• Title/Summary/Keyword: smartphone-connected

Search Result 79, Processing Time 0.024 seconds

Integration wireless network approach OBD-II connector for reading vehicle driving information (통합 무선 네트워크 접근 OBD-II 커넥터 구현)

  • Baek, Sung-Hyun;Jang, Jong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.17 no.6
    • /
    • pp.1306-1311
    • /
    • 2013
  • Driver for safety always check the status of their vehicle, and it is essential to understand. When driver know vehicle driving status, there is know vehicle driving status to use vehicle realtime control data by OBD-II of vehicle network and connected OBD-II connector. But, connector to receive OBD-II data differ each communication connection method to connect smart device.(such as smartphone, blackbox, EDR) if vehicle driver change another smart device from smart device(such as android -> iphone, iphone -> android), vehicle driver exist the inconvenience that purchase new OBD-II connector. in this paper, As make up for the fault, there is to implement one OBD-II connector that integrate Bluetooth, Wifi, WCDMA module. as result, anything smart device was notified realtime vehicle control data through implemented one OBD-II connector in this paper

Smartphone Camera Control System in connection with Personnel Access Rights (인원 출입 권한과 연계한 스마트폰 카메라 제어 시스템)

  • Jeon, Byung-Jin;Han, Kun-Hee;Shin, Seung-Soo
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.11
    • /
    • pp.93-101
    • /
    • 2017
  • The purpose of this paper is to investigate the effect of the smart phone camera on the company's employees or employees of partner companies, we want to block things in advance. In this paper, we propose a smart phone camera control system which is connected with the personnel access right which enables to share the photographed image of the authorized user and the data shot only within the enterprise. To this end, we have developed the installation status of smart phone control program (MCS: Mobile Camera Control System) of employees, employees and visitors of company, and experimented and analyzed whether the smart phone control program installed in the authorized area. In addition, when visitors visited the company, the effect of prevention of photograph shooting through smart phone camera and the cost of seal sticker attached to the smart phone camera lens part were reduced.

A Mechanism to identify Indoor or Outdoor Location for Three Dimensional Geofence (3차원 지오펜스를 위한 실내외 위치 식별 메커니즘)

  • Eom, Young-Hyun;Choi, Young-Keun;Cho, Sungkuk;Jeon, Byungkook
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.16 no.1
    • /
    • pp.169-175
    • /
    • 2016
  • Geofence is a virtual perimeter for a real-world geographical area, which could be statically or dynamically established the specified area if necessary. Many geofencing applications incorporate 2D(two-dimensional) map such as the Google map, allowing administrators to define boundaries on top of a satellite view of a specific geographical area. But these applications do not provide 3D(three-dimensional) spatial information as well as 2D location information no matter where indoor or outdoor. Therefore we propose a mechanism to identify indoor or outdoor location for 3D geofence, and implement 3D geofence using smartphone. The proposed mechanism identifies the position information on 3D geofence regardless of indoor or outdoor, inter-floor with only GPS and WiFi. In the near future, 3D geofence as well as LBS are promising applications that become possible when IoT can become organized and connected by location.

Computational Analytics of Client Awareness for Mobile Application Offloading with Cloud Migration

  • Nandhini, Uma;TamilSelvan, Latha
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.8 no.11
    • /
    • pp.3916-3936
    • /
    • 2014
  • Smartphone applications like games, image processing, e-commerce and social networking are gaining exponential growth, with the ubiquity of cellular services. This demands increased computational power and storage from mobile devices with a sufficiently high bandwidth for mobile internet service. But mobile nodes are highly constrained in the processing and storage, along with the battery power, which further restrains their dependability. Adopting the unlimited storage and computing power offered by cloud servers, it is possible to overcome and turn these issues into a favorable opportunity for the growth of mobile cloud computing. As the mobile internet data traffic is predicted to grow at the rate of around 65 percent yearly, even advanced services like 3G and 4G for mobile communication will fail to accommodate such exponential growth of data. On the other hand, developers extend popular applications with high end graphics leading to smart phones, manufactured with multicore processors and graphics processing units making them unaffordable. Therefore, to address the need of resource constrained mobile nodes and bandwidth constrained cellular networks, the computations can be migrated to resourceful servers connected to cloud. The server now acts as a bridge that should enable the participating mobile nodes to offload their computations through Wi-Fi directly to the virtualized server. Our proposed model enables an on-demand service offloading with a decision support system that identifies the capabilities of the client's hardware and software resources in judging the requirements for offloading. Further, the node's location, context and security capabilities are estimated to facilitate adaptive migration.

Changes to Gaming Acts in Game (게임에서의 게임 행위 변화)

  • Gwak, E-Sac
    • Journal of Korea Game Society
    • /
    • v.17 no.2
    • /
    • pp.35-44
    • /
    • 2017
  • Recent years have witnessed a surging popularity of games based on augmented reality and virtual reality. While old games embody virtual reality within the game platform, recent popular games based on augmented reality and virtual reality incorporate reality into virtual worlds. They present a new genre that is unprecedented, combined with what gamers have a passionate desire for, and thus provide new experiences. Good examples include smartphone games that were the game changer of the gaming industry in 2010 and the sensational $Pok{\acute{e}}mon$ Go that is gaining popularity nowadays. This study, thus, set out to analyze "gaming act(GA)" directly connected to the experiences of gamers to shed light on games as experiential content. The study analyzed gaming acts based on Park Sang-woo (2009) and assumed that gaming acts would change greatly according to the degree of real space intervening in game space; thus, examining changes to the gaming acts of games in two aspects of realizing virtual space from imaginations in game space and reproducing virtual space in real space.

