• Title/Summary/Keyword: User Platform

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A Study on Performance Evaluation Factors of Permissioned Blockchain Consensus Algorithm (허가형 블록체인 합의알고리즘의 성능평가항목 연구)

  • Min, Youn A
    • Convergence Security Journal
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    • v.20 no.1
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    • pp.3-8
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    • 2020
  • Blockchain can enhance data transparency and security through decentralized data management that is out of the centralized system. permissioned blockchain of the blockchain platform, only trust-based authorized nodes can participate in the distributed network. Considering the characteristics of the permissioned blockchain, it is necessary to consider the network communication speed, transaction finality agreement, and stability as a condition for selecting the consensus algorithm. The consensus algorithms of the permissioned blockchain environment are diverse such as PoA, PBFT, Raft, etc., but there are no various evaluation factors for selecting consensus algorithms. In this paper, various performance evaluation factors are proposed to analyze the characteristics of each consensus algorithm of the permissioned blockchain and to select an efficient consensus algorithm considering the characteristics of the user environment that composes the network. The proposed performance evaluation factor can consider the network speed, stability, and consensus of the finality agreement between nodes under the premise of trust. Through this, a more efficient blockchain network environment can be constructed.

Analysis on Teacher's Height and Authority in Robot-assisted Learning (원격로봇교사의 키와 초등 수업 통제력의 영향 분석)

  • Bae, Il-han;Han, Jeong-hye
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1501-1507
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    • 2017
  • Telepresence in robot assisted learning has preferred low-height, shorter than life-size robotic platforms for reasons such as operational stability, user convenience and psychological comfort in human robot interaction. If, however, the reason for using a telepresence robot is to display the authority of a social superior to a social inferior, one can hypothesize that a robotic platform which reflects real-life height advantage would be better suited for the stated purpose than conventional low-height platforms. In order to test the hypothesis, we examined whether the height of the robot had an effect on an instructor connected to a telepresence robot in robot-assisted learning with regard to controlling a large number of elementary school students. The pre-and post experiment demonstrates that the use of a life-size telepresence robot, compared to a child-size telepresence robot, failed to make a meaningful difference in the instructors' authority being accepted by the students. However, behavioral measures shows that a taller robot has more merits in controlling students.

A Study on the Dependence of Mobile Instant Messenger (모바일 인스턴트 메신저 의존도에 관한 연구)

  • Kim, Jae-Jon;Lee, Yunhee;Nho, Hee-Ock;Park, Kyung-Ja
    • The Journal of Information Systems
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    • v.23 no.1
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    • pp.225-246
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    • 2014
  • With the recent establishment of a ubiquitous environment and the paradigm shift to a smart society, the use of mobile devices, such as smart phones and tablet PCs, has become widespread. Thus, the trend is gradually shifting from using Web-based Instant Messenger to using Mobile-based Instant Messenger. Mobile Instant Messenger refers to a service that allows instant messaging as well as data sending and receiving between individuals with exclusive application programs(mobile Apps), which can be used in portable devices-such as smart phones-with wireless Internet access. Korea's portal sites, telecommunication companies, and even big companies have all rushed into the MIM market to join the competition. The reason so many companies are showing interest in the MIM business is because it is rising as a core platform to substitute portal sites in the mobile society, and MIM is perceived as the best means to attract and secure users. The intention to reuse or use continually was considered an important factor in maintaining a dominant position amidst such fierce competition, and consequently, most research thus far has reflected such thought. However, the frequent or long-term use of a system alone cannot indicate the definite success of the system, nor guarantee its dominant position in the market. On the contrary, MIM dependence, which goes beyond simple repetitive use and indicates a state where users actually or emotionally depend on a specific system, can better explain the user action. However, not much research has been conducted on dependence. The research results showed that lively message, concise message, message responsiveness, and social belonging significantly affected perceived usefulness. Message responsiveness, Link, and social belonging significantly affected flow. Flow significantly affected MIM dependence, and perceived usefulness did not affect MIM dependence. This study has proven that lively message, concise message, message responsiveness, Link, social belonging and perceived usefulness are important antecedents and mediating factors of MIM dependence. Moreover, this study is significant in that it explains the overall process of MIM dependence, and expands on the variety and scope of research that can be applied to MIM-related studies.

A Study on Content Marketing for Travel Brand Focus on Youtube Vlog Formed Travel Video - (여행 브랜드를 위한 콘텐츠 마케팅 연구 -여행 영상 형태의 유튜브 Vlog를 중심으로-)

  • Jo, Jang-Hwan;Park, Bo-ram
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.445-450
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    • 2019
  • lock in effect This study aims to examine the viewing pattern of travel vlog on video-sharing platform YouTube. Preliminary survey was conducted with in-depth interviews on the usability and sensibility aspects of creating pleasurable interfaces model. As a result, first, viewers obtains general information on travel using travel vlog. Second, there were difficulties from the informational quantity. Third, the contents marketing using travel vlog could have limitation when it comes to the consistency of product's exposure which common mass media advertisement format have. Improvements driven from this study may provide insight in contents marketing strategy to travel-related companies and provide practical help to creators in contents production.

