• Title/Summary/Keyword: 컴퓨터형 서비스

Search Result 734, Processing Time 0.03 seconds

A Study of the Influence Factors on the Internet Addiction of the Elderly (노인의 인터넷 중독 경향에 영향을 미치는 요인에 관한 연구)

  • Ko, Jea Ug;Kim, Soo Bong
    • 한국노년학
    • /
    • v.32 no.2
    • /
    • pp.649-668
    • /
    • 2012
  • The purpose of this study ahead of the aging society in Korea to prevent problems of the elderly aged new addiction Internet Addiction and identify factors affecting the quantitative increase and qualitative improvement beyond that aims to promote. To this end, residents in Seoul over the age of 60's targets, local welfare, cultural centers, senior centers and other research in the area through one-on-one interviews were conducted the survey. Findings The average degree of Internet addiction elderly 36.16 points (SD = 10.02) and the distribution of at least 20 points to 65 points, respectively. Factors affecting the degree of Internet addiction as a computer time (β = .248, p <.001), mon allowance (β = .180, p <.01), age (β = .139, p <.01) and social support (β = .087, p <.05), self-efficacy (β = - .078, p <.05), most used location (β = - .116, p <.05), degree of family relationship (β = - .147, p <.01), housing type (β = - .153, p <.01), were of the order, this factor was 17.6% of the variance. In other words, the more computer time, the higher the age, the more mon allowance, housing is not self, the lower the degree of family relationship, the house is not a place most used, lower self-efficacy, social support is high As increasing the degree of Internet addiction was thought to be the two predictor variables. Survey results to target the elderly through the Internet addiction group psychotherapy program implementation, and production and distribution of manuals related to Internet use and addiction-related factors, according to the case-by-case Case management services are tailored to be done, and the Internet in general for seniors potential risks related to use in training and preventive services for the elderly will need to be made.

Effects of Online Social Relationship on Depression among Older Adults in South Korea (노인의 온라인 사회관계가 우울에 미치는 영향)

  • Yoon, Hyunsook;Lee, Othelia;Beum, Kyoungah;Gim, Yeongja
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.5
    • /
    • pp.623-637
    • /
    • 2016
  • This study examined the importance of social capital in facilitating older adults' learning and adaptation of information technology as well as alleviating depressive symptoms. At two senior community centers in South Korea, 144 adults aged 60 and older were recruited to participate in 12 week-long technology classes to learn computers, smart phone, and internet skills. At the baseline interviews were conducted to assess their health status, depression, and online social relationships. Online and offline social capital (bonding vs. bridging) was assessed (Williams, 2006). Four-step Hierarchical Linear Regression analysis was conducted to examine the effects of online social relationship on depression. Findings suggested that depressive symptoms were associated with being widowed, being unemployed, and perceiving poor health status. Adding social capital variables in the final step, older adults who perceived less stressors, greater level of subjective health and high online bonding capitals had less depressive symptoms. Only online social bonding was significant in alleviating depression. This final model explained 48% of the variance. Computer/Internet training for older adults need to consider the significant role bonding social capital can play. The findings of this pilot study provided a preliminary base of knowledge about acceptable community-based interventions for older adults.

Digital Forensic Investigation of HBase (HBase에 대한 디지털 포렌식 조사 기법 연구)

  • Park, Aran;Jeong, Doowon;Lee, Sang Jin
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.6 no.2
    • /
    • pp.95-104
    • /
    • 2017
  • As the technology in smart device is growing and Social Network Services(SNS) are becoming more common, the data which is difficult to be processed by existing RDBMS are increasing. As a result of this, NoSQL databases are getting popular as an alternative for processing massive and unstructured data generated in real time. The demand for the technique of digital investigation of NoSQL databases is increasing as the businesses introducing NoSQL database in their system are increasing, although the technique of digital investigation of databases has been researched centered on RDMBS. New techniques of digital forensic investigation are needed as NoSQL Database has no schema to normalize and the storage method differs depending on the type of database and operation environment. Research on document-based database of NoSQL has been done but it is not applicable as itself to other types of NoSQL Database. Therefore, the way of operation and data model, grasp of operation environment, collection and analysis of artifacts and recovery technique of deleted data in HBase which is a NoSQL column-based database are presented in this paper. Also the proposed technique of digital forensic investigation to HBase is verified by an experimental scenario.

