• Title/Summary/Keyword: 기술정보 공유

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DMB Filecasting Service Technology (DMB 파일캐스팅 서비스 기술)

  • Choi, Ji-Hoon;Yang, Kyu-Tae;Cha, Ji-Hun
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.152-164
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    • 2012
  • DMB provides various kinds of data services such as BWS and TPEG service in addition to audio and video services. But recently the necessity of new business models creating profit has been on the rise due to the saturation of DMB receiver market and break-down of market barrier between mobile IPTV and DMB services. This paper introduces DMB filecasting service technology, which can be expected a new profit-creative business model. The purpose of DMB filecasting service is to transmit non-real time multimedia contents based on DMB AF format to the users through DMB channels. It makes possible to consume DMB contents with any DMB-installed device anytime, anywhere and share them with others. Also DMB filecasting service makes consumption and request of DMB contents possible to be extented to a variety of networks as well as DMB channels. The paper explains the standardization status of DMB filecasting service and various DMB filecasting service scenarios. And also it proposes a signalling methode, a transmission and reception protocol and a receiver structure using DMB broadcasting program guide information.

The Scheme for Delegation of Temporary Right to Watching Pay-TV in N-Screen Service (유료 콘텐츠의 N-스크린 서비스를 위한 일시적 시청권한 위임 기법)

  • Kim, Jung-Hoon;Lee, Hoon-Jung;Kim, Sang-Jin;Oh, Hee-Kuck
    • The KIPS Transactions:PartC
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    • v.18C no.3
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    • pp.135-142
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    • 2011
  • Recently, the strategy for N-screen service is in the spotlight along with the consumer's need to use contents regardless of time and place due to the rapid development of communication technology, which is meshing with the desire of service providers seeking a new business model. N-screen, as a screen-extension-concept service which enables consumers to continuously share and use contents in various equipments such as TV, computer and portable terminals, is an advanced type of 3-screen service strategy initially proposed by AT&T, an American telecommunication company. In the N-screen service for pay-contents, in order to support continuous screen changes to and from various equipments, temporary watching right should be given to the equipment intended for screen change. However, it is impossible to give the temporary watching right in the present broadcasting environment, adopting an access-control system. In this paper, the access-control technology being used for pay-contents in the present broadcasting environment and the reason for not being able to give temporary watching right, will be examined. After the examination, the solution for delegation of watching right by using an additional key on the basis of currently used access-control technology, will be proposed.

A Study on the Realistic Media Creator Curriculum Based on Drone Video

  • Kim, Gi-Weon
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.83-91
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    • 2021
  • In this paper, presents an efficient education method for training specialized edutainment SW education instructors and drone realistic media creators, not just training to acquire certificates through drone manipulation training. To this end, the NCS-based curriculum was derived. The developed curriculum includes the edutainment drone curriculum and the realistic media creator curriculum. Among them, core responsibilities were defined for the drone control curriculum and core tasks, knowledge, and attitudes were described for each. After that, a detailed curriculum for drone control was derived. In the realistic media creator curriculum, pilot education was conducted to actually produce advertisement videos to foster experts who can work directly in the industrial field. Finally, through holding an online conference in a metaverse environment, a virtual conference was operated to share and discuss media videos produced by trainees. After the end of education, the efficiency of this curriculum was proved through education satisfaction analysis for 46 education graduates. This paper presented a method to achieve internalization of SW education in non-face-to-face online education that our society must solve after post-COVID-19. In addition, an efficient educational method in a realistic media environment was suggested by showing a realistic media creator training curriculum, pilot programs, and metaverse conference management cases.

Design of Integrated Process-Based Model for Large Assembly Blocks Considering Resource Constraints in Shipbuilding (자원제약을 고려한 조선 대조립 공정의 통합 프로세스 기반 모델 설계)

  • Jeong, Eunsun;Jeong, Dongsu;Seo, Yoonho
    • Journal of the Korea Society for Simulation
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    • v.28 no.2
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    • pp.107-117
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    • 2019
  • Because shipbuilding is single-product production with limited resources, production management technology is essential to manage the resources effectively and maximize the productivity of ship-process. Therefore, many shipbuilding companies are conducting research on ship production plan and process considering various constraints in the field by applying modeling and simulation. However, it is difficult to provide accurate production plan on sudden schedule and process changes, and to understand the interconnectivity between the processes that produce blocks in existing research. In addition, there are many differences between the production planning and field planning because detailed processes and quantity of blocks can not be considered. In this research, we propose the integrated process-based modeling method considering process-operation sequences, BOM(Bill of materials) and resource constraints of all the scheduled blocks in the indoor system. Through the integrated process-based model, it is easy for the user to grasp the assembly relationship, workspace and preliminary relationship of assembly process between the blocks in indoor system. Also, it is possible to obtain the overall production plan that maximizes resource efficiency without the separate simulation and resource modeling procedures because resource balancing that considers the amount of resource quantity shared in the indoor system is carried out.

