• Title/Summary/Keyword: 디지털 플랫폼

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Open Digital Home Service Management Platform (개방형 홈서비스 분배관리시스템 플랫폼)

  • Park Ho-Jin
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.3 no.1
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    • pp.46-55
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    • 2004
  • 방송과 통신이 융합됨에 따라 다양한 멀티미디어 서비스가 출현하고 있으며 가정에서도 다양하고 질 좋은 홈서비스에 대한 요구가 증대하고 있다. 이러한 다양한 홈 서비스 환경을 제공하기 위해 지능형 홈네트워크 플랫폼이 제안되고 구축되고 있으나 댁내부의 홈게이트웨이나 홈서버 등의 가입자 장치를 통한 응용 프로그램만으로는 다양한 서비스 제공에는 한계가 있다. 따라서, 외부에서 제공되는 다양한 디지털 홈서비스를 사용자에게 편리하고 안전하게 전달하고 사용자의 개입 없이 외부의 서비스 제공자가 개발한 홈서비스를 제공 수 있는 개방형 서비스 관리 구조가 요구된다. 본고에서는 다양한 홈서비스가 서비스 제공자로부터 사용자 장치에 분배, 운용, 관리될 수 있는 환경인 개방형 디지털홈 서비스 분배관리 체계를 소개하고, 홈네트워크 상의 서비스 사용자 뿐 아니라, 외부에서 댁내의 서비스를 이용하고자 하는 사용자에게 편리하고 안전하게 서비스를 제공할 수 있는 디지털 홈 서비스 플랫폼인 분배관리시스템 플랫폼을 제안한다.

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Personal Health Care Platform Trends (개인중심 건강관리 플랫폼 동향분석)

  • Kim, S.H.
    • Electronics and Telecommunications Trends
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    • v.30 no.5
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    • pp.80-88
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    • 2015
  • 최근 삼성, 애플, 구글, 마이크로소프트 등 글로벌 IT기업들이 디지털 헬스케어 시장에 뛰어들고 있다. 디지털 헬스케어는 건강상태에 대한 정보를 수집하고 이를 효율적으로 관리함으로써 개인맞춤형 건강관리 및 의료서비스 제공이 가능한 ICT융합 건강관리 서비스 및 기기로 건강관리서비스의 주도권이 의료영역에서 일반 소비영역으로 확대된 형태라고 할 수 있다. 본고에서는 디지털 헬스케어 선점을 위해 최근 경쟁이 가속화되고 있는 개인건강정보 플랫폼의 동향에 대하여 알아보았다. 삼성전자 애플, 구글, 마이크로소프트 등 국내외 글로벌 IT기업들의 개인건강정보 플랫폼과 한국전자통신연구원(ETRI)에서 미래창조과학부의 지원으로 개발 중인 개인건강정보 기반 개방형 ICT힐링 서비스 플랫폼에 대하여 살펴보았다.

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Fabrication of a High-Capacity Outdoor Mobile Robot Platform (고중량 적재 가능한 실외용 모바일 로봇 플랫폼 제작)

  • Min Wook Lee;Jihyeon Han;Taesu Yim;Hyun Min Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.884-885
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    • 2023
  • 모바일 로봇은 제조, 물류, 건설 등 다양한 산업 분야에서 중요한 역할로 사용되고 있으며 연구분야에 있어서도 데이터 수집, 실험 수행, 환경 탐사, 자율주행 알고리즘 개발 등에도 사용되고 있다. 본 연구에서는 실외 환경에서 고중량 적재물을 이동시킬 수 있는 모바일 로봇 플랫폼을 설계하고 제작하였다. 또한 설계 정보와 제작 과정 등을 여러 사람들이 활용 가능하도록 공유한다. 개발된 모바일 로봇 플랫폼은 대부분의 부품들이 시중에서 쉽게 구할 수 있는 규격 부품을 사용하였기 때문에 공유된 설계 정보를 이용하여 많은 연구자들이 모바일 로봇 플랫폼을 제작하여 활용할 수 있도록 하는데 목적이 있다.

Impact of Small Business Entrepreneurs' Absorptive Capacity of Participating in Digital Platform on Market Response: The Moderating Effect of Vicarious Learning and Experiential Learning (디지털 플랫폼 참여 소상공인의 흡수역량이 시장 반응성에 미치는 영향에 대한 연구: 대리 학습과 경험적 학습의 조절 효과 분석)

  • Juhee, Kim;Youngshin, Kim
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.6
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    • pp.115-125
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    • 2022
  • As the digital economy has emerged as a means of building a new business order and creating new values, the number of small business owners participating in digital platforms is gradually increasing. This study aims to check whether small business owners participating in the digital platform are being helped to properly respond to the market environment and establish and implement strategies necessary for growth through learning within the platform. To this end, this study attempted to examine the effect of the absorptive capacity of small business owners using e-commerce platforms on market orientation and the moderating effect of vicarious learning and experiential learning, which are two types of learning within the platform. As a result of verifying the hypothesis through the survey, it was found that the absorption capacity of small business owners using digital platforms positively affected their market orientation. In addition, as a result of the moderating effect analysis, it was found that vicarious learning within the platform strengthens the relationship between absorptive capacity and market orientation. This result implies that small business owners can not only prepare for market uncertainties through indirect learning (vicarious learning) but also establish strategies to provide products and services that meet the market's needs. On the other hand, the effect of experiential learning was found to lower market orientation, which means that previous business experiences can rather lower attention to the environment. The significance and implications of the study were presented.

