The non-face-to-face environment accelerated by COVID-19 has speeded up the dissemination of digital virtual ecosystems and metaverse. In order for the metaverse to be sustainable, digital twins that are compatible with the real world are key, and critical technology for that is AR (Augmented Reality). In this study, we examined research trends about AR, and will propose the directions for future AR research. We conducted LDA based topic modeling on 11,049 abstracts of published domestic and foreign AR related papers from 2009 to Mar 2022, and then looked into AR that was comprehensive research trends, comparison of domestic and foreign research trends, and research trends before and after the popularity of metaverse concepts. As a result, the topics of AR related research were deduced from 11 topics such as device, network communication, surgery, digital twin, education, serious game, camera/vision, color application, therapy, location accuracy, and interface design. After popularity of metaverse, 6 topics were deduced such as camera/vision, training, digital twin, surgical/surgical, interaction performance, and network communication. We will expect, through this study, to encourage active research on metaverse AR with convergent characteristics in multidisciplinary fields and contribute to giving useful implications to practitioners.
This paper explored satisfaction and revisiting of participants on Busan Contents Market(BCM) programme in 2009. Specifically, this study conducted regression analysis for finding satisfaction and revisiting factors on main events, broadcasting-telecom convergence forum, broadcasting business marketing forum, world culture contents forum and BCM academy. Results show as following. Firstly, Participants satisfied on comfortable lodging and possibilities as international events, but not satisfied on facilities, managements, public relations, contents and service. In particular, regional attraction and interpretation service are one of factors for revisiting in BCM main events. Secondly, one of competition factors for revisiting intention in BCM main events is production and investment. Thirdly, contents, theme and qualities of presenters and discussants are main factors for revisiting in BCM. Fourthly, satisfaction degree on education contents and lectures in BCM academy is high and contents, time, line up of lectures analyzed as determined factor for revisiting. Fifthly, documentary planning, production and marketing with international investors drive to induce revisiting BCM. We discussed motivation and utility values for revisiting of broadcasting contents market.
KIPS Transactions on Computer and Communication Systems
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v.6
no.3
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pp.121-134
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2017
With rapid increasing the development and use of IoT Devices, requirements for safe IoT devices and services such as reliability, security are also increasing. In Security engineering, SDLC (Secure Development Life Cycle) is applied to make the trustworthy system. Secure Development Life Cycle has 4 big steps, Security requirements, Design, Implementation and Operation and each step has own goals and activities. Deriving security requirements, the first step of SDLC, must be accurate and objective because it affect the rest of the SDLC. For accurate and objective security requirements, Threat modeling is used. And the results of the threat modeling can satisfy the completeness of scope of analysis and the traceability of threats. In many countries, academic and IT company, a lot of researches about drawing security requirements systematically are being done. But in domestic, awareness and researches about deriving security requirements systematically are lacking. So in this paper, I described about method and process to drawing security requirements systematically by using threat modeling including DFD, STRIDE, Attack Library and Attack Tree. And also security requirements are described via Common Criteria for delivering objective meaning and broad use of them.
Currently, the domestic traditional market has not escaped the swamp of stagnation that began in the early 2000s despite various projects promoted by many related players such as the central government and local governments. In order to overcome the crisis faced by the traditional market, various R&Ds have recently been conducted on how to build a smart traditional market that combines information and communication technologies such as big data analysis, artificial intelligence, and the Internet of Things. This study analyzes various previous studies, users of traditional markets, and application cases of ICT technology in foreign traditional markets since 2012 and proposes a model to build a smart traditional market using ICT technology based on the analysis. The model proposed in this study includes building a traditional market metaverse that can interact with visitors, certifying visits to traditional markets through digital signage with NFC technology, improving accuracy of fire detection functions using IoT and AI technology, developing smartphone apps for market launch information and event notification, and an e-commerce system. If a smart traditional market platform is implemented and operated based on the smart traditional market platform model presented in this study, it will not only draw interest in the traditional market to MZ generation and foreigners, but also contribute to revitalizing the traditional market in the future.
