• Title/Summary/Keyword: Digital Transaction

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A Digital Convergence Platform based on the MPEG-21 Multimedia Framework (MPEG-21기반 디지털 컨버젼스 플랫폼 기술)

  • Oh, Hwa-Yong;Kim, Dong-Hwan;Lee, Eun-Seo;Chang, Tae-Gyu
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.56 no.5
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    • pp.987-989
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    • 2007
  • This paper describes a digital convergence platform(DCP) which is implemented based on the MPEG-21 multimedia framework. DCP is a newly proposed solution in this research for the convergence service of future home multimedia environment. DCP is a common platform designed to have the feature of reconfigurability, by means of S/W. which supports to run diverse digital multimedia services. A distributed peer to peer service and transaction model is also a new feature realized in DCP using the MPEG-21 multimedia framework. A prototype DCP is implemented to verify its functions of multimedia service and transactions. The developed DCPs are networked with IP clustering storage systems for the distributed service of multimedia. Successful streaming services of the MPEG-2/4 video and audio are verified with the implemented test-bed system of DCP.

First Smart Contract Allowing Cryptoasset Recovery

  • Kim, Beomjoong;Kim, Hyoung Joong;Lee, Junghee
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.3
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    • pp.861-876
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    • 2022
  • Cryptoassets such as Bitcoin and Ethereum are widely traded around the world. Cryptocurrencies are also transferred between investors. Cryptocurrency has become a new and attractive means of remittance. Thus, blockchain-based smart contracts also attract attention when central banks design digital currencies. However, it has been discovered that a significant amount of cryptoassets on blockchain are lost or stranded for a variety of reasons, including the loss of the private key or the owner's death. To address this issue, we propose a method for recoverable transactions that would replace the traditional transaction by allowing cryptoassets to be sent to a backup account address after a deadline has passed. We provide the computational workload required for our method by analyzing the prototype. The method proposed in this paper can be considered as a good model for digital currency design, including central bank digital currency (CBDC).

Analysis of Blockchain Network and Cryptocurrency Safety Issues

  • Taegyu Lee
    • International journal of advanced smart convergence
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    • v.12 no.3
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    • pp.40-50
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    • 2023
  • Blockchain is a technology designed to prevent tampering with digital documents or information, safeguarding transaction data and managing it in a structured manner. This proves beneficial in addressing issues of trust and data protection in B2B, B2C, and C2B transactions. Blockchain finds utility not only in financial transactions but also across diverse industrial sectors. This study outlines significant cases and responses that jeopardize the security of blockchain networks and cryptocurrency technology. Additionally, it analyzes safety and risk factors related to blockchain and proposes effective testing methods to preemptively counter these challenges. Furthermore, this study presents key security evaluation metrics for blockchain to ensure a balanced assessment. Additionally, it provides evaluation methods and various test case models for validating the security of blockchain and cryptocurrency transaction services, making them easily applicable to the testing process.

A Study on Problems and Development Plan of the NFT Digital Goods Transaction in Metaverse (메타버스 내의 NFT 디지털 상품거래의 문제점 분석과 발전 방향에 관한 연구)

  • Jong Ryul Seo;Chang Kyung Choi;Dong Sung Woo;Dongho Kim
    • Journal of Information Technology Services
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    • v.22 no.1
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    • pp.15-27
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    • 2023
  • As the number of users of the Metaverse platform increases and virtual assets in the Metaverse can be converted into reality, various commercial trading activities are occurring within the Metaverse. Considering that users can earn profits through selling digital products and the profits can be converted into fiat money or virtual assets, the commerce activities within Metaverse are similar to existing e-commerce. However, due to the peculiarity of transactions performed in Metaverse platform, the current legal system is insufficient to apply to Metaverse commerce, and many researches have been conducted for this purpose. But, regulatory research on NFT(Non-Fungible Token) digital products that can be applied to all types of physical products is inadequate. Therefore, This study investigated the types of digital products commerce in Metaverse, investigated the issues of commerce transactions related to NFT digital products and the regulations related to them. Based on this, research results can be used as the development direction of NFT digital products trading and consideration of related policy to protect NFT digital products.

Multi-Sided Networks of Digital Platform Ecosystem: The Case of Ride-Hailing in Indonesia

  • Mohammad Nabil Almunawar;Muhammad Anshari
    • Asia pacific journal of information systems
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    • v.30 no.4
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    • pp.808-831
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    • 2020
  • The business world has been undergoing a digital transformation. The adoption of multi-sided digital platform across the world has sped up this transformation. Multi-sided digital platforms create value by mediating interactions and transactions of distinct groups of users. A platform and its stakeholders need to be considered as a business ecosystem. Elements or components in the ecosystem exchange values and together form a network of exchange values. The objective of this paper is to construct a framework for crafting and observing digital business ecosystems. The foundation theories used to construct the framework are transaction cost economy (TCE), multi-sided markets, and value network. This paper uses Go-Jek, a growing ride-hailing platform from Indonesia, as a case to discuss how the framework works in mapping Go-Jek's digital business ecosystem, and then explain its expansion strategy. This paper has both theoretical and managerial contributions. It provides a formal definition of digital business ecosystems as a network of exchange values. The framework does not only help studies the existing business ecosystems but also can be used to craft a new business ecosystem. It can also be used to study value exchanges within the ecosystem, assessing or crafting ecosystem expansion strategies.

