• Title/Summary/Keyword: application service platform

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Construction of Mobile Collaboration Environment for Ubiquitous Computing and its Application (유비쿼터스 컴퓨팅을 위한 모바일 협업 환경 구축 및 응용)

  • Jeong, Chang-Won;Shin, Chang-Sun;Joo, Su-Chong
    • Journal of Internet Computing and Services
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    • v.9 no.3
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    • pp.25-41
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    • 2008
  • In this paper, we describes a Compact Distributed Object Group Framework(CDOGF) for mobile collaboration service in ubiquitous computing. CDOGF support network connections of sensors and devices, management of mobile computing devices, and grouping of objects for mobile collaboration service according to the logical area. For this, we defined methods for detail functions and interface. And, we classified into four interactions of that sensors and a application, the CDOGF and a application, between the components of the CDOGF, the CDOGF on a mobile device and the DOGF on a server. We also defined mobile collaboration environment by analyzing existing technologies. In this environment we used the TMO scheme for interaction and the TMOSM for distributed middleware. Finally, we implemented u-hospital application that applied this environment. This application collects environment and health information by PDAs in wards. Also, It provides the information service for patient management task.

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Designing Mobile Application for Korean Traditional Markets Based on O2O Service Platform (O2O 서비스 기반 전통시장 주문 모바일 어플리케이션의 설계 및 개발)

  • Bang, young sun;Yang, Seung Mok;Jeon, Hye Rin;Lee, Danielle
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1689-1697
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    • 2018
  • This paper explored how to design amobile application for Korea's traditional markets based on O2O service and data science technologies. In order to cover a broader scope of customers, diversify the ways to sell products, and increase the profits of Korea's traditional markets, the application bridges online customers with offline stores at traditional markets and augments both convenience and accessibility. Beyond the typical face-to-face interactions between customers and sellers at traditional markets, this application offers mobile payments and personalized recommendations of nearby stores and preferable products using Beacon and datascience technologies. Moreover, it offers multi-language support for foreign customers who are not familiar with Korea's traditional markets and the products sold there. In conclusion, using O2O service, which is a rising trend among prevalent platform technologies, this study proposed a new e-commerce model for Korea's traditional markets to promote market expansion.

A Study on the Collection and Application Measures for Media Platform Based Materials (매체 플랫폼 기반 자료의 수집 및 적용 방안 연구)

  • Younghee Noh;Youngmi Jung;Aekyoung Son;Inho Chang;Hyunju Cha
    • Journal of Korean Library and Information Science Society
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    • v.55 no.1
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    • pp.193-214
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    • 2024
  • This study aimed to propose a method for collecting and applying media platform based materials at the National Library of Korea. Firstly, we analyzed the current status and limitations of data collection based on domestic media platforms, including the National Library of Korea. Secondly, a literature review method was used to investigate the current status and types of digital content based on media platforms. Thirdly, we identified the types of materials based on media platforms that are not currently included in the National Central Library's online material collection guidelines through the examination of cases from major overseas libraries. Fourthly, after reviewing technical and legal elements such as the definition of collection targets and scope for each new media, and collection methods, we established collection criteria. Fifthly, based on the research results, the policies proposed in this study are as follows: 1) there is a need to establish a clear legal basis for the collection of media platform based materials; 2) the development and presentation of collection guidelines for media platform based materials is necessary; 3) the development of collection tools and infrastructure for media platform based materials is required; 4) for the collection of media platform based materials, it is necessary to obtain permission for collection from targeted social media organizations, and to cooperate in linkage with organizations that produce and service extended reality content; 5) for the service activation of media platform based materials, it is necessary to improve accessibility for the usage activation of these materials, to enhance the content extensibility and ease of use of the e-deposit system including extended reality content, and to advance and construct spaces for reproducing extended reality content.

Service Scheduling in Cloud Computing based on Queuing Game Model

  • Lin, Fuhong;Zhou, Xianwei;Huang, Daochao;Song, Wei;Han, Dongsheng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.5
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    • pp.1554-1566
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    • 2014
  • Cloud Computing allows application providers seamlessly scaling their services and enables users scaling their usage according to their needs. In this paper, using queuing game model, we present service scheduling schemes which are used in software as a service (SaaS). The object is maximizing the Cloud Computing platform's (CCP's) payoff via controlling the service requests whether to join or balk, and controlling the value of CCP's admission fee. Firstly, we treat the CCP as one virtual machine (VM) and analyze the optimal queue length with a fixed admission fee distribution. If the position number of a new service request is bigger than the optimal queue length, it balks. Otherwise, it joins in. Under this scheme, the CCP's payoff can be maximized. Secondly, we extend this achievement to the multiple VMs situation. A big difference between single VM and multiple VMs is that the latter one needs to decide which VM the service requests turn to for service. We use a corresponding algorithm solve it. Simulation results demonstrate the good performance of our schemes.

