• Title/Summary/Keyword: online map

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Identification of Diseasomal Proteins from Atopy-Related Disease Network (아토피관련 질병 네트워크로부터 질병단백체 발굴)

  • Lee, Yoon-Kyeong;Yeo, Myeong-Ho;Kang, Tae-Ho;Yoo, Jae-Soo;Kim, Hak-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.114-120
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    • 2009
  • In this study, we employed the idea that disease-related proteins tend to be work as an important factor for architecture of the disease network. We initially obtained 43 atopy-related proteins from the Online Mendelian Inheritance in Man (OMIM) and then constructed atopy-related protein interaction network. The protein network can be derived the map of the relationship between different disease proteins, denoted disease interaction network. We demonstrate that the associations between diseases are directly correlated to their underlying protein-protein interaction networks. From constructed the disease-protein bipartite network, we derived three diseasomal proteins, CCR5, CCL11, and IL/4R. Although we use the relatively small subnetwork, an atopy-related disease network, it is sufficient that the discovery of protein interaction networks assigned by diseases will provide insight into the underlying molecular mechanisms and biological processes in complex human disease system.

Big data-based Local Store Information Providing Service (빅데이터에 기반한 지역 상점 관련 정보제공 서비스)

  • Mun, Chang-Bae;Park, Hyun-Seok
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.561-571
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    • 2020
  • Location information service using big data is continuously developing. In terms of navigation, the range of services from map API service to ship navigation information has been expanded, and system application information has been extended to SNS and blog search records for each location. Recently, it is being used as a new industry such as location-based search and advertisement, driverless cars, Internet of Things (IoT) and online to offline (O2O) services. In this study, we propose an information system that enables users to receive information about nearby stores more effectively by using big data when a user moves a specific route. In addition, we have designed this system so that local stores can use this system to effectively promote it at low cost. In particular, we analyzed web-based information in real time to improve the accuracy of information provided to users by complementing the data. Through this system, system users will be able to utilize the information more effectively. Also, from a system perspective, it can be used to create new services by integrating with various web services.

A Study of the Health Monitoring System for u-Healthcare (u-Healthcare를 위한 건강모니터링 시스템에 관한 연구)

  • O, Ji-Soo;Lee, Myoung-Hwa;Lim, Myung-Jae;Lee, Ki-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.9-15
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    • 2009
  • As disease and aging increased on the map of nuclear families, the interests in protecting individual privancy and u-Healthcare has increased as well. Until now, the health management of individual medical institutions have limited their researches on the future of offline diagnostics and treatment works, time and space only to medical services. However, in the future, healthcare through mobile medical devices to real-time online personality, mobility, and bulwark where patients can receive personal health statues anywhere seems inevitable. Therefore, in this paper, the PDA based on the each individual elderly and patients that updates their physical health statues through the signal meter management system can notify both the individual and the hospital when a medical emergency occurs. Additionally, it provides relevant information on the results of measurements monitoring system.

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A Study on the MMORPG Server Architecture Applying with Arithmetic Server (연산서버를 적용한 MMORPG 게임서버에 관한 연구)

  • Bae, Sung-Gill;Kim, Hye-Young
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.39-48
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    • 2013
  • In MMORPGs(Massively Multi-player Online Role-Playing Games) a large number of players actively interact with one another in a virtual world. Therefore MMORGs must be able to quickly process real-time access requests and process requests from numerous gaming users. A key challenge is that the workload of the game server increases as the number of gaming users increases. To address this workload problem, many developers apply with distributed server architectures which use dynamic map partitioning and load balancing according to the server function. Therefore most MMORPG servers partition a virtual world into zones and each zone runs on multiple game servers. These methods cause of players frequently move between game servers, which imposes high overhead for data updates. In this paper, we propose a new architecture that apply with an arithmetic server dedicated to data operation. This architecture enables the existing game servers to process more access and job requests by reducing the load. Through mathematical modeling and experimental results, we show that our scheme yields higher efficiency than the existing ones.

Online Fitting service Study -Focusing on Interface design (온라인 피팅서비스 디자인 연구 -인터페이스 디자인을 중심으로)

  • Kim, Ryu-Hee;Yang, Sung-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.147-154
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    • 2021
  • This study focused on the fitting window structure provided by the virtual fitting service web page. We analyzed the current cases and identified the user's needs for the service through usability assessment, survey, and FGI experiments. As a result of the design, the fitting window of the existing web page was opened at the same time as the site was accessed to improve the hassle of using the icons due to their small size and poor visibility. In the case of fitting windows, the problem of information delivery was supplemented so that even the initial user could understand the fitting map of the existing method, and additional items needed for user propensity were provided so that the service could be used accurately and easily. As a result of this study, it can be used as a basic research material in future virtual fitting service studies and is expected to provide good implications to fashion marketers.