IoT Authentication System Using Blockchain and TOTP

  • Kim, Ho-Gyun;Jung, Soon-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.2
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    • pp.113-122
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    • 2020
  • In this paper, we propose the terminal authentication system using blockchain and TOTP(Time-based One-time Password Algorithm) to sustain a continuous authentication between user device and service device. And we experiment this system by using door-lock as a terminal of IoT(Internet of Things). In the future, we can apply this result to several devices of IoT for convenience and security. Although IoT devices frequently used everyday require convenience and security at the same time, it is difficult for IoT devices having features of the low-capacity and light-weight to apply the existing authentication technology requiring a high amount of computation. Blockchain technology having security and integrity have been used as a storage platform, but its authentication cannot be performed when the terminal cannot access any network. We show the method to solve this problem using Blockchain and TOPT.

Introduction to 3D game character production skill for 3D on-line game (3D온라인게임을 위한 효율적인 3D게임캐릭터 제작기법)

  • 김미진;김재준
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.4
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    • pp.55-63
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    • 2003
  • The game & multimedia industry is a high-valued industry comparing to any industry. Also, it has been shown the possibility as considerably bright future industry due to a development of the Internet, an explosive growth of on-line game market, and a union with virtual reality technology Since an on-line game having a clear profit model is expanding to PC and other platform, it brings to us a large change throughout the whole game industry. In order to develop a game, we need a number of elements. A game character among them delivers to a user the overall characteristics of a game as a visual representation and makes us access to a game directly and sensuously. A game character of on-line game is considerable in an operation in the volume of initial sales from a viewpoint of marketing. In addition, it affects to secure users and be immersed in a game. In this paper, we propose a production skill of an efficient 3D game character for 3D on-line game.

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A Study on a Ranging Protocol for the ATM-PON Based ell ITU-T G.983.1 (G.983.1 기반의 ATM-PON을 위한 Ranging 프로토콜에 관한 연구)

  • Chung, Hae;Kim, Jin-Hee;Kwun, Sun-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.4 no.1
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    • pp.17-25
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    • 2000
  • ATM PON system is regarded as a solution of the next generation access network because it can cover various types of subscribers in a single platform. In this paper, we describe the merit of the ATM PON and the key protocols for its operation. Above all, the ranging is the most important protocol providing a mean of the time-division multiple access in the system. A problem in the protocol is that the window size, the time interval that ranging cell arrives, is too long. During the interval, user traffics cannot be send to the upstream, which makes the quality of service degraded. In this paper, we suggest a method to minimize the window size when the length of the optic fiber is known with some deviation. The window size can be reduced as 7 % of the conventional method when the deviation of the length is 1 Km.

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EDISON Platform to Supporting Education and Integration Research in Computational Science (계산과학 시뮬레이션을 위한 웹 인터페이스 자동 생성 시스템 개발)

  • Jin, Du-Seok;Lee, Jong-Suk Ruth;Cho, Kum-Won;Jeong, Jae-You;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.799-801
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    • 2011
  • Computational science is a field of study concerned with constructing mathematical models and quantitative analysis techniques and using large computing resources to solve the problems which are difficult to approach in a physical experimentally. Recently, a new web-based simulation environment for computational science is becoming more and more popular for supporting multi-user access without restriction of space or time, however, to develop web-based simulation applications, the researchers performed their works too much difficulty. In this paper, we present automated web interface generation tool that allows applied researchers to concentrate on advanced research in their scientific disciplines such as Chemistry, Physics, Structural Dynamics.

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LED Lighting Monitoring System Using Bluetooth BLE (Bluetooth BLE를 활용한 LED 조명 관제시스템에 관한 연구)

  • Oh, Am-suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.2
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    • pp.367-372
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    • 2017
  • LED illumination has been developed from simple illumination to human oriented multi-functional system depending on the IT convergence trends. Thus, the convergence of IT technology such as various types of sensor and communication functions with application software can make saving of energy, and there are also several needs about the tailor-made illuminations requirements for the diverse users who want to take their own colors, strengths of the light. For the adaption of these kinds of intelligent system illumination, user oriented sensor and control should be possible. The LED lighting control system transmits and receives data via the Bluetooth mesh network and provides functions such as LED lighting control, LED lighting condition monitoring, energy usage monitoring, and energy peak point management. Therefore, in this paper, we suggest wireless communication platform and control system for the LED illumination control. We can expect life extension of LED illumination, and energy saving through this suggested system.

Performance Evaluation of Turbo coded Adaptive QAM Systems for High-speed Mobile Multimedia Communications (고속 이동 멀티미디어 통신을 위한 터보 부호 적응 QAM 시스템의 성능 분석)

  • 백흥현;정연호
    • Journal of the Institute of Convergence Signal Processing
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    • v.5 no.3
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    • pp.216-222
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    • 2004
  • Frequency selective fading is a limiting factor for transmission rate and performance in high-speed multimedia communications. In this paper, we propose a turbo coded adaptive quadrature amplitude modulation (QAM) system for efficient high-speed transmission. By making use of a user-friendly simulation platform of SPW, the proposed turbo coded adaptive QAM system(TuAQAM) is developed and its performance is evaluated in terms of throughput and BER performance. Two channel models having delay spreads of 700ns and 1400ns are created for the simulations. It is shown that the proposed TuAQAM system provides a performance improvement of approximately 3dB and improved throughput for the channel model whose delay spread is 700ns. Similarly, a performance improvement is also achieved for the channel model whose delay spread is 1400ns.

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