• Title/Summary/Keyword: 데이터 마켓

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Integrated E-Catalog Registry System Based on XML (XML 기반의 통합형 전자 카탈로그 등록 시스템)

  • 최일선;김창수;정회경
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.6
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    • pp.1341-1350
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    • 2003
  • At present, the electronic catalog format and the process system which are used in B2B (Business-To-Business) electronic commerce are applying different system architectures according to their businesses and industries characteristics. B2B business corporations using the electronic commerce started to consider the importance of standard electronic catalog format to enhance their interoperability. As a result, the necessity of unified electronic catalog system gathered strength in exchanging and managing enormous information of electronic catalog process system constructed in each corporation and industry. Therefore, we suggest data format to improve interoperability using XML (eXtensible Markup Language), as a standard document format in electronic catalog document and define the structure of electronic catalog document in processing the information of goods using XML Schema. In addition, we presents the integrated electronic catalog registry system which provides the service of searching and registering using the electronic catalog document defined through XML for each corporation to use it in electronic marketplace. Furthermore, we exhibits a model of the electronic catalog document that improves its interoperability and reusability in electronic commerce and a model of integrated electronic catalog system.

The Effects of Product Involvement on Required Trust Level and the Online Merchant Choice (제품관여도가 요구 신뢰수준 및 온라인 상인의 선택에 미치는 영향)

  • Lee, Jung-Min;Cho, Hwi-Hyung;Seo, Yong-Won;Hong, Il-Yoo
    • Information Systems Review
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    • v.13 no.2
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    • pp.17-41
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    • 2011
  • A review of the related literature indicates that consumers' risk perceptions are largely affected by product involvement. This study investigates the impact of product involvement on required trust level and the online merchant choice. We developed a conceptual model that depicts the nomological relationships among product involvement, required trust level, and the online merchant choice, and formulated three hypotheses based on the conceptual model. An empirical study designed to accomplish the research objectives has been conducted using a questionnaire survey with 230 students in a university in Korea. The findings indicated that high-involvement products have higher trust level as required by consumers than low-involvement products, that consumers buying high-involvement products prefer digital storefronts, and that consumers buying low-involvement products prefer B2C e-marketplaces. The paper offers implications for academics as well as practitioners, based on the research results.

The Impact of New Media Properties to Self-Efficacy and Marketplatform Attractiveness (뉴미디어 환경 속성이 자기효능감 및 모바일 마켓플랫폼 매력도에 미치는 영향)

  • Lee, Jeong Hoon;Kim, Soo Kyung
    • Journal of Information Technology Applications and Management
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    • v.20 no.4
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    • pp.315-338
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    • 2013
  • As a result of New media that affects the marketing system, it is appeared a new marketing system called Market Platform in terms of market governance of trading. Market Platform is a new marketing system for ideal market system through the community structure from a hierarchy structure. It is determined that Market Platform as the role of adjustment of each side of market, buyer and seller, developed an existing marketing system. In this study, to target the Market Platform has recently emerged as the center of the market management in the new media environment. This study investigates what characteristics and impact of infrastructure of Market Platform will affect the cognitive impact on both buyers and sellers to clarify the impact on the self efficacy of the shopping process. Through this investigation, modeling for the impact that new media environment will attract Market Platform will be developed from the investigation of attractiveness of mobile market platform environment. Changes in the technical media environment gave the characteristics of the customer in the market platform, so consumers could involve not only consumed, but also manufactured. Thus, it is possible to increase the attractiveness if market must be able to not only for the convenience of shopping, but also make people to enjoy the experience of value co-creation. In other words, the new media, as a result of affecting the marketing system, mobile market platform is organized around the market of communication base. Network centrality, visible openness, ubiquitous multiplexity, 3 properties of new media increase the market self-efficacy of their customers. Therefore, the structure of market platform that enhance self-efficacy has higher attractiveness.

