• Title/Summary/Keyword: 사용자 관심

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Development of New Internet Advertising Method based on Text Keyword in Web Page (웹 페이지내의 텍스트 키워드를 기반으로 한 새로운 인터넷광고기법 개발)

  • 진교홍;이혜원
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.6
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    • pp.1202-1209
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    • 2003
  • With explosive growth of Internet users, the market share of electronic commerce becomes wider. Therefore the Internet is standing in the spotlight of a new medium of advertisement, and several Internet advertising methods have been implemented. However the banner advertising that is the typical internet advertising method is showing low click rate because of user's unconcern. Accordingly we propose a new Internet advertising method that makes expose advertising content on the background of web browser when user puts mouse pointer over a specified text. Internet users are willing to click a interesting text, just at that moment the advertising content is appeared on the background of web browser. Therefore we could expect high effectiveness of advertising and moreover after clicking the text, the advertising content is shown continually on the web browser. The proposed method, unlike banner advertising, various shapes of image can be applied and makes use of whole background of web page.

A Guideline of Music Festival Experience Through Mobile Application (대형 음악 페스티벌 경험 향상을 위한 모바일 애플리케이션 디자인 가이드라인)

  • Chu, Eun Sun;Choe, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.26-36
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    • 2015
  • Recently, demands for leisure and performing arts are increasing. In perspective of enjoying culture away from every day life, interests for music festival are also growing. Music festival industry has been grown rapidly since the mid 2000s and it has become popular culture especially for younger generation. As music festival culture becomes popular, music festival becomes bigger and a number of participants are rising continuously. However, some services which music festivals provide are not interactive. So, it makes difficult users to feel festival experience and to satisfy. Although some festivals are trying to deal with things through mobile applications, those in the market showed weaknesses. Therefore, this study aims to suggest some improvements for music festival application through user research. As the result of user study, improvements and functions of music festival application were deducted.

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.

A Study on the Strategies for Improving User Satisfaction and Continuous Usage of Social Network Service (SNS(Social Network Service)의 사용자 만족과 지속적사용 향상을 위한 방안)

  • Kim, Dae Jin;Kim, Jin Soo
    • Information Systems Review
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    • v.17 no.1
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    • pp.171-197
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    • 2015
  • SNS provider's biggest interest lies in enhancing user satisfaction through user request analysis and developing services to induce continuous use of those devices. In particular, setting up management directions to develop SNS at maturity is important and it is also important to identify the functions which SNS users are pursuing for and identify what's considered unsatisfiable among the services currently provided in light of user expectations. To this end, this study further presents sociality quality and personal emotional quality reflecting the characteristics of SNS to the existing quality factors and expands to Expected Confirmation Model. This study further took into account of sociality quality and personal emotional quality reflecting the characteristics of SNS and approached to them from the perspective of quality in a comprehensive way, analyzed the degree of impact on recognition factors, and presented the factors that had an impact on the satisfaction with usage and intention to use continuously.

Antenna Selection Scheme for BD Beamforming-based Multiuser Massive MIMO Communication Systems (BD 빔포밍을 이용한 다중 사용자 기반 거대 안테나 통신 시스템용 안테나 선택 기법)

  • Ban, Tae-Won;Jung, Bang Chul;Park, Yeon-Sik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.433-436
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    • 2013
  • Massive MIMO communication system with huge antennas has been attracting intensive attention as one of key technologies to increase the spectral efficiency. Many previous studies investigated single user Massive MIMO scheme in cellular downlink. Recently, however, intensive researches on multiuser-based Massive MIMO are performed to overcome the problem caused by the limited number of antennas in mobile stations. Although the Massive MIMO scheme based on huge number of antennas inevitably causes hardware and computational complexity in baseband and radio frequency (RF) elements, the problem can be mitigated without serious performance degradation by limiting the number of baseband and RF elements below the number of transmit antennas of base station and opportunistically selecting transmit antennas according to channel states, where the number of selected antennas corresponds to the number of baseband and RF elements in base station. Accordingly, this paper proposes a simple antenna selection scheme for multiuser-based Massive MIMO systems. Our simulation results indicate that the proposed antenna selection scheme can achieve comparable performance to the conventional scheme without antenna selection.

