• Title/Summary/Keyword: Cloud-based Public Service

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A case study of blockchain-based public performance video platform establishment: Focusing on Gyeonggi Art On, a new media art broadcasting station in Gyeonggi-do (블록체인 기반 공연영상 공공 플랫폼 구축 사례 연구: 경기도 뉴미디어 예술방송국 경기아트온을 중심으로)

  • Lee, Seung Hyun
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.108-126
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    • 2023
  • This study explored the sustainability of a blockchain-based cultural art performance video platform through the construction of Gyeonggi Art On, a new media art broadcasting station in Gyeonggi-do. In addition, the technical limitations of video content transaction using block chain, legal and institutional issues, and the protection of personal information and intellectual property rights were reviewed. As for the research method, participatory observation methods such as in-depth interviews with developers and operators and participation in meetings were conducted. The researcher participated in and observed the entire development process, including designing and developing blockchain nodes, smart contracts, APIs, UI/UX, and testing interworking between blockchain and content distribution services. Research Question 1: The results of the study on 'Which technology model is suitable for a blockchain-based performance video content distribution public platform?' are as follows. 1) The blockchain type suitable for the public platform for distribution of art performance video contents based on the blockchain is the private type that can be intervened only when the blockchain manager directly invites it. 2) In public platforms such as Gyeonggi ArtOn, among the copyright management model, which is an art based on NFT issuance, and the BC token and cloud-based content distribution model, the model that provides content to external demand organizations through API and uses K-token for fee settlement is suitable. 3) For public platform initial services such as Gyeonggi ArtOn, a closed blockchain that provides services only to users who have been granted the right to use content is suitable. Research question 2: What legal and institutional problems should be reviewed when operating a blockchain-based performance video distribution public platform? The results of the study are as follows. 1) Blockchain-based smart contracts have a party eligibility problem due to the nature of blockchain technology in which the identities of transaction parties may not be revealed. 2) When a security incident occurs in the block chain, it is difficult to recover the loss because it is unclear how to compensate or remedy the user's loss. 3) The concept of default cannot be applied to smart contracts, and even if the obligations under the smart contract have already been fulfilled, the possibility of incomplete performance must be reviewed.

RDFS Rule based Parallel Reasoning Scheme for Large-Scale Streaming Sensor Data (대용량 스트리밍 센서데이터 환경에서 RDFS 규칙기반 병렬추론 기법)

  • Kwon, SoonHyun;Park, Youngtack
    • Journal of KIISE
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    • v.41 no.9
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    • pp.686-698
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    • 2014
  • Recently, large-scale streaming sensor data have emerged due to explosive supply of smart phones, diffusion of IoT and Cloud computing technology, and generalization of IoT devices. Also, researches on combination of semantic web technology are being actively pushed forward by increasing of requirements for creating new value of data through data sharing and mash-up in large-scale environments. However, we are faced with big issues due to large-scale and streaming data in the inference field for creating a new knowledge. For this reason, we propose the RDFS rule based parallel reasoning scheme to service by processing large-scale streaming sensor data with the semantic web technology. In the proposed scheme, we run in parallel each job of Rete network algorithm, the existing rule inference algorithm and sharing data using the HBase, a hadoop database, as a public storage. To achieve this, we implement our system and evaluate performance through the AWS data of the weather center as large-scale streaming sensor data.

A Study of the Urban Tree Canopy Mean Radiant Temperature Mitigation Estimation (도시림의 여름철 평균복사온도 저감 추정 연구)

  • An, Seung Man;Son, Hak-gi;Lee, Kyoo-Seock;Yi, Chaeyeon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.1
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    • pp.93-106
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    • 2016
  • This study aimed to estimate and evaluate the thermal mitigation of the urban tree canopy on the summer outdoor environment by quantitative use of mean radiant temperature. This study applied the SOLWEIG model based $T_{mrt}$ comparison method by using both (1) urban tree canopy presence examples and (2) urban tree canopy absence examples as constructed from airborne LiDAR system based three-dimensional point cloud data. As a result, it was found that an urban tree canopy can provide a decrease in the entire domain averaged daily mean $T_{mrt}$ about $5^{\circ}C$ and that the difference can increase up to $33^{\circ}C$ depending both on sun position and site conditions. These results will enhance urban microclimate studies such as indices (e.g., wind speed, humidity, air temperature) and biometeorology (e.g., perceived temperature) and will be used to support forest based public green policy development.

