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2021 ◽  
Vol 7 (2) ◽  
pp. 268-281
Author(s):  
Muhammad Fajar Rafif ◽  
Asidigisianti Surya Patria

AbstrakHampir segala aktivitas manusia dipermudah dan dipercepat dengan smartphone, yang tanpa kita sadari telah mengubah perilaku masyarakat dalam berbelanja. Kemudahan transaksi digital telah membuat penggunaan aplikasi belanja daring meningkat. Sayangnya, hal ini masih belum diimbangi dengan pengetahuan dalam mengelola keuangan. Perlu adanya perancangan media untuk mengedukasi masyarakat mengenai pentingnya literasi keuangan. Tujuan dari perancangan ini adalah merancang mobile game untuk menyampaikan pembelajaran tentang keuangan kepada remaja secara efektif untuk menambah dan meningkatkan kesadaran mereka tentang pentingnya manajemen keuangan. Metode Perancangan terdiri dari tahap pengumpulan dan analisis data menggunakan model Miles & Huberman, tahap perancangan konsep, tahap perancangan GDD (Game Design Document), tahap perancangan aset visual, tahap perancangan purwarupa, tahap uji coba dan validasi kelayakan media. Berdasarkan hasil ujicoba dan validasi ahli materi menunjukkan bahawa mobile game ini dikatakan layak. Kata Kunci: game edukasi, literasi keuangan, mobile game, remaja AbstractAlmost all human activities are facilitated and accelerated with the help of smartphones, without us knowing has changed people's shopping behavior. The flexibility of digital transactions has increased the use of shopping applications. Unfortunately, this has not been equal to the knowledge of financial management. A media design is needed to educate the public about the importance of financial literacy. The purpose of this research is to design a mobile game that can convey financial knowledge to teenagers and effectively enhance as well as increase their awareness about the importance of financial management. The design method consists of data collection & analysis using the Miles & Huberman Model, the concept design stage, the GDD (Game Design Document) design stage, the visual asset design stage, the prototyping stage, the testing, and the validation phase. From the testing and the validation phase, the results of the media expert's test got a value of 4.87 (very feasible), the results of the material expert's test got 4.5 (very feasible), and the test results against the intended end-user get a value of 4.68 (very feasible). Keywords: education game, financial literacy, mobile game, teenager


2021 ◽  
Vol 7 (3) ◽  
pp. a3pt
Author(s):  
Carlos Marciano

Os newsgames ganham cada vez mais espaço como uma nova linguagem do jornalismo, levando a informação através da ludicidade dos jogos. Nesse sentido, estimular o desenvolvimento dessa ferramenta torna-se crucial. Este artigo deriva da tese de doutorado que utilizou-se da pesquisa aplicada para estabelecer uma metodologia para desenvolvimento de newsgames. Assim, é apresentada aqui uma síntese do trabalho, ressaltando o conceito chave do Game Design Document para Newsgames (GDDN), além do planejamento e desenvolvimento dos jogos jornalísticos em uma oficina realizada na Universidade Federal de Santa Catarina (UFSC), que uniu profissionais do mercado de trabalho, estudantes de graduação e pós-graduação.


Author(s):  
Sanket Dessai ◽  
Deepa Kannan ◽  
Shiva Prasa Yadav

<p class="NormalLinespacing15lines">The video surveillance is critical system to track the people at the various places and to track and monitor the nuciencess bound to be happened. On the other side several studies have proved and showed the hit and miss nature of human intervention to spot change in a surrounding environment which increasing the designer challenges for the development of video surveillance system with the help of embedded processor. The designer faces a greater challenge to apply the principle of embedded systems and develop the system smart features with low power and cost for the required applications of VSS. System requirement specification (SRS), Hardware design document (HDD), Software design document and test procedure has been arrived and developed to achieve VSS system. Blackfin processor has high end video engines and is more suitable for development of video surveillance system (VSS). The VSS is designed and developed using ADSP BF533 Ez-kit lite board. Peripheral like parallel peripheral interface (PPI) is used to interface between camera and processor. Also, it is used for interfacing processor and TV. The master-slave communication is established between two Blackfin processors through SPORT to transfer the captured frame from camera to display on TV. Power management is also implemented to save the power of the system.</p>


Author(s):  
Xinxin Gong ◽  
Bin Zhang

SNOW-V is a new member in the SNOW family of stream ciphers, hoping to be competitive in the 5G mobile communication system. In this paper, we study the resistance of SNOW-V against bitwise fast correlation attacks by constructing bitwise linear approximations. First, we propose and summarize some efficient algorithms using the slice-like techniques to compute the bitwise linear approximations of certain types of composition functions composed of basic operations like ⊞, ⊕, Permutation, and S-box, which have been widely used in word-oriented stream ciphers such as SNOW-like ciphers. Then, using these algorithms, we find a number of stronger linear approximations for the FSM of the two variants of SNOW-V given in the design document, i.e., SNOW-V σ0 and SNOW-V⊞8, ⊞8. For SNOW-V σ0, where there is no byte-wise permutation, we find some bitwise linear approximations of the FSM with the SEI (Squared Euclidean Imbalance) around 2−37.34 and mount a bitwise fast correlation attack with the time complexity 2251.93 and memory complexity 2244, given 2103.83 keystream outputs, which improves greatly the results in the design document. For SNOW-V⊞8, ⊞8, where both of the two 32-bit adders in the FSM are replaced by 8-bit adders, we find our best bitwise linear approximations of the FSM with the SEI 2−174.14, while the best byte-wise linear approximation in the design document of SNOW-V has the SEI 2−214.80. Finally, we study the security of a closer variant of SNOW-V, denoted by SNOW-V⊞32, ⊞8, where only the 32-bit adder used for updating the first register is replaced by the 8-bit adder, while everything else remains identical. For SNOW-V⊞32, ⊞8, we derive many mask tuples yielding the bitwise linear approximations of the FSM with the SEI larger than 2−184. Using these linear approximations, we mount a fast correlation attack with the time complexity 2377.01 and a memory complexity 2363, given 2253.73 keystream outputs. Note that neither of our attack threatens the security of SNOW-V. We hope our research could further help in understanding bitwise linear approximation attacks and also the structure of SNOW-like stream ciphers.


2021 ◽  
pp. 11-26
Author(s):  
Lee Sheldon
Keyword(s):  

2021 ◽  
pp. 145-168
Author(s):  
Lee Sheldon
Keyword(s):  

2021 ◽  
pp. 301-324
Author(s):  
Lee Sheldon
Keyword(s):  

2021 ◽  
pp. 217-230
Author(s):  
Lee Sheldon
Keyword(s):  

2021 ◽  
pp. 41-62
Author(s):  
Minhaz-Us-Salakeen Fahme ◽  
Tanimul Haque Khan
Keyword(s):  

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