A Study on Smartphone Acceptance for the Visually Impaired (시각장애인의 스마트폰 수용에 관한 연구)

  • Kim, Eun Jung;Park, Seong Je;Kim, Jong Weon
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.21 no.4
    • /
    • pp.79-94
    • /
    • 2016
  • Anytime, anywhere, we can be connected through the Internet and obtain information by using the smart device. However, people with disabilities are unable to take advantage of smart IT environment. Many studies pointed out that this has been the cause of the digital divide and social problems. In this study, we conducted an empirical study on the use of smart devices to help the blind acceptance of conduct. According to the study results, innovativeness had the impact on perceived usefulness, perceived ease of use, perceived enjoyment, and self-esteem and self-efficacy appeared to affect the perceived ease of use. In addition, the perceived usefulness, perceived ease of use, perceived enjoyment affected the intention to re-use. These study results contribute to both theory and practice.

A Viewer's Modality-based Design Guideline of Digital TV Data Service and a Data Service Prototype adopting the Guideline (시청자의 TV 이용 행태를 고려한 디지털 TV 데이터 서비스의 기획 가이드라인과 이를 적용한 데이터 서비스 프로토타입)

  • Ko, Kwang-Il
    • Convergence Security Journal
    • /
    • v.12 no.3
    • /
    • pp.123-129
    • /
    • 2012
  • Due to the high digital technology, various devices such as TV, PC, smartphone, and pad computer are connected to each other using internet and under the circumstance internet services of which the running platforms are mainly PC become "N-screenlized" by extending their service platform to non-PC devices. As a digital TV has outstanding features of being the most influential device in the living room and having the wide spectrum of users, several internet services has been ported on the digital TV platform (in the form of data services) in order to enhance their brand powers. Most of the services, however, failed to get a satisfactory results as the data services are defeated by the broadcasting contents in the competition for the viewer's interests. In the paper, the design guidelines that make data services not to compete with the broadcasting contents are proposed and a prototype of a data service that accommodates the guidelines is introduced. The prototype, called "TV ideal-type world-cup", does not disturb a viewer's watching broadcast contents and channel-changing behavior while it is running and its service flow is designed for a viewer to achieve the goal of service in a few minutes so that the viewer can enjoy the service in a commercial period.

Design of IoT Gateway based Event-Driven Approach for IoT related Applications (IoT 게이트웨이 기반의 이벤트 중심 접근 방식 응용프로그램 설계)

  • Nkenyereye, Lionel;Jang, Jong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.11
    • /
    • pp.2119-2124
    • /
    • 2016
  • The Internet of things (IoT) needs to be an event-driven approach for efficient related time response and processing. The growth of mobile devices in Internet of Things (IoT) leads to a number of intelligent buildings related IoT applications. For instance, home automation controlling system uses client system such web apps on smartphone or web service to access the home server by sending control commands. The gateway based RESTful technology responsible for handling clients'requests attests an internet latency in case a large number of clients' requests submit toward the gateway increases. In this paper, we propose the design tasks of the IoT gateway for handling concurrency events. The gateway based event-driven architecture is designed for building IoT gateway using node.js on one side and communication protocol based message-oriented middleware known as XMPP to handle communications of intelligent building control devices connected to the gateway through a centralized hub.

Design of Communication Module for Virtual Serial Wireless LAN (가상 시리얼 무선랜 통신 모듈 설계)

  • Jang-Geun Ki
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.5
    • /
    • pp.35-40
    • /
    • 2023
  • In this paper, a serial wireless LAN virtual communication module that allows microprocessors to communicate wirelessly with other peripheral devices is developed as part of a study to build an online virtual experiment system that allows them to practice virtually anytime, anywhere in microprocessor application education in electrical and electronic control engineering. The developed module is connected to the microprocessor in the virtual experiment system through serial interface. The serial data is sent to and received from peripheral devices through the wireless LAN interface of the host computer where the virtual experiment software is being performed. In order to verify the function of the developed serial wireless LAN virtual communication module, experiments were conducted in which a microprocessor in the virtual experiment system exchanged data with an Android smartphone through a wireless LAN interface of a host computer. The developed serial wireless LAN communication module is expected to enable virtual microprocessors to communicate with surrounding real devices through wireless LAN, which can be efficiently used in microprocessor application education.

Distributed Social Medical IoT for Monitoring Healthcare and Future Pandemics in Smart Cities

  • Mansoor Alghamdi;Sami Mnasri;Malek Alrashidi;Wajih Abdallah;Thierry Val
    • International Journal of Computer Science & Network Security
    • /
    • v.24 no.5
    • /
    • pp.135-155
    • /
    • 2024
  • Urban public health monitoring in smart cities focuses on the control of conditions and health challenges in urban environments. Considering the rapid spread of diseases and pandemics, it is important for health authorities to trace people carrying the virus. In smart cities, this tracing must be interoperable and intelligent, especially in indoor surfaces characterized by small distances between people. Therefore, to fight pandemics, it is necessary to start with the already-existing digital equipment of the Internet of Things, such as connected objects and smartphones. In this study, the developed system is employed to provide a social IoT network and suggest a strategy which allows reliable traceability without threatening the privacy of users. This IoT-based system allows respecting the social distance between persons sharing public services in smart cities without applying smartphone applications or severe confinement. It also permits a return to normal life in case of viral pandemic and ensures the much-desired balance between economy and health. The present study analyses previous proposed social distance systems then, unlike these studies, suggests an intelligent and distributed IoT based strategy for positioning students. Two scenarios of static and dynamic optimization-based placement of Bluetooth Low Energy devices are proposed and an experimental study shows the contribution and complementarity of the introduced contact tracing strategy with the applications on smartphones.