The System Developing Social Network Group by Using Life Logging Data (라이프로깅 데이터를 이용한 소셜 네트워크 그룹 생성 시스템)

  • Jo, Youngho;Woo, Jincheol;Lee, Hyunwoo;Cho, Ayoung;Whang, Mincheol
    • Journal of the HCI Society of Korea
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    • v.12 no.2
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    • pp.13-19
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    • 2017
  • Various life-logging based on cloud service have developed social network according to the advanced technology of smartphone and wearable device. Daily digital life on social networks has been shared information and emotion and developed new social relationships. Recent life-logging has required social relationships beyond extension of personal memory and anonymity for privacy protection. This study is to determine social network group by using life-logging data obtained in daily lives and to categorize emotion behavior with anonymity guarantee. Social network group was defined by grouping similar representative emotional behavior. The public's patterns and trends was able to be inferred by analyzing representative emotion and behavior of the social groups network.

An Analysis for Deriving New Convergent Service of Mobile Learning: The Case of Social Network Analysis and Association Rule (모바일 러닝에서의 신규 융합서비스 도출을 위한 분석: 사회연결망 분석과 연관성 분석 사례)

  • Baek, Heon;Kim, Jin Hwa;Kim, Yong Jin
    • Information Systems Review
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    • v.15 no.3
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    • pp.1-37
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    • 2013
  • This study is conducted to explore the possibility of service convergence to promote mobile learning. This study has attempted to identify how mobile learning service is provided, which services among them are considered most popular, and which services are highly demanded by users. This study has also investigated the potential opportunities for service convergence of mobile service and e-learning. This research is then extended to examine the possibility of active convergence of common services in mobile services and e-learning. Important variables have been identified from related web pages of portal sites using social network analysis (SNA) and association rules. Due to the differences in number and type of variables on different web pages, SNA was used to deal with the difficulties of identifying the degree of complex connection. Association analysis has been used to identify association rules among variables. The study has revealed that most frequent services among common services of mobile services and e-learning were Games and SNS followed by Payment, Advertising, Mail, Event, Animation, Cloud, e-Book, Augmented Reality and Jobs. This study has also found that Search, News, GPS in mobile services were turned out to be very highly demanded while Simulation, Culture, Public Education were highly demanded in e-learning. In addition, It has been found that variables involving with high service convergence based on common variables of mobile and e-learning services were Games and SNS, Games and Sports, SNS and Advertising, Games and Event, SNS and e-Book, Games and Community in mobile services while Games, Animation, Counseling, e-Book, being preceding services Simulation, Speaking, Public Education, Attendance Management were turned out be highly convergent in e-learning services. Finally, this study has attempted to predict possibility of active service convergence focusing on Games, SNS, e-Book which were highly demanded common services in mobile and e-learning services. It is expected that this study can be used to suggest a strategic direction to promote mobile learning by converging mobile services and e-learning.

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Exploring the 4th Industrial Revolution Technology from the Landscape Industry Perspective (조경산업 관점에서 4차 산업혁명 기술의 탐색)

