• Title/Summary/Keyword: 분석 플랫폼

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Big Data Platform Construction and Application for Smart City Development (스마트 시티의 발전을 위한 빅데이터 플랫폼 구축과 적용)

  • Moon, Seung Hyeog
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.529-534
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    • 2020
  • The development of civilization is in line with evolution of cities and transportation technology caused by industrialization. Up to now, a city has been developed owing to transportation cost reduction and needs for land utilization as a limited core business district. Continuous increase of urban population density has accompanied by lots of problems socioeconomically such as rise of land value, traffic congestion, gap between the rich and poor, air pollution, etc. Those issues are difficult to be solved in existing city ecosystem. However, a clue for solving the problems could be found in there. The design of Seoul mid-night bus route was from analysis of movement of people in the rural area by using ICT so that a city ecosystem should be firstly analyzed for solving rural issues. If the cause of those is found, big data platform construction is required to raise the life quality of citizen and the problems could be solved. Big data should be located in the middle of the platform connected with every element of city based on ICT for real-time collection, analysis and application. This paper addresses construction of big data platform and its application for sustainable smart city.

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.

An empirical study on the influencing factors of learning through knowledge sharing live streaming - Based on live streaming platform in China (지식 공유 라방 학습 영향요인에 대한 실증 연구 - 중국 라이브 방송 플랫폼을 기반으로 하여)

  • Liu, Yi;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.197-211
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    • 2021
  • The emergence of knowledge-sharing live streamers provides more diversified content to the live streaming platform. Analysis of the factors affecting the intention to use knowledge sharing live streaming users can allow the live streaming platform to understand better the adoption characteristics of users who follow this type of content. Help platform operators provide better services and help live streaming platforms innovate. Based on the TAM model, this research uses questionnaire surveys and structural equation models to construct a conceptual model of the influencing factors of users' intentions in the knowledge sharing live streaming and conduct an empirical analysis on the influencing factor models. The results of data analysis show that a significant influence of users' attitudes of knowledge sharing live streaming is perceived usefulness, followed by flow experience; perceived value has a positive impact on users' attitudes and intention to use, and the positive influence of users attitude significantly affect the user's intention.

Service Platform of Regional Smart Tour Ecosystem Support (지역중심의 스마트관광 생태계 지원 서비스 플랫)

  • Weon, Dalsoo
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.4
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    • pp.31-36
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    • 2018
  • The tourism industry has a great influence on national economy activation. The development of IT technology has enabled the collection and analysis of personal profile information, location information and activity information based on the characteristics, behavior, purchase propensity and interest of tourists. In order to realize this, the implementation of convergence smart tourism information service platform is completed by developing business model, IoT & Big Data integration management system, big data algorithm development and analysis platform in three stages. The underlying technology of the platform and algorithm needs a process of adopting open source, expanding the service element on the basis of it, and then complementing the problem through the test-bed demonstration test that connects the area. Using this platform, it is possible to develop a smart tourism environment that can provide customized services for each tourist by analyzing various information in an integrated manner. Also, it will be possible to improve the life of tourist destination residents and contribute to regional revitalization and job creation through the creation of smart tourism ecosystem focused on the region.

Exploring Social Issues of On-demand Delivery Platform Participants (뉴스 데이터 마이닝을 통한 배달 플랫폼 참여자의 사회적 이슈 분석)

  • Park, Soo Kyung;Lee, Hyeon June;Lee, Bong Gyou
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.79-85
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    • 2021
  • After COVID-19, the number of individuals participating in delivery platforms has increased. They are using the participation of the delivery platform as a means of creating a new source of income as well as a means of sports and hobbies. This phenomenon is related to a social phenomenon called 'N-jober'. However, there are still few studies examining this phenomenon. Therefore, this study intends to examine the phenomenon of individual participation in delivery platforms and their issues. Text mining was performed on news data from January 2019, when COVID-19 started. As a result, social issues related to the increase in individual participation in delivery platforms were derived into 5 topics(Introduction to the Phenomenon, Characteristics of Participants, Participant's Income and Fees, Characteristics as a Job, Concern about Potential Risks). This study has significance in that it expanded the perspective of academic discussion on delivery platform business to individual participants.

Comparative analysis of metaverse platform according to function: focusing on industrial applicability (기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.617-625
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    • 2022
  • This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.

