• Title/Summary/Keyword: used smart phone

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Digital Video Source Identification Using Sensor Pattern Noise with Morphology Filtering (모폴로지 필터링 기반 센서 패턴 노이즈를 이용한 디지털 동영상 획득 장치 판별 기술)

  • Lee, Sang-Hyeong;Kim, Dong-Hyun;Oh, Tae-Woo;Kim, Ki-Bom;Lee, Hae-Yeoun
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.1
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    • pp.15-22
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    • 2017
  • With the advance of Internet Technology, various social network services are created and used by users. Especially, the use of smart devices makes that multimedia contents can be used and distributed on social network services. However, since the crime rate also is increased by users with illegal purposes, there are needs to protect contents and block illegal usage of contents with multimedia forensics. In this paper, we propose a multimedia forensic technique which is identifying the video source. First, the scheme to acquire the sensor pattern noise (SPN) using morphology filtering is presented, which comes from the imperfection of photon detector. Using this scheme, the SPN of reference videos from the reference device is estimated and the SPN of an unknown video is estimated. Then, the similarity between two SPNs is measured to identify whether the unknown video is acquired using the reference device. For the performance analysis of the proposed technique, 30 devices including DSLR camera, compact camera, camcorder, action cam and smart phone are tested and quantitatively analyzed. Based on the results, the proposed technique can achieve the 96% accuracy in identification.

A Study on Service Failure and Service Recovery in Web Application of Smart Phone (스마트폰 환경에서 웹 애플리케이션서비스 실패 요인 및 서비스 회복에 관한 연구)

  • Choi, Hun
    • Management & Information Systems Review
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    • v.31 no.1
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    • pp.205-219
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    • 2012
  • This study is to understand how why users fail to service and how users use service recovery strategics. This study use equity theory to understand how perceived justices have influence on trust and to identify how trust has influence on service quality. This study used scenario techquie to get user experience of service failure in smartphone application. Scenario is composed of 16 sub scenario and we conducted survey with each case. The results show that interpersonal justice and distributed justice have significantly influence on trust. However, procedural justice has not influence on trust. Service quality is influenced by trust. This paper conclude with statements of implications and limitations of the study results.

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Digital Restoration of Traditional Architectural Buildings Using Multimedia and Augmented Reality Technologies (멀티미디어 및 증강현실 기술을 이용한 전통목조건축물 디지털 복원)

  • Lee, Kang-Hun;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.206-212
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    • 2013
  • Information and Communications Technologies(ICT) represented by Multimedia, Virtual Reality and Network could be used as the better ways to preserve and restore the original shape of cultural contents. This paper presents the detailed methods of Multimedia and Virtual Reality technologies to digitally implement the traditional wooden buildings which are called as a typical 'Korean Cultural Content." We implemented a 3D modeling of architectural parts, realized a roof curve, and texture-mapped the material qualities of traditional wooden buildings by using Graphic techniques. In addition, the information, which is implemented by marker-based Augment Reality, for the traditional wooden buildings can be obtained through the mobile appliances such as a smart phone. We, also, presented how to practically use the implemented digital Korea traditional wooden buildings.

Implementation of Automotive Multimedia Interface Supporting Multi-Channel Display in Multi-Screen Display (다채널 다중 화면 디스플레이를 지원하는 차량용 멀티미디어 인터페이스 구현)

  • Jeon, Young-Joon;Song, Bong-Gi;Kim, Jang-Ju;Park, Jang-Sik;Yu, Yun-Sik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.1
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    • pp.199-206
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    • 2013
  • Recently, the diverse needs of the drivers for in-vehicle infotainment systems are increasing rapidly. As a result, the infotainment systems are equipped with more convenient and human-friendly high-tech features. In this paper, we designed and implemented in-vehicle multimedia infotainment system based on embedded system that was applied various multimedia to in-vehicles. The proposed system can support independent display on each screen for the multi-channel multimedia source based on one processor(1 CPU). Therefore, our system can be reduced costs compared to other systems. This system not only displays the video and audio data in storage devices but also displays CAM, T-DMB, and DVB-T multimedia contents which are supplied in real-time services. Also, our system could multi-screen displays multimedia data in smart phone using Wi-Fi. We expect that in-vehicle infotainment systems like AVN(Audio video navigation) and RSE(Rear Seat Entertainment) could be used in various applications and reduced costs.

Implementation of Multiplatform Game Application for Decorating The Lab (다중 플랫폼용 실습실 꾸미기 게임 앱 구현)

  • Rho, Wonbin;Won, Moonsook;Lee, Jihye;Ko, Eunbyul;Lee, Jongwoo
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.197-207
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    • 2014
  • Many people are now enjoying mobile games using various smartphone platforms. However, we have to develop games separately for each smart device platforms so far. Cocos2d-x, a game development framework is released to solve this problem. As a multiplatform version of the existing Cocos2d, Cocos2d-x can make one source code run on various platforms. It is an open software that is able to be used by everyone, and when using it, mobile games can be developed easily based on C++ and OpenGL. In this paper, we implemented a PC laboratory decorating game application, named ILove501, using Cocos2d-x. The 501 is a room number of our PC lab. ILove501 includes an educational feature of solving quizzes in order to highlight positive effects of game. For implementation of a multiplatform game, ILove501 was developed in Windows and iOS environment at the same time, and we verified the results of the execution by porting on a variety of devices such as Android, iPhone, iPad and Galaxy Tab.

