Abstract: Today, Short Message Service (SMS) is an important means of communication. SMS is not only used in informal environment for communication and transaction, but it is also used in formal environments such as institutions, organizations, companies, and business world as a tool for communication and transactions. Therefore, there is a need to secure the information that is being transmitted through this medium to ensure security of information both in transit and at rest. But, encryption has been identified as a means to provide security to SMS messages in transit and at rest. Several past researches have proposed and developed several encryption algorithms for SMS and Information Security. This research aims at comparing the performance of common Asymmetric encryption algorithms on SMS security. The research employs the use of three algorithms, namely RSA, McEliece, and RABIN. Several experiments were performed on SMS of various sizes on android mobile device. The experimental results show that each of the three techniques has different key generation, encryption, and decryption times. The efficiency of an algorithm is determined by the time that it takes for encryption, decryption, and key generation. The best algorithm can be chosen based on the least time required for encryption. The obtained results show the least time when McEliece size 4096 is used. RABIN size 4096 gives most time for encryption and so it is the least effective algorithm when considering encryption. Also, the research shows that McEliece size 2048 has the least time for key generation, and hence, it is the best algorithm as relating to key generation. The result of the algorithms also shows that RSA size 1024 is the most preferable algorithm in terms of decryption as it gives the least time for decryption.
Abstract: In response to a changing world and the fast growth of the Internet, more and more enterprises are replacing web-based services with cloud-based ones. Multi-tenancy technology is becoming more important especially with Software as a Service (SaaS). This in turn leads to a greater focus on the application of Identity and Access Management (IAM). Conventional Near-Field Communication (NFC) based verification relies on a computer browser and a card reader to access an NFC tag. This type of verification does not support mobile device login and user-based access management functions. This study designs an NFC-based third-party cloud identity and access management scheme (NFC-IAM) addressing this shortcoming. Data from simulation tests analyzed with Key Performance Indicators (KPIs) suggest that the NFC-IAM not only takes less time in identity identification but also cuts time by 80% in terms of two-factor authentication and improves verification accuracy to 99.9% or better. In functional performance analyses, NFC-IAM performed better in salability and portability. The NFC-IAM App (Application Software) and back-end system to be developed and deployed in mobile device are to support IAM features and also offers users a more user-friendly experience and stronger security protection. In the future, our NFC-IAM can be employed to different environments including identification for mobile payment systems, permission management for remote equipment monitoring, among other applications.
Abstract: In this paper, a scalable augmented reality framework for handheld devices is presented. The presented framework is enabled by using a server-client data communication structure, in which the search for tracking targets among a database of images is performed on the server-side while pixel-wise 3D tracking is performed on the client-side, which, in this case, is a handheld mobile device. Image search on the server-side adopts a residual-enhanced image descriptors representation that gives the framework a scalability property. The tracking algorithm on the client-side is based on a gravity-aligned feature descriptor which takes the advantage of a sensor-equipped mobile device and an optimized intensity-based image alignment approach that ensures the accuracy of 3D tracking. Automatic content streaming is achieved by using a key-frame selection algorithm, client working phase monitoring and standardized rules for content communication between the server and client. The recognition accuracy test performed on a standard dataset shows that the method adopted in the presented framework outperforms the Bag-of-Words (BoW) method that has been used in some of the previous systems. Experimental test conducted on a set of video sequences indicated the real-time performance of the tracking system with a frame rate at 15-30 frames per second. The presented framework is exposed to be functional in practical situations with a demonstration application on a campus walk-around.
Abstract: This research presents a multi-modal simulation in the reconstruction of the past and the construction of present in digital cultural heritage on mobile platform. In bringing the present life, the virtual environment is generated through a presented scheme for rapid and efficient construction of 360° panoramic view. Then, acoustical heritage model and crowd model are presented and improvised into the 360° panoramic view. For the reconstruction of past life, the crowd is simulated and rendered in an old trading port. However, the keystone of this research is in a virtual walkthrough that shows the virtual present life in 2D and virtual past life in 3D, both in an environment of virtual heritage sites in George Town through mobile device. Firstly, the 2D crowd is modelled and simulated using OpenGL ES 1.1 on mobile platform. The 2D crowd is used to portray the present life in 360° panoramic view of a virtual heritage environment based on the extension of Newtonian Laws. Secondly, the 2D crowd is animated and rendered into 3D with improved variety and incorporated into the virtual past life using Unity3D Game Engine. The behaviours of the 3D models are then simulated based on the enhancement of the classical model of Boid algorithm. Finally, a demonstration system is developed and integrated with the models, techniques and algorithms of this research. The virtual walkthrough is demonstrated to a group of respondents and is evaluated through the user-centred evaluation by navigating around the demonstration system. The results of the evaluation based on the questionnaires have shown that the presented virtual walkthrough has been successfully deployed through a multi-modal simulation and such a virtual walkthrough would be particularly useful in a virtual tour and virtual museum applications.