  • Choi, Ja-Ho;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.2
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    • pp.59-75
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    • 2019
  • This study was carried out to explore the 4th Industrial Revolution technology from the perspective of the landscape industry to provide the basic data necessary to increase the virtuous circle value. The 4th Industrial Revolution, the characteristics of the landscape industry and urban regeneration were considered and the methodology was established and studied including the technical classification system suitable for systematic research, which was selected as a framework. First, the 4th Industrial Revolution technology based on digital data was selected, which could be utilized to increase the value of the virtuous circle for the landscape industry. From 'Element Technology Level', and 'Core Technology' such as the Internet of Things, Cloud Computing, Big Data, Artificial Intelligence, Robot, 'Peripheral Technology', Virtual or Augmented Reality, Drones, 3D 4D Printing, and 3D Scanning were highlighted as the 4th Industrial Revolution technology. It has been shown that it is possible to increase the value of the virtuous circle when applied at the 'Trend Level', in particular to the landscape industry. The 'System Level' was analyzed as a general-purpose technology, and based on the platform, the level of element technology(computers, and smart devices) was systematically interconnected, and illuminated with the 4th Industrial Revolution technology based on digital data. The application of the 'Trend Level' specific to the landscape industry has been shown to be an effective technology for increasing the virtuous circle values. It is possible to realize all synergistic effects and implementation of the proposed method at the trend level applying the element technology level. Smart gardens, smart parks, etc. have been analyzed to the level they should pursue. It was judged that Smart City, Smart Home, Smart Farm, and Precision Agriculture, Smart Tourism, and Smart Health Care could be highly linked through the collaboration among technologies in adjacent areas at the Trend Level. Additionally, various utilization measures of related technology applied at the Trend Level were highlighted in the process of urban regeneration, public service space creation, maintenance, and public service. In other words, with the realization of ubiquitous computing, Hyper-Connectivity, Hyper-Reality, Hyper-Intelligence, and Hyper-Convergence were proposed, reflecting the basic characteristics of digital technology in the landscape industry can be achieved. It was analyzed that the landscaping industry was effectively accommodating and coordinating with the needs of new characters, education and consulting, as well as existing tasks, even when participating in urban regeneration projects. In particular, it has been shown that the overall landscapig area is effective in increasing the virtuous circle value when it systems the related technology at the trend level by linking maintenance with strategic bridgehead. This is because the industrial structure is effective in distributing data and information produced from various channels. Subsequent research, such as demonstrating the fusion of the 4th Industrial Revolution technology based on the use of digital data in creation, maintenance, and service of actual landscape space is necessary.

Consideration Points for application of KOMPSAT Data to Open Data Cube (다목적실용위성 자료의 오픈 데이터 큐브 적용을 위한 기본 고려사항)

  • LEE, Ki-Won;KIM, Kwang-Seob;LEE, Sun-Gu;KIM, Yong-Seung
    • Journal of the Korean Association of Geographic Information Studies
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    • v.22 no.1
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    • pp.62-77
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    • 2019
  • Open Data Cube(ODC) has been emerging and developing as the open source platform in the Committee on Earth Observation Satellites(CEOS) for the Global Earth Observation System of Systems(GEOSS) deployed by the Group on Earth Observations (GEO), ODC can be applied to the deployment of scalable and large amounts of free and open satellite images in a cloud computing environment, and ODC-based country or regional application services have been provided for public users on the high performance. This study first summarizes the status of ODC, and then presents concepts and some considering points for linking this platform with Korea Multi-Purpose Satellite (KOMPSAT) images. For the reference, the main contents of ODC with the Google Earth Engine(GEE) were compared. Application procedures of KOMPSAT satellite image to implement ODC service were explained, and an intermediate process related to data ingestion using actual data was demonstrated. As well, it suggested some practical schemes to utilize KOMPSAT satellite images for the ODC application service from the perspective of open data licensing. Policy and technical products for KOMPSAT images to ODC are expected to provide important references for GEOSS in GEO to apply new satellite images of other countries and organizations in the future.

Development Process for User Needs-based Chatbot: Focusing on Design Thinking Methodology (사용자 니즈 기반의 챗봇 개발 프로세스: 디자인 사고방법론을 중심으로)

