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Signal Typology and Decision Making Process Using Signals in Mobile Game Platform (모바일 게임 플랫폼에서의 시그널의 유형과 시그널을 이용한 의사결정과정)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.117-128
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    • 2017
  • This research is the qualitative research on signals that mobile game users use to solve asymmetric information of game quality. Based on signal theory, we gathered data using Netnography. The findings are four types of signals for mobile games: platform-based signals with high/low participation rate of consumers, game developing company-based signals with high/low participation rate of consumers. The features that mobile gamers make decisions using signals are the following. First, ranking and the number of download have initial standard. Second, game marketing platform can be one of signals. Finally, the preference of signals is different with the goals and using pattern of games.

MEDIUM RESOLUTION SPECTRAL LIBRARY OF LATE-TYPE STELLAR TEMPLATES IN NEAR-INFRARED BAND

  • Le, Huynh Anh Nguyena;Kang, Won-Seok;Pak, Soo-Jong;Im, Myung-Shin;Lee, Jeong-Eun;Ho, Luis C.;Pyo, Tae-Soo;Jaffe, Daniel T.
    • Journal of The Korean Astronomical Society
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    • v.44 no.4
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    • pp.125-134
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    • 2011
  • We present medium resolution (R = 5000 - 6000) spectra in the near-infrared band, 1.4 - 1.8 ${\mu}m$, for template stars in G, K, and M types observed by the echelle spectrometer, IRCS, at the SUBARU 8.2 m telescope. The identification of lines is based on the spectra of Arcturus (K2 III) in the literature. We measured the equivalent of widths and compared our results to those of Meyer et al. (1998). We conclude that our spectral resolution (R = 6000) data can investigate more accurately the properties of lines in stellar spectra. The library of the template stellar spectra in ASCII format are available for download on the World Wide Web.

Security Core Technology Implementation for MTM Hardware-Based Smart Devices (MTM하드웨어 기반 스마트 단말 보안 핵심기술 구현)

  • Kim, Jeong Nyeo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.6
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    • pp.1455-1459
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    • 2016
  • Recently, the frequency of dealing important information regarding financial services like paying through smart device or internet banking on smart device has been increasing. Also, with the development of smart device execution environment towards open software environment, it became easier for users to download and use random application software, and its security aspect appears to be weakening. This study will inspect features of hardware-based smart device security technology. Furthermore, this study will propose a realization method in MTM hardware-based secure smart device execution environment for application software runs that in smart device.

Cloud implementation within the company using FTP (FTP를 이용한 회사내 클라우드 구현)

  • Seo, Dong-hyeon;Kim, Mi-Seong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.472-474
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    • 2017
  • Storage of files is important in the information age. In particular, files in the company should be managed more efficiently. In this paper, we connect to FTP Server through Client program to manage files efficiently. The FTP Server builds a database to manage employee information in the company and folder paths for each employee. The Client program can be used after login with the assigned employee number and password. You can check the list of files stored in the FTP server when login is successful and upload, download and delete after selecting specific files. Folders can also be created and deleted for more systematic management of files. For the efficient operation of the company, it is implemented so that it can be divided into a personal drive and a public drive.

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The Changes of Korean Pop Music through Digital Music Industry (디지털음악시장을 통해 살펴본 국내 대중가요의 변화)

  • Park, Byung-Kyu
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.177-187
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    • 2012
  • This research considers growth of digital music industry and the consequential changes in the environment of music consumption, and how environment of purchasing digital music has influenced music's length and forms. Meaningful data such as average length of music, average time taken to chorus, appearance of intro, interlude, outro, and precedence of chorus has been collected from K-Pop of 2000 to 2011 through this research. Result has shown music sample streaming service in internet music industry has brought changes in music's length and formation, which leaded to birth of hook songs. Through this case of consumer's environmental influence on music, research predicts music industry will look forward to achieving techniques to deliver music more effectively by adopting the content's download-based internet environment.

A Study on Multi-Media Contents Security using Smart Phone (스마트 폰을 이용한 멀티미디어 콘텐츠 보안에 관한 연구)

  • Kim, Dong-Ryool;Han, Kun-Hee
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.675-682
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    • 2013
  • This paper tries to solve the problems which previous methods have the model using smart card for protecting digital contents. This study provides a contents distribution model to protect the rights of author, distributor, and user as well as user's information by using technologies such as cryptography, DRM(Digital Right Management), access control, etc. The proposed system is evaluated as the most safety model compared with previous methods because it not only solves the problems which the previous methods have, but also protects four type of risks such as use of contents which other mobile devices download, the attack on the key to decode the message, the attack on leaking the contents, and the internal attack such as an illegal reproduction.