The Effect of a Design Thinking-based Maker Education Program on the Creative Problem Solving Ability of Elementary School Students (디자인 사고 기반 메이커 교육 프로그램이 초등학생의 창의적 문제해결력에 미치는 영향)

  • Lee, Seungchul;Kim, Taeyoung;Kim, Jinsoo;Kang, Seongjoo;Yoon, Jihyun
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.73-84
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    • 2019
  • Maker movement is emerging as one of the key areas of the fourth industrial revolution in recent years. The maker movement is to create and share what users need using a variety of inexpensive production tools such as open source software and hardware, 3D printers and laser cutters. We think that the effect would be enhanced if design thinking is applied to elementary and middle school (K-12) class. The purpose of this study is to develop a design thinking-based maker education program and to apply it to classroom for clarify the effect on the creative problem solving ability of elementary school students. In order to verify the purpose of the research, students in the 5th-6th grades of elementary school were divided into a controlled group and an experimental group. The general lecture maker class was applied in the controlled group, and our developed design thinking-based maker class was simultaneously applied in the experimental group. The creative problem solving ability test was conducted before and after the test, and its effectiveness was verified using statistical t-test. In conclusion, this study suggests that design thinking-based maker education program has a positive effect on elementary school students' creative problem solving ability.

Ionospheric and Upper Atmospheric Observations in Korea (국내 우주환경 자료 보유 현황: 전리권/고층대기)

  • Lee, Changsup;Lee, Woo Kyoung;Division of Solar and Space Environment of KSSS,
    • Journal of Space Technology and Applications
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    • v.1 no.2
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    • pp.199-216
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    • 2021
  • In 2020, the solar and space environment division at the Korea Space Science Society surveyed the status of data archives in solar physics, magnetosphere, and ionosphere/upper atmosphere in Korea to promote broader utilization of the data and research collaboration. The survey includes ground- and satellite-based instruments and developing models by research institutes and universities in Korea. Based on the survey results, this study reports the status of the ground-based instruments, data products in the ionosphere and upper atmosphere, and documentation of them. The ground-based instruments operated by the Korea Polar Research Institute and Korea Astronomy and Space Science Institute include ionosonde, Fabry-Perot interferometer in Arctic Dasan stations, Antarctic King Sejong/Jang Bogo stations, and an all-sky camera, VHF radar in Korea. We also provide information on total electron content and scintillation observations derived from the Global Navigation Satellite System (GNSS) station networks in Korea. All data are available via the webpage, FTP, or by request. Information on ionospheric data and models is available at http://ksss.or.kr. We hope that this report will increase data accessibility and encourage the research community to engage in the establishment of a new Space Science Data Ecosystem, which supports archiving, searching, analyzing, and sharing the data with diverse communities, including educators, industries, and the public as wells as the research scientist.

Research on the Influence of Interaction, Identification and Recommendation of Entertainment Communication Platform (커뮤니케이션 플랫폼의 상호작용이 동일시와 추천 의도에 미치는 영향)

  • Zhao, Yi-Dan;Choi, Myeong-gil
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.23-33
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    • 2021
  • Under the long-term influence of COVID-19, offline activities were interrupted and online communication became the main way. With the rapid development of Korean Wave and network information technology, there have been many entertainment communication platforms. Fans can communicate with stars and other fans and share information through entertainment and communication platforms. This can improve users' perception of the value of entertainment communication platforms, arouse emotional resonance and have a positive impact on users' platform recommendation intention. In this study, the influence of user interaction, identity and recommendation intention of entertainment communication platforms was investigated by questionnaire. The results are as follows: First, the interaction between fans and content has a positive effect on psychological and behavioral identity. Second, the interaction between fans does not affect their psychological and behavioral identity. Third, the interaction between fans and stars has a positive impact on psychological identity and behavior identity. Fourth, psychological identity and behavioral identity have a positive impact on community members' willingness to recommend. Behavioral identity plays a partial mediating role between psychological identity and recommendation intention. Based on the above analysis results, the present situation, limitations and future research directions of this study are put forward.

A Case Study on the Introduction and Use of Artificial Intelligence in the Financial Sector (금융권 인공지능 도입 및 활용 사례 연구)

  • Byung-Jun Kim;Sou-Bin Yun;Mi-Ok Kim;Sam-Hyun Chun
    • Industry Promotion Research
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    • v.8 no.2
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    • pp.21-27
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    • 2023
  • This study studies the policies and use cases of the government and the financial sector for artificial intelligence, and the future policy tasks of the financial sector. want to derive According to Gartner, noteworthy technologies leading the financial industry in 2022 include 'generative AI', 'autonomous system', 'Privacy Enhanced Computation (PEC) was selected. The financial sector is developing new technologies such as artificial intelligence, big data, and blockchain. Developments are spurring innovation in the financial sector. Data loss due to the spread of telecommuting after the corona pandemic As interests in sharing and personal information protection increase, companies are expected to change in new digital technologies. Global financial companies also utilize new digital technology to develop products or manage and operate existing businesses. I n order to promote process innovation, I T expenses are being expanded. The financial sector utilizes new digital technology to prevent money laundering, improve work efficiency, and strengthen personal information protection. are applying In the era of Big Blur, where the boundaries between industries are disappearing, the competitive edge in the challenge of new entrants In order to preoccupy the market, financial institutions must actively utilize new technologies in their work.

