• Title/Summary/Keyword: 온라인 플랫폼 특성

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A Study on Collaborative Digital Information Service for Gyeonggi-Do Public Libraries (경기도 공공도서관 협력형 전자정보 서비스에 관한 연구)

  • Song, Jae-Sul;Shin, Jeong-A
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.3
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    • pp.207-226
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    • 2013
  • Although it is about a decade since public libraries started to provide digital information services, lack of expertise for efficient service operation and restrictions related to copyrights have led to failure to obtain remarkable performances in uses. This study intends to analyze operation cases of domestic and overseas collaborative digital information services, as well as the current status of digital information services of libraries in Gyeonggido, thereby developing a collaborative digital information service model among public libraries on the level of local governments. This research then analyzed collaborative digital information service Web sites and surveys. Based on the analysis result, this study presented support of integrated search of possessed electronic information, Web database (DB), DB on original texts of regional records, online reference services, and mobile platforms as functional factors to embody a successful service model. As a system management road map, an eclectic model combining the merits of centralized and decentralized models was found to be more effective than a centralized or decentralized model in consideration of the characteristics of participating organizations.

A Study on Production of Low Storage Capacity of Character Animation for 3D Mobile Games (3D 모바일 게임용 저용량 3D캐릭터 애니메이션 제작에 관한 연구)

  • Lee Ji-Won;Kim Tae-Yul;Kyung Byung-Pyo
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.107-114
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    • 2005
  • The next generation of 3D mobile games market is becoming increasingly active, more as a result of improvement in the CPU speed of hardware phone, embarkation of 3D engines and high memory capacity, In response to this trend, popular 3D games of PS2 (PlayStation2) and popular online games are being launched as mobile games. However, mobile units have different hardware characteristics compared to those of other platforms such as the PC or the game console. Therefore, mobile game versions of the popular PC games face many limitations in many aspects such as in battery capacity, size of display, capacity of the game, and other user interface issues. Among these many limitations, study for allowing low capacity storage of the game is becoming important. In addition, realistic animation of the 3D character on the small screen of the mobile unit is more important than any other matter. The purpose of this study is to find a solution to providing realistic 3D character animation, and for decreasing the storage capacity of character animation for application in 3D mobile games.

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Information Security Management System on Cloud Computing Service (클라우드 컴퓨팅 서비스에 관한 정보보호관리체계)

  • Shin, Kyoung-A;Lee, Sang-Jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.1
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    • pp.155-167
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    • 2012
  • Cloud computing service is a next generation IT service which has pay-per-use billing model and supports elastically provisioning IT infra according to user demand. However it has many potential threats originating from outsourcing/supporting service structure that customers 'outsource' their own data and provider 'supports' infra, platform, application services, the complexity of applied technology, resource sharing and compliance with a law, etc. In activation of Cloud service, we need objective assessment standard to ensure safety and reliability which is one of the biggest obstacles to adopt cloud service. So far information security management system has been used as a security standard for a security management and IT operation within an organization. As for Cloud computing service it needs new security management and assessment different from those of the existing in-house IT environment. In this paper, to make a Information Security Management System considering cloud characteristics key components from threat management system are drawn and all control domain of existing information security management system as a control components are included. Especially we designed service security management to support service usage in an on-line self service environment and service contract and business status.

Digital Transformation and Introduction of NFT in the Art Market (미술시장의 디지털 전환과 NFT 도입)

  • ROH, Tae Hyup
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.261-269
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    • 2022
  • The advent of the pandemic era due to COVID-19 is causing new changes in all areas of individuals, organizations, society and the country. The art market also faced a crisis due to restrictions on individual movement between regions and countries and social distancing, and even the contents of the work, the way the work is traded, and the propensity and characteristics of the buyer are changing. These demands for change in the art market are accelerating new opportunities for change by converting digital, expanding the online art market, expanding virtual space using VR(Virtual Reality) and AR(Augmented Reality) technology, and expanding the trading area of digital works NFT based on blockchain technology. In this study, the flow of change in the art market brought about by the Pandemic era is analyzed from the perspective of digital transformation. The contents of digital acceptance of the art market are identified through a summary of various types of digital transformation in the art market and a survey of perceptions following the introduction of digital transformation and NFT. Discuss major legal, economic, social, and transactional issues and countermeasures following the introduction of NFT based on blockchain technology in the art market.