Abstract: Lately, many media organizations in Thailand have started to produce 3D animation, so the quality of personnel should be identified. As an instructor in the school of Animation and Multimedia, the researchers have to prepare the students, suitable for the need of industry. The current study used exploratory research design to establish the knowledge of about this issue, including the required qualification of employees and the potential of animation industry in Thailand. The interview sessions involved three key informants from three well-known organizations. The interview data was used to design a questionnaire for the confirmation phase. The overall results showed that the industry needed an individual with 3D animation skill, computer graphic skills, good communication skills, a high responsibility, and an ability to finish the project on time. Moreover, it is also found that there were currently various kinds of media where 3D animation has been involved, such as films, TV variety, TV advertising, online advertising, and application on mobile device.
Abstract: An accident is an unexpected and unplanned situation
that happens and affects human in a negative outcome. The accident
can cause an injury to a human biological organism. Thus, the
provision of initial care for an illness or injury is very important
move to prepare the patients/victims before sending to the doctor. In
this paper, a First Aid Application is developed to give some
directions for preliminary taking care of patient/victim via Android
mobile device. Also, the navigation function using Google Maps API
is implemented in this paper for searching a suitable path to the
nearest hospital. Therefore, in the emergency case, this function can
be activated and navigate patients/victims to the hospital with the
shortest path.
Abstract: The increasing development of wireless networks and
the widespread popularity of handheld devices such as Personal
Digital Assistants (PDAs), mobile phones and wireless tablets
represents an incredible opportunity to enable mobile devices as a
universal payment method, involving daily financial transactions.
Unfortunately, some issues hampering the widespread acceptance of
mobile payment such as accountability properties, privacy protection,
limitation of wireless network and mobile device. Recently, many
public-key cryptography based mobile payment protocol have been
proposed. However, limited capabilities of mobile devices and
wireless networks make these protocols are unsuitable for mobile
network. Moreover, these protocols were designed to preserve
traditional flow of payment data, which is vulnerable to attack and
increase the user-s risk. In this paper, we propose a private mobile
payment protocol which based on client centric model and by
employing symmetric key operations. The proposed mobile payment
protocol not only minimizes the computational operations and
communication passes between the engaging parties, but also
achieves a completely privacy protection for the payer. The future
work will concentrate on improving the verification solution to
support mobile user authentication and authorization for mobile
payment transactions.
Abstract: This paper presents an authoring tool which makes a
user easily and intuitively design vibrotactile sensation. A mobile
hardware platform powered by ANDROID, a multi-purpose haptic
driver and a linear resonance actuator are used to implement the
system of the presented authoring tool. The tool allows users to easily
and simply create a vibrotactile sensation by drawing vibrotactile
images and to feel the sensation by rubbing drawn images on the touch
screen of a mobile device. The tool supports a graphical interface for
designing, editing and playing vibrotactile images as well as a
pre-defined file format for save and open.
Abstract: Recently, there are significant improvements in the
capabilities of mobile devices; rendering large terrain is tedious
because of the constraint in resources of mobile devices. This
paper focuses on the implementation of terrain rendering on
mobile device to observe some issues and current constraints
occurred. Experiments are performed using two datasets with
results based on rendering speed and appearance to ascertain both
the issues and constraints. The result shows a downfall of frame
rate performance because of the increase of triangles. Since the
resolution between computer and mobile device is different, the
terrain surface on mobile device looks more unrealistic compared
to on a computer. Thus, more attention in the development of
terrain rendering on mobile devices is required. The problems
highlighted in this paper will be the focus of future research and
will be a great importance for 3D visualization on mobile device.