• Title/Summary/Keyword: Internet Game Addition

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Performance Measurement of Residential Broadband Network with Monarch (Monarch를 이용한 주택내 초고속 인터넷망의 성능 측정)

  • Choi, Soon-Byoung;Lee, Young-Seok
    • Journal of KIISE:Information Networking
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    • v.36 no.5
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    • pp.369-375
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    • 2009
  • Residential broadband networks (RBN) are quickly evolving from xDSL/Cable networks to FTTH services with lOOMbps bandwidth. With the high-speed Internet services, subscribers tend to use web, multimedia, game or file sharing applications. Therefore, performance of RBN is important to the quality of services for users. Typically, Internet service providers (ISPs) are providing their RBN performance results that are measured by subscribers with the dedicated measurement tools. However, they do not make their results public to people. In order to obtain the performance results measured by users, we have to induce a lot of subscribers, which will take a lot of cost and time. Monarch, that is used in this paper, could provide the 3rd party measurement method without the help of ISPs and subscribers. With the extensive experiments through Monarch, we have shown that 3rd party measurement results are not much different from those of user-initiated measurement. In addition, we have observed that bandwidth is around $80{\sim}90Mbps$ and RTT is less than 30ms in FTTH services provided by three major Korean ISPs.

A Classification of Medical and Advertising Blogs Using Machine Learning (머신러닝을 이용한 의료 및 광고 블로그 분류)

  • Lee, Gi-Sung;Lee, Jong-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.730-737
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    • 2018
  • With the increasing number of health consumers aiming for a happy quality of life, the O2O medical marketing market is activated by choosing reliable health care facilities and receiving high quality medical services based on the medical information distributed on web's blog. Because unstructured text data used on the Internet, mobile, and social networks directly or indirectly reflects authors' interests, preferences, and expectations in addition to their expertise, it is difficult to guarantee credibility of medical information. In this study, we propose a blog reading system that provides users with a higher quality medical information service by classifying medical information blogs (medical blog, ad blog) using bigdata and MLP processing. We collect and analyze many domestic medical information blogs on the Internet based on the proposed big data and machine learning technology, and develop a personalized health information recommendation system for each disease. It is expected that the user will be able to maintain his / her health condition by continuously checking his / her health problems and taking the most appropriate measures.

Granule-based Association Rule Mining for Big Data Recommendation System (빅데이터 추천시스템을 위한 과립기반 연관규칙 마이닝)

  • Park, In-Kyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.67-72
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    • 2021
  • Association rule mining is a method of showing the relationship between patterns hidden in several tables. These days, granulation logic is used to add more detailed meaning to association rule mining. In addition, unlike the existing system that recommends using existing data, the granulation related rules can also recommend new subscribers or new products. Therefore, determining the qualitative size of the granulation of the association rule determines the performance of the recommendation system. In this paper, we propose a granulation method for subscribers and movie data using fuzzy logic and Shannon entropy concepts in order to understand the relationship to the movie evaluated by the viewers. The research is composed of two stages: 1) Identifying the size of granulation of data, which plays a decisive role in the implications of the association rules between viewers and movies; 2) Mining the association rules between viewers and movies using these granulations. We preprocessed Netflix's MovieLens data. The results of meanings of association rules and accuracy of recommendation are suggested with managerial implications in conclusion section.

