• Title/Summary/Keyword: Smart Environment

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A Study on the Direction of the Third Phase New Town Development in Seoul Metropolitan Area through expert survey method (전문가 설문조사를 통한 3기 신도시의 계획지표 및 개발방향설정 연구)

  • Yoon, Jeong Joong
    • Land and Housing Review
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    • v.10 no.3
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    • pp.43-55
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    • 2019
  • The purpose of this study is to derive indicators and development directions to be considered when planning new towns in the Seoul metropolitan area as new towns are planned to be built. To this end, the following implications were derived after analyzing the survey data of experts in each field using Frequency Analysis and Analysis of Variance(ANOVA) technique. First, the assessment results of the existing first and second phase new towns showed that there were many negative assessments of citizen participation and information sharing, smart technologies and services, social and cultural diversity and inclusion. Regarding the third phase new town, experts said that the most important indicators are accessibility and convenience of transportation, environmental comfort, quality and service of residence. In addition, experts cited the superiority of landscape/design, jobs/self-sufficiency and social/cultural diversity as important indicators. Second, after examining whether the perceptions and assessments of experts differ depending on individual characteristics such as gender, age, occupation, and professional field, the first and second phase new towns showed significant differences only in "gender", and the third phase new town had significant differences in "gender" and "professional field". Third, experts thought that changes in population structure, industry and jobs, quality of life and diversity, environment and climate change, and social and residential welfare should be considered important in the planning of third phase new town. In addition, experts considered expanding park and self-sufficient land as important in the land use plan, and ranked eco-city as a desirable type of the city, and public transportation facilities, park areas and education facilities as the most important living infrastructure.

Entity Authentication Scheme for Secure WEB of Things Applications (안전한 WEB of Things 응용을 위한 개체 인증 기술)

  • Park, Jiye;Kang, Namhi
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38B no.5
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    • pp.394-400
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    • 2013
  • WoT (Web of Things) was proposed to realize intelligent thing to thing communications using WEB standard technology. It is difficult to adapt security protocols suited for existing Internet communications into WoT directly because WoT includes LLN(Low-power, Lossy Network) and resource constrained sensor devices. Recently, IETF standard group propose to use DTLS protocol for supporting security services in WoT environments. However, DTLS protocol is not an efficient solution for supporting end to end security in WoT since it introduces complex handshaking procedures and high communication overheads. We, therefore, divide WoT environment into two areas- one is DTLS enabled area and the other is an area using lightweight security scheme in order to improve them. Then we propose a mutual authentication scheme and a session key distribution scheme for the second area. The proposed system utilizes a smart device as a mobile gateway and WoT proxy. In the proposed authentication scheme, we modify the ISO 9798 standard to reduce both communication overhead and computing time of cryptographic primitives. In addition, our scheme is able to defend against replay attacks, spoofing attacks, select plaintext/ciphertext attacks, and DoS attacks, etc.

A Study on Trade Area Analysis with the Use of Modified Probability Model (변형확률모델을 활용한 소매업의 상권분석 방안에 관한 연구)

  • Jin, Chang-Beom;Youn, Myoung-Kil
    • Journal of Distribution Science
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    • v.15 no.6
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    • pp.77-96
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    • 2017
  • Purpose - This study aims to develop correspondence strategies to the environment change in domestic retail store types. Recently, new types of retails have emerged in retail industries. Therefore, trade area platform has developed focusing on the speed of data, no longer trade area from district border. Besides, 'trade area smart' brings about change in retail types with the development of giga internet. Thus, context shopping is changing the way of consumers' purchase pattern through data capture, technology capability, and algorithm development. For these reasons, the sales estimation model has been shown to be flawed using the notion of former scale and time, and it is necessary to construct a new model. Research design, data, and methodology - This study focuses on measuring retail change in large multi-shopping mall for the outlook for retail industry and competition for trade area with the theoretical background understanding of retail store types and overall domestic retail conditions. The competition among retail store types are strong, whereas the borders among them are fading. There is a greater need to analyze on a new model because sales expectation can be hard to get with business area competition. For comprehensive research, therefore, the research method based on the statistical analysis was excluded, and field survey and literature investigation method were used to identify problems and propose an alternative. In research material, research fidelity has improved with complementing research data related with retail specialists' as well as department stores. Results - This study analyzed trade area survival and its pattern through sales estimation and empirical studies on trade areas. The sales estimation, based on Huff model system, counts the number of households shopping absorption expectation from trade areas. Based on the results, this paper estimated sales scale, and then deducted modified probability model. Conclusions - In times of retail store chain destruction and off-line store reorganization, modified Huff model has problems in estimating sales. Transformation probability model, supplemented by the existing problems, was analyzed to be more effective in competitiveness business condition. This study offers a viable alternative to figure out related trade areas' sale estimation by reconstructing new-modified probability model. As a result, the future task is to enlarge the borders from IT infrastructure with data and evidence based business into DT infrastructure.

