• Title/Summary/Keyword: platform service

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Advanced Unified Communication Service System (차세대 통합 커뮤니케이션 서비스 제공 시스템)

  • Shin, Young-Mee;Bae, Hyun-Joo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.8B
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    • pp.962-970
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    • 2011
  • This paper describes an advanced unified communication system. The advanced unified communications mean a service that integrates basic communications such as call, SMS, email, and chatting with social networking service considered as a new communication channel, presenting a unified user interface. The advanced unified communication system is composed of advanced UC(Unified Communications) applications, open UC service platform, and UC back-end servers. The advanced UC applications consist of web-based application and smart phone application. The open UC service platform provides a variety of service components that enable the third party applications to access basic communications and social network services within an enterprise. The UC back-end servers provide server functionalities for call, SMS, email, and chatting.

Comparative Analysis of ViSCa Platform-based Mobile Payment Service with other Cases (스마트카드 가상화(ViSCa) 플랫폼 기반 모바일 결제 서비스 제안 및 타 사례와의 비교분석)

  • Lee, June-Yeop;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.163-178
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    • 2014
  • Following research proposes "Virtualization of Smart Cards (ViSCa)" which is a security system that aims to provide a multi-device platform for the deployment of services that require a strong security protocol, both for the access & authentication and execution of its applications and focuses on analyzing Virtualization of Smart Cards (ViSCa) platform-based mobile payment service by comparing with other similar cases. At the present day, the appearance of new ICT, the diffusion of new user devices (such as smartphones, tablet PC, and so on) and the growth of internet penetration rate are creating many world-shaking services yet in the most of these applications' private information has to be shared, which means that security breaches and illegal access to that information are real threats that have to be solved. Also mobile payment service is, one of the innovative services, has same issues which are real threats for users because mobile payment service sometimes requires user identification, an authentication procedure and confidential data sharing. Thus, an extra layer of security is needed in their communication and execution protocols. The Virtualization of Smart Cards (ViSCa), concept is a holistic approach and centralized management for a security system that pursues to provide a ubiquitous multi-device platform for the arrangement of mobile payment services that demand a powerful security protocol, both for the access & authentication and execution of its applications. In this sense, Virtualization of Smart Cards (ViSCa) offers full interoperability and full access from any user device without any loss of security. The concept prevents possible attacks by third parties, guaranteeing the confidentiality of personal data, bank accounts or private financial information. The Virtualization of Smart Cards (ViSCa) concept is split in two different phases: the execution of the user authentication protocol on the user device and the cloud architecture that executes the secure application. Thus, the secure service access is guaranteed at anytime, anywhere and through any device supporting previously required security mechanisms. The security level is improved by using virtualization technology in the cloud. This virtualization technology is used terminal virtualization to virtualize smart card hardware and thrive to manage virtualized smart cards as a whole, through mobile cloud technology in Virtualization of Smart Cards (ViSCa) platform-based mobile payment service. This entire process is referred to as Smart Card as a Service (SCaaS). Virtualization of Smart Cards (ViSCa) platform-based mobile payment service virtualizes smart card, which is used as payment mean, and loads it in to the mobile cloud. Authentication takes place through application and helps log on to mobile cloud and chooses one of virtualized smart card as a payment method. To decide the scope of the research, which is comparing Virtualization of Smart Cards (ViSCa) platform-based mobile payment service with other similar cases, we categorized the prior researches' mobile payment service groups into distinct feature and service type. Both groups store credit card's data in the mobile device and settle the payment process at the offline market. By the location where the electronic financial transaction information (data) is stored, the groups can be categorized into two main service types. First is "App Method" which loads the data in the server connected to the application. Second "Mobile Card Method" stores its data in the Integrated Circuit (IC) chip, which holds financial transaction data, which is inbuilt in the mobile device secure element (SE). Through prior researches on accept factors of mobile payment service and its market environment, we came up with six key factors of comparative analysis which are economic, generality, security, convenience(ease of use), applicability and efficiency. Within the chosen group, we compared and analyzed the selected cases and Virtualization of Smart Cards (ViSCa) platform-based mobile payment service.