Digital Costume Platform for the Expansion of Stage Representation Technology using LEDs (LED를 사용한 무대 표현 기술 확장을 위한 디지털 의상 플랫폼)

  • Oh, Seung-Won;Hahn, Min-Soo
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.52-59
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    • 2012
  • Recently, LEDs are used in various fields such as lightings, billboards, displays, and so on. In this paper, we tried to combine a costume with LEDs in a performance environment. To meet the environmental requirements, we propose a digital costume platform which consists of wireless network, an embedded system, a control jacket, a digital skin, and a pattern authoring tool. It is utilized for making a digital costume with LED lighting effects. The embedded system controls LED lighting according to the signals from a show control system through wireless networks. The control jacket can carry the embedded system and connect it with LEDs. The digital skin means a costume with LEDs. The LEDs were designed to fit in performance concept in point of aesthetic. The pattern authoring tool enables users to make timeline-based changing patterns of LED lighting. The proposed platform is a new lighting element in performances. It can expand stage representation techniques and be used as a special effect. It will play a role as a moving light in performances. We evaluated stable operations of our platform by employing it in live performances.

The Content-Provider's Strategy for Platform Vertical-Systematization Competition (플랫폼 수직계열화 경쟁에 따른 콘텐츠 Provider의 전략)

  • Choi, Hye-Kyung;Cho, Sae-Hong
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.601-608
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    • 2012
  • Platform carriers that were welcomed due to their open policy are now having Vertical-Systematization. As the Vertical-Systematization to strengthen platform's quality intensifies, the qualities of OS, network and manufacturing abilities may be weakened. As the environment changes, consumers move from attractive platform to attractive contents and the killer contents will become the key success factor. Hence, the platform carriers will aim to acquire killer contents to attract more users causing excessive competition for Killer Contents Sourcing. The following paper examines the problems that will stem from fierce competition among platforms, problems regarding the Contents Sourcing and solution for the content-providers.

A Research of Home Network Middleware on Android Platform (안드로이드 플랫폼상의 홈네트워크 미들웨어 연구)

  • Keun-Tae Shin;Eun-Sun Cho;Sang-Hun Park;Sung-Jun Park
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.1004-1007
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    • 2008
  • 2007년 구글에서 공개된 안드로이드는 개방형 모바일 플랫폼으로 모바일 장치를 목표로 한다. 안드로이드 플랫폼은 다양한 모바일 제품에 적용 할 수 있는 구조로 되어 있어 확장이 용이하며 향후 다양한 모바일 장치에 사용될 것으로 생각된다. 이러한 발전성을 고려하여 선행연구 차원에서 연구 될 가치가 충분하다고 판단이 된다. 본 논문에서는 안드로이드 플랫폼에 대표적 홈네트워크 미들웨어인 UPnP와 DLNA에서 명시하는 UPnP for A/V에 준하는 스택을 구현하여 UPnP를 통한 장치들을 검색 및 제어를 하고 DLNA에 준하여 디지털 콘텐츠를 공유, 전송 한다. 또한 안드로이드 플랫폼과 디지털 액자간의 네트워킹을 통해 홈네트워크 플랫폼으로서의 안드로이드 가능성을 확인한다.

Logistic Regression Model on the copyright licence diversification through interindividual Digital Contents distribution (개인간 디지털콘텐츠 유통상의 라이선스 다양화에 대한 로지스틱 회귀모형)

  • Suh, Hye-Sun
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.27-33
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    • 2016
  • I would like to analyze the customers accommodation availability of the provisional 'smart board,' having specific mode and style, as a circulation platform of digital contents with using a statistic model in order to find a way and means to activate legal circulation of convergence individual products. The smart board means a circulation platform for both users' convenience and copyright protection, by being conveniently able to upload personal convergence digital contents or apply various licence to the uploaded contents according to the purpose of use. Under these premises of the smart board, this paper is going to focus on verifying to find out which factors, such as users' profile attributes, contents using behaviors, awareness of licence and etc, influence on the intention of using the smart board of general users by using a logistic regression model.

Through a comparative analysis of the digital characters SNG and PC Game Proposed future direction (SNG와 PC Game의 디지털캐릭터 비교 분석을 통한 미래방향 제시)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.473-478
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    • 2015
  • Since the advent of digital games, game of the core platform has been changed from the arcade to the mobile device. I consider that I try to seek the direction of the use of game which works for PC and mobile in comparison to analyze the changes in the game graphics. Effects of three types of game platforms on the game graphics, change depends on the game of the genre and game graphics. By reduction of the screen size, a new interface was appeared. However, as directly applying the PC version of the interface, it has brought about a user's inconvenience. I have found that mobile hardware development have not been affecting the game graphics. The common point of PC and mobile, they both have the limit of the platform which they own. There is a need to take into account the differences of graphically elements to use the player language interface.

A Comparative Study on User Experience of Secondhand Marketplace Platform -Focusing on Bungae Jangter and Danggeun Market- (중고거래 플랫폼의 사용자 경험 비교 연구 -번개장터와 당근마켓을 중심으로-)

  • Lee, Gyeong-Mi;Ryu, Jin-ju;Kim, Min-jung;Jung, Da-Young
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.423-429
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    • 2022
  • The survey was conducted on the Bungae Jangter and Danggeun Market, which provide mobile used market services. The goal is to investigate factors that affect the user experience of used market platforms and to compare usability. Based on Peter Morville's Honeycomb Model, a survey and In-depth interviews were conducted to users with experience in secondhand transactions. And we qualitatively analyze the factors that affect the user experience. As a result, there were differences in usability depending on the age of the user. (reliability, how to find things, purpose of using used trading services, etc.) This study focused on actual user experience, so it will help you find a way to develop to user-centered secondhand marketplace services.