Assessment of the long-term hydrologic impacts on the ungaged Tumen River basin by using satellite and global LSM based on data and SWAT model (위성 및 광역지표모형 기반 자료와 SWAT 모형을 이용한 미계측 두만강 유역의 장기 수문영향 평가)

  • Cho, Younghyun;Ahn, Yoon Ho;Park, Sang Young;Park, Jin Hyeog
    • Proceedings of the Korea Water Resources Association Conference
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    • 2020.06a
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    • pp.94-94
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    • 2020
  • 최근 정부의 신북방정책 추진에 따라 수자원분야에서는 동북아지역 국제 공유하천을 중심의 물 정보 및 연구협력 기회 확보와 지정학적 특성을 고려한 지역 현안해결 중심의 연구가 재조명 되고 있다. 두만강은 이러한 동북아의 중심에 위치하고 있으며, 중국, 북한, 러이사의 국경을 따라 흐르며 지역 수자원의 대부분을 공급하는 국제하천이다. 또한, 지난 2018년 5월에는 하구유역이 람사르(Ramsar) 습지로 승인됨에 따라 철새 등을 포함한 생태가치의 중요성도 크게 증가하였다. 하지만 이 지역은 유역의 지정학적 민감성과 접근이 제한된 관측 정보들로 인해 그 수자원·환경 효용성을 정확하게 파악할 수 없을 뿐만 아니라, 최근 기후변화에 따른 영향으로 홍수, 가뭄 등의 수재해와 수질오염 등의 문제가 발생하고 있어 가용한 기술기반의 직·간접적 접근을 통한 장기수문 및 환경변화 등에 대한 분석과 관리방안 수립 등의 연구가 필요하다. 본 연구에서는 이러한 미계측 두만강 유역을 대상으로 우선, 가용한 위성자료 및 광역지표모형(MERRA-2) 기반 NASA POWER(Prediction of Worldwide Energy Resource) 수문기상 자료와 SWAT(Soil and Water Assessment Tool) 모형을 활용하여 장기 수문영향을 평가하고자 한다. SWAT 모형은 전 지구적으로 활용 가능한 격자 해상도 약 30m의 위성기반 수치표고모형(DEM), 광역 토양도, 지역 토지이용도 자료를 활용하여 두만강 유역을 전체 19개 소유역 및 18개 하도, 138개 HRUs의 수문분석 단위로 구축하였으며, 모의는 미국 NOAA NCDC(National Climate Data Center) 및 중국 CMDC(China Meteorological Data Service Center)의 주요 관측지점에서 선별한 총 13개소의 위치에 대해 재분석된 기후/기상자료들(NASA POWER 강수, 기온, 풍속, 상대습도 및 일사량)을 적용, 1990년에서 2019년까지의 30개년도 연속자료를 구축활용 하였다. 한편, 모형의 검·보정은 앞서 언급한 관측 자료의 부재로 과거 문헌 등을 통해 파악할 수 있는 연 단위 수자원 총량 등을 활용해 진행코자한다. 아울러, 향후는 최근 활용 가능한 장기 위성관측 강수량을 적용, 재분석 자료 결과와의 비교를 통해 상호 분석 오류를 줄여나갈 수 있을 것으로도 판단된다.

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Study on Changes of Street Furniture in Digital Environment (디지털 환경에서 가로시설물의 변화에 관한 연구)

  • In, Chiho;Kim, Hyunsoo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.28 no.1D
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    • pp.129-136
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    • 2008
  • Along with the development in cutting-edge digital technology, the street space is also being changed. Mobile telecommunication units and internet give a big change in a human being's lifestyle. And the ubiquitous computing is proceeding with expanding its application range from the indoor space to the street space. As the street furniture is the convenient facility that allows a human being's life in street space to be abundant, it is getting advanced. First of all, in terms of such phenomenon, this study analyzed the cases of a research on application of street space and the actual condition of a change in the number of individuals for the street furniture, through a literature research of ubiquitous. Also, it researched into the realities of using the street furniture of the walking-desired streets at Daehac-ro and Hongdae district, where are two representative places related to digital generation. The next was carried out FGI (Focus Group Interview) with users of the street space in front of Hongik University and managers of the street furniture, and was researched into the use & management behavior, and recognition level on the street furniture. Thus, the key elements were extracted such as interchange of information for cultural activities, automation for interaction variability in function. Finally the core elements for future vision of street furniture in this digital era were extracted in 3I, namely, Information, Intellectualization, and Integration. This is considered to be applied to the establishment of direction in the process of high-tech digitalization in street furniture related to information hereafter.