Contents Service of EBS in the Era of Smart Media (스마트 미디어 시대 EBS의 콘텐츠 서비스)

  • Park, Joo-Yeun
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.36-46
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    • 2015
  • The purpose of this study is to investigate the characteristics of diverse contents service of EBS providing on the multi-platform in the era of smart media. This study investigated contents service of EBS in order to seek and suggest EBS's competitiveness in the era of smart media environment. As a result, EBS is providing real-time service, VOD and e-learning, but its current contents service is concentrated on providing e-learning service. This study recommended that EBS need to reinforce contents suitable for various multi-platform uses. It also suggested EBS need to cooperate with diverse webs service and SNS service in order to widen openness of its platform, and to provide not only diverse contents, but also applications by offering mobile and on-demand contents and services. Finally, this study proposed that EBS is needed to move towards a more public and comprehensive media portal.

A Study on the Determinant to User's Continuous Usage of SNG Based Mobile Social-Platform (모바일 소셜플랫폼 기반 SNG 이용자의 지속적 사용의도에 영향을 미치는 요인에 관한 연구)

  • Han, Areum;Lee, Jae-Shin
    • Journal of Information Technology Services
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    • v.12 no.2
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    • pp.85-101
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    • 2013
  • The wide spread of smartphones and the growth of the number of internet users are reshaping the SNS (Social Network Service). Merging into other service areas and creating new business models with high profits, SNS is no more a service simply providing personal connections. Now SNS has positioned itself as a service platform. SNG (Social Network Game) is a new outcome utilizing SNS as a game platform and showing a rapid growth rate in a short period of time. The number of SNG users is expected to increase steadily. In this study, we examine whether SNG user motivations lead to flow experience and future intention to use. For that purpose, we conducted a survey with smartphone users. The results indicate that flow experience functions as a mediator and user motivations indirectly affect intention to use through flow experience. This paper concludes with discussions on findings and suggestions for future research.

A Study on Testing Environment for development service based on D2D networking (D2D 기반 서비스를 위한 네트워크 테스팅 환경 구축에 관한 연구)

  • Yoon, Seok-Jin;Kim, Do-Hyung;Lee, Jae-Ho;Kim, Hyun-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.60-61
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    • 2012
  • D2D는 단말 디바이스간의 중간의 매개체 없이 직접 연결을 통해서 메시지나 컨텐츠 등을 전송하는 시스템으로서 이의 개발에는 동시에 두개 이상의 단말을 연결하여 직접 통신을 수행하고 그 결과를 확인하는 테스팅 기능이 요구된다. 기존의 일반적인 테스팅 환경은 하나의 단말에서 구현되는 응용이나 서비스의 구현을 테스팅하는데 집중되어 있으나 본 연구에서는 다수개의 단말을 연결하여 테스트할 수 있는 간이 테스팅 프레임워크를 구축하고자 한다. 이를 위하여 간단한 테스트 스크립트 엔진을 설계하였고 테스트 스크립트 상에 개별 디바이스를 지정할 수 있는 항목을 추가하여 디바이스 간의 동작을 명세할 수 있도록 하였다.

The Impact of Consumer's Ethical Self-Identity and Service Utility based on Sharing Economy Service on Service Satisfaction and Intention to Recommendation (공유경제서비스에 대한 소비자의 윤리적 자아정체성과 서비스효용이 서비스만족도와 추천의도에 미치는 영향)

  • Lee, Yun-Sun
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.103-109
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    • 2020
  • As part of the sharing economy service, the present study is not only about the positive aspects of O2O services, but also about the consumer ethical perceptions of recent conflicts with existing business and labor markets, trust of platform, and service utility on consumer satisfaction and intention to recommend O2O services. To test hypotheses, data were collected and analyzed for 149 samples, focusing on the car sharing service, an example of the sharing economy service, which is becoming an issue. As a result, the ethical self-identity of the consumer, the trust of the platform, and the service utility, all affected the service satisfaction, whereas only the hedonic utility and trust of the platform had a positive effect on the intention to recommendation. This study is meaningful in that it examines the influence of service utility focusing on ethical consciousness and social perspective of consumers, rather than on the point of consumption such as ethical consumption position and trust of platform based on sharing economy service.

