• Title/Summary/Keyword: Digital Platforms

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QNFT: A Post-Quantum Non-fungible Tokens for Secure Metaverse Environment

  • Abir El Azzaoui;JaeSoo Kim
    • Journal of Information Processing Systems
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    • v.20 no.2
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    • pp.273-283
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    • 2024
  • The digital domain has witnessed unprecedented growth, reshaping the way we interact, work, and even perceive reality. The internet has evolved into a vast ecosystem of interconnected virtual worlds, giving birth to the concept of the Metaverse. The Metaverse, often envisioned as a collective virtual shared space, is created by the convergence of virtually enhanced physical reality and interactive digital spaces. Within this Metaverse space, the concept of ownership, identity, and authenticity takes on new dimensions, necessitating innovative solutions to safeguard individual rights. The digital transformation through Metaverse has also brought forth challenges, especially in copyright protection. As the lines between the virtual and physical blur, the traditional notions of ownership and rights are being tested. The Metaverse, with its multitude of user-generated content, poses unique challenges. The primary objective of this research is multifaceted. Firstly, there's a pressing need to understand the strategies employed by non-fungible token (NFT) marketplaces within the Metaverse to strengthen security and prevent copyright violations. As these platforms become centers for digital transactions, ensuring the authenticity and security of each trade becomes paramount. Secondly, the study aims to delve deep into the foundational technologies underpinning NFTs, from the workings of blockchain to the mechanics of smart contracts, to understand how they collectively ensure copyright protection. Thus, in this paper, we propose a quantum based NFT solution that can secure Metaverse and copyright contents in an advanced manner.

Problems and Improvement of Restrictions of Ad for Pay TV Market (유료방송시장의 광고규제 정체 원인과 규제완화 방안)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.123-135
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    • 2012
  • As contents go digital and networks go broadband, there are a lot of changes made to Ad market caused by multimedia and multichannel environment. While platforms as the contents distribution window are increasing, the reality is that additional Ad revenue through platforms is concentrated on mammoth exclusive media because there are small number of the media that has control over platforms is able to create production and provide capital. In addition, as Media rep laws is passed at the Assembly plenary session, tipping effect in Ad market concentrated to some media. In this reality, pay TV market is expected to be within its direct orbit as it is predicted to produce new contents and distribution growth thanks to a wide variety of genres and experimental challenge. Thus, this study is to propose the methodology and an alternative for pay Ad market expansion. As the result of this research, an improvement scheme of indirect advertisement, virtual advertisement, and prohibited advertising item is suggested, and methodology for advertising market expansion is suggested through enterprise and government.

A Proposal of Media Exhibition Contents for the Aquarium - Focused on 'Gyeongpo Lagoon Ecological Museum' (아쿠아리움을 위한 미디어 전시 콘텐츠 제안 - 경포 석호생태관을 중심으로)

  • You, Mi;Woo, Jeonggueon
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.116-124
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    • 2016
  • In this paper, we propose digital exhibition contents for the aquarium, especially 'Gyeongpo Lagoon Ecological Museum'. We try to plan appropriate media contents that can be mixed with the aquarium storytelling. The aquarium must have special spaces that are not related with an exhibition directly but are necessary for survival of fishes such as a water circulation room. We design the special spaces using media contents and let visitors feel that the whole aquarium is in the ocean. First of all, we investigate the aquarium currently under construction. And then, we propose the appreciate media platforms and plan individual content. We suggest 3 types of media platforms, 3D water projection, interactive games utilizing Kinect, and a fog screen. Moreover, we produce 2D drawing concepts, 3D modeling images, and virtual exhibitions in virtual reality for the representation of the location in which those platforms are installed and the media contents we plan. The pre-visualization is helpful for the media platform construction and is used as a rough sketch to producing an animation shown in the exhibition.

An Exploratory Study on the Advertising Display and Regulation Method of Native Advertising - Focus on Expert research by production practitioners - (네이티브 광고의 광고 표시 및 규제 방법에 대한 탐색적 연구 - 제작 실무자들의 전문가 조사를 중심으로 -)

  • Yu, Hyun Joong;Chung, Hae Won
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.455-462
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    • 2022
  • This study attempted to examine the problems of the expression and format of native advertisements appearing on various platforms and to prepare a plan to regulate them. To this end, in-depth interviews were conducted to those in charge of advertising practice and examined. First, as a problem with the expression and format of native advertisements, it was considered that the congestion and deception of indiscriminate native advertisements appearing on various platforms could bring negative perceptions to consumers. For the second user's interaction, it was considered that customized advertising expressions through targeting by platform should be produced. Third, regarding the regulation of native advertisements, it was suggested that regulatory measures for consumer protection should be prepared and that market autonomy should be left to it. A strategic operation plan for native advertising according to various platforms should be prepared.