Because of the spread of smartphones due to the development of information and communication technology, online shopping mall services can be used on computers and mobile devices. As a result, the number of users using the online shopping mall service increases rapidly, and the types of products traded are also growing. Therefore, to maximize profits, companies need to provide information that may interest users. To this end, the recommendation system presents necessary information or products to the user based on the user's past behavioral data or behavioral purchase records. Representative overseas companies that currently provide recommendation services include Netflix, Amazon, and YouTube. These companies support users' purchase decisions by recommending products to users using ratings, purchase records, and clickstream data that users give to the items. In addition, users refer to the ratings left by other users about the product before buying a product. Most users tend to provide ratings only to products they are satisfied with, and the higher the rating, the higher the purchase intention. And recently, e-commerce sites have provided users with the ability to vote on whether product reviews are helpful. Through this, the user makes a purchase decision by referring to reviews and ratings of products judged to be beneficial. Therefore, in this study, the correlation between the product rating and the helpful information of the review is identified. The valuable data of the evaluation is reflected in the recommendation system to check the recommendation performance. In addition, we want to compare the results of skipping all the ratings in the traditional collaborative filtering technique with the recommended performance results that reflect only the 4 and 5 ratings. For this purpose, electronic product data collected from Amazon was used in this study, and the experimental results confirmed a correlation between ratings and review usefulness information. In addition, as a result of comparing the recommendation performance by reflecting all the ratings and only the 4 and 5 points in the recommendation system, the recommendation performance of remembering only the 4 and 5 points in the recommendation system was higher. In addition, as a result of reflecting review usefulness information in the recommendation system, it was confirmed that the more valuable the review, the higher the recommendation performance. Therefore, these experimental results are expected to improve the performance of personalized recommendation services in the future and provide implications for e-commerce sites.
Journal of the Korea Knowledge Information Technology Society
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v.13
no.1
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pp.11-23
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2018
This paper empirically investigates the factors that influence the consumer choice of an app market based on the rational choice theory. The app market is the only channel where a consumer can buy smartphone apps, which give various functional convenience and are considered to be a major contributor to the proliferation of smartphones. Analyses of 281 questionnaires show that usability and structural guarantees as benefit factors significantly influence the app market choice. From the cost perspectives, both monetary and non-monetary conversion costs are found to significantly influence the app market choice. On the other hand, customer trust, information quality, and market image were found to have no significant effect on app market selection. In particular, Korean app market platform providers (KT, LG U +) seem to be superior in terms of structural guarantees, such as customer center operation and damage compensation regulations, compared to overseas app market platform operators (Google). However, in the case of the Google App Market, it is pre-installed on all Android phones, so it is not inconvenient to install additional apps to use other app market. This is disadvantageous to domestic app market platform operators, and it is necessary to establish a policy solution point. In terms of operator costs, both monetary and non-monetary conversion costs have a significant impact on app market choice. In particular, non-monetary conversion costs have a negative impact on Korean app market platform operators. It can be explained that the service expectation level of the domestic app market is low and it is recognized that the time cost factor such as membership is large for new users to use. It seems to be necessary to improve the domestic app market business. Meanwhile, extant research on smartphone apps focuses on the purchase of apps themselves, but not on the selection of the app market itself. In order to fill in this gap, this study focuses on the determinants of app market selection, including the characteristics of an app market and the switching costs.
As the frequency and intensity of catastrophic disasters increase, there is widespread public sentiment that government capacity for disaster response and recovery is fundamentally limited, and that the involvement of civil society and the private sector is ever more vital. That is, in order to strengthen national disaster response capacity, governments need to build disaster systems that are more participatory and function through the channels of civil society, rather than continuing themselves to bear sole responsibility for these "wicked problems." With the advancement of smart mobile technology and social media, government and society as a whole have been called upon to apply these new information and communication technologies to address the current shortcomings of government-led disaster management. As illustrated in such catastrophic disasters as the 2011 Tohoku earthquake and tsunami in Japan, the 2010 Haitian earthquake, and Hurricane Katrina in the United States in 2005, the realization of participatory potential of smart technologies for better disaster response has enabled citizen participation via new smart technologies during disasters and resulted in positive impact on the management of such disasters. In this context, this study focuses on the South Korean context, and aims to analyze Korean government officials' readiness for public participation using smart technologies. On this basis, it aims to offer policy suggestions aimed at promoting smart technology-enabled citizen participation. For this purpose, it proposes a particular model, termed SMART (System, Motivation, Ability, Response, and Technology).
