In order to prevent cervical cancer, free vaccination against cervical cancer(HPV vaccine) for 12-year-old girls has been ongoing since June 2016. The purpose of this study is to investigate how the media reported the risk information of HPV vaccine side effects and to suggest implications for government's risk communication and policy PR. The time frame was divided into two stages, stage 1(policy formation stage, 6 months before the start of free HPV vaccination) and stage 2(policy execution stage, 6 months after the free HPV vaccination was implemented). A total of 314 news articles on HPV vaccine safety and HPV Vaccine side effects were analyzed by content analysis and network analysis. The number of articles increased at stage 2 and the Centers for Disease Control and Prevention emphasized the safety of HPV vaccine and encouraged the inoculation while highlighting the effectiveness of the vaccine. Regarding HPV vaccine side effects, cases against vaccination in Japan were mainly reported at stage 1, whereas cases of HPV vaccine side effects from other countries such as Europe and USA were frequently reported at stage 2. In order to increase vaccination rate of HPV vaccine, it is time to take a strategic approach to prevent vague fear or anxiety about the vaccine.
This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.
As the protein drug industry is growing, protein informations are indispensable for the protein drug development. NCBI and PDB in the U.S., the EMBL in Europe and the DDBJ in Japan are the representative centers for bio information and each center provides specific data for protein information. To obtain specific protein information, users are to be collect them from the service sites of each center and then combine or analyze for their purpose. To facilitate the accessibility to bio data, various R&D activities are running for development of diverse web services relevant to bio data in major data centers or small-scale projects. With the recognition of protein information as pivotal for the protein drug development, DrugBank in Canada, GDSC in the U.S. start to provide integrated informations between drugs and proteins. However, those service does not meet users' demands due to lack of diversity. In Korea, infra structures for bioinformatics are limited and the current services for protein drug information are providing only basic information of the drug including distribution data. This is a pilot study to construct a specialized service for protein drug information in Korean style breaking through the limitations of current services. This study proposed new fields for protein characterization information which had not been provided by current services and evaluated their effectiveness and usability by comparing them to the existing fields with expert survey. As a result, the newly proposed fields for protein characterization have been proven to be useful data fields for the service of protein drug information.
According to proliferation of smartphones and extension of various services utilizing location information, markets of Location Based Service(LBS) have been activating all over the world. However, as the privacy violations of personal location information have been continuously increased, interests in the deregulation have been grown as well. While the regulations of location information can protect personal information and privacy, it causes some negative affect in terms of development of diverse services and industry activation. In particular, Korea is the only country that has applied strict restrictions of LBS by making location information related independent 'Location Information Protection Act'. As a result of this, the issues that LBS industry has no longer developed in Korea and it is necessary for us to relax the regulations have been consistently raised. Thus, this study confirmed that there was the negative(-) relationship between the regulations and the market activation of LBS by comparing and analyzing the correlation between the market growth rate of LBS and relevant regulations at home and abroad; the regulations are strengthened, restrictions in market entry and the business performance can occur. In other words, LBS business will be able to be activated if the regulations which have not directly related to the privacy have been relaxed.
The Journal of the Institute of Internet, Broadcasting and Communication
/
v.16
no.2
/
pp.27-40
/
2016
This paper aims to analyze the business types of 237 IoT based smart home companies in the world (launched during 1999~2014) which got global investment last few years. For this, the previous literatures trying to analze technology and service types of smart home are searched and the typology of the platform is discussed. Based on it, this research conceptualizes an analysis framework that includes three areas of smart home like home automation, home security, and energy efficiency with the three platform types like product, software, and service. This study concludes that the development of business type for IoT based smart home ecosystem is from the product to software and it can be a platform or not. In current status, there are a few platforms of product and software, but in the device management (16%) and thermostat (11%), companies are persuing more platform like. It is difficult to find the service platform in overall areas, for application based service has a few attractions in the investment market due to the lack of cloud infrastructure and data analytics. The following three are the implication to domestic market: 1) More active offering of API and SDK, 2) more active introduction of wireless Intenet network protocols, and 3) more active interoperability efforts and alliance activities are needed.
