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Study of DRM Application for the Portable Digital Audio Device (휴대용 디지털 오디오 기기에서의 DRM 적용에 관한 연구)

  • Cho, Nam-Kyu;Lee, Dong-Hwi;Lee, Dong-Chun;J. Kim, Kui-Nam;Park, Sang-Min
    • Convergence Security Journal
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    • v.6 no.4
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    • pp.21-27
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    • 2006
  • With the introduction of sound source sharing over the high speed internet and portable digital audio, the digitalization of sound source has been rapidly expanded and the sales and distribution of sound sources of the former offline markets are stagnant. Also, the problem of infringement of copyright is being issued seriously through illegal reproduction and distribution of digitalized sound sources. To solve these problems, the DRM technology for protecting contents and copyrights in portable digital audio device began to be introduced. However, since the existing DRM was designed based on the fast processing CPU and network environment, there were many problems in directly applying to the devices with small screen resolution, low processing speed and network function such as digital portable audio devices which the contents are downloadable through the PC. In this study, the DRM structural model which maintains similar security level as PC environment in the limited hardware conditions such as portable digital audio devices is proposed and analyzed. The proposed model chose portable digital audio exclusive device as a target platform which showed much better result in the aspect of security and usability compared to the DRM structure of exiting portable digital audio device.

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Information System Evaluation using IPA Method (IPA 기법을 활용한 정보시스템 평가)

  • Park, Minsoo
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.431-436
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    • 2020
  • Information service organizations that provide science and technology information with a relatively short information life cycle for free or paid are in need of reflecting rapidly changing user needs and behaviors and grafting the latest technologies. The purpose of this study is to derive improvements for each system by comparing and analyzing general recognition of science and technology information users' domestic and foreign science and technology information sites and importance by science and technology information attributes. A total of 816 users of science and technology information participated in the online survey, and the collected data were analyzed by quantitative methods including IPA (Importance Performance Analysis) technique. The importance was evaluated by the impact value calculated through regression analysis. As a result of data analysis, the general recognition of users on science and technology information sites was relatively high in national science and technology information services, and Google Scholar and Science Direct were also high. Google Scholar was found to have more strength than improvement. A better understanding of the user's preferred system is a good driving force for improving the lack of existing systems. It is necessary to improve the information retrieval of the science and technology information service system, that is, to improve the search speed and functions, and also to improve the user interface with improved convenience and usability.

Dynamic Behavior Modelling of Augmented Objects with Haptic Interaction (햅틱 상호작용에 의한 증강 객체의 동적 움직임 모델링)

  • Lee, Seonho;Chun, Junchul
    • Journal of Internet Computing and Services
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    • v.15 no.1
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    • pp.171-178
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    • 2014
  • This paper presents dynamic modelling of a virtual object in augmented reality environments when external forces are applied to the object in real-time fashion. In order to simulate a natural behavior of the object we employ the theory of Newtonian physics to construct motion equation of the object according to the varying external forces applied to the AR object. In dynamic modelling process, the physical interaction is taken placed between the augmented object and the physical object such as a haptic input device and the external forces are transferred to the object. The intrinsic properties of the augmented object are either rigid or elastically deformable (non-rigid) model. In case of the rigid object, the dynamic motion of the object is simulated when the augmented object is collided with by the haptic stick by considering linear momentum or angular momentum. In the case of the non-rigid object, the physics-based simulation approach is adopted since the elastically deformable models respond in a natural way to the external or internal forces and constraints. Depending on the characteristics of force caused by a user through a haptic interface and model's intrinsic properties, the virtual elastic object in AR is deformed naturally. In the simulation, we exploit standard mass-spring damper differential equation so called Newton's second law of motion to model deformable objects. From the experiments, we can successfully visualize the behavior of a virtual objects in AR based on the theorem of physics when the haptic device interact with the rigid or non-rigid virtual object.

A Study of the Problem Analysis and Solution about the Car Sharing Service (카쉐어링 서비스의 문제점 분석 및 해결 방안 연구)

  • Lee, Young-Gyo;Ahn, Jeong-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.12 no.6
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    • pp.643-656
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    • 2019
  • The development of hot social networking services, including the Internet, has transformed rental car services into IT-based car-sharing services. The car-sharing service is a service that allows people to rent cars online without having to face-to-face. It has become the preffered service among young people who are accustomed to drinking and eating alone. Users can use their smartphones to book their types of cars and hours of rent, and then go to a nearby designated parking lot to use their reserved cars. You can open a designated car door with a smart phone and drive. It is a very convenient service to pay for the distance you drive. However, the car-sharing service already in use in business has the following problems: underage who do not have a driver's license may drive a car borrowed by an acquaintance, the status of a license registered at the time of join membership with a car-sharing company may change to a suspension or cancellation of a license while renting and driving, or even a drunk person may rent a car and drive. In this paper, the method to solve these problems has been studied and proposed. The proposed method is to reduce the cost of investment by a car-sharing service provider and to minimize user inconvenience. And, it was compared and analyzed with the existing method. For the method to be used efficiently, the active operation of the car-sharing company and the government's policies will have to be supported.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.77-87
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    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

Usage and Analysis on Readability of Korean Typography in WBI for Children (효과적인 아동용 WBI를 위한 한글 타이포그래피의 가해성 분석과 활용)

  • Han, Jeong-Hye;Kim, Yong-Dae
    • Journal of The Korean Association of Information Education
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    • v.6 no.3
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    • pp.328-337
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    • 2002
  • Looking at multimedia education contents from a design point of view, the instructor's design model may differ from the child's understanding model due to gap of the instructor's and child's knowledge. This fact implies it impacts the effectiveness of the education contents. The learning efficiency of Korean typography in WBI for children depends on the font-family, line space, font-size, the age of user, the output device such as the monitor, and other various factors. In this paper, we measured and analyzed on readability of Korean typography in WBI for children by reading speed method. The results of experiments show that readability depends on the font-family of typography, age(grade), and sex of children. In detail, "Goolymche" has the shortest time to be read, and girl and the highest grade students of elementary school have shorter time than boy and the lower grade students. Moreover, we consider the elegance of typography in WBI for holding children's interests because they prefer "Yopseoche". We provide some CSSs in WBI for children based on the experimental results, to used in school fields.

