• Title/Summary/Keyword: 온라인 기반

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An Online Voting System based on Ethereum Block-Chain for Enhancing Reliability (신뢰성 향상을 위한 이더리움 블록체인 기반의 온라인 투표 시스템)

  • Kim, Chul-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.4
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    • pp.563-570
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    • 2018
  • Existing online voting is not being used for public elections due to uncertainty about security threats, and offline voting costs a lot of money. As an alternative, blockchain is emerging. Applying blockchain technology to online voting will ensure transparency and confidentiality, because voter information and aggregate information are distributed and managed. Since a blockchain distributes the voting information, it will be more secure than existing central server - based online voting systems. If blockchain technology is applied to public elections, and the transparency and confidentiality of the voting information is guaranteed, the cost of voting will be greatly reduced. This paper tries to apply to an online voting system the Ethereum platform from among the blockchain technologies. Ethereum is a highly scalable blockchain technology that provides a smart contract based on the Solidity language to develop an online voting contract and to distribute the contract to each voter. Each voter votes on the contract that has been distributed, and the votes are distributed to other voters. The experiment verifies the consistency of the stored voting information.

Design of Bluetooth based MMORPG Game in MANETs (모바일 애드-혹 망에서 Bluetooth 기반 MMORPG의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.39-45
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    • 2009
  • With the rapid growth of recent wireless mobile computing application technology and handheld mobile terminal device development technology, one of the big issue in these fields is to design online games in wireless mobile ad hoc network environment. Online games in mobile computing environment have lots of constraints for developing online games because mobile terminals have many limitations such as low performance of processor, limited memory space, small bandwidth of wireless communication, and confined life of battery power. Therefore, most of mobile games are restrictive in the function of online and multi-play up to date. In this paper, the online MMORPG game, capable of multi-play with many other mobile users using mobile terminals in wireless mobile computing environment, is designed and implemented. Proposed mobile online game uses bluetooth to construct temporary wireless mobile ad hoc network with other mobile clients, and designed to carry out online MMORPG game with these clients. It also supports multi-play among them.

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Combining deep learning-based online beamforming with spectral subtraction for speech recognition in noisy environments (잡음 환경에서의 음성인식을 위한 온라인 빔포밍과 스펙트럼 감산의 결합)

  • Yoon, Sung-Wook;Kwon, Oh-Wook
    • The Journal of the Acoustical Society of Korea
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    • v.40 no.5
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    • pp.439-451
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    • 2021
  • We propose a deep learning-based beamformer combined with spectral subtraction for continuous speech recognition operating in noisy environments. Conventional beamforming systems were mostly evaluated by using pre-segmented audio signals which were typically generated by mixing speech and noise continuously on a computer. However, since speech utterances are sparsely uttered along the time axis in real environments, conventional beamforming systems degrade in case when noise-only signals without speech are input. To alleviate this drawback, we combine online beamforming algorithm and spectral subtraction. We construct a Continuous Speech Enhancement (CSE) evaluation set to evaluate the online beamforming algorithm in noisy environments. The evaluation set is built by mixing sparsely-occurring speech utterances of the CHiME3 evaluation set and continuously-played CHiME3 background noise and background music of MUSDB. Using a Kaldi-based toolkit and Google web speech recognizer as a speech recognition back-end, we confirm that the proposed online beamforming algorithm with spectral subtraction shows better performance than the baseline online algorithm.

Sentiment Analysis and Star Rating Prediction Based on Big Data Analysis of Online Reviews of Foreign Tourists Visiting Korea (방한 관광객의 온라인 리뷰에 대한 빅데이터 분석 기반의 감성분석 및 평점 예측모형)

  • Hong, Taeho
    • Knowledge Management Research
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    • v.23 no.1
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    • pp.187-201
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    • 2022
  • Online reviews written by tourists provide important information for the management and operation of the tourism industry. The star rating of online reviews is a simple quantitative evaluation of a product or service, but it is difficult to reflect the sincere attitude of tourists. There is also an issue; the star rating and review content are not matched. In this study, a star rating prediction model based on online review content was proposed to solve the discrepancy problem. We compared the differences in star ratings and sentiment by continent through sentiment analysis on tourist attractions and hotels written by foreign tourists who visited Korea. Variables were selected through TF-IDF vectorization and sentiment analysis results. Logit, artificial neural network, and SVM(Support Vector Machine) were used for the classification model, and artificial neural network and SVR(Support Vector regression) were applied for the rating prediction model. The online review rating prediction model proposed in this study could solve inconsistency problems and also could be applied even if when there is no star rating.

Analysis of important decision factor for online platform use: an Analytical Hierarchy Process approach (온라인 플랫폼 사용에 대한 선정요인 중요도분석: AHP 기법을 중심으로)

  • Lee, DonHee
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.6
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    • pp.81-96
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    • 2021
  • This study examines the importance of factors that influence the online platform selection decision to support operational optimization strategies. For the research purpose, we first reviewed previous studies on service encounters and identified those factors that have been proven important for using online platforms. Second, this study analyzed the factors that customers perceived as important based on analytical hierarchy process (AHP) of the data we collected from 10 mobile or computer-based Internet users. The study results revealed that the important factors for the online platform selection were in the following order: product diversity (27.4%), ease of use (21.5%), brand credibility (18.1%), interactions with the service provider (17.7%), and ease of accessibility (15.3%). The study provides useful insights to online platform service providers in developing strategies for customer-focused value creation.

