A Two-Factor Authentication System with QR Codes for Web and Mobile Applications

Author(s):  
Mete Eminagaoglu ◽  
Ece Cini ◽  
Gizem Sert ◽  
Derya Zor
Yotantsipanko ◽  
2021 ◽  
Vol 1 (1) ◽  
pp. 18-27
Author(s):  
Jose Antonio Ogosi Auqui ◽  
Angel Eduardo Salazar García ◽  
Jose Andres Garcia Cuzcano ◽  
Aldo Sebastian Parra Cabanillas ◽  
Andres Israel Feria Ramos

The COVID - 19 pandemic and the health crisis that today has affected the entire world, has forced many companies to make the use of technological tools essential for them to compete in the market. All this has made mobile applications or web systems the most appropriate solution to implement in your business model. The present investigative work aims to propose the analysis and development of an order management system, digitizing the menu for restaurants and allowing the ordering process to be quick and interactive. Following the guidelines provided by the Government of Peru, in which they recommend, the digitization of traditional letters as it is considered a source of the spread of the coronavirus and to be replaced by menus or virtual letters which can be scanned through QR codes. The development of this project allows customers to view in detail the available dishes offered by the restaurant and proceed to order the food they want, on the other hand, the restaurant can keep track of all orders and relevant information about the business. To develop the prototype, an analysis and information gathering of the technologies to be implemented will begin.


Author(s):  
Daniel Watanabe

This chapter explains the design and execution of a pre-service teacher training case study using Augmented Reality (AR), Quick Response (QR) codes, and social media mobile applications installed on iPads. The ScavengAR Hunt activity centered on a story narrative inspired by works of fine art using trigger images from the AR mobile application ARART® and incorporated elements of the board game Clue®. Pre-service teachers in the study were divided into groups of 4-6 and assigned specific, individual roles related to a mobile application used in the ScavengAR Hunt, and completed specific tasks while exploring the campus of a midwestern university. The research monitored the groups in real-time through reports submitted on Twitter and responses from QR code scans. The ScavengAR Hunt served as a model for designing a mobile learning activity incorporating multiple mobile applications.


Author(s):  
Varsha Jain ◽  
Subhadip Roy

India holds the second top position in terms of size of the mobile market industry. Indians use their phone primarily to retrieve information, to educate themselves, for entertainment, and for communication. It is also noteworthy that a major chunk of these mobile phone users is Generation Y. They are tech savvy, keen for new technology, and have high income with high spending capacity. Different features of mobile phones such as Bluetooth, multimedia messaging, SMS, QR codes, and apps are frequently used by Generation Y. However, the problem with this generation is that they have a very short span of attention. In this paper, the authors explain the attitude of Generation Y in India towards the mobile applications and in-app advertising, as well as different interesting domains of mobile marketing in the context of India.


2020 ◽  
pp. 999-1021
Author(s):  
Daniel Watanabe

This chapter explains the design and execution of a pre-service teacher training case study using Augmented Reality (AR), Quick Response (QR) codes, and social media mobile applications installed on iPads. The ScavengAR Hunt activity centered on a story narrative inspired by works of fine art using trigger images from the AR mobile application ARART® and incorporated elements of the board game Clue®. Pre-service teachers in the study were divided into groups of 4-6 and assigned specific, individual roles related to a mobile application used in the ScavengAR Hunt, and completed specific tasks while exploring the campus of a midwestern university. The research monitored the groups in real-time through reports submitted on Twitter and responses from QR code scans. The ScavengAR Hunt served as a model for designing a mobile learning activity incorporating multiple mobile applications.


