• Title/Summary/Keyword: IT 대중화

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A Study on Basic Element for Video Content Circulation System (동영상 유통시스템 기반요소에 관한 고찰)

  • Kim, Sung-Won
    • Journal of the Korean Society for Library and Information Science
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    • v.42 no.1
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    • pp.33-44
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    • 2008
  • With the rapid dissemination of Internet and the fast development of IT technology. utilization and circulation of video files through Internet has been widely popularized. To keep playing a central role in information circulation in this ever-changing environment, libraries should pay attention to the circulation of video content, as it emerges to be an important type information resource. In this context, this paper examines the issues surrounding the development of the video content circulation system, while suggesting foundational knowledge required for the development of the system. First, the author reviews the current state of video content utilization and circulation on the internet and examines the related technical developments. Then, the author explains each component of the video content circulation system, while discussing the issues to be considered in the practical implementation of the system. The paper will provide practical guidelines for the librarians in their investigation and/or implementation of the video content circulation service and system.

Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.59-65
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    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.

Consumption Pattern and Strategies to Increase Popularity of Makoli according to Age Groups in Men and Women (새로운 막걸리 개발과 대중화를 위한 남녀의 연령별 소비행태 및 제안)

  • Kang, Kyeoung-Eun;Kim, Hye-Kyeong;Song, Kyung-Hee;Lee, Hong-Mie
    • The Korean Journal of Food And Nutrition
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    • v.25 no.3
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    • pp.419-429
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    • 2012
  • The purpose of this study was to assess the consumption patterns of Makoli and to provide age-specific suggestions to increase the popularity of newly developed products. The subjects of the study were 373 men and 329 women, and information was obtained by self-administered questionnaire in December of 2010. One major finding of the study was that regardless of gender, consumption of Makoli was correlated to age: older respondents drank more Makoli. Those in their thirties and older, especially women, drank Makoli at home with family. The reasons given for liking or disliking Makoli differed among age groups, but were the same between genders. More subjects in their twenties liked Makoli because of its distinctive taste, while more in their forties liked it for its cultural value. Subjects in their thirties disliked it because it caused headaches, while more in their forties complained of burping. Both genders in their twenties suggested that TV and internet advertisements may be the best strategy to increase the popularity of newly developed Makoli products, and women in their forties suggested promoting Makoli's health benefits. The low calorie content of new Makoli products appealed to women of all age groups and men in their twenties and thirties. Women in their forties were also attracted by Makoli's possible effect to alleviate constipation.

A study on Activation Measures of Local Mobile Easy-to-use Payment (국내 모바일 간편결제 활성화 방안에 관한 연구)

  • Jeong, Gi Seog
    • Convergence Security Journal
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    • v.15 no.4
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    • pp.73-82
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    • 2015
  • Thanks to popularization of smart phone, mobile payment market is growing rapidly. As the obligatory use of digital certificate is abolished, easy-to-use payment that can settle with only password is being launched one after another. But its spreading speed is not fast highly. Because of concern about personal information leakage and security, unchangeability of payment habit, insufficiency of consumer protection, inadequacy of payment infrastructure and all sorts of regulations, easy-to-use payment is not activated. Recently global IT companys are entering mobile payment market competitively. It is because the sense of crisis that their survival can be dangerous from now on if they get left behind Fintech innovation and the mentality that they try to take the leadership of mobile payment market process. In this situation, the thorough preparation and a lot of effort are required to promote our autonomous easy-to-use payment growth without dependance on foreign country's. In this paper, the problems of local mobile easy-to-use payment are addressed in depth and the activation measures such as flexible and discriminative security, construction of customer protection system, law system maintenance, service differentiation are proposed.

Study of Multi-Charging System Using M2M for Efficient Electric Vehicle Charging (효율적인 전기자동차 충전을 위한 M2M 연동 멀티충전시스템 연구)

  • Hong, Rok-Ji;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.18 no.4
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    • pp.393-400
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    • 2014
  • With developed countries, nationally the supply and development of electric vehicle(EV) has been going at a rapid pace. Now, the charger specifications, charging methods and standardization of communication protocols is going in each country and a lot of company are involved in the business about those. To popularize it as existing car, it is required to build the network and infrastructure which is proper for domestic environment. It should also need to be able to develop standardized protocols can be beyond the construction of the protocol of the upper stage server and charger, and is used in a residential environment actually applied to related industries. Therefore, in this paper, we propose a home network model of EV that raised the need for a study of the charging system for EV, using M2M technology and multi-charging system tailored to the residential environment of our country.