Design requirements of mediating device for total physical response - A protocol analysis of preschool children's behavioral patterns (체감형 학습을 위한 매개 디바이스의 디자인 요구사항 - 프로토콜 분석법을 통한 미취학 아동의 행동 패턴 분석)

  • Kim, Yun-Kyung;Kim, Hyun-Jeong;Kim, Myung-Suk
    • Science of Emotion and Sensibility
    • /
    • v.13 no.1
    • /
    • pp.103-110
    • /
    • 2010
  • TPR(Total Physical Response) is a new representative learning method for children's education. Today's approach to TPR has focused on signals from a user which becomes input data in a human-computer interaction, but the accuracy of sensing from body signals(e. g. motion and voice) isn't so perfect that it seems difficult to apply on an education system. To overcome these limits, we suggest a mediating interface device which can detect the user's motion using correct numerical values such as acceleration and angular speed. In addition, we suggest new design requirements for the mediating device through analyzing children's behavior as human factors by ethnography research and protocol analysis. As a result, we found that; children are unskilled in physical control when they use objects; tend to lean on an object unconsciously with touch. Also their behaviors are restricted, when they use objects. Therefore a mediating device should satisfy new design requirements which are make up for unskilled handling, support familiar and natural physical activity.

  • PDF

An Incentive mechanism for VOD Streaming Under Insufficient System Resources (한정된 자원 환경에서의 주문형 비디오 스트리밍 서비스를 위한 효율적인 인센티브 메커니즘)

  • Shin, Kyuyong;Lee, Jongdeog;Shin, Jinhee;Park, Chanjin
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.4
    • /
    • pp.65-77
    • /
    • 2013
  • Recently the ratio of the Internet traffic generated by video streaming applications including video-on-demand (VOD) is getting higher and higher, while P2P-based naive content distribution has been the main source of the Internet traffic in the past. As a result, the paradigm of cooperatively distributed systems (e.g., P2P) is changing to support streaming applications. Most P2P assisted approaches for video streaming today are based on Bit Torrent thanks to its simplicity of implementation and easy adaptability. They, however, have immanent vulnerability to free-riding inherited from Bit Torrent, which inevitably hurts their performance under limited system resources with free-riding. This paper studies the weakness to free-riding of existing Bit Torrent-based video streaming applications and investigates the adaptability of T-Chain (which was originally designed to prevent free-riding in cooperatively distributed systems) to video streaming applications. Our experiment results show that the video streaming approach based on T-Chain outperforms most existing Bit Torrent-based ones by 60% on average under limited system resources with free-riding.

Intelligent Army Tactical Command Information System based on National Defense Ontology (국방온톨로지 기반의 지능형 육군전술지휘정보체계)

  • Yoo, Donghee;Ra, Minyoung;Han, Changhee;Shin, Jinhee;No, Sungchun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.3
    • /
    • pp.79-89
    • /
    • 2013
  • ATCIS (Army Tactical Command Information System) provides commanders and staff officers the battlefield information that is reported by tactical echelons under an army corps and the commanders make decisions based on the information by using their experience and specialty in military domain. If ATICS can automatically understand the reported information from rapidly changing battlefield and provide new knowledge that can support decision making, the commanders would be able to make faster and more accurate decision. In this paper, therefore, we propose an intelligent ATCIS using a national defense ontology. To this end, we built the national defense ontology by analyzing the electronic field manuals and ATCIS database, and then we defined military knowledge for decision making as a form of rule by interviewing several staff officers from different fields. In order to show how to apply the ontology and rules to decision making support for the commanders, we implemented a decision support service to estimate the possibility of enemy's provocation by using semantic web technologies.