Business Intelligence Design for Strategic Decision Making for Small and Midium-size E-Commerce Sellers: Focusing on Promotion Strategy (중소 전자상거래 판매상의 전략적 의사결정을 위한 비즈니스 인텔리전스 설계: 프로모션 전략을 중심으로)

  • Seung-Joo Lee;Young-Hyun Lee;Jin-Hyun Lee;Kang-Hyun Lee;Kwang-Sup Shin
    • The Journal of Bigdata
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    • v.8 no.2
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    • pp.201-222
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    • 2023
  • As the e-Commerce gets increased based on the platform, a lot of small and medium sized sellers have tried to develop the more effective strategies to maximize the profit. In order to increase the profitability, it is quite important to make the strategic decisions based on the range of promotion, discount rate and categories of products. This research aims to develop the business intelligence application which can help sellers of e-Commerce platform make better decisions. To decide whether or not to promote, it is needed to predict the level of increase in sales after promotion. I n this research, we have applied the various machine learning algorithm such as MLP(Multi Layer Perceptron), Gradient Boosting Regression, Random Forest, and Linear Regression. Because of the complexity of data structure and distinctive characteristics of product categories, Random Forest and MLP showed the best performance. It seems possible to apply the proposed approach in this research in support the small and medium sized sellers to react on the market changes and to make the reasonable decisions based on the data, not their own experience.

An autoethnography on the Development and counseling Experience of Non-face-to-face Mental Health Mobile Service Platform of Mental Health Social Welfare expert (정신건강사회복지 전문가의 비대면 정신건강 모바일 서비스 플랫폼 개발 및 상담 경험에 관한 자문화기술지)

  • Lee, Sol-Ji
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.63-70
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    • 2022
  • This study is a study that collects and analyzes data through An autoethnographyon as one of method of qualitative research, through which researcher have experienced firsthand in the process of developmenting and counseling there a new concept professional mental health mobile service platform as a mental health social welfare expert. The results of this study are as follows.First, there are people in Korea who are directly exposed to mental health issues and need to receive professional medical services, but there are also quite a few members of the public who have a desire for general mental health services, although the level of therapeutic intervention is not required. Second, considering the characteristics of modern society and especially in the pandemic situation of infectious diseases such as COVID-19, more and more people are preferring various mental health service platforms using mobile devices. Third, all generations complain of mental health issues such as family problems, stress, interpersonal relationships, and occupations, and other mental health problems such as self-harm and suicide accidents are frequently mentioned in connection with mental disorders such as depression, anxiety disorder, addiction, and post-traumatic stress disorder. Fourth, youngth s were exposed to various mental health-related issues, and above all, they were complaining of serious mental health problems such as self-harm and suicide accidents. Fifth, in delivering professional mental health services, mental health experts with the ability also to provide professional services online through mobile devices are needed as well offline. Finally, based on the results of this study, policy and practical suggestions related to the provision of mental health services in the future, and directions for follow-up studies were suggested.

Formulating Strategies from Consumer Opinion Analysis on AI Kids Phone using Text Mining (AI 키즈폰의 소비자리뷰 분석을 통한 제품개선 전략에 대한 연구)

  • Kim, Dohun;Cha, Kyungjin
    • The Journal of Society for e-Business Studies
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    • v.24 no.2
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    • pp.71-89
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    • 2019
  • In order to come up with satisfying product and improvement, firms use traditional marketing research methods to obtain consumers' opinions and further try to reflect them. Recently, gathering data from consumer communication platforms like internet and SNS has become popular methods. Meanwhile, with the development of information technology, mobile companies are launching new digital products for children to protect them from harmful content and provide them with necessary functions and information. Among these digital products, Kids Phone, which is a wearable device with safe functions that enable parents to learn childern's location. Kids phone is relatively cheaper and simpler than smartphone but it is noted that there are several problems such as some useless functions and frequent breakdowns. This study analyzes the reviews of Kids phones from domestic mobile companies, identifies the characteristics, strengths and weaknesses of the products, proposes improvement methods strategies for devices and services through SNS consumer analysis. In order to do that customer review data from online shopping malls was gathered and was further analyzed through text mining methods such as TF/IDF, Sentiment Analysis, and network analysis. Customer review data was gathered through crawling Online shopping Mall and Naver Blog/$Caf\acute{e}$. Data analysis and visualization was done using 'R', 'Textom', and 'Python'. Such analysis allowed us to figure out main issues and recent trends regarding kids phones and to suggest possible service improvement strategies based on sentiment analysis.