With the immergence of the iPhone, the interest in Smartphones is getting higher as services can be provided directly between service providers and consumers without the network operators. As the number of international tourists increase, individual tourists are also increasing. According to the WTO's (World Tourism Organization) prediction, the number of international tourists will be 1.56 billion in 2020,and the average growth rate will be 4.1% a year. Chinese tourists, in particular, are increasing rapidly and about 100 million will travel the world in 2020. In 2009, about 7.8 million foreign tourists visited Korea and the Ministry of Culture, Sports and Tourism is trying to attract 12 million foreign tourists in 2014. A research institute carried out a survey targeting foreign tourists and the survey results showed that they felt uncomfortable with communication (about 55.8%) and directional signs (about 21.4%) when they traveled in Korea. To solve this inconvenience for foreign tourists, multilingual servicesfor traffic signs, tour information, shopping information and so forth should be enhanced. The appearance of the Smartphone comes just in time to provide a new service to address these inconveniences. Smartphones are especially useful because every Smartphone has GPS (Global Positioning System) that can provide users' location to the system, making it possible to provide location-based services. For improvement of tourists' convenience, Seoul Metropolitan Government hasinitiated the u-tour service using Kiosks and Smartphones, and several Province Governments have started the u-tourpia project using RFID (Radio Frequency IDentification) and an exclusive device. Even though the u-tour or u-tourpia service used the Smartphone and RFID, the tourist should know the location of the Kiosks and have previous information. So, this service did not give the solution yet. In this paper, I developed a new convenient service which can provide location based information for the individual tourists using GPS, WiFi, and 3G. The service was tested at Insa-dong in Seoul, and the service can provide tour information around the tourist using a push service without user selection. This self-tour service is designed for providing a travel guide service for foreign travelers from the airport to their destination and information about tourist attractions. The system reduced information traffic by constraining receipt of information to tourist themes and locations within a 20m or 40m radius of the device. In this case, service providers can provide targeted, just-in-time services to special customers by sending desired information. For evaluating the implemented system, the contents of 40 gift shops and traditional restaurants in Insa-dong are stored in the CMS (Content Management System). The service program shows a map displaying the current location of the tourist and displays a circle which shows the range to get the tourist information. If there is information for the tourist within range, the information viewer is activated. If there is only a single resultto display, the information viewer pops up directly, and if there are several results, the viewer shows a list of the contents and the user can choose content manually. As aresult, the proposed system can provide location-based tourist information to tourists without previous knowledge of the area. Currently, the GPS has a margin of error (about 10~20m) and this leads the location and information errors. However, because our Government is planning to provide DGPS (Differential GPS) information by DMB (Digital Multimedia Broadcasting) this error will be reduced to within 1m.
The opening of advertising market and introduction of the free competition doctrine make the competition harsher among advertising agencies. Advertising agencies do their best to execute their ad more efficiently and scientifically. But, it is the reality that broadcasting advertising industry in korea did not construct enough infrastructure to execute the systematic activities compared with that of advanced countries. So, we need to grasp the present conditions and draw a time-table to construct primarily necessary infrastructures. In case of hardware infrastructure in advertising industry, digitalization of broadcasting and convergence of broadcasting with telecommunication make it hurry to construct that. But as the ad agencies was in the situation to compete each other, they have a difficulty to construct common hardware infrastructure enthusiastically. Thus, it is necessary to build hardware infrastructure in advertising industry for policy. And the construction of that should be executed systematically not for the short term effects but for the long term objectives. Also, it is the most important to construct reliable Software infrastructure in advertising industry from all of ad agencies. In these days, ad agencies have a tendency not to believe the important information, like the data of ratings and advertising transaction information, in relation to the advertising activities. And they do not share and communicate about the information of the advertising industry trends, research trends, advertisement related information. So, it is also hurry to build the on-line and off-line database system. Finally, for the development of brainware infrastructure in advertising industry, it is the most necessary to activate the cooperation relation between university and advertising agencies. Universities need to invite experts in the advertising to teach the students practical knowledge and ad agencies to recruit students who want to develop their carrier in the advertising industries. In conclusion, advertising industry in korea to solve these tasks for the development of advertising industry infrastructure in the way of cooperation and harmony of each other rationally and efficiently.
Information and communication technologies (ICT) have been combined with products from other industries to provide new functionality, as recently shown in the cases of Internet of Things (IoT). Modularity assumes a crucial role in such technological convergence, and has impacts on the relationship between organizations as well as competition within an industry. Interface standards, which ensure the connectivity between modules, serve as a critical factor in the process by which modularity affects organization systems and industry structure. To understand the aforementioned phenomenon, we studied modularity and interface standards with a focus on the interaction between technology and organization systems and subsequent changes in industrial dynamics. This paper examines previous literature on modularity and interface standards in the aspects of product architecture, organization systems, and institutional factors. With this analytical framework, we conducted a comparative analysis of electronic and automotive industries to derive implications for standardization policy. This research has shown the significance of external open interface standards in shaping an industrial landscape where a variety of module producers horizontally compete. It also advises that policymakers take into account product characteristics, engagement of leading firms in an industry, and institutional factors such as WTO law in the design of standardization policy.
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