• Title/Summary/Keyword: Developers

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Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

Comparative Analysis of Cross-Platform and Native Mobile App Development Approaches (교차 플랫폼 및 네이티브 모바일 앱 개발 접근 방식의 비교 분석)

  • Ibrokhimov Sardorbek Rustam Ugli;Gyun Woo
    • Annual Conference of KIPS
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    • 2024.05a
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    • pp.53-56
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    • 2024
  • Though lots of approaches to develop mobile apps are suggested up to now, developers have difficulties selecting a right one. This study compares native and cross-platform application development approaches, particularly focusing on the shift in preference from Java to Kotlin and the increasing use of Flutter. This research offers practical insights into factors influencing developers' choice of programming languages and frameworks in mobile application development by creating identical applications using Java, Kotlin, and Dart (Flutter). Furthermore, this study explores the best practices for development by examining the quality of code in 45 open-source GitHub repositories. The study evaluates LOC and code smells using semi-automated SonarQube assessments to determine the effects of selecting a specific language or framework on code maintainability and development efficiency. Preliminary findings show differences in the quality of the code produced by the two approaches, offering developers useful information on how to best optimize language and framework selection to reduce code smells and improve project maintainability.

Do Not Just Talk, Show Me in Action: Investigating the Effect of OSSD Activities on Job Change of IT Professional (오픈소스 소프트웨어 개발 플랫폼 활동이 IT 전문직 취업에 미치는 영향)

  • Jang, Moonkyoung;Lee, Saerom;Baek, Hyunmi;Jung, Yoonhyuk
    • The Journal of Society for e-Business Studies
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    • v.26 no.1
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    • pp.43-65
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    • 2021
  • With the advancement of information and communications technology, a means to recruit IT professional has fundamentally changed. Nowadays recruiters search for candidate information from the Web as well as traditional information sources such as résumés or interviews. Particularly, open-source software development (OSSD) platforms have become an opportunity for developers to demonstrate their IT capabilities, making it a way for recruiters to find the right candidates, whom they need. Therefore, this study aims to investigate the impact developers' profiles in an OSSD platform on their finding a job. This study examined four antecedents of developer information that can accelerate their job search: job-seeking status, personal-information posting, learning activities and knowledge contribution activities. For the empirical analysis, we developed a Web crawler and gathered a dataset on 4,005 developers from GitHub, which is a well-known OSSD platform. Proportional hazards regression was used for data analysis because shorter job-seeking period implies more successful result of job change. Our results indicate that developers, who explicitly posted their job-seeking status, had shorter job-seeking periods than those who did not. The other antecedents (i.e., personal-information posting, learning, and knowledge contribution activities) also contributed in reducing the job-seeking period. These findings imply values of OSSD platforms for recruiters to find proper candidates and for developers to successfully find a job.

Design and Implementation of Public Web Services Analyzer (웹 서비스 분석기의 디자인과 구현)

  • Matai Janarbek
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.241-243
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    • 2005
  • Web services (WS) present a new promising software technology, which provides application-to-application interaction. They are built on the top of existing web protocol and based on open XML standards. Web services are described using WSDL, and the UDDI is a integration directory provide registry of Web Services descriptions. WSDL provides information of Web Services but it is getting more and more important to know more than those provided by WSDL. From WSDL we can not get the information like usage of WS, performance of WS, complexity of WS, usability of WS with other web service. In this paper, we proposed a new method for Web Services so called Public Web Services Analyzer (PWSA). This technique is based on analyzing various public UDDI registries in order to get various kinds of statistics of web services. Those statistics will be used by both web services developers and consumers for finding them suitable services for their needs. PWSA guarantees that it can provide enough information to find right web services for both Web Services Consumers and Web Service Developers.

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A Sensor Node Platform Architecture Supporting Sensor Independency (센서 독립형 센서노드 플랫폼 구조)

  • Choi, Bok-Dong;So, Sun-Sup;Eun, Seong-Bae
    • Proceedings of the KIEE Conference
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    • 2008.04a
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    • pp.180-181
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    • 2008
  • Recently, USN applications are in the early stage of commercialization. But, there are still several problems to develop USN applications. It is mainly due to the current development scheme that solution vendors makes all of them including HW, SW, sensor modules. The development of USN applications could be revitalized if three entities such as PC platform developers, PC device vendors, and application developers would do their best as in PC development. In this paper, we suggest an sensor node platform architecture supporting sensor independency to overcome the difficulty of developing USN applications. Traditional platforms like Tiny-OS and Nano-Q+ do not support such sensor independency. At first, we present a unified API for sensor independency, and also suggest an architecture to support sensor independancy. Our architecture results in the revitalization of developing USN applications.