A Study on the Proposal for Deposit Linkage Plan Based on the Survey of Online Material Identification System (온라인 자료 수집 전략 및 중장기 로드맵 수립 연구)

  • Younghee Noh;Inho Chang;Youngmi Jung;Aekyoung Son;Kyungsun Lee;Hyunju Cha
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.2
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    • pp.5-23
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    • 2024
  • The seventh year of implementing online material deposit demands a systematic collection, legal and regulatory improvements, and the establishment of a long-term strategic plan for online material collection. In this study, we aimed to propose an online material collection strategy and a long-term roadmap for preserving online resources as national intellectual and cultural heritage for future generations. To achieve this, we analyzed the status of domestic and foreign libraries, related laws and regulations, and the types and collection status of online materials. Based on this analysis, we proposed practical collection standards and methods. Ultimately, a long-term roadmap and implementation plan were suggested. The long-term development plan for online material collection established a phased, concrete implementation strategy. This includes the foundation-building phase of online material collection, followed by the expansion phase, and finally reaching the maturity phase.

One-way hash function based on-line secret sharing which identifies all cheaters (부정한 참가자의 신분 확인이 가능한 일방향 해쉬 함수에 기반한 온라인 비밀 분산 방식)

  • 오수현;김승주;원동호
    • Proceedings of the Korea Institutes of Information Security and Cryptology Conference
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    • 1998.12a
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    • pp.243-252
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    • 1998
  • 비밀분산은 비밀정보의 관리나 multiparty 프로토콜, 그룹 암호방식등의 분야에서 매우 중요한 부분이다. 따라서 본 논문에서는 일방향 해쉬함수에 기반한 효율적인 온라인 비밀분산 방식을 제안하고자 한다. 제안하는 방식은 하나의 share만으로 여러 개의 비밀을 분산할 수 있고, 액세스 구조가 변하는 경우에 notice board에 공개된 값들만 변경하면 각 참가자들은 기존의 share를 그대로 사용할 수 있다. 또한 참가자들의 부정이 있는 경우 그 수에 관계없이 부정한 참가자의 신분을 밝혀낼 수 있으며, 기존의 방식보다 계산상 효율적이라는 장점이 있다.

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User Interface of PDA based Network "Baduk" Game (PDA기반 네트웍 바둑 게임의 유저 인터페이스 연구)

  • 성재경;김용국
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.496-498
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    • 2003
  • 현재 온라인 비즈니스 모델의 성공 사례라 할 수 있는 바둑게임을 시간과 공간의 제약을 덜 받는 무선인터넷의 PDA(240*320픽셀) 기반 모바일 환경에서 대국을 한다면 온라인 환경에 비해 제한된 공간 관계로, 대기실과 대국실의 유져 인터페이스와 네트웍 시스템 측면의 연구가 필요하다. 본 연구는 사용자와 PDA의 상호관계에 있어 사용성을 최우선으로 고려하여 PDA 사용자 간의 네트웍 바둑게임을 구현하였다.

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The Network Engine Research and Development for Wireless based on Online Game (무선통신기반 온라인 게임을 위한 네트워크 엔진 연구개발)

  • Son, Sung-Ok;Amiruzzaman, Md.;No, Jae-Chun
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06d
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    • pp.243-246
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    • 2007
  • 본 논문에서는 802.11b의 네트워크 성능 측정을 통해 도출된 결과를 토대로 하여 802.11b기반의 온라인 게임을 위한 네트워크 엔진을 개발하였다. 네트워크 엔진 서버는 I/O Multiplexing 기법을 사용하였으며, 클라이언트는 .Net Compact Framework로 개발하였다.

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Off-line Character Modeling using HMM (HMM 기반의 오프라인 필기 모델)

  • Sin, Bong-Kee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10a
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    • pp.337-340
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    • 2000
  • 음성 인식 및 온라인 필기 인식기 모델로 널리 알려진 은닉 마르코프 모델(HMM)을 오프라인에 적용하려는 시도는 있었지만 아직까지 만족할 만한 성과는 찾아보기 어렵고 인식률도 신경망 등 다른 방법에 의한 시스템에 미치지 못하는 실정이다. 본 연구에서는 온라인 필기 모델 HMM을 오프라인 필기인식에 활용하는 방법 한 가지와 순수하게 오프라인 필기 모델로서 제안된 2D HMM을 기술한다. 두 방법 모두 기존의 HMM 모델링 틀에 기초를 두고 개발하였으며 다양한 국소 변형을 해석하기 위해 동적 계획법에 기반한 알고리즘을 응용하였다. 본 논문에서는 두 가지 독립적인 아이디어 제안에 의의를 두었으며 주요 아이디어만을 간략하게 기술하였다.

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