Information Privacy Concerns and Trust in SNS

  • Kim, Yujin;Lee, Hyung-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.223-233
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    • 2022
  • In this paper, we examined the causes of information privacy concerns, trust and related factors in social network services. On the basis of the 'elaboration likelihood model,' we established factors such as information quality, privacy policy, perceived SNS app popularity and optimism bias affecting information privacy concern of SNS users. In addition, we analyzed the relationship between information privacy concern, trust in SNS members, trust in SNS platform and intention to use. Finally, on the basis of the 'trust transfer theory', we analyzed the relationship between trust in SNS members and trust in SNS platform. The results of the study showed that (1) information quality, privacy policy and optimism bias had the significant effects on information privacy concerns, (2) perceived SNS app popularity didn't affect information privacy concerns, (3) information privacy concerns had the significant effects on trust in SNS platforms (4) in accordance with the trust transfer theory, trust in SNS members had the significant effect on trust in SNS platforms, and (5) trust in SNS members had the significant effect on intention to use, while trust in SNS platform didn't have the significant effect on intention to use. The findings of the study are expected to help to improve the SNS firms' understanding towards customers' information privacy protection behaviors and trust.

Usability Analysis of Public Libraries' Metaverse Platform (메타버스 내 공공도서관 사용성 분석)

  • JungJo Na;Soyeon Park
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.2
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    • pp.275-294
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    • 2023
  • This study aims to analyze usability of public libraries' metaverse platform. This study also examines factors that affect usability and immersion of metaverse platform of Gangbuk culture information library, Hanbat library in Daejeon, and Mapo Central library. In order to conduct this study, 60 college students participated in online survey and experiment. There was a statistically significant positive relationship between learnability and usability, and between GUI and immersion in every library. Learnability and usability of Gangbuk culture information library were statistically significantly higher than other libraries. On the other hand, GUI score and immersion of Hanbat library was significantly higher than other libraries. However, given that there were few users connected to metaverse platform, there was no significant difference in interactivity among libraries. This study examines characteristics (including strengths and weaknesses) of metaverse platform of each library. It is expected that the results of this study could contribute to the improvement of usability of public library's metaverse platform.

Technology of an User Equipment Modem Platform for IMT-Advanced New Mobile Access Systems (IMT-Advanced 무선전송시스템 단말모뎀 플랫폼 기술)

  • Jang, J.D.;Park, H.J.;Kim, D.H.
    • Electronics and Telecommunications Trends
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    • v.24 no.3
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    • pp.24-31
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    • 2009
  • IMT-Advanced 무선전송 시스템 단말모뎀 플랫폼은 다중 반송파 변조 기술, 채널 부호화 기술, 셀 탐색/동기 기술 등 핵심이 되는 요소 기술인 고속 무선 전송 기술을 구현할 수 있는 하드웨어 구조, 기능 및 인터페이스를 설계 제작하였다. 상기 단말모뎀 플랫폼에서는 기저대역 모뎀 물리계층 기능인 변조, 복조, 부호, 복호, 동기를 위한 각각의 FPGA가 실장되는 Daughter Board 형태로 구성되어 L1 기저대역 모뎀 장치에 실장된다. 그리고 PHY 계층(L1)부터 MAE 계층(L2), RRC 계층(L3)까지의 하드웨어 및 소프트웨어 수행을 지원한다. 4G용 단말모뎀을 개발하기 위하여 상용화 이전에 LTE-Advanced 테스트 베드용 단말모뎀 플랫폼을 개발하여 20 MHz 대역폭을 적용 3 km/h의 저속 이동속도에서는 최대 110 Mbps를 수신하고, 최대 55 Mbps를 송신한다. 그리고 120 km/h의 고속 이동속도에서는 최대 55 Mbps를 수신하고, 최대 28 Mbps를 송신한다. 상기 성능을 만족하는 단말모뎀 플랫폼이 개발되면 IMT-Advanced 단말모뎀 플랫폼 기술을 확보하게 된다. 따라서 이동통신 분야에서 기술적인 우위와 시장 선점을 위하여 요소기술 IPR을 확보하고, IMT-Advanced의 표준화 과정에서 이를 국제 표준으로 반영하여 로열티 창출 효과 및 기술 경쟁력을 확보하게 될 것이다. 아울러, LTE 사용자들은 대용량의 고속, 멀티미디어 송 수신을 가능하게 하는 기술로 2010년 이후 가상 현실 서비스, 3D 게임, 센싱 등 사물과 사물이 통신하는 유비쿼터스 서비스로 발전할 것으로 전망한다.

Platform Strategies and Software Development Strategies in the era of Web Platform (웹의 플랫폼화에 따른 플랫폼 및 소프트웨어개발 전략)

  • Baek, Young-Nahn
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2007.05a
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    • pp.101-110
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    • 2007
  • Current strategic trends in service distribution and software development in response to Web as a platform represent a paradoxical concurrent pursuit of 'economy of scale' and 'service'. From the software perspective, the major novel elements of the Web 2.0 era are Web as a platform and the emergence of long-tail service enabling web sites to function as an independent distribution channel. The current study analyzed the platform strategy for establishing a community of interactive developer and customers taking the issue of economy of scale into consideration. Software industry should face the new reality and utilize the open source community for cost minimization and securing customer base. Furthermore, Lego-style software development should be adopted for maintaining cost-competitiveness in customized software development.

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