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Quality grading measure for online Digital Contents Vitalization (온라인 디지털 콘텐츠 활성화를 위한 품질 평가 척도)

  • Kim, Jonghyuk
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.309-317
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    • 2014
  • This study developed contents quality grading measurement for helping contents developers, sales persons, consumers. After survey of 28 professionals and 89 contents related employees, this quality grading measurement was established. Also this quality grading measurement contains requirement of contents developers, sales persons, consumers by supporting detailed techical, contents, qualitative metadata.

A Design of General Communication Protocol for Online Game (온라인 게임을 위한 범용 통신 프로토콜 설계)

  • 두길수;정성종;안동언
    • Proceedings of the IEEK Conference
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    • 2001.06c
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    • pp.233-236
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    • 2001
  • When we execute a online game in the network, a lots of game informations and user informations are transfered between game server and game clients. This information has deferent data structure and communication protocol. So, game developers will be design the communication protocols and packet structures after analyze the game. And, they will be design the database for user management. It will be lots of overload to the game developers. From a user point of view, they must be register to each game server to use several games. It is a undesible operation for the game users. This problems are solved by using the communication server which operates commonly with several game servers. Game providers can get the benefit of multiple access of users and get freedom from user management. Game users can access the several games which connected to communication server by register the communication server only. In this paper we design the communication packet and propose a communication protocol which operates on the communication server described previous.

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A Study on the Automatic Parallelization Method and Tool Development

  • Shin, Woochang
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.87-94
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    • 2020
  • Recently, computer hardware is evolving toward increasing the number of computing cores, not increasing the clock speed. In order to use the performance of parallelized hardware to the maximum, the running program must also be parallelized. However, software developers are accustomed to sequential programs, and in most cases, write programs that operate sequentially. They also have a lot of difficulty designing and developing software in parallel. We propose a method to automatically convert a sequential C/C++ program into a parallelized program, and develop a parallelization tool that supports it. It supports open multiprocessing (OpenMP) and parallel patterns library (PPL) as a parallel framework. Perfect automatic parallelization is difficult due to dynamic features such as pointer operation and polymorphism in C/C++ language. This study focuses on verifying the conditions of parallelization rather than focusing on fully automatic parallelization, and providing advice to developers in detail if parallelization is not possible.

A Study on Management and Development Models of Large-Sized Software Projects Based On System Integration (대형 소프트웨어과제 관리 및 개발 모형에 관한 시스템 통합적 연구)

  • 한영근;이규봉;권순기
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.19 no.40
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    • pp.29-36
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    • 1996
  • In order to accomplish large-sized information systems successfully, one of the most important factor is the system integration(SI) of individual software projects which consist of the systems. Developers of each project should consider aspects of SI through the development cycle, and managers of the entire system should manage, control, and evaluate each from an SI point of view. In this research, management models for the system managers, development models for the developers of unit projects, and standardized output documents for the management and evaluation purpose are presented based on the SI concepts.

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The Usefulness of Design Artifacts for Enterprise Object Oriented Software Development (대규모 객체지향소프트웨어개발에 있어 설계산출물의 유용성)

  • Lim Joa Sang
    • Journal of Information Technology Applications and Management
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    • v.11 no.4
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    • pp.121-132
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    • 2004
  • This paper surveyed 30 system designers and developers who had been participating in a project for five months to examine the usefulness of design artifacts for object-oriented system development. A set of nine requirement and design documents was selected in consideration of the IEEE guidelines. Overall the respondents appeared to agree that the artifacts were useful for system development. On the other hand, the contribution of design artifacts to maintenance was rated lower due to the frequent changes over the iterative process. Of the artifacts, considered more useful were use case specifications, UI design and operation specifications. The respondents were the most reluctant to write test cases. Designers did not like to document more details in the design artifacts than did developers. A future study is required to determine the economics end change management of documentation.

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