Personalized Clothing and Food Recommendation System Based on Emotions and Weather (감정과 날씨에 따른 개인 맞춤형 옷 및 음식 추천 시스템)

  • Ugli, Sadriddinov Ilkhomjon Rovshan;Park, Doo-Soon
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.11 no.11
    • /
    • pp.447-454
    • /
    • 2022
  • In the era of the 4th industrial revolution, we are living in a flood of information. It is very difficult and complicated to find the information people need in such an environment. Therefore, in the flood of information, a recommendation system is essential. Among these recommendation systems, many studies have been conducted on each recommendation system for movies, music, food, and clothes. To date, most personalized recommendation systems have recommended clothes, books, or movies by checking individual tendencies such as age, genre, region, and gender. Future generations will want to be recommended clothes, books, and movies at once by checking age, genre, region, and gender. In this paper, we propose a recommendation system that recommends personalized clothes and food at once according to the user's emotions and weather. We obtained user data from Twitter of social media and analyzed this data as user's basic emotion according to Paul Eckman's theory. The basic emotions obtained in this way were converted into colors by applying Hayashi's Quantification Method III, and these colors were expressed as recommended clothes colors. Also, the type of clothing is recommended using the weather information of the visualcrossing.com API. In addition, various foods are recommended according to the contents of comfort food according to emotions.

Analysis of IoT Open-Platform Cryptographic Technology and Security Requirements (IoT 오픈 플랫폼 암호기술 현황 및 보안 요구사항 분석)

  • Choi, Jung-In;Oh, Yoon-Seok;Kim, Do-won;Choi, Eun Young;Seo, Seung-Hyun
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.7 no.7
    • /
    • pp.183-194
    • /
    • 2018
  • With the rapid development of IoT(Internet of Things) technology, various convenient services such as smart home and smart city have been realized. However, IoT devices in unmanned environments are exposed to various security threats including eavesdropping and data forgery, information leakage due to unauthorized access. To build a secure IoT environment, it is necessary to use proper cryptographic technologies to IoT devices. But, it is impossible to apply the technologies applied in the existing IT environment, due to the limited resources of the IoT devices. In this paper, we survey the classification of IoT devices according to the performance and analyze the security requirements for IoT devices. Also we survey and analyze the use of cryptographic technologies in the current status of IoT open standard platform such as AllJoyn, oneM2M, IoTivity. Based on the research of cryptographic usage, we examine whether each platform satisfies security requirements. Each IoT open platform provides cryptographic technology for supporting security services such as confidentiality, integrity, authentication an authorization. However, resource constrained IoT devices such as blood pressure monitoring sensors are difficult to apply existing cryptographic techniques. Thus, it is necessary to study cryptographic technologies for power-limited and resource constrained IoT devices in unattended environments.

Bandwidth Adjustment Techniques for MMOG in a Cloud-P2P Hybrid Architecture (클라우드와 P2P 하이브리드 구조의 MMOG를 위한 대역폭 조정 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.3
    • /
    • pp.55-61
    • /
    • 2024
  • In a hybrid architecture that combines the technological advantages of P2P(peer-to-peer) and cloud computing, it is possible to efficiently supply resources and allocate loads. In other words, by appropriately utilizing the processing power of the players constituting P2P as well as the server in the cloud computing environment, MMOG(Massively Multiplayer Online Game) can be configured that considers the scale of economic cost and service quality. In fact, the computing power and communication bandwidth of servers in the cloud are important demand-based resources. The more it is used when renting, the higher the cost, while the quality of service improves. On the other hand, if the player's processing power is utilized a lot, the quality of service deteriorates relatively while the economic cost decreases. In this paper, a bandwidth adjustment technique between servers and players for MMOG based on this hybrid structure is described. When the number of players running at the same time increases, the players' actions are appropriately distributed to servers and players to effectively utilize the server's computing power and communication volume. Simulation results show that in the MMOG based on cloud and P2P hybrid architecture, the bandwidth of the server is proportionally decreased as the bandwidth directly handled by players is increased.