Searching for Ways to Utilize Avatars in Consideration of User Preferences in the Experience Metaverse Service (경험 메타버스 서비스에 있어 사용자의 선호도를 고려한 아바타 활용 방안 모색)

  • Sung-Suk Park;Il-Hyun Cho
    • Journal of Information Technology Applications and Management
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    • v.30 no.2
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    • pp.45-57
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    • 2023
  • Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on 'creation and economy' and 'discovery', will evolve into an 'experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new 'metaverse business model' was proposed based on 'experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of 'business experience'. In addition, a survey was conducted on the 'application of metaverse service and avatar' targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an 'selective switch mode' that can change the avatar's appearance at the desired timing according to the 'experience' and 'purchase purpose' of each metaverse service area. In addition, by strategically utilizing the 'Digilog' psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of 'avatar purchase system' by 'selective switch mode' and 'avatar decorating system' by 'digilog' strategy, the experience metaverse, which has been focused on 'digital twin experience' so far, is As it develops into 'business experience', it is expected that the user experience can be further satisfied.

A Study on Intelligent Bus Management System using Beacon-based BIS (비콘을 활용한 BIS 연동 지능형 버스관리 시스템 연구)

  • Nam, Kang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.1
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    • pp.47-52
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    • 2017
  • This study is BIT(: Bus Information Terminal) features that take advantage of KEPCO eIoT(: energy Internet of Thing) platform, and it's Network configuration is composed of display terminal device, gateway, platform, and the service server. The key features are parts for processing protocol data between the gateway and the device using LoRa(: Long Range) technology, Intelligent applications and SIP(: Session Initiation Protocol) data handling connected to the Taxi reservation system. And the resource tree provided BIT for the service, which commonly used in the application server and the device.

Study on Smart Office Functionality Utilizing KEPCO Gateway (한전 Gateway를 활용한 Smart Office 기능 연구)

  • Nam, Kang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.11
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    • pp.1107-1112
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    • 2016
  • This study is the Smart Office features that take advantage of KEPCO eIoT(: energy Internet of Thing) platform, and it's Network configuration is composed of sensing device, gateway, platform, and the service server. The key features are parts for processing protocol data between the gateway and the device using LoRa(: Long Range) technology, Intelligent applications and public safety data connected to the PS-LTE(: Public Safety-Long-Term Evolution) system. And the resource tree provided Smart Office for the service, which commonly used in the application server and the device.

A Decentralized Copyright Management Model using Mydata Concept (마이데이터 개념을 활용한 탈중앙화 저작권 관리 모델)

  • Kim, Hyebin;Shin, Weon;Shin, Sang Uk
    • Journal of Korea Multimedia Society
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    • v.23 no.2
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    • pp.262-273
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    • 2020
  • This paper analyzes the existing copyright management and copyright sharing model and discusses the limitations. It then proposes a consortium Blockchain-based copyright management model in which the service platform participates as a node, and discusses how to combine the My Data concept with Blockchain and smart contracts. Also, Blockchain-based CP-ABE is introduced and applied to the proposed model as a way for users to define access policies and store copyright data in encrypted form on the storage of the online service providers (OSP). Compared with the existing copyright management model, the proposed model allows the copyright holder to focus on copyright registration, license content design, and sharing, as the data subject. And it is expected to be able to transparently manage the usage records and the basis for the settlement of the copyrighted data that are shared and used on each platform.

The Implementation and Performance Evaluation of a Multi-OS Platform Software Streaming Services (다중 운영체제 플랫폼 소프트웨어 스트리밍 서비스의 구현과 성능평가)

  • O, Chang-Hun;Song, Dong-Ho;Jeon, Yong-Hee
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.1B
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    • pp.25-37
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    • 2008
  • Network streaming technology is a service method which can support several application software via streaming in networks. Although multimedia streaming technology has been developed and widely used, research on the software streaming technology is not yet being progressed actively. In this paper, we design and implement a software streaming technology based on Java language with enhanced performance, compare the existing related systems with it and analyze several characteristics, and perform the performance evaluation. The implemented system has a platform to be used in multiple operating systems in addition to Windows system. It can also be used without installing a software at the client's computer, and has a novel feature that the user's convenience is maximized.

A Novel Framework for Resource Orchestration in OpenStack Cloud Platform

  • Muhammad, Afaq;Song, Wang-Cheol
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.11
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    • pp.5404-5424
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    • 2018
  • This work is mainly focused on two major topics in cloud platforms by using OpenStack as a case study: management and provisioning of resources to meet the requirements of a service demanded by remote end-user and relocation of virtual machines (VMs) requests to offload the encumbered compute nodes. The general framework architecture contains two subsystems: 1) An orchestrator that allows to systematize provisioning and resource management in OpenStack, and 2) A resource utilization based subsystem for vibrant VM relocation in OpenStack. The suggested orchestrator provisions and manages resources by: 1) manipulating application program interfaces (APIs) delivered by the cloud supplier in order to allocate/control/manage storage and compute resources; 2) interrelating with software-defined networking (SDN) controller to acquire the details of the accessible resources, and training the variations/rules to manage the network based on the requirements of cloud service. For resource provisioning, an algorithm is suggested, which provisions resources on the basis of unused resources in a pool of VMs. A sub-system is suggested for VM relocation in a cloud computing platform. The framework decides the proposed overload recognition, VM allocation algorithms for VM relocation in clouds and VM selection.