• Title/Summary/Keyword: 멀티미디어 네트워크

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Comparative Analysis of Internet-based Business Strategy of Leading Companies in Korea, U.S., and Japan (한.미.일 3국 기업들의 인터넷 활용전략 비교분석)

  • 강현석;서영호;채영일
    • Journal of the Korean Society for information Management
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    • v.17 no.3
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    • pp.7-20
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    • 2000
  • Many organizations have developed their own information systems not only for internal efficiency but also for effectiveness of external customer services. The infusion of powerful information networks into business environments is beginning to have a profound impact on the nature of governance between buyers and sellers in the market place. One of the most effective service tools for their customers is the use of information technology. The web technology is rapidly becoming one of the most effective online customer service tools toward strategic competitive advantage. In order to gain competitive edge, organizations must have effective web sites for customer services. A study on web service development phase has been conducted and present states of web usages by Korean, US., Japanese companies are surveyed. Cases of business web sites are empirically analyzed in order to compare the different levels of web site application in three countries. Conclusively, countries with longer experience with internet has more advanced level of web application such as business transaction and internet process innovation. In order to support effective web site planning, organizations have to understand their current position in Internet application and form strategies for e-business.

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An Efficient Key Distribution for Broadcast Encryption at Embedded Computing Environment (임베디드 컴퓨팅 환경에서 브로드캐스트 암호화를 위한 효율적인 키 분배)

  • Lee, Deok-Gyu;Kim, Tai-Hoon;Yeo, Sang-Soo;Kim, Seok-Soo;Park, Gil-Cheol;Cho, Seong-Eon
    • Journal of Advanced Navigation Technology
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    • v.12 no.1
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    • pp.34-45
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    • 2008
  • Broadcast encryption schemes are applied to transmit digital informations of multimedia, software, Pay-TV etc. in public network. User acquires message or session key to use key that broadcaster transmits, broadcaster need process that generation and distribution key in these process. Also, user secession new when join efficient key renewal need. In this paper, introduce about efficient key generation and distribution, key renewal method. The temporary conference environment base structure against an each mobile device wild gap. Without the transmission possible, it follows infrequent location change and with the quality where the key information change flow. Thus, in this paper, in order to apply to the embedded computing environment and the key generation and the efficient key renewal are done when the mobile device is used of the specify space it proposes.

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SDCDS: A Secure Digital Content Delivery System with Improved Latency time (SDCDS: 지연시간을 개선한 디지털콘텐트 전송 시스템)

  • Na Yun Ji;Ko Il Seok
    • The KIPS Transactions:PartD
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    • v.12D no.2 s.98
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    • pp.303-308
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    • 2005
  • Generally, the overloaded server problem and the rapidly increased network traffic problem are happened in a center concentrated multimedia digital content service. Recently, a study about the CDN which is a digital content transmission technology to solve these problems are performed actively. In this study, we proposed the SDCDS which improved a process latency time and a security performance on a digital content delivery and management. The goal of the SDCDS is the digital content security and the improvement of the processing time. For that, we have to design the security and the caching method considering the architecture characteristics of the CDN. In the SDCDS, the public key encryption method is designed by considering the architecture characteristics of CDN. And we improved the processing latency time by improved the caching method which uses the grouped caching method on the encrypted DC and the general DC. And in the experiment, we veryfy the performance of the proposed system.

Implementation of On-demand QoS management System for Bandwidth Resource Allocation (대역폭 자원 할당을 위한 주문형 Qos 관리 시스템 구현)

  • Lee, Dongwook;Yi, Dong-Hoon;Kim, Jongwon;Sanggil Jung;Okhwan Byun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.4B
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    • pp.444-454
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    • 2004
  • To support diverse transmission requirements of multimedia applications, Quality of Service (QoS) should be provided in the Internet, where only the best-effort service is available. In this paper, we describe our recent effort on the implementation and verification of an extendable and flexible QoS allocation and resource management system based on the bandwidth broker model for realizing the IETF differentiated service (DiffServ). Focusing on the bandwidth issue over single administrative domain, the implemented system provides real-time resource reservation and allocation, delayed call admission control, simple QoS negotiation between sewer and users, and simple resource monitoring. The implemented system is verified by evaluating the performance of a resource-intensive application over the real-world testbed network.

Consideration Points for Mobile Conversion of Game Contents (게임콘텐츠의 모바일화 과정에서의 고려사항들)

  • Ryu, Seuc-Ho;Han, Jong-Sung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.130-136
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    • 2008
  • With the rapid development of information technologies, various types of game devices have been created. Moreover, the game contents are once created, they can be easily reused on several other devies without depending on their platform or media, which phenomena is so called as one source multi use (OSMU). Especially young gamers are good at not only playing the famous computer games but also good at using and utilizing the brand new and the latest mobile devices, they might be the major consumers in the area of mobile games in the near future. This paper discusses and proposes several points to be considered when a conventional computer game to be transformed into a mobile game. Since the points suggested are very useful when the conventional game is to be ported to the mobile devices of inferior performance, it is expected that more profits could be achieved in the market of mobile game with less investment and effort.

