• Title/Summary/Keyword: Cross-platform

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Dispute Resolution in Internet International Consumer Transaction (인터넷을 통한 국제소비자거래에서의 분쟁 해소방안 - ODR을 통한 분쟁해결방안을 중심으로 -)

  • Sung, Joon-Ho
    • Journal of Arbitration Studies
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    • v.28 no.2
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    • pp.249-275
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    • 2018
  • Today's Internet environment is growing rapidly, and transactions based on it are also rapidly increasing. E-commerce allows merchants and consumers in different countries to easily trade goods across borders. However, the increase in international consumer transactions through the Internet is accompanied by an increase in disputes. International consumer transactions are characterized by a distinction among long distance, small sum, and different jurisdictions. International consumer transactions cannot be solved only by way of resolving disputes in past international transactions. The best way to resolve disputes between international carriers and consumers is through the Internet. In this regard, UNCITRAL has been preparing to enact legislation on ODR as a solution to international electronic trade disputes and, as a result, UNCITRAL adopted guidelines for operating the ODR procedure for building the ODR platform. The European Union has also increased its disputes in the European Union, which is active in the intra-regional market. Institutional improvements were made to solve this problem; therefore, the European Union (EU) has enacted the ODR Regulations for EU consumer disputes. Based on such, this study constructed the ODR platform, which is used as a way to resolve consumer disputes in the regional market.

Design and Implementation of a Blockchain Based Interworking of oneM2M and LWM2M IoT Systems

  • Donggyu, Kim;Uk, Jo;Yohan, Kim;Yustus Eko, Oktian;Howon, Kim
    • Journal of Information Processing Systems
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    • v.19 no.1
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    • pp.89-97
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    • 2023
  • With the growth of Internet-of-Things (IoT) technologies, the number of IoT devices developers need to manage has increased exponentially. Many IoT standards have been proposed to allow those devices to communicate efficiently in day-to-day tasks. However, we lack trusted interworking entities for devices from different standards to collaborate securely. This paper proposes a blockchain platform that bridges multiple heterogeneous IoT platforms to co-exist and interwork. Specifically, we designed an interworking proxy application entity (IPE) implemented as a chaincode in Hyperledger Fabric to collect and process data coming from/to oneM2M and LWM2M architecture. The use of blockchain will guarantee network reliability and data integrity so that cross-standard communications can be audited and processed securely. Based on our evaluation, we show that the interworking between oneM2M and LWM2M through our blockchain platform is feasible. Furthermore, the proposed system can process up to 206 transactions per second with 1,000 running applications, which is about an 87% increase from the previously referenced study.

A Study on Effective Methods for Launching Mobile Platform Games in Console and PC Platform Games (콘솔과 PC 플랫폼 게임에서 모바일 플랫폼 게임 출시를 위한 효과적인 방안에 관한 연구)

  • Min-Cheol Lee;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.141-143
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    • 2023
  • 콘솔 및 PC 게임이 모바일 플랫폼으로 진출하는 경우 기존에 출시했던 플랫폼과 다르게 모바일 플랫폼에 맞는 조작, UI, 과금 정책 등의 다양한 부분을 고려할 필요가 있다. 모바일 플랫폼의 화면 크기 조작의 한계를 반영해 전투, 퀘스트 진행, 파티 조합, 장비 장착, 캐릭터 육성 등 게임 플레이 전반의 자동 시스템을 구축해 유저에게 조작 편의성을 제공할 필요가 있다. 또한 기존의 유료화 게임 형태의 판매 전략에서 부분 유료화의 전환에 따른 기존의 유저가 느낄 수 있는 과금 거부감을 해소하기 위해 시즌 패스, 월정액 시스템 등을 도입해 소 과금으로 유저들에게 게임 내에서 만족감을 느낄 수 있도록 하는 것이 중요하다. 본 논문에서는 게임의 일회적인 판매량이 매출에 영향을 주는 것과 다르게 주기적인 유저들의 접속(DAU, MAU)에 따른 과금 정도가 매출 및 게임 순위 등에 영향을 주게 된다. 따라서 꾸준한 업데이트와 이벤트 제공을 통해 기존 유저들이 장기적으로 게임에 접속하도록 유도하고, 신규 유저들이 게임에 유입될 수 있도록 하는 과정과 같은 발전 방안을 제시해 본다.

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Design of Runner Game using Overlap Circle in Unity3D

  • Kim, Hyun-Jun;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.8
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    • pp.25-30
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    • 2018
  • In this paper, we design a 2D one touch runner game which controls on smart device easily using a Unity3D game engine. Unity is the creator of the world's widely-used 2D and the 3D cross-platform game engine developed by Unity Technologies. Also, Unity builds high-quality 2D and 3D games on a various hardware device. This paper shows the familiar character as a cartoon and feels to enjoy using platformer with various game users. we show that the proposed platformer method improve controlling game path on the smart device.

A Study of Visual Programming Environment for NPE(Novice Programming Environment)

  • Kim, Ji-Wan;Seo, Hyun-Gon
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.183-190
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    • 2015
  • This paper investigates the three main functions of a typical visual app programming environment for Novice Programming developers, and compares the features. The Scratch is a visual programming environment for education, anyone can create a story easy as possible variously interaction, games, animations and more. App inventor provides precise and professional application development capabilities as compared with scratch. App Inventor in runs independently of the computer platform, and has a feature that must be constantly connected to the server over the internet, while the Inventor app runs. M-Bizmaker is suitable for commercial application development, consists of m-BizBuilder, m-BizEngine, m-BizServer or the like, provides a cross-platform visual programming environment.