A Proposal of a Mobile Augmented Reality Service Model based on Street Data, and its Implementation (도로데이터 기반의 모바일 증강현실 서비스 모델 제안 및 시스템 구현)

  • Lee, Jeong Hwan;Lee, Jun;Kwon, Yong Jin
    • Spatial Information Research
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    • v.23 no.5
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    • pp.9-19
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    • 2015
  • The popularity of smart devices and Location Based Services (LBSes) is increasing in part due to users demand for personalized information associated with their location. These services provide intuitive and realistic information by adopting Augmented Reality (AR) technology. This technology utilizes various sensors embedded in the mobile devices. However, these services have inherent problems due to the devices small screen size and the complexity of the real world environment; overlapping content on a small screen and placing icons without considering the user's possible movement. In order to solve these problems, this paper proposes a Mobile Augmented Reality Model with the application of Street Data. The model consists of two layers: "Real Space" and "Information Space". In the model, a user creates a query by scanning the nearby street with a camera in real space and searches accessible content along the street through the use of the information space. Furthermore, the results are placed on both sides of the street to solve the issue of Overlapping. Also, the proposed model is implemented for region "Aenigol", and the efficiency and usefulness of the model are verified.

The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.

Expression of image contents based on property of digital signage - Focuses on the Digital Signage in Public Transport (디지털 사이니지의 특성에 따른 영상콘텐츠의 변화 -버스와 지하철 내 디지털 사이니지를 중심으로)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.783-793
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    • 2015
  • TV display which existed only in house started to show up out of house around us and now it found naturally its place in everywhere like street, bus, subway and elevator. It is called digital signage which showed up through digitalization of sign, that is, sign board and bulletin board. The distinction of digital sign from existing signs is that the latter one should go through physical process like removal after installation every time its contents are changed but the former one can produce its various outputs flexibly once it is installed. Also existing sign may be static image or 2 or 3 pieces of image to express simple motion while digital sign can contain multi media contents luxurious in design and motion. This paper confined the range of contents in digital signage in bus and subway. It needs to analyze characteristics of mass transportation-people of use, consumer by place and time, accommodation environment for consumer etc and arrange planned contents along with time and place. Developments of dedicated contents suitable to those digital signages will harmonize with place and time and promote the realm of digital signage which provides variety of experience to consumer and with which communication is possible and which is distinctive. Furthermore we may expect the birth of smart signage as a new media, in which fun and art are combined.

Effects of Large Display Curvature on Postural Control During Car Racing Computer Game Play (자동차 경주 컴퓨터 게임 시 대형 디스플레이 곡률이 자세 제어에 미치는 영향)

  • Yi, Jihhyeon;Park, Sungryul;Choi, Donghee;Kyung, Gyouhyung
    • Journal of the HCI Society of Korea
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    • v.10 no.2
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    • pp.13-19
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    • 2015
  • Display technology has recently made enormous progress. In particular, display companies are competing each other to develop flexible display. Curved display, as a precursor of flexible display, are now used for smart phones and TVs. Curved monitors have been just introduced in the market, and are used for office work or entertainment. The aim of the current study was to investigate whether the curvature of a 42" multi-monitor affects postural control when it is used for entertainment purpose. The current study used two curvature levels (flat and 600mm). Ten college students [mean(SD) age = 20.9 (1.5)] with at least 20/25 visual acuity, and without color blindness and musculoskeletal disorders participated in this study. In a typical VDT environment, each participant played a car racing video game using a steering wheel and pedals for 30 minutes at each curvature level. During the video game, a pressure mat on the seat pan measured the participant's COP (Center of Pressure), and from which four measures (Mean Velocity, Median Power Frequency, Root-Mean-Square Distance, and 95% Confidence Ellipse Area) were derived. A larger AP (Anterior-Posterior) RMS distance was observed in the flat condition, indicating more forward-backward upper body movements. It can be partly due to more variability in visual distance across display, and hence longer ocular accommodation time in the case of the flat display. In addition, a different level of presence or attention between two curvature conditions can lead to such a difference. Any potential effect of such a behavioral change by display curvature on musculoskeletal disorders should be further investigated.