User Pre-Authentication Method for Support of Fast Mobility in IEEE 802.11 Wireless LAN (IEEE 802.11 무선랜에서 고속 이동성 지원을 위한 사용자 사전 인증 기법)

  • Kwon, Jung-Ho;Park, Jong-Tae
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.10
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    • pp.191-200
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    • 2007
  • As the IEEE 802.11 WLAN has widely installed as a high-speed wireless network information infrastructure, there has been growing interest in both security and mobility of mobile terminals. However, for the case of mobile terminal employing IEEE 802.11i security standard, it is known that the user authentication procedure of IEEE 802.1x for stronger security enforcement may, due to its large delay, not be suitable for real-time multimedia communication. In this paper, we have proposed fast authentication method to resolve the above authentication delay problem, and verifies its performance via simulation analysis. Mobile terminals can get AP information reliably, and selectively execute authentication in advance during handover, which results in fast user authentication. In addition, by effectively managing the authentication information in mobile terminal, which are distributed in advance for pre-authentication, the problem of long-time revelation of authentication information has been solved.

Proposal of IT Trend and Prospect-Conscious Research Issues on Internet (인터넷 관련 IT 동향 및 전망을 통한 연구이슈 제안)

  • Song, In Kuk
    • Journal of Internet Computing and Services
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    • v.18 no.1
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    • pp.153-160
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    • 2017
  • Due to the endeavors and performances of many IT firms, as well as the government supports, the IT capability of Korea was ranked in the top 8th position by Huawei in 2015. Specifically, as far as the wire & wireless network and Internet speed, Korea has taken pride in possessing the competitive advantage. However, many academic and practical experts began to point out the lack of systematic research management on Internet. The purpose of the study is to identify various research issues on Internet and to verify their appropriateness. In addition, the study examined their recent trends and provided the prospect of the future Internet-related researches. Consequently, the finding indicates that the rigorous endeavors and outcomes for each proposed research issue have been resulted in and will be continued. The study anticipates the growing demands of researches in the fields of future network, multimedia application, big data, artificial intelligence, and Internet security.

Development of the EPG Provider System based on DAB (DAB 기반의 EPG Provider 시스템 개발)

  • Jin Hyun-Joon;Park Nho-Kyung;Hwang Woon-Jae
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.41 no.12
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    • pp.51-60
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    • 2004
  • DAB(Digital Audio Broadcasting) is a new media service that can provide CD quality audio, various data service, interactive and high quality mobile communications through popular media such as terrestrial broadcasting, satellite, cable TV, and internet. In this paper, a new EPG(Electronic Program Guide) application model is proposed. The model is based on DAB and combines a DAB receiver and PCs so that it can take advantages of using various multimedia services and plenty of internet contents. The developed EPSD(EPG Provider System on DAB) has Web-based Server/Client structure and povides EPG functionalities to client PCs over internet. Therefore, the DAB receiver can be smaller and cheaper, and can develop abundant data services on internet. It can also provide high quality video services and be expected to become an important component in future home network systems.

Design Strategy for Improving the Effect of Educational Contents for Public Institutions (공공기관 교육용 콘텐츠의 학습효과 증진을 위한 디자인 전략)

  • Park, Sung-Euk
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.444-453
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    • 2010
  • The Knowledge and information are rapidly built through networks; and, through this, epochal changes and developments are reoccurring in diverse societal economic cultural ways. Especially, digital-education emerging together with educational environment changes is taking its place as an educational system which will be able to replace traditional education methods by overcoming the limitations of time and space held by present education methods. The role of GUI(Graphic User Interface) design, which adds user cognitive power and convenience as a method of purveying innumerous information, is growing. Consequently in this research, through the analysis of educational contents utilized in public organizations, research is performed regarding an educational content design for a more effective education of learners.

Performance analysis of campus wireless LAN in outdoor environment (실외환경에서 캠퍼스무선랜의 성능분석)

  • Kang Min-soo;Kim Myeong-hwan;Park Yeoun-sik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.4
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    • pp.753-757
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    • 2005
  • Wireless LAN was developed by alternative of LAN and because establishment was easy, have used into special field and special expenditure. Recently, Standard and a technology developed by leaps and bounds. Present is used into purpose of the Building to Building or wide connection etc. and relay of the high speed Internet and usage of picture communication that require multimedia band width. Specially, campus wireless LAM is thought that must secure radius $100\;\~\;200\;m$ dimension at the minimum 10Mbps speed as Internet transit trunk. But, there is difference as degressive here. In this paper, wireless LAN measured for effectiveness proof as Internet transit trunk in actuality utilization environment. Proved that should compose IEEE802.11b as AP more than minimum 3 when compose network to base as measuring result. Hereafter, there is the purpose that achieve performance evaluation of wireless UM in marine environment.