• Title/Summary/Keyword: personal media

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A Study of Authentication Design for Youth (청소년을 위한 인증시스템의 설계에 관한 연구)

  • Hong, Ki-Cheon;Kim, Eun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.4
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    • pp.952-960
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    • 2007
  • Most Websites perform login process for authentication. But simple features like ID and Password have no trust because most people worry about appropriation. So the youth can easily access illegal media sites using other's ID and Password. Therefore this paper examine features be adaptable to authentication system, and propose a design of authentication system using multiple features. A proposed authentication system has two categories, such as low-level and high-level method. Low-level method consists of grant of authentication number through mobile phone from server and certificate from authority. High-level method combines ID/Password and features of fingerprint, character, voice, face recognition systems. For this, this paper surveys six recognition systems such as fingerprint, face, iris, character, vein, voice recognition system. Among these, fingerprint, character, voice, face recognition systems can be easily implemented in personal computer with low cost accessories. Usage of multiple features can improve reliability of authentication.

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Online e-portfolio Sharing Model Utilizing Personal Bulletin Board (개인 게시판을 활용한 온라인 E-포트폴리오 공유 모델)

  • Park, Jun-Hyun;Kim, Seon-Joo;Song, Jin-Hyun;Nasridinov, Aziz
    • Journal of Convergence for Information Technology
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    • v.8 no.6
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    • pp.225-230
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    • 2018
  • Recently, there are various employment-related homepages such as Jobkorea and World Job. However, since these websites have the one-to-one communication with corporate users and users, the amount of information that can be obtained from the viewpoint of users is limited. The proposed system improves this limitation, where a user creates a blog through member registration, uploads and creates a document to a blog, and a company official can perform an annotation function. This enables users to easily manage the desired documents, share information with other users, and affix them to the users who want to add to the company, so that the corporate users and users can communicate with each other. Thus, we believe that the proposed model can solve problems in the current job market and provide a new level of portfolio system for new media environment.

Video Highlight Prediction Using Multiple Time-Interval Information of Chat and Audio (채팅과 오디오의 다중 시구간 정보를 이용한 영상의 하이라이트 예측)

  • Kim, Eunyul;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.24 no.4
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    • pp.553-563
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    • 2019
  • As the number of videos uploaded on live streaming platforms rapidly increases, the demand for providing highlight videos is increasing to promote viewer experiences. In this paper, we present novel methods for predicting highlights using chat logs and audio data in videos. The proposed models employ bi-directional LSTMs to understand the contextual flow of a video. We also propose to use the features over various time-intervals to understand the mid-to-long term flows. The proposed Our methods are demonstrated on e-Sports and baseball videos collected from personal broadcasting platforms such as Twitch and Kakao TV. The results show that the information from multiple time-intervals is useful in predicting video highlights.

Analysis of IT Technology through the Trends in Home Video Game Console (가정용 게임기 동향을 통해 본 IT 기술 분석)

  • Bae, Jung-Min;Bae, Yu-Mi;Jung, Sung-Jae;Jang, Rea-Young;Sung, Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.675-678
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    • 2014
  • One time, Home video game console's penetration was as comparable to the personal computer's penetration, growth has slowed since the advent of smartphones, tablets and moblie devices. But game console actively introducing new IT technologies not available in the pc games and mobile games, still keeping a firm position in the relevent market. In this paper Home video game console's history, contemporary trends, and learn about trends in the company, New IT technologies applied to gaming was analyzed. Home video console market become the arena of New IT technologies according to the introduction of New IT technologies such as gesture recognition technology, speech recognition technology, media facade technology, virtual reality technology.

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An User-aware System using Visible Light Communication (가시광 통신을 이용한 사용자 인식 시스템)

  • Kim, Jong-Su;Lee, Won-Young
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.4
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    • pp.715-722
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    • 2019
  • This paper introduces the implementation of an user-aware system using a visible light communication and its operations. The user-aware system using a visible light communication consists of the transmitter based on the Android system and the receiver based on an open-source controller. In the transmitter, user's personal information data is encoded and converted to visible light signals by the Android camera interface. In the receiver, the photodiode module receives the incoming visible light signals and converts to electrical signals and the open-source controller, that is arduino processes the received data. The processing module finds the start bit of 0111 to determine the user information data from the packet for the burst-mode communication. According to the experimental results, the proposed system successfully transmits and receives visible light data with the manchester encoding.

Perceived Substitutability between Video Clips of Naver TV Cast and Regular TV program (네이버TV캐스트 클립영상의 TV 방송프로그램에 대한 인지된 대체가능성)

  • Ham, Min-jeong;Lee, Sang Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.92-104
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    • 2019
  • This study aims to figure out perceived substitutability between video clips distributed on Naver TV cast and regular TV program. An online survey was conducted for a week on October 2017, and we collected several responses, such as viewing time, viewing motive, the extent of viewing for video clip categories, and perceived substitutability between video clips and regular TV program. The dependent variable is Naver TV cast users' perceived substitutability between video clips and regular TV program, and the independent variables are viewing time, viewing motive and viewing degree by video clip categories. With these variables, hierarchical regression was conducted. The result shows that viewing time, use motives, including personal relations, booming issue and selective use, and the extent of web-based video content viewing positively affect on Naver TV cast users' perceived substitutability.