A Study on the Influencing Factors of Online Word-of-Mouth Adoption in the Mobile Applications Market (모바일 애플리케이션 마켓에서 온라인 구전 수용에 영향을 미치는 요인에 관한 연구)

  • Ha, Na-Yeun;Kim, Kyung-Kyu;Lee, Ho
    • Journal of Information Management
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    • v.43 no.1
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    • pp.109-134
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    • 2012
  • This study, focusing on process of online Word-of-Mouth(oWOM) adoption in applications market which is a major issue of recent mobile industry, tried to empirically analyze how main characteristics of oWOM affect trust and process of oWOM adoption. To do this, based on understanding about applications market and precedent studies on online communication and Elaboration Likelihood Model(ELM), I developed the research model and proposed seven hypotheses. The subjects were smart phone users who ever used review in mobile applications market. The study method was questionnaire survey. As a result, trust in review was suggested as prerequisite for consumers to accept on-line review in mobile applications market. And it was empirically proved that for the customers to feel trust, these are necessary - positive assessment on argument quality, vividness of delivered explanation, and neutrality of message. The theoretical implications of this study are that based on studies on oWOM, factors affecting trust in review were explored in the environment of mobile applications market with less judgement clues for decision making compared to other on-line media and then, these factors were conceptualized. From the practical view, this study suggested implication on what attributes companies or developers can strategically utilize while investigating prerequisites of oWOM adoption.

A Study on the Application method of Digital Media in Commercial Space - Using Persona-based Scenario Approach - (상업공간 디지털미디어 적용방안에 관한 연구 - 페르소나 기반 사용자 시나리오 기법으로 -)

  • An, Se-Yun;Kim, So-Yeon;Cao, Wen-jia
    • Korean Institute of Interior Design Journal
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    • v.26 no.1
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    • pp.33-42
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    • 2017
  • Interior design especially the design developments for commercial spaces should ensure the economy of spaces. This is the marketing for space. It is necessary to understand the design elements of commercial space for the efficient using of digital media of space marketing. In this research decided to design application schemes for shopping mall by searching fashion shopping behaviors of users with persona-base scenario approach. Collected the information of users behavior base on case analysis of advance research to make personas. And develop scenario base personas for knowing the needs of users. And then made 4 schemes as the solution. Scheme 1. Customers can get the information and communication with the staff through with media screen in one room of shopping mall. The data of customers can be recorded for providing information or product recommendation personality. Forecast to preferred by group trip or customers that don't like walking around in shopping mall. Scheme 2. Install a media screen at entrance of a store in shopping mall and show special effect to raise customers' attention who walk through from the front of the store. Through with this customers will stay for long time and raise curiosity to get in the store. And the media screen also provide information of store and products. Scheme 3. Customers can get the information of products with using smart phone to scan QR cord in labels of products and record. Customers can finish whole shopping behaviors without the help of store staff. And can make buying decision even have left shopping mall as a online mode. Scheme 4. Store managers can record the products and the environment of store with 360 camera and update to website. Then customers can browse the virtual space with VR glasses. That make customers can have the real shopping experience without being in the store. In this study, have presented schemes of digital media in commercial space. But there are various of commercial space. In this study was presented schemes for shopping mall by searching fashion shopping behaviors of users. And look forward the researches about specific space setting and other type of commercial space for space development.

Design and Implementation of File Cloud Server by Using JAVA SDK (Java SDK를 이용한 파일 클라우드 시스템의 설계 및 구현)

  • Lee, Samuel Sangkon
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.2
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    • pp.86-100
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    • 2015
  • Cloud computing is a computing term that evolved in the late 2000s, based on utility and consumption of computer resources. Google say that "Cloud computing involves deploying groups of remote servers and software networks that allow different kinds of data sources be uploaded for real time processing to generate computing results without the need to store processed data on the cloud. Cloud computing relies on sharing of resources to achieve coherence and economies of scale, similar to a utility (like the electricity grid) over a network. At the foundation of cloud computing is the broader concept of converged infrastructure and shared services. Cloud computing, or in simpler shorthand just "the cloud", also focuses on maximizing the effectiveness of the shared resources." The cloud service is a smart and/or intelligent service to save private files in any device, anytime, anywhere. Dropbox, OAuth, PAClous are required that the accumulated user's data are archives with cloud service. Currently we suggest an implementation technique to process many tasks to the cloud server with a thread pooling. Thread pooling is one of efficient implementating technique for client and service environment. In this paper, to present the implementation technique we suggest three diagrams in the consideration of software engineering.