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Implementing Multicast Service on College Campus (멀티캐스트 학내 방송서비스 구현)

  • Kim, Sung-Won
    • Journal of Information Management
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    • v.40 no.2
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    • pp.117-134
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    • 2009
  • Most of the colleges run their own broadcasting stations. They provide diverse types of content, and nowadays many colleges even provide video content. This paper deals with the concept of multicast service as a solution to provide efficient broadcasting service on the college campus. For this purpose, it examines concept and characteristics of the multicast service. It also reviews the actually case of such service provided by S college in Seoul, focusing on its platform, major functions, and scenario. I expect what's discussed in this paper contribute to effective implementing and operating of a college broadcasting service. Also, multicast service introduced in this paper is applicable to the various organizational environment such as private companies and institutions as well as colleges.

Creating Makerspaces in Nigerian Public Libraries as a Strategy for Attaining National Integration and Development

  • Aiyeblehin, James Afebuameh;Onyam, Ijeoma Dora;Akpom, Chinwendu Chizoba
    • International Journal of Knowledge Content Development & Technology
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    • v.8 no.4
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    • pp.19-31
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    • 2018
  • The recognition of public libraries as development partners places an onus on public libraries to provide services that will enhance national integration and development. Whereas libraries have been known to provide information resources in various formats, recent developments around the world have shown that it is no longer enough to provide information to users. Users are being encouraged to become knowledge producers and not just consumers. In this regard, libraries are rethinking their strategies. One of the consequences of this, is the creation of makerspaces: a space for creating things within the library. This paper explores the prospects of makerspaces in Nigerian public libraries. The paper identified how makerspaces could lead to national development by providing access to technology, providing opportunity for users to work together thereby promoting unity and togetherness among the citizenry of a given society as well as providing an enabling environment for people to be creative. The paper argued that makerspaces in Nigerian public libraries will lead to increased patronage and users' satisfaction, change in perception of librarians by the public, promote synergy among citizens and result in economic development.

Development of Dynamic Vehicle Service Simulation Tool based on Node-RED (Node-RED 기반 동적 차량 서비스 시뮬레이션 툴 개발)

  • Ryu, Minwoo;Lee, Jongeon;Cha, Si-Ho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.4
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    • pp.77-83
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    • 2022
  • As users' needs for customized services increase, the service provision method is changing from a vertical structural service provision method to a horizontal structural service provision method. This paradigm shift has led to a change from the way existing users find the content they want to find and provide customized needs of users by content providers. With the recent development of smartphones and various AI technologies, demand for providing seamless services such as smartphones is increasing in automobiles. However, it is difficult to provide services in line with changes in this service paradigm because automobile services provide services centered on finished car manufacturers rather than individually providing services tailored to user needs. In this paper, we develop a Node-RED-based dynamic vehicle service simulation tool so that users can use the service they want in cars. The simulation tool developed provides a simulation environment for services authored by the user using NodeRed by writing, registering, and using NodeRed.

A Study on Vitamin C Content of Nutrition Emphasized Products (영양강조표시제품 중 비타민 C 함량 조사)

  • Jeong, Da-un;Lee, Heon-Ok;Kim, Young-Kyoung;Om, Ae-Son
    • Korean Journal of Community Nutrition
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    • v.21 no.6
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    • pp.574-579
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    • 2016
  • Objectives: Vitamin C has various functions such as antioxidative effect and supporting absorption of iron (Fe). Aim of this present study was to provide vitamin C nutrition information and to briefly evaluate absorption interaction of vitamin C and Fe content of vitamin C emphasized products. Methods: Vitamin C emphasized foods including beverages, cereal, snacks, chocolate products, other cocoa products, and sugary products were examined by HPLC. Fe contents in samples after dry-ashing were examined by ICP. Results: Vitamin C content ranges in various products tested were the following: beverages (n=11) $20.15{\pm}0.08{\sim}845.41{\pm}6.07mg$, cereal (n=11) $52.50{\pm}0.23{\sim}262.50{\pm}0.07mg$, snacks (n=1) $50.00{\pm}0.25mg$, chocolate products (n=1) $311.73{\pm}2.44mg$, other cocoa products (n=1) $311.73{\pm}2.44mg$, other sugary products (n=2) $52.50{\pm}0.23{\sim}262.50{\pm}0.07mg$. Vitamin C (n=27) analysis values ranged from 82 to 450% of the labeled value. Vitamin C content in vitamin C emphasized food (n=6) was estimated 7.7 times~56.6 times more than Fe content. Conclusions: Analyzed samples ranged more than 80% of the labeled value in vitamin C emphasized products, which complied with food labeling regulation. But, beverages (n=3), cereal (n=4), chocolate products (n=1) were 2 times more than the labeled value. To provide accurate nutrition information, food manufactures should supervise nutrition labeling and understand the interactions between nutrients. Also, consumer should decide about the adequate amount of nutrient intake by thoroughly checking nutrition labeling.

A Design of Multimedia Content Management through Cloud Computing Paradigm (클라우드 컴퓨팅 파라다임을 통한 멀티미디어 컨텐츠 관리 설계)

  • Tolentino, Randy;Kim, Yong-Tae;Jeong, Yoon-Su
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.343-349
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    • 2012
  • Usage control models are the new breed of access control models that allow description of comprehensive policies for usage of protected content. In this paradigm, decisions regarding access to objects are not limited to request time only. It is coupled with the usage of the protected objects and becomes a continuous process carried out in parallel to the usage. The realization of usage control has been a long standing research problem to overcome the issue of loss of control in secure document dissemination. With the emergence of cloud computing, documents are stored in the cloud, the document viewers and editors themselves reside in the cloud and are accessed from thin clients such as browsers. We note that such scenarios provide an ideal opportunity for the realization of usage control for securing the usage of documents based on the stakeholders' policies. In this paper, we proposed Multimedia Content Management (MCM) for a better realization multimedia content in the cloud based applications. We designed a robust architecture to provide fine-grained control over usage of protected objects through the use of emerging cloud computing paradigm. We present the design principles for this realization and discuss our proposed architecture.