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Effects of System and Knowledge Quality, Organizational Support and Individual Traits on Knowledge Management System(KMS) Success in Research Organizations (시스템·지식 품질, 조직지원, 개인특성이 지식관리시스템 성공에 미치는 영향 -연구조직을 중심으로-)

  • Han, In-Soo;Park, Kil-Su
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.364-377
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    • 2011
  • This research aims at investigating the factors determining the success of knowledge management system(KMS) in research organizations. Based on the literature survey and the general framework of IS success model, a new comprehensive model which is customized to the context of KMS is proposed. Some organizational support factors and an individual personality variable that moderates the relationship between predictors and the success factors are also integrated to the new model. A proposed model was tested by the technique of structural equation modeling using survey data from the employees in research organization. The results revealed that KMS quality had the strongest impact on the KMS success measured by perceived usefulness and user satisfaction and KMS use. The moderating effect of an individual personality factor, organization-based self esteem is also founded in the research.

Actual Feeling Service Model for Video-Media Contents (영상미디어콘텐츠에 대한 실감 서비스 모델)

  • Lee, Ji-Hye;Yoon, Yong-Ik
    • Journal of Digital Contents Society
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    • v.10 no.3
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    • pp.453-459
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    • 2009
  • In recently, as the interest of media contents increase among internet users, a variety of media contents are circulated in the web. Especially, video-media content in media contents attracts internet user's interest. In conjunction with web 2.0, internet users open and share their making contents by themselves. Their attitude about accepting media contents is not passive but aggressive. Additionally, they create new form of distribution of the flow. Video media content for distribution on the Web is created by experts to a professional content, but Web 2.0 era, the UCC (User Create Contents) in the form of self-produced content is the most. The generated media by the general internet users, but self-produced content, provides video information only and has limitations. To satisfy internet users as consumers in the web 2.0 eras, it has needed to provide actual feeling contents that add various effects not just simple media. Therefore, this paper represents the existing media content with simple information based on the concept of ontology and the meaning to the subject for the media content. We will provide an actual feeling how to offer the configuration of a service model (AF-VS : Actual Feeling Video Service).

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Uesrs Pattern Discovery of Social Network Service by Social Network Analysis : Focusing on Facebook (소셜네트워크 서비스 사용자 패턴 발견을 위한 사회 네트워크 분석 활용에 관한 연구: 페이스북을 중심으로)

  • Ha, ByungKook;Jang, Youngsoo;Cho, JaeHee
    • Journal of Service Research and Studies
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    • v.2 no.1
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    • pp.13-27
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    • 2012
  • Companies see a new business opportunity in the increased popularity of social network services and the related studies are also gaining more attention. This study attempted to analyze the social networks and thereby find a pattern in the use of social network services. Network users' pattern has been categorized by their purpose of use. Among various social network services, we selected the Facebook and its users were analyzed by a network analysis tool called NodeXL. In the end, several subgroups have been identified in a seemingly homogeneous network. Furthermore, the network shape differences according to the usage of social network services has been studied by comparing "friends" of an individual Facebook user with those of the K University Facebook page.

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Development of Network-Based Online GPS Baseline Processing System (네트워크 기반 온라인 GPS 기선해석 시스템 개발)

  • Kim, Su-Kyung;Bae, Tae-Suk
    • Journal of the Korean Association of Geographic Information Studies
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    • v.14 no.2
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    • pp.138-146
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    • 2011
  • With the increased use of GPS in the field of various applications including surveying, the request for fast and precise positional information has increased. Several countries such as USA, Canada, and Australia have already been operating Internet-based automatic GPS data analysis system using e-mail and FTP. Expanding GPS market, it is necessary to establish automatic GPS baseline processing system that is accessible via Internet. The system developed in this study is operating on the web, and it allows the users to access easily regardless of time and place. The main processing engines are Bernese V5.0 and PAGES. They process user data with three GPS CORS(Continuously Operating Reference Station), and then send the report to the users through e-mail. This system allows users to process high accurate GPS data easily. It is expected that this system will be used for various GPS applications such as monitoring large-scale structures and providing spatial information services in private sector.

Tile-Based 360 Degree Video Streaming System with User's gaze Prediction (사용자 시선 예측을 통한 360 영상 타일 기반 스트리밍 시스템)

  • Lee, Soonbin;Jang, Dongmin;Jeong, Jong-Beom;Lee, Sangsoon;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.1053-1063
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    • 2019
  • Recently, tile-based streaming that transmits one 360 video in several tiles, is actively being studied in order to transmit these 360 video more efficiently. In this paper, for the transmission of high-definition 360 video corresponding to user's viewport in tile-based streaming scenarios, a system of assigning the quality of tiles at each tile by applying the saliency map generated by existing network models is proposed. As a result of usage of Motion-Constrained Tile Set (MCTS) technique to encode each tile independently, the user's viewport was rendered and tested based on Salient360! dataset, streaming 360 video based on the proposed system results in gain to 23% of the user's viewport compared to using the existing high-efficiency video coding (HEVC).