Smart Anti-jamming Mobile Communication for Cloud and Edge-Aided UAV Network

  • Li, Zhiwei;Lu, Yu;Wang, Zengguang;Qiao, Wenxin;Zhao, Donghao
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.12
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    • pp.4682-4705
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    • 2020
  • The Unmanned Aerial Vehicles (UAV) networks consisting of low-cost UAVs are very vulnerable to smart jammers that can choose their jamming policies based on the ongoing communication policies accordingly. In this article, we propose a novel cloud and edge-aided mobile communication scheme for low-cost UAV network against smart jamming. The challenge of this problem is to design a communication scheme that not only meets the requirements of defending against smart jamming attack, but also can be deployed on low-cost UAV platforms. In addition, related studies neglect the problem of decision-making algorithm failure caused by intermittent ground-to-air communication. In this scheme, we use the policy network deployed on the cloud and edge servers to generate an emergency policy tables, and regularly update the generated policy table to the UAVs to solve the decision-making problem when communications are interrupted. In the operation of this communication scheme, UAVs need to offload massive computing tasks to the cloud or the edge servers. In order to prevent these computing tasks from being offloaded to a single computing resource, we deployed a lightweight game algorithm to ensure that the three types of computing resources, namely local, edge and cloud, can maximize their effectiveness. The simulation results show that our communication scheme has only a small decrease in the SINR of UAVs network in the case of momentary communication interruption, and the SINR performance of our algorithm is higher than that of the original Q-learning algorithm.

An Analysis of Uncanny Valley Effects in Virtual Character Graphics -Focusing on the character modeling of Unreal Engine Marketplace- (가상 캐릭터 그래픽에서의 언캐니 밸리 효과 분석 -언리얼 엔진 마켓플레이스의 캐릭터 모델링을 중심으로-)

  • Ji-Won, Seo;Jung-Yi, Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.1-6
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    • 2023
  • Uncanny Valley is a theory proposed by Japanese robot engineer Masahiro Mori in 1970, and refers to the point where the likability drops sharply when the appearance of a robot becomes very similar to a human being without a fully equipped robot. In this study, the theory of existing literature, related papers, and experimental data were analyzed to examine the Uncanny Valley effect that affects character design. The purpose of this study is to analyze whether the Uncanny Valley effect is applied to modeling virtual characters distributed in the Unreal Engine Marketplace. To this end, 15 characters were selected based on the similarity with humans in the Marketplace of the Unreal Engine, and similarity with humans and likability were investigated and analyzed. As a result of the experiment, it was confirmed that the Uncanny Valley effect was similarly applied to virtual character modeling, and through this, guidelines for the use of characters by indie game developers or individual developers using Unreal engines were presented. In addition, through result analysis, we tried to examine the direction to be pursued when designing characters.

IoT Edge Architecture Model to Prevent Blockchain-Based Security Threats (블록체인 기반의 보안 위협을 예방할 수 있는 IoT 엣지 아키텍처 모델)

  • Yoon-Su Jeong
    • Journal of Internet of Things and Convergence
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    • v.10 no.2
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    • pp.77-84
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    • 2024
  • Over the past few years, IoT edges have begun to emerge based on new low-latency communication protocols such as 5G. However, IoT edges, despite their enormous advantages, pose new complementary threats, requiring new security solutions to address them. In this paper, we propose a cloud environment-based IoT edge architecture model that complements IoT systems. The proposed model acts on machine learning to prevent security threats in advance with network traffic data extracted from IoT edge devices. In addition, the proposed model ensures load and security in the access network (edge) by allocating some of the security data at the local node. The proposed model further reduces the load on the access network (edge) and secures the vulnerable part by allocating some functions of data processing and management to the local node among IoT edge environments. The proposed model virtualizes various IoT functions as a name service, and deploys hardware functions and sufficient computational resources to local nodes as needed.

Entertainment Contents Corporation Tencent's Growth Strategy : Focusing on Imitative Innovation and M&A (엔터테인먼트 콘텐츠 기업 텐센트의 성장 전략 : 모방형 혁신과 M&A를 중심으로)

  • Liu, Yu;Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.1-13
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    • 2020
  • Tencent is an internet-based entertainment platform corporation using technology to enrich the lives of Tencent platform users and assist the contents expansion. Since 2000, Tencent have developed a great growth and innovation in entertainment contents domain. Tencent have become the market leading innovator due to the imitative innovation and M&A. The present study designed case study analyses to investigate the mechanism with regard to the growth strategy of Tencent corporation. Tencent began with imitative internet-based game and social messaging services but then added its own wechat messenger platform, now being extended to other products or services. This imitative innovation strategy enabled Tencent corporation to grow rapidly, to achieve outstanding growth. In addition, Tencent's M&A investment drive is underpinned by a vision of top management team and flexible organizational culture, from building out the Tencent's entertainment platform, game, finance, e-commerce, to global market expansion. While our results shed light on the implications to understanding Tencent's growth, there are limitations of the current study that should be considered when designing next research.

