• 제목/요약/키워드: technology platforms

검색결과 1,113건 처리시간 0.029초

설계 프로세스 관리를 위한 웹 기반 워크플로우 시스템 (A Web-based Workflow Management System for Design Processes)

  • 김영호;주경준;김동수;강석호
    • 한국CDE학회논문집
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    • 제5권1호
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    • pp.61-70
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    • 2000
  • The design and development of a Web-based Workflow Management System (WfMS) is described in this paper. WfMSs are employed by many organizations to manage their business processes efficiently. The goal of this research is to provide an effective management of design processes in a distributed and heterogeneous environment-an environment in which workflow participants are geographically dispersed and use different computing platforms. We identify the requirements of WfMSs for the distributed and heterogeneous environment. We present an approach to applying the Web technology to was. The developed system is composed of three main modules: Worflow Engine, Web-based clients, and Process Designer. The workflow engine is implemented in pure Java for portability to heterogeneous platforms. furthermore, the client interfaces are all programmed using applets, and thus they can be readily accessed through the Internet/intranet. The Process Designer provides a build-time function of generating process specifications. Some important functions of the developed system are explained in this paper. A prototype system has been developed and applied to design processes. The system allows effective cooperation among designers who may be geographically separated.

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웨어러블 디바이스 기반의 게임콘텐츠 전망 연구 (A Prospective Study of Game Content based on Wearable Device)

  • 백재용;장효진;김영재
    • 디지털산업정보학회논문지
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    • 제11권1호
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    • pp.145-155
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    • 2015
  • The game industry has changed along with the advancement of device technology. The wearable, a recently appeared device will create new demand in this saturated age of the smart devices. The game industry's content targeted towards the wearable devices will play an important role as main driving source. For this reason, this research studies the development aspect and the current technical capabilities of games' platforms and contents by analyzing the contrast between the results of features and current situations of the wearable market. Consequently, we define the prospects of game content for wearable device. We also expect that the new style of the game content, combined with cloud game, augmented reality game and virtual reality game will appear in the next generation platforms gearing towards the wearable devices.

플랫폼서비스 생태계의 개념적 유형화 (Conceptual Typology for Platform Service Ecosystems)

  • 김도훈
    • 한국IT서비스학회지
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    • 제15권1호
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    • pp.299-319
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    • 2016
  • This study first introduces platform services and their business models. On the basis of the concepts of business ecosystem, we present a framework for distinguishing types of the platform service business models. Two key characteristics of business ecosystems-ecosystem configuration and value production process-are employed as fundamental dimensions for constructing typology. In particular, we also present the notion of value ecosystem, where not a single platform provider but a federation of platforms constitutes a virtual platform and completes a service system. The value ecosystem represents two distinct types of platform service business models : meta-platform ecosystem and platform coalition ecosystem. They show different governance structure in the platform federation and service flows across the ecosystem. We present detailed analyses of these two value ecosystems focusing on relevant cases of e-payment FinTech : Apple Pay as an example of meta-platform and Kakao Pay for platform coalition. Our conceptual typology contributes to platforms' proper strategy formulation and presents policy implications to, for example, platform neutrality.

모바일 플랫폼의 기술 현황 및 표준화 동향 (Trend of Mobile Platform Technology)

  • 김태국;장경배;박귀태
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2006년도 하계종합학술대회
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    • pp.135-136
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    • 2006
  • There are a numerous number of mobile platforms so that content developers have difficulties of developing many versions of the same content by platforms. At present, each country becomes realizing the need of standardization, however, the progress of standardization is very slow because of the service providers and market flows. This paper investigates about the present state and standardization trend of mobile platform technologies so that it would help to lead the standardization process in the future.

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인장 계류식 해양구조물의 동적응답 해석법의 개발 (Development of a Dynamic Response Analysis Method of Tension Leg Platforms in Waves)

  • 구자삼;이창호;홍봉기
    • 한국해양공학회지
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    • 제7권1호
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    • pp.133-146
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    • 1993
  • A numerical procedure is described for predicting the motion and structural responses of tension leg platforms (TLPs) in waves. The developed numerical approach is based on combination of a three dimensional source distribution method and the dynamic response analysis method, in which the superstructure of TLPs is assumed flexible instead of the rigid body assumption used in usual two-step analysis method, proposed by Yoshida et. al. .The hydrodynamic interactions among TLP members, such as columms and pontoons, are included in the motion and structural analyses. Numerical results are compared with the experimental and numerical ones, which are obtained in the literature, of the motion and structural responses of a TLP in waves. The results of comparison confirmed the validity of the proposed approach.