Mobile Healthcare and Security (모바일 헬스케어와 정보보안)

  • Woo, SungHee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.755-758
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    • 2016
  • The use of smart phones has had a great impact on the mobile internet business. It shows a lot of growth in the healthcare sector not only commerce, advertising, billing, games, video content, media, amd O2O business. The United States has eased the regulations for healthcare apps smart phone devices in 2015, and China has established a five-year road map to solve shortage of doctors and hospital beds by utilizing mobile devices such as wearable in the same year. The application of wearable devices in the medical field is gradually increasing in Korea too, but there is a security problem as leading challenge. Security incidents in non-ICT sectors such as financial, medical, etc. have increased by using ICT each year. Personal information leakage is also increasing in field likely occurring the potential secondary damages such as financial fraud, illegal promotions, insurance and pharmaceutical companies abuse. In this study, we analyze malwares as the mobile threats, the five risks of mobile smart phone, mobile use cases and the mobile threat countermeasures for healthcare.

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An Exploratory Study on Purchase Decision Making Process and Clothing Shopping Orientation of Fashion Products Rental Service Users (패션제품 대여 서비스 이용자의 구매의사결정과정과 의복 쇼핑성향에 관한 탐색적 연구)

  • Lee, Ji-Yoon;Shin, Eun-Jung;Koh, Ae-Ran
    • Human Ecology Research
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    • v.56 no.6
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    • pp.555-571
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    • 2018
  • This study identified the characteristics of fashion rental service users as well as analyzed their purchase decision-making processes. A qualitative investigation was conducted through in-depth interviews with 13 women in their 20s-30s who have experienced renting fashion items due to a high interest in fashion. The results of the study are summarized as follows. The need recognition stage analyzed ventilation by mass media, SNS impact, curiosity, saving shopping time and money, awareness of situational necessity, and creation of various styles. The information search stage analyzed how users obtained information from 2 different sources of nonmarketer-dominated sources and marketer-dominated sources. The pre-purchase stage analyzed the evaluation of alternatives in which study participants used 2 evaluation criteria for fashion rental services and fashion rental items. The purchase stage analyzed how participants wait and select desired items (when receiving the notification of rentable items) or select alternative products. The consumption stage examined the usage frequency and usage method. The study divided the post-consumption evaluation stage into 2 categories for evaluation: personal feelings and service. The post-consumption behavior stage analyzed how participants displayed WOM, eWOM and purchase rental product behavior. Clothing shopping orientation of study participants is displayed in 5 dimensions of brand-seeking propensity, individuality-seeking propensity, economic efficiency-seeking propensity, rationality-seeking propensity, and pleasure-seeking propensity. This study identified three main characteristics in the study participants: interest in the fashion, favorable attitude toward used fashion items, consciousness of others.

Design and Implementation of Prototype System for Management of Social Contribution (사회공헌관리 시스템의 프로토타입 설계 및 구현)

  • Sok, Yun-Young;Choi, Sun-O
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.319-325
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    • 2019
  • The importance of social responsibility is growing, and as a result of social awareness, many universities and institutions are carrying out community service activities. Although the volunteer portal site has excellent performance and good accessibility, the overall service performance of a specific organization cannot be managed because of personal information. Almost community service managers of a organization manually manage their community service activities without the support of a community service management program. In this study, have been feature analysis of existing portal site for volunteer coordination, then a prototype was designed and developed as a model of social contribution management system so that universities and organizations can systematically support and manage the social service activities of members based on the questionnaire about social contribution management system.

REAL-TIME COLLISION RESPONSE BETWEEN CLOTH AND SPHERE OBJECT IN UNITY (유니티 게임 엔진에서의 구형 물체와 천 시뮬레이션간의 실시간 충돌 및 반응 처리 연구)

  • Kim, Min Sang;Song, Wook;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
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    • v.19 no.6
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    • pp.53-62
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    • 2018
  • As the performance of computer hardware has been increased in recent years, more realistic computer generated objects can be created and presented in personal computers and portable digital devices as well. For this reason, digital contents, including computer graphics, require virtual objects that are more realistic and representable in real-time on various devices, thus it requires more computational costs. In order to support the production of contents including computer graphics, games, and animations on multi-platform, Unity or unreal engines are mainly used. To represent more realistic behavior of virtual objects in a simulation, a virtual object must collide with other virtual objects and present the plausible interaction, as in the real world. However, such dynamic simulation requires a large amount of computational cost, and most portable devices cannot provide these dynamic simulations in real-time. In this paper, we proposed a GPGPU computation based dynamic cloth simulation to represent collision and response with spherical object in real-time. We believe that the proposed method can be useful for readily producing realistic digital contents.