A Study on VoIP Security Risk Analysis and Countermeasure (VoIP 보안 위협 분석 및 대책 연구)

  • Kim, Hyun-Chul;Kwak, Jin-Suk;Lee, Young-Sil;Lee, Hoon-Jae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.277-280
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    • 2011
  • VoIP is a technology of voice communication, using the existing internet network which sends and receives voice packets. VoIP has an advantage that VoIP is cheaper than an existing telephony, and the tech is vitalized lately. But recently you can download Volp Application in the Market that have a vulnerability(Anyone Can Upload). This weakness is wrongfully used that People are downloaded by encouraging about malignant code is planted. Signal intercepts indicates from this case. and paralysis by DDoS Attack, bypass are charged for hacking. Judging from, security threat of VolP analysis and take countermeasures. In the thesis we analyze the VoIP security caused on 'Soft Phone' and 'Smart Phone', and figure out security policies and delineate those policies on the paper.

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Tag-free Indoor Positioning System Using Wireless Infrared and Ultrasonic Sensor Grid (적외선 및 초음파센서 그리드를 활용한 태그가 없는 실내 위치식별 시스템)

  • Roh, Chanhwi;Kim, Yongseok;Shin, Changsik;Baek, Donkyu
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.1
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    • pp.27-35
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    • 2022
  • In the most IPS (Indoor Positioning System), it is available to specify the user's movement by sending a specific signal from a tag such as a beacon to multiple receivers. This method is very efficiently used in places where the number of people is limited. On the other hand, in large commercial facilities, it is nearly difficult to apply the existing IPS method because it is necessary to attach a tag to each customer. In this paper, we propose a system that uses an external sensor grid to identify people's movement without using tags. Each sensor node uses both an ultrasonic sensor and an infrared sensor to monitor people's movements and sends collected data to the main server through wireless transmission for easy system maintenance. The operation was verified using the FPGA board, and we designed a VLSI circuit in 180nm process.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

Matching-adjusted Indirect Comparison (MAIC) of Tralokinumab Versus Dupilumab for the Treatment of Moderate to Severe Adult Atopic Dermatitis (트랄로키누맙과 두필루맙의 매칭 조정 간접 비교)

  • Taekyung Kim;Keun Soo Shin;Hyojin Kim;Eugene Kim;Leejung Choi;Dong Hun Lee
    • Korean Journal of Clinical Pharmacy
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    • v.33 no.3
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    • pp.178-185
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    • 2023
  • Objective: Atopic dermatitis (AD) is a chronic, recurrent inflammatory skin disease. Both tralokinumab and dupilumab have been recommended in the European Guideline for the treatment of adult patients with severe AD. In Korea, dupilumab has been approved for patients with moderate to severe AD, and reimbursed for those with severe AD. Since there is no clinical trial directly comparing tralokinumab and dupilumab, we conducted indirect comparison to assess the clinical usefulness in patients with AD. Methods: We selected clinical trials for indirect comparison through a systematic literature review. Individual patient data were available for the tralokinumab clinical trial, and aggregated data were available for the dupilumab clinical trial. Therefore, we employed the Matching-Adjusted Indirect Comparison (MAIC) method. The treatment efficacy was assessed based on whether patients achieved a 75% reduction on the Eczema Area and Severity Index (EASI 75) after drug administration. Results: The difference in the proportion of patients achieving EASI 75 between tralokinumab and dupilumab was 4.7% (95% CI: -7.9 to 17.3). Considering the non-inferiority margin for the EASI 75 achievement rate is -10%, tralokinumab is deemed non-inferior to dupilumab as the lower bound of the CI for the difference in the EASI 75 achievement rate between tralokinumab and dupilumab was within -10%. Conclusion: We conducted a MAIC analysis comparing tralokinumab and dupilumab based on EASI 75 achievement. The findings of this study show that tralokinumab is non-inferior to dupilumab and can be implemented in Korean clinical settings with a therapeutic position comparable to dupilumab.