Differences in self-regulation motivation between social network service and gaming groups in the use of youth mobile phones

  • Seo, Gang Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.163-168
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    • 2020
  • In this paper we propose a The purpose of this study was to examine the psychological characteristics of youth mobile phone use. Internally, we want to find out about self-regulation, interpersonal relationship, pleasure, and desire to achieve reality. For the research, the Korea Information Society Agency utilized 568 data based on self-control and user motivation among long-term tracking data of Internet and mobile phone addiction in 2018. The SPSS window 23 version was used for data analysis, and the data collected were analyses to identify the subject's demographic characteristics. In addition, the correlation of variables between groups was investigated by analyzing dummy variables, and the results of the study were as follows. First, the addiction was slightly higher in mobile phone game groups than in social network service (SNS) groups, but in the same period of use, social network service (SNS) groups showed a higher desire for interpersonal relationships. In the desire to avoid reality, mobile phone game groups showed a higher gap than social network service (SNS) However, there was no difference between groups in terms of pleasure and desire to achieve. The results of this study indicated that the content of mobile phone use differed in factors affecting mobile phone overuse, and suggestions for follow-up research were discussed.

The Study on the Current Status and Condition of Internet Addiction related to Disabled Person Information Technology Education (장애인 정보화교육에 따른 인터넷 중독 현황 및 실태에 관한 연구)

  • Lee, S.D.;Hong, J.A.;Yeum, D.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.6 no.2
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    • pp.63-69
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    • 2012
  • The analysis was conducted for studying the degree of internet addiction and the difference between addicted group and non-addicted group based on usage time. The target group is consisted of 30 people who receive the training at home. The purpose of this training is to reduce digital divide for the disabled with reduced mobility. As a result, the typical user group, less than the 31-point appeared as 4 cases, the potentially dangerous user I group, from 31 to 54 points appeared as 25 cases, the potentially dangerous user II group, from the 54-67 points appeared as only one person. However, there was no game addiction case, more than 67 points. In addition, there was no significant difference in impulsivity and aggression between the high-risk group of 9 persons using internet more than 2.7 hours and the typical user group of 21 persons with less risk. From the result, there are two possibilities. On the one hand, an increase of the usage time for the disabled might not lead to addiction. Or, on the other hand, a measure of addiction for non-disabled might not suitable for the disabled addiction examination.

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Comparative Analysis of Perception of Museum Tourists applying Gamification using Social Media Big Data (소셜미디어 빅데이터를 활용한 게이미피케이션 적용 박물관 관람객 인식 비교 분석)

  • Se-won Jeon;Youn-Ju Ahn;Gi-Hwan Ryu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.169-175
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    • 2023
  • This paper analyzes museum-related big data using museums and gamification using social media big data, identifies and compares the perceptions of visitors mentioned in social media, and presents ways to use gamification. Based on the collected data, this paper aims to provide data by comparing and analyzing the perception of visitors to the museum and visitors to the museum using gamification. This paper investigates the perception of visitors through social media analysis using TEXTOM, a social media analysis tool, to identify differences in perception. As a result of the analysis, it was found that compared to museums that were previously viewed in the form of exhibitions, they felt fun and interest in visiting museums using geikipication. In addition, based on the analysis results of keywords and related keywords, the perception, motivation, and type of viewing of the museum of the National Museum of Korea and the Independence Hall of Korea were confirmed. In addition, it can be seen that the sense of achievement of visitors who visited the museum using gamification is higher than that of the existing museum. It is believed that by developing and activating game-related content in future museum visits, many visitors will be able to increase their interest in the museum and feel fun and interested. The results of the study are believed to be meaningful as basic data to grasp the overall perception of visitors to the museum, and based on this, it is expected that visitors will be able to see and experience the museum in various ways.