The Journal of the Institute of Internet, Broadcasting and Communication
/
v.13
no.5
/
pp.17-26
/
2013
ISO/IEC 29157 originally developed in the Republic of Korea and is based on commercially available PicoCast v1.0. ISO/IEC JTC1 SC6 was registered by the international standard on May 2010. A single platform for a variety of applications and media formats to support development objectives were. ISO/IEC 29157 based wireless networks, ie, Pico-net to master node periodically transmit sync signal is synchronized to the number of slave nodes have the communications structure. Pico-net also supports a variety of network topologies and direct communication between nodes(single-hop communication) and QoS is guaranteed. But Pico-net network structure has the following problems. Loss of communication problems due to mobile nodes, resulting in limitations of node mobility and wireless network operation range of conventional wireless networks operating range less than 1/4 was reduced to the problem. In this paper, a possible solution to the problems mentioned is proposed, using multi-hop communication technology and sync signal transmission technology between nodes.
The Journal of the Institute of Internet, Broadcasting and Communication
/
v.18
no.4
/
pp.43-48
/
2018
This study was conducted to reproduce digital colour based on the lightness of the background and size of the colour stimulus so that colour can be similarly perceived under different conditions. With the evolution of display technologies, display devices of various sizes can now reproduce more accurate colour and enhanced images, thus affecting the overall quality of display images. This study reproduced digital colour by considering the visual characteristics of the digital media environment. To accomplish this, we developed a colour appearance model which distinguishes the properties of foveal and peripheral vision. The proposed model is based on existing research on the lightness of the background and size of the colour stimulus. Based on experimental results, an analysis of variance was performed in order to develop the colour appearance model. The algorithm and modelling were verified based on the proposed model. In addition, to apply this model to display technologies, a practical colour control system and a method for handling complex input images were developed. Through this research, colour conversion errors which might occur when the input image is converted to fit a specific display size are resolved from the perspective of the human visual system. As a result, more accurate colour can be displayed and enhanced images can be reproduced.
Since the inception of Internet Protocol TV's real-time service on January, 2009, technological challenges and lack of content diversity of IPTV have been cited as problem areas. While past researches focused on IPTV's technological, industrial and policy facets, this research surveyed the viewers' viewing and usage patterns, and the level of service satisfaction among actual audiences of MegaTV, SKBroadband, and LGTV since January. The results show that subscription fee and content types were the two dominant determinants in audience's choice of a particular IPTV company. The high users of IPTV were on average aged between 30-39, and women tended to be heavier users than men. The surveyed audience also regarded IPTV to be more similar to the Internet than any other medium such as Cable TV and Satellite TV. IPTV audience cited 'lifestyle service' and 'additional service' offerings to be highly relevant to their usage and satisfaction; interactive service and educational service also showed high correlation to usage and satisfaction. The most watched contents on IPTV were domestic TV series, followed by foreign movies and variety shows. 'Fees for additional features,' 'lack of real-time terrestrial TV service', and 'lack of content variety' were the major areas of concern for IPTV viewers. They answered that the monthly fee was the most important factor in the selection of IPTV. Use of pay-per-view contents and add-on interactive service fees were also seen as problematic. With regards to future usage, the IPTV audience revealed that they were very sensitive and reluctant to pay for additional services. While existing researches concentrated on IPTV's technological problems and lack of content diversity, this study illuminated the more pragmatical side of the viewers, namely, the importance of price in audience's selection of an IPTV service provider. From these results, it is recommended that, before doing anything else, the service providers try to meet the audience's expected price points in order to garner the full potential of IPTV and the attendant mass audience.
The Transactions of the Korea Information Processing Society
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v.4
no.2
/
pp.563-572
/
1997
E-mail has been eidely used for unformation delivery as an Inernet serive. As multimedia etchnologies are developed rapidly, most of the recent Unternet infornation servies support multimedia data. E-mail system also needs to suport multimedia nesage. But Internet mail servise using simple maiol transfer protocol(SMTP) speci-fied in RFC 821/822 handles only ASCII text messages repressented with 7-bit code. Each line the message has the length limitation as well. Those are why it cannot satisfy the diverse user'w demands. Multipuepose Unternet mail extensions(MIMZE), which is a modification and supplement of RFC 822,was proposed for supporting transportation of multimedia data.It can solve the limitations of sizes and types in contents of a message. In this study the E-mail system has been designed and implemented according to the MIME standard in order to solve the limitations of transpotation of messages regardless of the message content type. Hypertext markup language(HTML)syntax is applied to the mail system, and so it is possible to display a message consisting of differnt media as an intergrated from for the purpose of better understanding a message. No application program is needed for displaying a message including image data,and convenience for user is considered in the system. The futuer work is to improve the E-mail system so that it may support motion pictures and sound information,Thereby tge perfor multimeda E-mail system providing inergrated user's wiew will be developed.
As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.
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