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Integrated Lighting Enabler System Using M2M Platforms for Enhancing Energy Efficiency

  • Abdurohman, Maman;Putrada, Aji Gautama;Prabowo, Sidik;Wijiutomo, Catur Wirawan;Elmangoush, Asma
    • Journal of Information Processing Systems
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    • 제14권4호
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    • pp.1033-1048
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    • 2018
  • This paper proposes an integrated lighting enabler system (ILES) based on standard machine-to-machine (M2M) platforms. This system provides common services of end-to-and M2M communication for smart lighting system. It is divided into two sub-systems, namely end-device system and server system. On the server side, the M2M platform OpenMTC is used to receive data from the sensors and send response for activating actuators. At the end-device system, a programmable smart lighting device is connected to the actuators and sensors for communicating their data to the server. Some experiments have been done to prove the system concept. The experiment results show that the proposed integrated lighting enabler system is effective to reduce the power consumption by 25.22% (in average). The proving of significance effect in reducing power consumption is measured by the Wilcoxon method.

Flexible Service Composition Based on Bundle Communication in OSGi

  • Alcarria, Ramon;Robles, Tomas;Morales, Augusto;Gonzalez-Miranda, Sergio
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제6권1호
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    • pp.116-130
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    • 2012
  • Service provision and consumption platforms are more and more used to enable communication between sensors, actuators and intelligent devices, since they provide mechanisms that make possible the combination of components to create composed services. However, these kinds of platforms have limitations to adapt themselves to new and unknown devices. In this work we analyze the challenge of component or bundle communication by using the Open Services Gateway Initiative (OSGi) technology and we propose three mechanisms with the aim of contributing to flexible component communication: Common Service, Specific Service and WSIF Web Service Invocation. We provide these solutions with some architectural models and validate them through different example services. Finally we compare them regarding performance, flexibility and application complexity.

성층권플랫폼 관제시스템의 설계 개념 연구 (Conceptual Design of Ground Control System for Stratospheric Platform for Telecommunications Application)

  • 강자영
    • 한국항행학회논문지
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    • 제7권1호
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    • pp.82-90
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    • 2003
  • 성층권에 통신중계기를 탑재한 비행선이나 비행기를 띄워서 무선중계시스템을 구축하고, 이 시스템을 광대역 무선 멀티미디어서비스 사업에 활용하는 방안이 추진되고 있다. 본 논문은 이러한 성층권 무선중계시스템을 구성하는 플랫폼의 운용개념을 정의하고, 성층권 관제시스템이 갖추어야 할 기능 및 구성요소를 설정하며, 향후 구축될 성층권 관제시스템의 설계를 구체화하기 위한 개념을 제공할 목적으로 수행된 연구의 결과이다.

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Novus-io: An Internet of Things Platform for Academic Projects

  • Lozoya, Camilo;Aguilar-Gonzalez, Alberto;Favela-Contreras, Antonio;Zamora, Arturo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권12호
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    • pp.5634-5653
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    • 2018
  • Internet of things (IoT) is based on a global dynamic information network with cloud services where a great number of devices (things) exchange data to provide added-value services and products. There are several commercial and open source IoT platforms available in the market to connect devices to internet; however, they have cost and operational constraints that make them not suitable for academic projects. In this work, an IoT platform, known as Novus-io, is introduced in order to support academic projects for undergraduate students. With this platform and proper training, undergraduate students from different majors (not only from information technology and electronics) are capable to upgrade their school projects with IoT functionalities. The objective of this approach is to provide to any undergraduate student skills and knowledge on IoT, so they will be prepared, in their imminent step toward professionalism, to understand the relevance of digital services in today's world.

A Study on the Contents Security Management Model for Multi-platform Users

  • Joo, Hansol;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • 제10권2호
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    • pp.10-14
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    • 2021
  • Today people adopt various contents from their mobile devices which lead to numerous platforms. As technology of 5G, IOT, and smart phone develops, the number of people who create, edit, collect, and share their own videos, photos, and articles continues to increase. As more contents are shared online, the numbers of data being stolen continue to increase too. To prevent these cases, an authentication method is needed to encrypt the content and prove it as its own content. In the report, we propose a few methods to secure various misused content with secondary security. A unique private key is designed when people create new contents through sending photos or videos to platforms. The primary security is to encrypt the "Private Key" with a public key algorithm, making its data-specific "Timeset" that doesn't allow third-party users to enter. For the secondary security, we propose to use Message Authentication Codes(MACs) to certify that we have produced the content.