Agile Management and Interoperability Testing of SDN/NFV-Enriched 5G Core Networks

  • Choi, Taesang;Kim, TaeYeon;Tavernier, Wouter;Korvala, Aki;Pajunpaa, Jussi
    • ETRI Journal
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    • v.40 no.1
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    • pp.72-88
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    • 2018
  • In the fifth generation (5G) era, the radio internet protocol capacity is expected to reach 20 Gb/s per sector, and ultralarge content traffic will travel across a faster wireless/wireline access network and packet core network. Moreover, the massive and mission-critical Internet of Things is the main differentiator of 5G services. These types of real-time and large-bandwidth-consuming services require a radio latency of less than 1 ms and an end-to-end latency of less than a few milliseconds. By distributing 5G core nodes closer to cell sites, the backhaul traffic volume and latency can be significantly reduced by having mobile devices download content immediately from a closer content server. In this paper, we propose a novel solution based on software-defined network and network function virtualization technologies in order to achieve agile management of 5G core network functionalities with a proof-of-concept implementation targeted for the PyeongChang Winter Olympics and describe the results of interoperability testing experiences between two core networks.

An Intelligence Embedding Quadruped Pet Robot with Sensor Fusion (센서 퓨전을 통한 인공지능 4족 보행 애완용 로봇)

  • Lee Lae-Kyoung;Park Soo-Min;Kim Hyung-Chul;Kwon Yong-Kwan;Kang Suk-Hee;Choi Byoung-Wook
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.4
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    • pp.314-321
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    • 2005
  • In this paper an intelligence embedding quadruped pet robot is described. It has 15 degrees of freedom and consists of various sensors such as CMOS image, voice recognition and sound localization, inclinometer, thermistor, real-time clock, tactile touch, PIR and IR to allows owners to interact with pet robot according to human's intention as well as the original features of pet animals. The architecture is flexible and adopts various embedded processors for handling sensors to provide modular structure. The pet robot is also used for additional purpose such like security, gaming visual tracking, and research platform. It is possible to generate various actions and behaviors and to download voice or music files to maintain a close relation of users. With cost-effective sensor, the pet robot is able to find its recharge station and recharge itself when its battery runs low. To facilitate programming of the robot, we support several development environments. Therefore, the developed system is a low-cost programmable entertainment robot platform.

Implementation of A Bridge Monitoring System Based on Ubiquitous Sensor Networks (USN기반의 교량 모니터링 시스템 구현)

  • Lee, Sung-Hwa;Jeon, Min-Suk;Lee, An-Kyu;Kim, Jin-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.1-8
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    • 2009
  • The proposed real-time structural health monitoring(SHM) system in past transferred and received data, central server gathered data from sensors, through coaxial cable. an immense sum of money is required to structure sensor network using coaxial cable. This paper proposes USN-based structural health monitoring(SHM). AIso, this paper designs and realizes prototypes according to proposed SHM. The value of sensing data obtained through HSDPA transfer to the BMS(Bridge Monitoring Server) passing through the TCP / IP socket by building two-way communication system, We have implemented a complete graph converting full system.

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A study on the Development of System for the Mobile Game based on WIPI (WIPI 기반 모바일게임 시스템개발에 관한 연구)

  • Song Eun-Jee
    • Journal of Digital Contents Society
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    • v.6 no.4
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    • pp.261-266
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    • 2005
  • As the wireless internet applications are spreading more fast and the mobile devices are being used increasingly, it has recently been activated to develop a variety of contents for mobile service. Mobile services can be enjoyable whenever and wherever on would like to. They became so universal that they might reach all the area where the wire has never approached before. This study is to suggest a mobile game system based on the technology called WIPI(Wireless Internet Platform for Interoperability), which can be easily available to anyone who would like to enjoy it. Game contents to use WIPI can allow the mobile carriers to provide users to download the common mobile application throughout the wireless web by sharing the internet platform. This can eventually lead to the generalization of transforming west game contents into WIPI-based. Therefore, the market of WIPI-based game contents will be expected to grow at high speed and its significance deserves to be considered for commercialization.

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