Structural Relationship and Evaluation Factors in Financial Platform Business (금융권 플랫폼 비즈니스의 서비스 품질 요인간 구조적 관계에 대한 연구)

  • Hoon Huh
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.46 no.3
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    • pp.198-208
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    • 2023
  • In order to enhance competitiveness in the industry, financial companies are building a high level of customer satisfaction and repurchase intention by further strengthening not only the technical quality of the platform business but also the customer-oriented service quality. Theoretically, it is time for a theoretical review of whether the expansion of service quality using platform business in the financial industry is directly linked to the performance of financial companies, such as satisfaction and repurchase intention of existing customers. Based on the rapid growth of mobile and the main activities of financial platform companies above, This study attempted to test a significant impact on customer satisfaction and reuse intention on information services and system services, which are service quality of mobile financial platforms. Even if a number of financial companies compete with each other, they could survive by dividing the market, In the digital environment, customers have free access, so the winner can monopolize the market. It is an environment in which customers can move to platform companies that provide better services. The contents presented through the results in this study will be able to be used strategically in terms of the implementation and operation of the financial platform. In addition, it served as an opportunity to find independent variables that affect customer satisfaction and reuse intention, which are financial platform service quality, and suggested the possibility of continuous development of the platform in the future. In summary, the service quality of financial platforms can further expand users by emphasizing user visibility in terms of information services and utilizing user-centered financial platforms that increase customer satisfaction and reliability by strengthening the responsiveness and ease of system services. This study is of important value and is believed to have laid an important foundation for future research.

A Case Study of Line Friends Character TransMedia Branding ('라인 프렌즈' 캐릭터의 트랜스미디어 브랜딩 사례연구)

  • Chang, Hyo Jin;Kim, Young Jae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.153-166
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    • 2015
  • This paper proposes a trans-media branding for the trans-media-based cultural content marketing strategy. Trans-media brand analytical framework is proposed with previous studies. And mobile messenger Character 'Line Friends' is analyzed for the text. Trans-media branding is accessible through a multi-platform in the technological environment. Consumer culture, as well as participate include business models to generate revenue also as brand equity. While the character elements that make up the story from the perspective of cultural content storytelling act as an independent cultural goods. Character is segmented elements. Therefore, trans- media branding of the characters are more meaningful. 'Line Friends' trans-media branding can be summarized as follows: First, it takes advantage of the characteristics of the existing Information-Technology-based mobile. Second, it puts consistently found the content of the attributes of Mobile Messenger 'communication' and 'friendship'. And third, while the content of each platform is constantly linked with other platforms, the brand is positioned inside the window effect.

A Research on Mobile Malware Model propagated Update Attacks (변조 업데이트를 통해 전파되는 모바일 악성어플리케이션 모델 연구)

  • Ju, Seunghwan;Seo, Heesuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.47-54
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    • 2015
  • The popularity and adoption of smart-phones has greatly stimulated the spread of mobile malware, especially on the popular platforms such as Android. The fluidity of application markets complicate smart-phone security. There is a pressing need to develop effective solutions. Although recent efforts have shed light on particular security issues, there remains little insight into broader security characteristics of smart-phone application. Now, the analytical methods used mainly are the reverse engineering-based analysis and the sandbox-based analysis. Such methods are can be analyzed in detail. but, they take a lot of time and have a one-time payout. In this study, we develop a system to monitor that mobile application permissions at application update. We had to overcome a one-time analysis. This study is a service-based malware analysis, It will be based will be based on the mobile security study.

Efficient Data Processing Method for Social Data (소셜 데이터를 위한 효율적인 데이터 처리 기법)

  • Kim, Sung Rim;Kwon, Joon Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.3
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    • pp.31-38
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    • 2013
  • The evolution of the Web from Web 1.0 to Web 2.0 has brought up new platforms as SNSs(Social Network Service) that are used by users to articulate and manage their relationships. SNSs are an online phenomenon which has become extremely popular. A SNS essentially consists of a representation of each user, his/her social links, and a variety of additional services. SNSs are increasingly attracting the attention of academic and industry researchers. What makes SNS unique is that they have a relationship with friends. The friend recommendation is one important feature of social networking services. People tend to trust the opinions of friends they know rather than the opinions of strangers. In this paper, we propose an efficient data processing method for social data. We study previous researches about social score in social network service. Our ESS(Efficient Social Score) is computed by both friendship weight and score of a document that was tagged by a user's friends. Our experimental results also confirm that our method has good performance.

Efficient Multiplexing Scheme of Stereoscopic Video Sequences for Digital Broadcasting Services

  • Yun, Kug-Jin;Kim, Kyu-Heon;Hur, Nam-Ho;Lee, Soo-In;Park, Gwang-Hoon
    • ETRI Journal
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    • v.32 no.6
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    • pp.961-964
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    • 2010
  • This letter introduces a stereoscopic video broadcasting system that provides 3D visual service and has full backward compatibility with legacy digital television (DTV) service in the same channel capacity. The proposed stereoscopic video broadcasting system in this letter is composed of both a hybrid codec and a multiplexer with a newly defined stereoscopic-related signaling method. In conclusion, the proposed method can be effectively applied for 3D broadcasting services without major changes in legacy broadcasting platforms.

Development of Real-Time Distributed Simulator and Controller Based on Virtual Machine (가상머신을 이용한 실시간 분산처리 시뮬레이터 및 제어기)

  • 양광웅;박재현
    • Journal of Institute of Control, Robotics and Systems
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    • v.5 no.1
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    • pp.115-121
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    • 1999
  • Advanced digital computer technology enables the computer-based controllers to replace the traditional analog controllers used in factory automations. This replacement, however, brings up the side effects caused by the quantization error and non-real-time execution of control software. This paper describes the structure of real-time simulator and controller that can be used for design and verification of real-time digital controllers. The virtual machine concept adopted by the proposed real-time simulator makes the proposed simulator be independent from the specific hardware platforms. The proposed system can also be used in the loosely coupled distributed environments connected through local area network using real-time message passing algorithm and virtual data table based on the shared memory mechanism.

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