for personalized service in smartphone we propose an intelligent agent that uses user modeling based on bayesian network and rule based service selection mechanism. It infers the user's status such as his current affect, how he is busy, and how someone is familiar with him from personal information and communication history using bayesian network and Provides appropriate services on the basis of the inferred information. We apply it to some realistic situation to confirm the usefulness our proposed agent.

A Study on the Threat Review to use Secure Smartphone Applications (안전한 스마트폰 앱 사용을 위한 위협 요소 검토 연구)

  • Choi, Heesik;Cho, Yanghyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.16 no.1
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    • pp.41-54
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    • 2020
  • In this paper, it will study various problems such as personal information infringement from when using various useful Apps in the Smartphone environment. It also researched the vulnerabilities Mobile Apps and the risks of personal information leakage when using Smartphone information to decrease threat and find solution. In the second chapter, it will check the existing Mobile App related Apps. In the third chapter, it will check the threats and major factors that caused by the leakage of personal information which related to the app. Then it will suggest solution and end with conclusion. This paper also looked at various problems that caused by illegal adverse effect from illegal personal information collection. Then it researched and made suggestion to make consideration on safety of personal information and privacy infringement that threat to personal information For safety of mobile banking, it proposed a safety method to separate and manage the code which has the core logic which required to run the App. For safety of direction App, when running the direction App, even if the information is collected, location information for unauthorized accessed will encrypt and store in DB, so that access to personal information is difficult. For delivery App environment, by using the national deliver order call center's representative phone to receive a telephone order then, the customer information is delivered to the branch office when it receive order and it will automatically delete information from the server when the delivery is completed by improving DB server of order. For the smart work app environment, the security solution operates automatically by separating and make independent private and work areas. Then it will suggest initialization for company's confidential business information and personal information to safe from danger even if loss.

Educational Insect Robot Content use of play(Game) for the Nuri Process Education of Creative in Smartphone (스마트폰을 활용한 로봇 교육 콘텐츠 게임 활용 연구)

  • Park, Young-suk;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.131-134
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    • 2013
  • Nuri process is a common process of childcare and education for infants to 5 years old in 2012 has been carried out. In order to operate a paint program, teachers not only easy to take advantage in the field, education robot, taking into account developmental compatibility in accordance with stable, physical stability, age psychological infant, the diversity, education robot that can be worn thinking, creativity, scientific thinking is required. In this paper, I will study the applications and Internet services to infants through your favorite smartphones. To the study of development in the smartphone educational insect robot application with the educational environment that infants are environmentally friendly. Utilizing the game smartphone, Nari proceed to step 15, place the questions and answers for enhancing the education effect on the way, to enhance the creative effect of the robot and education. In this paper, I will continue to contribute to the development of content for the education of taste creative.

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Oceanic organism educational application for kids using smartphone (스마트폰을 이용한 유아용 바다 생물 교육 애플리케이션)

  • Park, Changwoo;Jo, Jungpil;Seo, Jeongwoo;Kim, Nagyum;Yeo, Jimin;Park, Suhyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.496-498
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    • 2013
  • Smartphone is becoming popular from younger generation to old generation because of its convenience. Generalizing use of smartphone, it was being developed and released for education application from based on PC to smartphone. in this paper, this application was designed and developed an helpful and enjoyable application for those who very interested child education. in this paper, suggestion of the propose of education is provided on service various contetns. The children can do implement information about organism characters living in sea just selected them they want without going to sea and aquarium whenever they want. this application is implemented that children also can be relearning the organism characters by quiz that already learned them before, and developing artistic sense, creativity and imagination by coloring exercise.

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A Study on Measures to Reduce Traffic Accidents caused by Using Smartphones While Driving (운전 중 스마트폰 사용으로 인한 교통사고 저감대책 연구)

  • You, Seung-Hee
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.175-184
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    • 2016
  • The purpose of the study focuses on increasing dangers of using smartphones while driving recently, and then is to come up with measures to reduce traffic accidents caused by using devices like a smartphone. This study conducted a survey of drivers using their smartphones while driving to understand risks caused by using a smartphones while operating vehicles. Results showed that a lot of activities may lead to distracted driving, such as texting, making phone calls, using GPS or road maps, game, etc. In this paper, we presented that functions of smartphone should be controlled partially while driving for safe driving performance. These results suggest that using IoT-based smart devices like a beacon and a smartphone application implemented, tentatively called "Safe driving solution", while driving can reduce traffic accidents. Thus, in order to effectively prevent dangerous driving due to the use of smartphones, a "Safe driving solution" which restricts all functions except for calls and driver assistance functions is suggested.

Implementation of Home Security System using a Mobile App (모바일 앱을 이용한 홈 시큐리티 시스템 구현)

  • Kwon, Young-Il;Jeong, Sam-Jin
    • Journal of Convergence for Information Technology
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    • v.7 no.4
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    • pp.91-96
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    • 2017
  • In this paper, we aim to respond efficiently to crime by using Arduino and smartphone apps in response to increasing number of house-breaking crimes. It receives the signal of the sensor installed in the house and connects it with the app of the smartphone. To use the app, you can download the app from the user's smartphone, launch the app, and operate the operation outside the home, not only inside the house, by linking the executed app. Among the sensors installed in the house, the movement detection sensor is used to enhance the security, and the gas leakage sensor and the flame detection sensor can be used to easily detect the risk of fire and to prevent the fire early. Security is further enhanced by the ability to remotely control the front door with a smartphone. After that, various sensors can be added and it can be developed as a WiFi module in addition to the Bluetooth module.

Development of a Smartphone Interface using Infrared Approach (적외선 방식의 스마트 폰 인터페이스 개발)

  • Jang, Jae-Hyeok;Kim, Byung-Ki;Song, Chang-Geun;Ko, Young-Woong
    • The KIPS Transactions:PartA
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    • v.18A no.2
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    • pp.53-60
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    • 2011
  • Touch screen technologies are widely used as the basic input for mobile devices. However, for smartphones, touch screens have been utilized as a simple device that merely process text data. It has been considered an inappropriate multimedia input device for one to use design applications, such as painting, due to its narrow touch screen space, which makes it inconvenient to draw pictures. In this study, we propose to enhance this weakness by using infrared approach on a smartphone's input interface. The usage of infrared approach will allow for quick and accurate operations without facing any space constraints. In this paper, we provide a detailed description of the design and implementation of a smartphone user interface using infrared pointing device. Additionally, using experimental results, we prove that our proposed approach is more convenient and efficient than traditional touch screen approaches used in smartphones.