2019 ◽  
Vol 5 (1) ◽  
Author(s):  
Bagus Putu Wahyu Nirmala ◽  
Sephy Lavianto

ABSTRACT<br />Tourism Village is believed to be a solution for destination management that is pro-community (community based tourism). On the island of Bali, there is a policy that aims to accelerate the development of tourist villages, namely Surat Edaran Kadisparda Nomor 556/317/I/DISPAR concerning the Development of 100 Tourism Villages in 2014-2018. Villages that has long been developed into a tourist village in Bali is Penglipuran Village and Taro Village.One of threat in the digital era, there has been a digitalization of business processes, including in the field of tourism village marketing, so innovation is needed in order to transform the tourism village marketing by utilizing digital enablers. Devices that are classified as digital enablers are mobile devices / mobile applications, internet of things, social media, QR codes and so on.This study focuses on utilizing digital enablers in order to transform marketing in two tourist villages, namely Penglipuran Village and Taro Village in the form of an application. It is expected that applications that empower digital enabler technology can help achieve five marketing functions of Digital Marketing Framework. The object of this research is marketing tourism villages in Bali with digital enablers using applications and integrating devices classified as digital enablers.<br />Keywords: digital enabler, e-tourism, digital marketing framework, Bali village.<br />ABSTRAK<br />Desa Wisata diyakini menjadi solusi manajemen destinasi yang pro-masyarakat lokal (community based tourism). Di pulau Bali, ada kebijakan yang bertujuan untuk mempercepat pengembangan desa wisata, yaitu Surat Edaran Kadisparda Nomor 556/317 / I / DISPAR tentang Pengembangan 100 Desa Wisata di 2014-2018. Desa yang telah lama dikembangkan menjadi desa wisata di Bali adalah Desa Penglipuran dan Desa Taro. Salah satu ancaman di era digital, telah terjadi digitalisasi proses bisnis, termasuk di bidang pemasaran desa wisata, sehingga diperlukan inovasi dalam untuk mengubah pemasaran desa wisata dengan memanfaatkan digital enabler . Perangkat yang diklasifikasikan sebagai digital enabler adalah perangkat seluler / aplikasi seluler, internet, media sosial, QRcode, dan sebagainya. Studi ini berfokus pada pemanfaatan digital enabler untuk mengubah pemasaran di dua desa wisata, yaitu Desa Penglipuran dan Desa Taro dalam bentuk aplikasi. Diharapkan bahwa aplikasi yang memberdayakan teknologi digital enabler dapat membantu mencapai lima fungsi Kerangka Pemasaran Digital. Objek penelitian ini adalah pemasaran desa wisata di Bali dengan digital enabler menggunakan aplikasi dengan mengintegrasikan beberapa perangkat.<br />Kata kunci: digital enabler, e-tourism, kerangka pemasaran digital, desa Bali.


Land ◽  
2018 ◽  
Vol 7 (3) ◽  
pp. 103 ◽  
Author(s):  
Ana-Maria Olteanu-Raimond ◽  
Laurence Jolivet ◽  
Marie-Dominque Van Damme ◽  
Timothée Royer ◽  
Ludovic Fraval ◽  
...  

Accurate and up-to-date information on land use and land cover (LULC) is needed to develop policies on reducing soil sealing through increased urbanization as well as to meet climate targets. More detailed information about building function is also required but is currently lacking. To improve these datasets, the national mapping agency of France, Institut de l’Information Géographique et Foréstière (IGN France), has developed a strategy for updating their LULC database on a update cycle every three years and building information on a continuous cycle using web, mobile, and wiki applications. Developed as part of the LandSense project and eventually tapping into the LandSense federated authentication system, this paper outlines the data collection campaigns, the key concepts that have driven the system architecture, and a description of the technologies developed for this solution. The campaigns have only just begun, so there are only preliminary results to date. Thus far, feedback on the web and mobile applications has been positive, but still requires a further demonstration of feasibility.


2018 ◽  
Vol 27 (12) ◽  
pp. 6093-6108 ◽  
Author(s):  
Zhibo Yang ◽  
Huanle Xu ◽  
Jianyuan Deng ◽  
Chen Change Loy ◽  
Wing Cheong Lau

2011 ◽  
Vol 10 (6) ◽  
pp. 2
Author(s):  
Sally Koch Kubetin
Keyword(s):  

2019 ◽  
Vol 16 (2) ◽  
pp. 281-285 ◽  
Author(s):  
Amanda Edwards-Stewart ◽  
Cynthia Alexander ◽  
Christina M. Armstrong ◽  
Tim Hoyt ◽  
William O'Donohue

2018 ◽  
Vol 46 ◽  
pp. 101-106
Author(s):  
Chiara Bianchizza ◽  
Simone Frigerio ◽  
Luca Schenato ◽  
Daniele Del Bianco

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