Data Volume based Trust Metric for Blockchain Networks (블록체인 망을 위한 데이터 볼륨 기반 신뢰 메트릭)

  • Jeon, Seung Hyun
    • Journal of Convergence for Information Technology
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    • v.10 no.10
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    • pp.65-70
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    • 2020
  • With the appearance of Bitcoin that builds peer-to-peer networks for transaction of digital content and issuance of cryptocurrency, lots of blockchain networks have been developed to improve transaction performance. Recently, Joseph Lubin discussed Decentralization Transaction per Second (DTPS) against alleviating the value of biased TPS. However, this Lubin's trust model did not enough consider a security issue in scalability trilemma. Accordingly, we proposed a trust metric based on blockchain size, stale block rate, and average block size, using a sigmoid function and convex optimization. Via numerical analysis, we presented the optimal blockchain size of popular blockchain networks and then compared the proposed trust metric with the Lubin's trust model. Besides, Bitcoin based blockchain networks such as Litecoin were superior to Ethereum for trust satisfaction and data volume.

A Verifiable and Traceable Secondhand Digital Media Market Protocol

  • Chen, Chin-Ling;Chen, Chin-Chang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.8
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    • pp.1472-1491
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    • 2011
  • As used product transactions are currently on the rise, the demand for transactions of secondhand digital content will grow in the future; thus, learning to make secure transactions while avoiding cyber attacks becomes an important issue. In this paper, we combine the new buyer's secret key, the new buyer's watermark to embed in resold digital content, and the reseller's encrypted watermark, which can prove legal ownership of the reseller. Using the privacy homomorphism property of RSA and exponential calculus, the original seller of digital content can verify the legality of the reseller and the new buyer. We also reduced the load of encryption/decryption digital content using a partial encryption/decryption algorithm to make our protocol more efficient and practical. In the proposed protocol, the seller is not able to conduct piracy and easily frame any other innocent secondhand buyer when a case of piracy is found. In fact, piracy can be clearly traced using the privacy homomorphism property of RSA and the embedded watermark mechanism. Further, in the proposed protocol, the seller himself can trace the piracy using exponential calculus. Since it is unnecessary to trust third party participation, the conspiracy problem is resolved and the new buyer is not required to participate in the dispute. Moreover, the seller, reseller and new buyer can simultaneously benefit from the secondhand transaction.

Digital Control of UPS Inverter with Time Response Specifications

  • Woo Young-Tae;Kim Jae-Sik;Kim Young-Chol
    • KIEE International Transaction on Electrical Machinery and Energy Conversion Systems
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    • v.5B no.2
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    • pp.196-203
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    • 2005
  • In this paper, a digital controller for satisfying time response requirements for UPS inverters is designed in a fixed sampling time. The CRA (Characteristic Ratio Assignment) is used as the continuous time design method to deal with the problems of overshoot and settling time. The main design approaches are the inward and outward approaches based on a double-loop feedback structure. The continuous-time controller is discretized by the emulation method. The performances of the proposed controller are evaluated through several simulations carried out with Simpower System Toolbox 3.0 from Simulink$^{(R)}.

A Study on the Information Strategy Planing for the Construction of the Online Information System for the Transaction of Art (미술품 거래정보 온라인 제공시스템 구축을 위한 정보전략계획)

  • Seo, Byeong-Min
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.61-70
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    • 2019
  • The The government has recently announced its mid- to long-term plans for promoting art. With the advent of the 4th industrial revolution, contemporary art contents that are integrated with Intelligent Information Technologies such as Artificial Intelligence (AI), Virtual Reality (VR), and Big Data are being introduced, and social interest in humanities and creative convergence is rising. In addition, the industrialization of the art market is expanding amid the rising popularity of art among the general public and the growing interest of art as an investment replacement system, along with the strengthening of the creative personality education of our Education Ministry. Therefore, it is necessary to establish a strategy for transparency and revitalization of the art market by providing comprehensive information such as search functions, analysis data, and criticism by writer and price. This paper has established an information system plan for the establishment of an online supply system for art transaction information, providing auction transaction information for art market, providing report and news for art market, providing public relations platform, and providing art market analysis service and membership relationship management service. To this end, the future model was established through environmental analysis and focus analysis of the art market, and strategic tasks and implementation plans were established accordingly.

An Analyzing the Property Factors of Internet Digital Products Focusing on Customer acceptability of On-line Community Products. (인터넷 디지털 상품의 특성요인 분석 -온라인 커뮤니티의 고객수용성을 중심으로-)

  • Chae Young-Il;Lee Hyun-Soo;Suh Yung-Ho
    • Journal of Korean Society for Quality Management
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    • v.32 no.4
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    • pp.15-29
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    • 2004
  • This paper is interested in analyzing the CSFs of 3 different kinds of on-line digital products. They are on-line digital products of (1) transaction, (2) relations, and (3) interests. This study first tried to define the on-line digital products based in the above three categories and then to find the factors that might effect the customer acceptability in each product groups. Independent variables used in this study are characters of products, characters of users, and system environments. This paper that on-line survey has been conducted for the study's specialty and the collected resource was analyzed by using the SPSS 10.0K statistics package. Using multiple regression, this study finds that major factors effecting the user acceptability of each group are different from one another. For example, system environment variables such as speediness, system performance effects the customer acceptability of digital products of Interest(game, avartar, etc). Much more then that of products of relations(information service, etc). Therefore empirical findings are suggested in the conclusion.