Data Analysis of Facebook Insights (페이스북 인사이트 데이터 분석)

  • Cha, Young Jun;Lee, Hak Jun;Jung, Yong Gyu
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.1
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    • pp.93-98
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    • 2016
  • As information technologies are rapidly developed recently, social networking services through a variety of mobile devices and smart screen is becoming popular. SNS is a social networking based services which is online forms from existed offline. SNS can also be used differently which is confused with the online community. A modelling algorithm is a variety of techniques, which are assocoation, clustering, neural networks, and decision trees, etc. By utilizing this technique, it is necessary to study to effectively using the large number of materials. In this paper, we evaluate in particular the performance of the algorithm based on the results of the clustering using Facebook Insights data for the EM algorithm to be evaluated as a good performance in clustering. Through this analysis it was based on the results of the application of the experimental data of the change and the South Australian state library according to the performance of the EM algorithm.

A Development of CNC Engraving Machine System for Non-experts (비숙련자를 위한 CNC 조각기 시스템의 개발 방안 연구)

  • Yang, Min Cheol;Chung, Yunchan
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.41 no.7
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    • pp.673-682
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    • 2017
  • As the culture of making things based on "do-it-yourself" (DIY) activity is increasingly promoted, the use of recent digital technologies and tools, including the 3D printer, have become widespread. However, the use of computerized numerical control (CNC) engraving machine is considered difficult because of the complicated procedures and specialized knowledge required for its operation. Therefore, this study aims to resolve the issue that limits the usability of the CNC engraving machine. This paper presents a novel CNC engraving machine system for non-experts based on human-centered design. First, the size and type of the workpiece and tool are reduced. Second, computer-aided process planning (CAPP) steps such as tool path generation, workpiece clamping, and corresponding coordinate system are automated by compromising productivity and efficiency. As a result, a CNC engraving machine system that can be easily used by non-experts was developed. This development has great significance in that it opens up the possibility of using the CNC engraving machine for a wider range of DIY activities.

A Study on the Values and Practices of the Extreme Programming for Its Adoption (극한프로그래밍 방법론 도입을 위한 가치와 실천에 대한 연구)

  • Lee, Sang-Hyun;Lee, Sang-Joon
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.7
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    • pp.269-280
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    • 2008
  • The choice of appropriate methodologies has always been a challenge. It is time to find obstacles when Extreme programming(XP) is adopted. In this paper, we invest status of adoption of XP methodology which is more popularized. We survey how the Values and the Practices of XP can be adopted to developer in terms of the usefulness and the easy of use of XP. As a result, it is regarded as a successful one in improving quality and timeliness through software development process. The Values and Practices, a basis of XP philosophy and its adoption, could be easily accomplished, but other elements - communication, feedback. collective ownership, pair programming, simple design and customer participation - which do not depend on technology could not be accomplished easily. To introduce XP easily in the creative and labor intensive software development fields, the managers and the educators have to make efforts to apply these Values and Practices based on humane characteristics as well as technical elements.

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The technical elements of the wearable device (웨어러블 디바이스의 기술 요소)

  • Shim, Hyun-bo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.259-263
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    • 2014
  • In the ICT field, one among the remarkable issue of in 2014 is the "Wear computer", that is, the opening of "Wearable Device" age. The Samsung galaxy gear and products like Google glass and Apple watch are done as the wearable device. According to the definition of MIT Media Lab, the wearable device adheres to the body and is included till the application which names all things doing the computing action and can perform the partial computing function. And the wearable device is one brain. If the wearable device is popularized, it will be changed many things. First of all, 2 hands become free. My body is due to be connected to 24 hours Internet. It is not level that it adheres the Smart phone or device to the body and the brain role in which the device is connected outside directly, the human body is done. In this paper, the related companies analyze the technical elements of this wearable device especially.

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Performance Analysis for Privacy-preserving Data Collection Protocols (개인정보보호를 위한 데이터 수집 프로토콜의 성능 분석)

  • Lee, Jongdeog;Jeong, Myoungin;Yoo, Jincheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1904-1913
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    • 2021
  • With the proliferation of smart phones and the development of IoT technology, it has become possible to collect personal data for public purposes. However, users are afraid of voluntarily providing their private data due to privacy issues. To remedy this problem, mainly three techniques have been studied: data disturbance, traditional encryption, and homomorphic encryption. In this work, we perform simulations to compare them in terms of accuracy, message length, and computation delay. Experiment results show that the data disturbance method is fast and inaccurate while the traditional encryption method is accurate and slow. Similar to traditional encryption algorithms, the homomorphic encryption algorithm is relatively effective in privacy preserving because it allows computing encrypted data without decryption, but it requires high computation costs as well. However, its main cost, arithmetic operations, can be processed in parallel. Also, data analysis using the homomorphic encryption needs to do decryption only once at any number of data.