  • Kim, Museong;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.3
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    • pp.221-238
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    • 2019
  • Recently, companies and public institutions have been actively introducing chatbot services in the field of customer counseling and response. The introduction of the chatbot service not only brings labor cost savings to companies and organizations, but also enables rapid communication with customers. Advances in data analytics and artificial intelligence are driving the growth of these chatbot services. The current chatbot can understand users' questions and offer the most appropriate answers to questions through machine learning and deep learning. The advancement of chatbot core technologies such as NLP, NLU, and NLG has made it possible to understand words, understand paragraphs, understand meanings, and understand emotions. For this reason, the value of chatbots continues to rise. However, technology-oriented chatbots can be inconsistent with what users want inherently, so chatbots need to be addressed in the area of the user experience, not just in the area of technology. The Fourth Industrial Revolution represents the importance of the User Experience as well as the advancement of artificial intelligence, big data, cloud, and IoT technologies. The development of IT technology and the importance of user experience have provided people with a variety of environments and changed lifestyles. This means that experiences in interactions with people, services(products) and the environment become very important. Therefore, it is time to develop a user needs-based services(products) that can provide new experiences and values to people. This study proposes a chatbot development process based on user needs by applying the design thinking approach, a representative methodology in the field of user experience, to chatbot development. The process proposed in this study consists of four steps. The first step is 'setting up knowledge domain' to set up the chatbot's expertise. Accumulating the information corresponding to the configured domain and deriving the insight is the second step, 'Knowledge accumulation and Insight identification'. The third step is 'Opportunity Development and Prototyping'. It is going to start full-scale development at this stage. Finally, the 'User Feedback' step is to receive feedback from users on the developed prototype. This creates a "user needs-based service (product)" that meets the process's objectives. Beginning with the fact gathering through user observation, Perform the process of abstraction to derive insights and explore opportunities. Next, it is expected to develop a chatbot that meets the user's needs through the process of materializing to structure the desired information and providing the function that fits the user's mental model. In this study, we present the actual construction examples for the domestic cosmetics market to confirm the effectiveness of the proposed process. The reason why it chose the domestic cosmetics market as its case is because it shows strong characteristics of users' experiences, so it can quickly understand responses from users. This study has a theoretical implication in that it proposed a new chatbot development process by incorporating the design thinking methodology into the chatbot development process. This research is different from the existing chatbot development research in that it focuses on user experience, not technology. It also has practical implications in that companies or institutions propose realistic methods that can be applied immediately. In particular, the process proposed in this study can be accessed and utilized by anyone, since 'user needs-based chatbots' can be developed even if they are not experts. This study suggests that further studies are needed because only one field of study was conducted. In addition to the cosmetics market, additional research should be conducted in various fields in which the user experience appears, such as the smart phone and the automotive market. Through this, it will be able to be reborn as a general process necessary for 'development of chatbots centered on user experience, not technology centered'.

Paragon of people circling the pagoda of Woljeongsa Temple and performance of its cultural inheritance (월정사 탑돌이의 전형과 공연문화)

  • Lee, Chang-sik
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.751-781
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    • 2018
  • Task of circling the pagoda of Waljeongsa(Woljeongsa Tabdori) is the major intangible cultural heritage with representativeness and historical meaning as a Buddhism culture, one of the Buddhism folk plays, which was firstly played after the liberation. Woljeongsa Tabdori holds significant designation importance in terms of Buddhism folklore heritage with Korean unique tradition and identity of Gangwon-do province. Temples are demonstrating Tabdori nationwide but Woljeongsa Tabdori is the unique case that systematically inherits the culture based on the designation of being intangible cultural heritage. That is why it is needed to focus on the cultural and internal value of Woljeongsa Tabdori. Tabdori is the integrated symbol of Buddhism respect and worship to the Buddha and pagoda. It is hard to presume the originality of Woljeongsa Tabdori: given the history of Woljeonsa temple, it lies into Goguryeo traditional play and Bokhui(Pagoda circling folk play) in Silla era. It fits into the courtesy of Circumambulating Stupa considering Moon in Goguryo mural, background of Odaesan Hwaeom thought/tripitaka and essence of Octagonal 9-story stone pagoda. At the first stage of Tabdori, Buddhist musical instruments such as Buddhism temple bell, singing bowl, cloud-shaped gong and wooden-fish. However, later, Samhyeon Yukgak has been added and then, Boyeom and Bakpaljeongjinga were singing: it could be interpreted that it was a pure Buddhist ceremony but it has become to have traditional aspect and been spread to the public. The origin of Woljeongsa Tabdori is related to the explanation of Circumambulating Stupa that experiences the glory of the ending ceremony. When a temple has a rite, the Buddhists make an offering to the Buddha. At that time, Buddhist prayer, sermon and chant are followed. After the rite, the Buddhists are circling the pagoda with the monks while praying for Buddhist charity and making their own wishes. It prays not only going after death to Nirvana of the one but also national prosperity and the welfare of the people for peaceful reign. As the temple holds bigger rites, many Buddhists gather and the Tabdori was a success. The scene of circling the pagoda and making own wishes in line with the Buddhist sermon was solemn. The idea on changes and convergence of Woljeongsa Tabdori requires strategic inheritance to promote the transmission while maintaining the paragon and purpose of designating the cultural heritage and reviving its identity. Korean Tabdori was held in Buddha's birthday in April and the mid-autumn day. Tabdori is a memorial service type Buddhist ceremony that once the monk holds the Buddhist rosary, circles the pagoda and sings the great mind and charity of the Buddha, Buddhists follow the step, lighting the lantern, circling the pagoda and praying for the gentle and easy death. Transmission education of the successor, diversified approach of the expert's advice and discourse on the revival of the origin should be reinforced in phases.