Research on User Experience Under the New Retailing Mode: Using the interactive marketing mode of the Estee Lauder POP-UP store as an example (새 소매 모델 방식에서의 사용자 경험 연구: 에스티로더 팝업스토어에서 인터랙티브 마케팅을 예로 들어보자)

  • Liang, Lan;Pan, Young-Hwan
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.343-353
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    • 2021
  • The beauty industry of China POP-UP store service, has entered the peak development period. This paper takes China Estee Lauder POP-UP store as an example, based on the user experience of interactive marketing mode in Beauty POP-UP store under the new retailing model. The paper aims to establish a system interaction design process integrating online and offline to help enterprises complete the sustainable development of marketing services. To achieve this goal, this study uses questionnaires to investigate the key elements of user experience, customer journey map to determine the user pain points, and completes the design of the new system process. This process can provide designers with a new perspective through experimental verification, with high timeliness and practicability. It also promotes the collaborative optimisation and upgrading of physical retail and online retail and provides theoretical support and practical basis for other enterprises.

NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.1-11
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    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.

A Study on the Global Possibilities of Gugak Broadcasting as K-Music Content through the Metaverse Audition Platform

  • KIM, JOY
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.37-43
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    • 2022
  • This study is a sustainability study of K-Music beyond K-Pop through New Media. New media literally means 'new media'. When TV, classified as legacy media, first appeared in the world, it was an innovative new media platform. Of course, it is considered the most traditional legacy media. However, the definition of new media inevitably changes with the times. Most of the media called new media today are based on online and mobile. This thesis focuses on popular music including crossover traditional music genre. And we define popular music exported abroad as K-pop, and propose the possibility of globalization of Korean music using K-pop users and new media, a metaverse based K-pop audition platform, as consumers and suppliers in the global market. Hallyu, the studying of K-Pop through the study of attitudes and economic effects of K-pop, such as reactions to the spread of K-pop and the reactions of fans who like K-pop, are constantly being discussed in various ways. But there has been no case of cultural technology research that linked the sustainability of Gugak as the Korean music through new media to the K-pop business platform. As the overflowing data pours out in the virtual space as an act that gives the meaning of existence, the online is able to become an open market that provides reliable information all over the world. Therefore we would like to propose on the sustainability of Korean music through the 'Korean Traditional Music Broadcasting Metaverse Audition' beyond the K-pop business model as the K-Music content in the cultural technology era.

A Study on Marketing Activation of Franchise Enterprise Utilizing Social Network Service(SNS) (SNS(Social Network Service)를 활용한 프랜차이즈 업체의 마케팅 활성화에 관한 연구)

  • Han, Sun-Ho;Kim, Hyun-Jun;Choi, Kul-Yong;Han, Kyu-Chul
    • The Korean Journal of Franchise Management
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    • v.2 no.2
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    • pp.24-44
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    • 2011
  • Many companies are increasingly using social network service(SNS) as an online marketing tool, and its marketing activation has been in the limelight as a differentiation strategy most recently. The purpose of this study is to analyze online marketing cases utilizing SNS and to apply it in Franchise Enterprise in order to activate its marketing activities. This study is more concerned with the cases of facebook, twitter, and blog among social network services and suggests some ways of utilizing them in Franchise Enterprise as follows: Based on the examples of facebook, firstly, we set up the role as a homepage in individul, Franchise Enterprise, and other organizations. Secondly, we also set up the role as an organizing tool in communities, and thirdly, setting up the role as a location map tool. Regarding some applications in marketing tool of Franchise Enterprise, we suggest the role as a public relation tool of the company and brand, and also propose the role of brand planning and development. Finally, we suggest a way of overcoming the limitation in offline operations.

Answer Snippet Retrieval for Question Answering of Medical Documents (의학문서 질의응답을 위한 정답 스닛핏 검색)

  • Lee, Hyeon-gu;Kim, Minkyoung;Kim, Harksoo
    • Journal of KIISE
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    • v.43 no.8
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    • pp.927-932
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    • 2016
  • With the explosive increase in the number of online medical documents, the demand for question-answering systems is increasing. Recently, question-answering models based on machine learning have shown high performances in various domains. However, many question-answering models within the medical domain are still based on information retrieval techniques because of sparseness of training data. Based on various information retrieval techniques, we propose an answer snippet retrieval model for question-answering systems of medical documents. The proposed model first searches candidate answer sentences from medical documents using a cluster-based retrieval technique. Then, it generates reliable answer snippets using a re-ranking model of the candidate answer sentences based on various sentence retrieval techniques. In the experiments with BioASQ 4b, the proposed model showed better performances (MAP of 0.0604) than the previous models.