제안기반 자동 거래협상 시장에서의 사용자 에이전트를 위한 최적 거래안 탐색 전략의 개발

  • 홍준석;김우주;송용욱
    • Proceedings of the Korea Inteligent Information System Society Conference
    • /
    • 2002.05a
    • /
    • pp.140-148
    • /
    • 2002
  • 컴퓨터를 통해 편리한 생활을 추구해온 인간들은 전자상거래 분야에서도 이러한 욕구를 충족시키기 위해 자동협상이라는 기능을 요구하게 되었다. 지능형 에이전트를 이용한 자동협상은 인간의 거래협상 업무의 부담을 많은 부분을 덜어주고 있어 자동협상 에이전트에 관한 연구들이 활성화되고 있다 소비자간 전자상거래에서는 다수의 자동협상 에이전트 연구들이 경매시장에서의 자동협상에 초점을 맞추고 있는데 반해, 가격 이외의 여러 거래속성을 갖는 상품에 대한 제안기반 협상시장에서의 자동협상 에이전트에 관한 연구들이 최근에 활발히 이루어지고 있다. 본 연구에서는 소비자간 전자상거래에서 거래속성의 변화에 따라 개인의 효용가치의 차이를 이용한 다속성 상품의 제안기반 협상시장이 가져야할 특성에 대해 연구하고, 이를 기반으로 자동 거래협상을 수행에 필요한 거래속성 변화에 따른 소비자 개인의 선호체계를 표현하기 위한 방법을 개발하였다. 그리고 이러한 자동 거래협상을 공정하게 수행하기 위해 협상시장이 가져야할 특징과 프로토콜을 제안하고 시장운영 에이전트 시스템의 구조를 설계하였다. 마지막으로 이러한 분산형 시장구조를 갖는 제안기반의 협상시장에 참여하는 사용자 에이전트 시스템이 최적의 거래상대와 최적의 거래안을 찾기 위한 탐색방법을 구체적으로 개발하였다. 본 연구의 결과를 통하여 소비자간 전자상거래에서 구매자 뿐만 아니라 판매자도 협상결과에 따른 거래로 얻어지는 자신의 효용을 극대화할 수 있는 공정한 협상시장을 운영할 수 있을 뿐만 아니라 사용자들도 손쉽게 자신의 협상 선호체계를 쉽게 표현하고, 표현된 선호체계를 반영한 자동 거래협상을 수행할 수 있을 것 이다. 기존의 UN/EDIFACT표준을 사용하고 있는 EDI환경과 기존 VAN 방식의 EDI 중계 시스템과 연동되며, 향후 관세청의 XML/EDI 표준 시행을 미리 대비하는 선도연구로서 자리매김이 된다. 본 연구에서는 개발된 XML/EDI 통관시스템은 향후, 서비스의 최대 걸림돌이 되어왔던 값비싼 EDI 사용료의 부담에서 벗어날 수 있게 할 것이며, 저렴한 EDI구축/운영 비용으로 전자문서교환의 활성화와 XML이 인터넷 기반의 문서유통 표준으로 자리매김할 수 있는 중요한 계기가 될 것이다.재무/비재무적 지표를 고려한 인공신경망기법의 예측적중률이 높은 것으로 나타났다. 즉, 로지스틱회귀 분석의 재무적 지표모형은 훈련, 시험용이 84.45%, 85.10%인 반면, 재무/비재무적 지표모형은 84.45%, 85.08%로서 거의 동일한 예측적중률을 가졌으나 인공신경망기법 분석에서는 재무적 지표모형이 92.23%, 85.10%인 반면, 재무/비재무적 지표모형에서는 91.12%, 88.06%로서 향상된 예측적중률을 나타내었다.ting LMS according to increasing the step-size parameter $\mu$ in the experimentally computed. learning curve. Also we find that convergence speed of proposed algorithm is increased by (B+1) time proportional to B which B is the number of recycled data buffer without

  • PDF