Service Innovation in Digital Contents Industry: A Case of Korean Online Games (디지털컨텐츠산업의 서비스혁신 패턴 분석: 온라인게임 사례를 중심으로)

  • Nam, Young-Ho
    • Journal of Technology Innovation
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    • v.17 no.1
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    • pp.119-148
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    • 2009
  • The paper presents and empirically tests a model of the digital contents(DC) innovation systems that enables us to study interactions between users, service providers, contents developers and network providers, and to examine the relationship between manufacturing innovation and service innovation as well as patterns of innovation in the DC industry. The framework of Gallouj and Weinstein(1997) and Gallouj(2002) is modified into the DC innovation model according to characteristics of the DC industry, that is, user involvement and network externalities. The model is applied to a case analysis that traces the growth of the online game industry in Korea since its introduction. The model offers several advantages over other approaches in understanding the dynamics in the DC industry. Most importantly, it provides a single unified basis within which both service innovation resulting from users and service providers and manufacturing innovation induced by contents developers, platform holders and network providers are analyzed. The distinction between service and manufacturing innovation is important in many ways, for instance in selecting proper government policy tools for promotion or regulation of the DC industry. Second, the Korean online game industry has experienced both radical innovation during the beginning period and non-radical innovation throughout the maturation period. The model developed herein helps to illustrate several types of non-radical innovations such as recombinative innovation that are crucial to sustainable development of the DC industry. Third, the model clarifies impacts of network externalities that are characteristics of the DC industry.

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The Strategies for the Development of the Security Industry Utilzing Social Network Services (경호경비산업의 발전을 위한 사회연결망서비스 활용전략)

  • Kim, Doo-Han;Kim, Eun-Jung
    • Korean Security Journal
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    • no.46
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    • pp.7-30
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    • 2016
  • This study found the strategies for activating the security industry to utilize social network services based on the platform business model. This research was utilized for in-depth interview and IPA analysis. And use it was to check the contents and strategic improvement projects that can actually materialize and direction of the strategy. First, run a priority need area is a private center of community policing related portal development and operation, universal social networking service(SNS) utilizing expanded, professional training, IT-based security content management and operation of IT infrastructure security guards and security professionals up educational content development, online security guards and security professionals-up refresher training program development. Second, the area over the inventory capabilities increase the effectiveness of the security guards was constructed open-type comprehensive public information system. Third, the area needed to be reviewed are the individual security industry experts workers operating information channels, dedicated customer service and expanding the event of a private security guard & security service providers up. Fourth, the effectiveness of the insufficient area are discuss system improvements, the sharing of community policing closed Cameras for proposals for the expanded utilization of social networking services, private development organizations Social Network Service(SNS).

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A Study on the DID based Smart Remocon and FIDO Transaction Certification for Home-shopping (DID 기반의 스마트 리모콘과 홈쇼핑 FIDO 거래인증 연구)

  • Yeo, Hyupgoo;Kang, Mingoo;Sonh, Seungil
    • Smart Media Journal
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    • v.9 no.1
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    • pp.60-66
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    • 2020
  • In this paper, the FIDO (Fast IDentity Online) transaction certification platform was proposed for applying the DID (Decentralized ID) of blockchain with home shopping channels to the IPTV service providers based on the Remocon (Remote Control). In this case, the DID based smart remocon applies biometric identification techniques for personal identification. These individual DID smart remote controls apply distributed ID blockchain, enabling home shopping viewers to conduct reliable ratings surveys through the detection of channel changed information. In addition, this smart remocon utilizes the product purchased information history on home shopping channels, allowing IPTV's home shopping viewers to compare the same broadcasted production information on all channels by blockchain technique and their production characteristics. IPTV service providers can process home shopping order/authorization informations in one-stop service via a number of home shopping broadcasting companies, and DID smart remote controls for home shopping viewers with the checking results of their real-time online access to confirm the FIDO2.0 transaction certification homepage. Thus, the FIDO transaction authentication platforms of IPTV service provider(Telecommunication company) can be expected to improve the benefits of home shopping customers, and to reduce the broadcasting companies' burden of payment, too.