Networked Robots using ATLAS Service-Oriented Architecture in the Smart Spaces

  • Helal, Sumi;Bose, Raja;Lim, Shin-Young;Kim, Hyun
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.8 no.4
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    • pp.288-298
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    • 2008
  • We introduce new type of networked robot, Ubiquitous Robotic Companion (URC), embedded with ATLAS Service-oriented architecture for enhancing the space sensing capability. URC is a network-based robotic system developed by ETRI. For years of experience in deploying service with ATLAS sensor platform for elder and people with special needs in smart houses, we need networked robots to assist elder people in their successful daily living. Recently, pervasive computing technologies reveals possibilities of networked robots in smart spaces, consist of sensors, actuators and smart devices can collaborate with the other networked robot as a mobile sensing platform, a complex and sophisticated actuator and a human interface. This paper provides our experience in designing and implementing system architecture to integrate URC robots in pervasive computing environments using the University of Florida's ATLAS service-oriented architecture. In this paper, we focus on the integrated framework architecture of URC embedded with ATLAS platform. We show how the integrated URC system is enabled to provide better services which enhance the space sensing of URC in the smart space by applying service-oriented architecture characterized as flexibility in adding or deleting service components of Ubiquitous Robotic Companion.

Development of the Web-based Participation IoT Service Brokering Platform (웹 기반 참여형 IoT 서비스 브로커링 플랫폼 개발)

  • Lee, Jun-Young;Choi, Hoan-Suk;Rhee, Woo-Seop
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.40-57
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    • 2015
  • IoT is the foundation technology that the things share the information through connected with Internet to provide service based on these information. It is applied to various fields such as personal, public and industry. Therefore, the service development is required to meet the requirement of the various service environments. The IoT service environment will be developed as the participation IoT service environment which increase the value and efficiency such as the Broadcasting and web services changed from the service provider environment to the user participation service. The user can directly reflect their requirements using the user participation IoT service environment. So, the types of IoT services will diverse and accelerate the spread of IoT service. In this paper, we derive the IoT service element through the analysis of various service scenarios, and propose the participation IoT service model and modeling mechanism. It provides the sequential service model and the relation based service model according to the service modeling proficiency of user. The proposed environment provides the web-based user interface that is implemented by the participation IoT service brokering platform.

A Bridge Technique of Heterogeneous Smart Platform supporting Social Immersive Game (소셜 실감 게임을 위한 이기종 스마트 플랫폼 브릿지 기술)

  • Jang, S.E.;Tang, J.M.;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.17 no.8
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    • pp.1033-1040
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    • 2014
  • Recently, the concept of mobile content service has changed from providing unilaterally contents for single-device to providing same contents for multi-device. This service should be able to provide diverse contents for multi-devices without platform and specification of multi-device. In this study, we propose a bridge technique of heterogeneous smart platform supporting social immersive game. It is possible to access social immersive game by using a multi-platform bridge. To achieve this, we explain techniques of device connection and data transmission between heterogeneous devices using server-client structure and UPnP. It provides an immersive game environment for multi-user, which is able to play in a public place using big screen.

OPEN LBS PLATFORM ARCHITECTURE

  • Choi, Hae-Ock
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.854-859
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    • 2002
  • Location Based Services, or LBS refers to value-added service by processing information utilizing mobile user location. With the rapidly increasing wireless internet subscribers and world LBS market, the various location based applications are introduced such as buddy finder, proximity and security services. As the killer application of the wireless internet, the LBS has preconsidered technology about location determination technology, LBS middleware server for various application, and diverse contents processing technology. This paper describes the open architecture for LBS platform ensuring interoperability among the wireless networks and various location-based application services and the functional requirements for the LBS platform. The LBS platform in a narrow sense provides a standard interfaces for location management and network management for location services as follows, positioning (location acquisition through network or/and handset), location managing, location based functions, profile management, authentication and security, location based billing, information roaming between carriers and the system monitoring independent to specific network or ISP/CPs(Content Providers).

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