IdMapper: A Java Application for ID Mapping across Multiple Cross-referencing Providers

  • Lee, Hoo-Keun;Kim, Hyeon-Jin;Yu, Ung-Sik
    • Genomics & Informatics
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    • v.7 no.4
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    • pp.208-211
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    • 2009
  • We developed an identifier mapping application for bioinformatics research in Java programming language. It is easy to use and provides many usability functionalities that are expected as essentials for a professional application. It supports three widely used mapping services and can convert many ids from one source database into many target databases at once. Id mapping across service providers is possible by remapping the resultant ids. Because it adheres to the NetBeans platform architecture, it can be incorporated into other NetBeans platform applications as an id mapping provider without adaption or modification.

Analysis of Security Requirements for Session-Oriented Cross Play Using X-box (X-box를 이용한 Session-oriented Cross play에 대한 보안 요구사항 분석)

  • Kim, Dong-woo;Kang, Soo-young;Kim, Seung-joo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.29 no.1
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    • pp.235-255
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    • 2019
  • Recent technological advances and industry changes, the game industry is maximizing fun by supporting cross-play that can be enjoyed by different platform users in PC, Mobile and Console games. If the boundaries are lost through the cross play, unexpected security threats can occur due to new services, even if existing security is maintained above a certain level. The existing online game security researches are mostly fraud detection that can occur in PC and mobile environment, but it is also necessary to study the security of the console game as cross play becomes possible. Therefore, this paper systematically identifies the security threats that can occur when enjoying cross play against console game users using STRIDE and LINDDUN threat modeling, derives security requirements using the international common evaluation standard.

Comparative Analysis of the Development of Mobile Applications for Electronic Textbooks: Criteria, Case Study and Challenges (디지털교과서 모바일 애플리케이션 개발방법론 비교 분석: 선택기준, 사례연구 및 적용 시 문제점)

  • Lee, HeeJeong;Yau, Kok-Lim Alvin
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.145-152
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    • 2018
  • In electronic textbooks (or e-Textbooks) the traditional paper-based textbooks are enriched with multimedia contents and new features such as interactive multimedia-based simulation, interactive quizzes, and content sharing. It has been envisioned that e-Textbooks will gradually replace the traditional paper-based textbooks in classrooms in the near future. HTML5 is an emerging and promising standard that enables web applications (or apps) to incorporate rich multimedia contents such as video clips, flash movies and simulation-based demonstration, as well as to provide cross-platform functionality which allows the apps to run on a diverse range of platforms. To support rich multimedia contents and cross-platform functionality, with respect to HTML5, this paper presents the new features, compares the current trend of mobile apps (e.g., native, web-based and hybrid apps) for e-Textbook development. In order to investigate the suitability of these three development approaches for e-Textbooks, we present a case study on our recent work in developing e-Textbooks using HTML5 and JavaScript, as well as analyses the challenges associated with HTML5 features (e.g, compatibility with web browsers) for developing e-Textbooks.

Dynamic Response of Tension Leg Platform (Tension Leg Platform의 동적응답에 관한 연구)

  • Yeo, Woon Kwang;Pyun, Chong Kun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.5 no.1
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    • pp.21-30
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    • 1985
  • The tension leg platform (TLP) is a kind of compliant structures, and is also a type of moored stable platform with a buoyancy exceeding the weight because of having tensioned vertical anchor cables. In this paper, among the various kinds of tension leg structures, Deep Oil Technology (DOT) TLP was analyzed because it has large-displacement portions of the immersed surface such as vertical corner pontoons and small-diameter elongated members such as cross-bracing. It also has results of hydraulic model tests, comparable with theorectical analysis. Because of the vertical axes of symmetry in the three vertical buoyant legs and because there are no larger horizontal buoyant members between these three vertical members, it was decided to develop a numerical algorithm which would predict the dynamic response of the DOT TLP using the previously developed numerical algorithm Floating Vessel Response Simulation (FVRS) for vertically axisymmetric bodies of revolution. In addition, a linearized hydroelastic Morison equation subroutine would be developed to account for the hydrodynamic pressure forces on the small member cross bracing. Interaction between the large buoyant members or small member cross bracings is considered to be negligible and is not included in the analysis. The dynamic response of the DOT TLP in the surge mode is compared with the results of the TLP algorithm for various combinations of diffraction and Morison forces and moments. The results which include the Morison equation are better than the results for diffraction only. This is because the vertically axisymmetric buoyant members are only marginally large enough to consider diffractions effects. The prototype TLP results are expected to be more inertially dominated.

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TCAD Based Power Semiconductor Device e-Learning Tool

  • Landowski, Matthew M.;Shen, Z. John
    • Journal of Power Electronics
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    • v.10 no.6
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    • pp.643-646
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    • 2010
  • An interactive web-based teaching tool for a power semiconductor course at the University of Central Florida is presented in this paper. A novel approach is introduced using Technology Aided Design Tools (TCAD) to generate time-lapsed 2D semiconductor device cross-section embedded in a webpage using $Adobe^{(R)}$ Flash (web design tool) platform to create interactive movies that demonstrate complex device physical phenomenon. Students can step through the interactive movies forward, backward, pausing, or looping. Each step represents a giving bias condition. Current-voltage plots are represented along with the semiconductor device and a visual point is placed on the IV curve to indicate the current bias conditions. The changes are then reflected in the 2D cross-section movie area and the IV plot. This tool was implemented in a classroom setting to augment the lectures or for discovery learning.