A Technique for Extracting GeoSemantic Knowledge from Micro-blog (마이크로 블로그기반의 공간 지식 추출 기법연구)

  • Ha, Su-Wook;Nam, Kwang-Woo;Ryu, Keun-Ho
    • Spatial Information Research
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    • v.20 no.2
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    • pp.129-136
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    • 2012
  • Recently international organizations such as ISO/TC211, OGC, INSPIRE (Infrastructure for Spatial Information in Europe) make an effort to share geospatial data using semantic web technologies. In addition, smart phone and social networking services enable community-based opportunities for participants to share issues of a social phenomenon based on geographic area, and many researchers try to find a method of extracting issues from that. However, serviceable spatial ontologies are still insufficient at application level, and studies of spatial information extraction from SNS were focused on user's location finding or geocoding by text mining. Therefore, a study of extracting spatial phenomenon from social media information and converting it into geosemantic knowledge is very usable. In this paper, we propose a framework for extracting keywords from micro-blog, one of the social media services, finding their relationships using data mining technique, and converting it into spatiotemopral knowledge. The result of this study could be used for implementing a related system as a procedure and ontology model for constructing geoseem antic issue. And from this, it is expected to improve the effectiveness of finding, publishing and analysing spatial issues.

Development of Gift Recommendation App according to the Individual Preference fused with e-Commerce (전자상거래와 융합한 개인의 취향에 따른 선물 추천 앱 개발)

  • Cho, Kwangmoon
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.261-265
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    • 2015
  • When choosing a gift for the other person what does that person like? It falls into a happy worry. Choosing the right gift for someone else associated with me is not easy in the personalized world gradually. In this paper a smart phone app is developed for reducing conflicts and saving time to choose gifts. It may help improve a person's satisfaction. It can reduce the worry and time required for buying a gift. It may also be used to make future interpersonal relationships and vitalize the relationships. For the gift recommendation in accordance with the preferences of the person through the process in accordance with the classification of each category can recommend an appropriate gift. The appropriation of the gift is updated to reflect the continuing satisfaction by recommendation status decided by the pre-survey. Any gift is recommended using the formula calculating the priority to recommend reflect a variety of weights. In addition, it is possible to increase the utilization of the app via the fusion between the e-commerce system.

A Study on Promotion Strategy of Categorized Mobile Apps using Datamining (데이터마이닝을 이용한 모바일앱 구분 별 촉진 전략에 관한 연구)

  • Jeong, Tae-Seok;Shin, Yong-Jae;Yim, Myung-Seong
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.339-349
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    • 2012
  • Smartphones which represent to the Mobile convergence, is the rapid spread, more than half of Korean are using. Accordingly, mobile apps that run on smartphone market is growing at a rapid pace. However, most studies on smartphone and mobile apps are focusing on the technology acceptance and improvement of function. So, this study is to suggest promotion strategy to each mobile apps, analyzed through three phases. First phase is the frequency analysis that deduct most frequently used mobile apps. Second phase is association rules that found to associate between mobile apps. Finally, to analyze deduction techniques for acquired 5 mobile apps to target variable in pre-2 phase use total 35 variables of 20 mobile apps categories, demographic variables, amount of PC, movie, music, book, game usage and fees per month.

Perceptions regarding smartphone based self-care in patients with chronic heart failure : A focus group interview (만성 심부전 환자의 스마트폰을 활용한 자가관리에 대한 인식 : 포커스 그룹 인터뷰 적용)

  • Son, Youn-Jung;Baek, Kyoung-Hwa
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.319-327
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    • 2018
  • This study is a qualitative study using focus group interview to explore the perception regarding smartphone use for adhering to self-care in chronic heart failure patients. Eleven patients who were diagnosed with heart failure were included. Three focus groups were held with heart failure patients at an outpatient cardiac care center. The focus group discussions were transcribed verbatim and analyzed using the method of constant comparative analysis. The 12 sub-themes were categorized into 'perception of smartphone use', 'Barriers to smartphone use', and 'Facilitators to smartphone use'. We found that the need to design tailored the messages or health information based on individual preferences. Our findings will be used to develop or design a smartphone based self-care program for patients with heart failure.

Designing Password Input System Resistant on Shoulder Surfing Attack with Statistical Analysis (Shoulder Surfing 공격을 고려한 패스워드 입력 시스템 구현 및 통계적 검증)

  • Lim, Soo Min;Kim, Hyoung Joong;Kim, Seong Kee
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.9
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    • pp.215-224
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    • 2012
  • Using password on system is easy to build and shorten the access time to authorize user, which is high in use for vary system that requires users' authorization. Many input device are able to perform the password system easily, such as PC, smart-phone, tablet PC, etc. Beside the high usability of password, physical attack occurs when user put their password on the device, known as Shoulder Surfing attack. It used to be formed in numbers, characters or mix of different kinds, but new kind of password arose. Exploiting image or making scenarios are those kinds which are able to reflect users' intentions. Not many estimation exists for new password, so there's need to be standard for those new password for highlighting usability and accessability. In this paper, we propose password system with simple image and switching key-board to test statistical method to estimate usability on the password.