Counting People Walking Through Doorway using Easy-to-Install IR Infrared Sensors (설치가 간편한 IR 적외선 센서를 활용한 출입문 유동인구 계측 방법)

  • Oppokhonov, Shokirkhon;Lee, Jae-Hyun;Jung, Jae-Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.35-40
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    • 2021
  • People counting data is crucial for most business owners, since they can derive meaningful information about customers movement within their businesses. For example, owners of the supermarkets can increase or decrease the number of checkouts counters depending on number of occupants. Also, it has many applications in smart buildings, too. Where it can be used as a smart controller to control heating and cooling systems depending on a number of occupants in each room. There are advanced technologies like camera-based people counting system, which can give more accurate counting result. But they are expensive, hard to deploy and privacy invasive. In this paper, we propose a method and a hardware sensor for counting people passing through a passage or an entrance using IR Infrared sensors. Proposed sensor operates at low voltage, so low power consumption ensure long duration on batteries. Moreover, we propose a new method that distinguishes human body and other objects. Proposed method is inexpensive, easy to install and most importantly, it is real-time. The evaluation of our proposed method showed that when counting people passing one by one without overlapping, recall was 96% and when people carrying handbag like objects, the precision was 88%. Our proposed method outperforms IR Infrared based people counting systems in term of counting accuracy.

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Development of Game management system suitable for mobile games (모바일 게임에 적합한 게임운영 시스템 개발)

  • Lee, Dong-Seong;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Dong-Yeop;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.371-377
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    • 2016
  • In the area of mobile game, the job of data analysis is very important. As the mobile game market is being expanded, the characteristics of the market have been so much changed, that the contents updating and marketing strategy should be built on thorough understanding and analysis result of the gamers' needs and their play pattern. Thus the importance of the mobile game management system can not be overemphasized. However, in practice, most of the mobile game companies are small scale, and they have intrinsic problem to provide successful game service to user with a dedicated operating team. To overcome these problems, this paper suggests an efficient mobile game management system based on our already developed mobile game. And the effectiveness of our system is illustrated by our case examples such as prompt response to user question or refund request. Our proposed system also played an important role to plan additional contents update, providing scientific data analysis result on user's play pattern and purchase trend.

Study on Basic Elements for Smart Content through the Market Status-quo (스마트콘텐츠 현황분석을 통한 기본요소 추출)

  • Kim, Gyoung Sun;Park, Joo Young;Kim, Yi Yeon
    • Korea Science and Art Forum
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    • v.21
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    • pp.31-43
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    • 2015
  • Information and Communications Technology (ICT) is one of the technologies which represent the core value of the creative economy. It has served as a vehicle connecting the existing industry and corporate infrastructure, developing existing products and services and creating new products and services. In addition to the ICT, new devices including big data, mobile gadgets and wearable products are gaining a great attention sending an expectation for a new market-pioneering. Further, Internet of Things (IoT) is helping solidify the ICT-based social development connecting human-to-human, human-to-things and things-to-things. This means that the manufacturing-based hardware development needs to be achieved simultaneously with software development through convergence. The essential element the convergence between hardware and software is OS, for which world's leading companies such as Google and Apple have launched an intense development recognizing the importance of software. Against this backdrop, the status-quo of the software market has been examined for the study of the present report (Korea Evaluation Institute of Industrial Technology: Professional Design Technology Development Project). As a result, the software platform-based Google's android and Apple's iOS are dominant in the global market and late comers are trying to enter the market through various pathways by releasing web-based OS and similar OS to provide a new paradigm to the market. The present study is aimed at finding the way to utilize a smart content by which anyone can be a developer based on OS responding to such as social change, newly defining a smart content to be universally utilized and analyzing the market to deal with a rapid market change. The study method, scope and details are as follows: Literature investigation, Analysis on the app market according to a smart classification system, Trend analysis on the current content market, Identification of five common trends through comparison among the universal definition of smart content, the status-quo of application represented in the app market and content market situation. In conclusion, the smart content market is independent but is expected to develop in the form of a single organic body being connected each other. Therefore, the further classification system and development focus should be made in a way to see the area from multiple perspectives including a social point of view in terms of the existing technology, culture, business and consumers.