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A Deep Learning Based Recommender System Using Visual Information (시각 정보를 활용한 딥러닝 기반 추천 시스템)

  • Moon, Hyunsil;Lim, Jinhyuk;Kim, Doyeon;Cho, Yoonho
    • Knowledge Management Research
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    • v.21 no.3
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    • pp.27-44
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    • 2020
  • In order to solve the user's information overload problem, recommender systems infer users' preferences and suggest items that match them. The collaborative filtering (CF), the most successful recommendation algorithm, has been improving performance until recently and applied to various business domains. Visual information, such as book covers, could influence consumers' purchase decision making. However, CF-based recommender systems have rarely considered for visual information. In this study, we propose VizNCS, a CF-based deep learning model that uses visual information as additional information. VizNCS consists of two phases. In the first phase, we build convolutional neural networks (CNN) to extract visual features from image data. In the second phase, we supply the visual features to the NCF model that is known to easy to extend to other information among the deep learning-based recommendation systems. As the results of the performance comparison experiments, VizNCS showed higher performance than the vanilla NCF. We also conducted an additional experiment to see if the visual information affects differently depending on the product category. The result enables us to identify which categories were affected and which were not. We expect VizNCS to improve the recommender system performance and expand the recommender system's data source to visual information.

A Study on Selecting Geospatial Framework Data Using Factor Analysis (요인분석을 이용한 기본공간정보 선정에 관한 연구)

  • Choe, Byong Nam;Lee, Ji Hun;Park, Jin Sik;Kang, In Gu
    • Spatial Information Research
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    • v.23 no.5
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    • pp.53-64
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    • 2015
  • Several countries have built National Spatial Data Infrastructure (NSDI) for information sharing among various fields. One of the important factors of NSDI is framework data, which is the most commonly used geospatial data across various fields. Previous studies on the framework data suggest components based on frequency survey and case study. However, such research methods do not have objectivity in setting the components of the framework data. This research uses factor analysis with 104 medium-level layers from the most widely used National Base Map and 5 layers from the other sources including cadastre and aerial image. Each layer is scaled with usage level as four different patterns of 1) background data, 2) reference data, 3) base data, and 4) other data, respectively. The analysis results show that the layers are grouped into 5 to 7 factors according to the patterns. ANOVA reveals that the mean differences between the factors with high values and the other factors with low values under each pattern are statistically significant. Such high value factors under each pattern consist of similar layers, close to identical, with those under the other categories. This research proposes framework data system, including transportation, building, hydrography, elevation, administrative district, digital orthoimagery, geodetic control, and cadastral based on the analysis results. Proposed framework in this research will be a basis of establishing spatial data sharing system. For sharing proposed framework data in various fields, these data must be established and distributed as actual standard and also related future researches should be performed.

MOBIGSS: A Group Decision Support System in the Mobile Internet (MOBIGSS: 모바일 인터넷에서의 그룹의사결정지원시스템)

  • Cho Yoon-Ho;Choi Sang-Hyun;Kim Jae-Kyeong
    • Journal of Intelligence and Information Systems
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    • v.12 no.2
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    • pp.125-144
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    • 2006
  • The development of mobile applications is fast in recent years. However, nearly all applications are for messaging, financial, locating services based on simple interactions with mobile users because of the limited screen size, narrow network bandwidth, and low computing power. Processing an algorithm for supporting a group decision process on mobile devices becomes impossible. In this paper, we introduce the mobile-oriented simple interactive procedure for support a group decision making process. The interactive procedure is developed for multiple objective linear programming problems to help the group select a compromising solution in the mobile Internet environment. Our procedure lessens the burden of group decision makers, which is one of necessary conditions of the mobile environment. Only the partial weak order preferences of variables and objectives from group decision makers are enough for searching the best compromising solution. The methodology is designed to avoid any assumption about the shape or existence of the decision makers' utility function. For the purpose of the experimental study of the procedure, we developed a group decision support system in the mobile Internet environment, MOBIGSS and applied to an allocation problem of investor assets.

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Quantitatively Managed Leveling for Capability Maturity Model Integration Implementation (정량적 소프트웨어 능력성숙도모델 도입전략 및 사례)

  • Kim, Hanyoung;Lee, Wookey;Lee, James J.H.;Lee, Rich C.K.
    • Journal of Information Technology and Architecture
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    • v.10 no.3
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    • pp.335-346
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    • 2013
  • With the overwhelming development of information technologies, the need for software development that can deal with diversified and complex business processes has increased dramatically. As a result, companies prefer softwares that can handle far more complex processing ability and also it should be stable as well as easier to maintain. These ambivalent requirements keep the software development organizations from assessing the quantitative abilities, so that under the support of the U.S. Department of Defense the Capability Maturity Model (CMM) and Capability Maturity Model Integration (CMMI) have been developed. The CMMI upper levels for the software development companies will be evaluated to be excellent and authenticated, which drives the companies to get and maintain high levels of maturity. In this paper, a case study for a domestic software company has been exploited how to achieve CMMI level 4 and what kind of factors have been played an effective role. These issues at the domestic and international software and maintenance program, can influence the trustworthiness and marketing effects for the global market. In this paper, the company's actual case study will give clues to find out the important factors for the development and maintenance of software companies maturity levels.