A Study on Research Scheme for Peer-to-Peer Network Using Smart Network (스마트 네트워크 구조를 활용한 Peer-to-Peer 기반 콘텐츠 검색 기법 연구)

  • Kang, Mi-Young;Nam, Ji-Seung
    • KIPS Transactions on Computer and Communication Systems
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    • v.3 no.2
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    • pp.57-62
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    • 2014
  • In order to provide real-time multimedia streaming service, a lot of system resources and network bandwidth required. Thus each computer is any computer other equivalent has the ability to act as a client and a server Peer-to-Peer(P2P) architecture with much interest. In this paper, techniques of P2P content that requires a user to efficiently retrieve the desired time in the streaming service have placed the focus of the research techniques. In a number present in the P2P contents, the user requests to find out the desired amount of time the content streaming services in order to provide seamless lookup latency contents search algorithm to minimize the study. P2P based smart network system and the structure of the super-node and the peer node is composed of super-gateway. Smart network system architecture proposed by performing a content search algorithm. The user requests a desired content, the service can be retrieved within the provided the flexibility.

Unmanned Vehicle-based Realistic Content Training Course Design (무인이동체 기반 실감 콘텐츠 교육 과정 설계)

  • Jin, Young-Hoon;Lee, MyounJae
    • Journal of Internet of Things and Convergence
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    • v.8 no.2
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    • pp.49-54
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    • 2022
  • Immersive contents is content that provides a realistic experience by maximizing the user's five senses, and includes virtual reality, augmented reality, and mixed reality. In order to provide a sense of reality to users in immersive content, it is necessary to provide realistic visual images, hearing, and touch. However, due to the rapid change in the environment for developing immersive content, experts in training human resources are having difficulties in designing the curriculum. In this study, we propose a series of educational courses that use drones to acquire and process real-world measurement data and apply the derived data to VR, AR, and MR to help experts in training immersive content develop talent. The design of training process composes through demand survey and analysis of companies, students, and local communities. This study can be a useful resource for education experts who want to train immersive contents manpower.

Development of VR-Based Safety Education Content for Sailors (VR 기반 선원 안전교육용 콘텐츠 개발)

  • Kim, Ji-Yoon;Oh, Jin-Seok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.12
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    • pp.1898-1907
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    • 2022
  • Every year, many shipping companies provide seaman safety education programs periodically to reduce ocean-traffic accidents. However, undertaking the regular safety training for seaman has been difficult because of litimation of space and time. Recently, VR technolgy is received attentions to overcome previous problems. It can provide users educational interactions between a user and virtual environment and fulfill sustainable teaching. In this paper, VR-based safety education content for sailors has been developed, and it includes four programs. Also, survey was conducted with four questionnaires such as immersiveness, easy to experience, satisfaction of education contents, comparative evaluation between traditional education program and VR education contents. As the result, immersiveness questionnaire could be gain 53.83% positive assessment, and easy to experience could be gain 65.38% positive assessment, and satisfaction could be gain 69.23% positive assessment. Lastly, comparative evaluation between traditional education program and VR education contents could be gain about 46% positive and 34% neutral assessments.

An Ontology-Based Method for Calculating the Difficulty of a Learning Content (온톨로지 기반 학습 콘텐츠의 난이도 계산 방법)

  • Park, Jae-Wook;Park, Mee-Hwa;Lee, Yong-Kyu
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.2
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    • pp.83-91
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    • 2011
  • Much research has been conducted on the e-learning systems for recommending a learning content to a student based on the difficulty of it. The difficulty is one of the most important factors for selecting a learning content. In the existing learning content recommendation systems, the difficulty of a learning content is determined by the creator. Therefore, it is not easy to apply a standard rule to the difficulty as it is determined by a subjective method. In this paper, we propose an ontology-based method for determining the difficulty of a learning content in order to provide an objective measurement. Previously, ontologies and knowledge maps have been used to recommend a learning content. However, their methods have the same problem because the difficulty is also determined by the creator. In this research, we use an ontology representing the IS-A relationships between words. The difficulty of a learning content is the sum of the weighted path lengths of the words in the learning content. By using this kind of difficulty, we can provide an objective measurement and recommend the proper learning content most suitable for the student's current level.

The Content Analysis of Informatics Education as a General Education Course in Universities in terms of Information Technology (IT) Fluency (IT 유창성의 관점에서 대학 교양과정의 정보교육 내용 분석)

  • Noh, Hyun-A;Kim, Ja-Mee;Lee, Won-Gyu
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.41-49
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    • 2012
  • It is required that university students acquire information technology in order to adapt to the information society. Therefore, it is inevitable for universities to provide students with an effective curriculum to improve IT fluency. The purpose of this study is to analyze the content of the informatics learning programs in universities in Korea in terms of IT fluency which is defined by National Academy of Science NRC99. Based on the information that the Academy Information Center announced, the content analysis was carried out from September 2010 to June 2011. According to the result of the analysis, 84 of 201 universities provide the informatics education as a mandatory course. 29 of them mainly provide the programs about word processors, spreadsheet, and presentation that are regarded as contemporary skills. These programs cover the fundamental concept, but the contents which require intellectual capabilities are rarely addressed. Moreover, the informatics education has mainly focused on elementary and secondary education. In this sense, it is valid to analyze the contents and current states of the informatics learning programs required in higher education.

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