• Title/Summary/Keyword: 다운로드

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매직엔 주요 컨텐츠 및 향후 계획

  • 신병규
    • Proceedings of the Korea Database Society Conference
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    • 2002.10a
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    • pp.90-111
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    • 2002
  • ME 서비스 : ME Browser기반하의 무선인터넷 포탈 서비스. 멀티팩 서비스 : BREW Platform 기반하의 아이콘 방식의 다운로드 서비스. 메세징 서비스 : SMS, 멀티메시지 (MMS), 멀티Q(CBS) 등의 제반 Messaging관련 서비스 (중략)

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A Design of Mobile Application for Convenient Picture Sharing (편리한 사진 공유를 위한 모바일 응용 설계)

  • Yang, Yun-Seon;Park, Young-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.965-966
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    • 2014
  • 최근 스마트 폰 내장 카메라의 성능이 나날이 높아지면서 스마트 폰 카메라 이용률이 증가하고 있다. 이에 본 논문에서는 안드로이드 플랫폼 스마트 폰에서 다른 사용자들과 사진을 공유할 수 있는 애플리케이션 서비스를 설계하였다. 본 애플리케이션은 두 가지 업로드 방식과, 두 가지 다운로드 방식을 제공함으로서 보다 편리하게 사진을 공유할 수 있다.

특수유형 OSP(Online Service Provider)의 대용량 데이터베이스 포렌식 분석 방안 연구

  • Lee, Dong-Young;Jeon, Wan-Keum;Kim, Hong-Yun
    • Review of KIISC
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    • v.21 no.6
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    • pp.49-56
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    • 2011
  • 다수의 사람과 파일을 공유할 수 있는 웹하드 서비스의 이점을 이용하여 각종 불법복제물 등의 업로드를 유도하고 다운로드를 통해 이득을 취하는 특수유형의 OSP(Online Service Provider, 온라인 서비스 제공자)들이 출현하게 되었다. 이런 범죄가 일어나는 업체의 데이터베이스에는 모든 이용자들의 관련 기록을 담고 있어 헤비업로더의 활동내역뿐만 아니라 업체측의 방조혐의 등의 증거를 추출할 수 있다. 본 논문에서는 특수유행 OSP들의 대용량 데이터베이스를 신속하고 정확하게 무결성을 유지하며 데이터베이스의 데이터를 수집할 수 있는 방법에 대해 연구해보고, 수집한 데이터 또한 신속하게 분석하는 방법을 제안하였다.

Mobile Edge Computing-based Webtoon Platform Service (모바일 엣지 컴퓨팅 기반의 웹툰 플랫폼 서비스)

  • Lee, Geum-boon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.165-166
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    • 2022
  • 본 논문에서는 웹툰 플랫폼 서비스를 위한 모바일 엣지 컴퓨팅의 구조를 제안한다. 웹툰과 같이 모바일 디바이스에서 실행되는 데이터들을 클라우드 서버로 오프로드하거나 원격 서버로부터 필요한 응용프로그램들을 다운로드 받지 않고, 모바일과 가까운 곳에 캐싱 콘텐츠를 전개함으로써 전송 지연없는 서비스를 보장받으며, 데이터가 발생한 근접 지역에서 데이터 분석 및 처리가 가능하므로 딥러닝을 적용한 새로운 서비스 카테고리로 확장할 수 있음을 제시한다.

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The Study to Interchangeable DRM in IPTV Environment (IPTV 환경에서의 교환 가능한 DRM 적용 방안 연구)

  • Jung, Bynung-Ok;Seo, Sang-Ho;Oh, Sung-Heun
    • Journal of Advanced Navigation Technology
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    • v.16 no.3
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    • pp.504-509
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    • 2012
  • Multiple CAS (Conditional Access System) could be safely downloaded and implemented in IPTV environment. Domestic standard of iCAS (Interchangeable CAS) which is providing device compatibility and mobility, can only defines CAS replacement for protecting Real-Time Streaming broadcast. CAS, however has limitations in IPTV's two-way communication environment where it needs to fulfill contents protection requirements of various broadcasting service. In order to supplement the limit of CAS, DRM protection technology should be required. Contents for real time broadcasting service or real time VOD service could be protected by CAS technology whereas services such as PVR, download VOD service or downloaded contents sharing could be protected by DRM technology. Therefore, a flexible IPTV device service environment could be constructed by mutual protection of CAS and DRM. This essay is going to research on the method of applying DRM based on iCAS standard, as well as proposing a system configuration applied with iCAS/DRM in commercialization.

A Design and Implementation of a Digital Television commerce System Downloading Multimedia Contents using a Mobile (이동단말기를 이용하여 멀티미디어 콘텐츠를 다운로드하는 디지털 TV 상거래 시스템의 설계 및 구현)

  • Hwang, Junho;Choi, Inhwang;Kim, Minkyung;Hwang, Jooyeon;Paik, Doowon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.1
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    • pp.1-7
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    • 2008
  • In this paper, we developed digital TV commerce system using mobile device for multimedia service. This system combines TV and mobile device, and enables a TV viewer to purchase and download the multimedia contents such as songs and video programs onto the mobile devices instantly when the viewer watches the contents. Our system is different from the conventional TV commerce system in the sense that it combines digital TV and mobile device for better service, and the contents such as songs, videos and games are downloaded directly to the devices. Furthermore, our system's data flow is designed for utilizing cheaper network to save costs. We implemented this new service system, and in this paper, we describe the service in detail, comparing with conventional TV commerce system, and we present the architecture and preliminary implementation of the proposed system.

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Streaming Vs. Download - Are They Similar Digital Goods? The Difference between Access-Based Digital Goods and Ownership-Based Digital Goods (접속 기반 디지털 제품과 소유 기반 디지털 제품의 차이에 관한 연구)

  • Lee, Minhyung;Choi, HanByeol Stella
    • Knowledge Management Research
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    • v.21 no.3
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    • pp.161-176
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    • 2020
  • Numerous products have been created in a digital format in the era of digitization. At an early stage, such products were provided in the format of individual digital file, requiring the individuals to own products by downloading them on the personal devices. With the development of Internet network, people began to consume digital goods in a new mode called 'streaming.' Streaming is a service provided through access-based consumption mode based on Internet network. Rather than downloading each file, individuals can utilize such product and services by connecting the network to their own devices. Access-based digital goods are distinguished from traditional ownership-based digital goods such as downloaded contents, in that permanent ownership is not allowed. Taken this into account, this study attempts to investigate how individuals' perception toward digital goods, the psychological ownership, differs according to the consumption mode. The results show that individuals feel less psychological ownership toward access-based digital goods than ownership-based digital goods. Our study provides several avenues to both theory and practice.

Efficient Handover Scheme for a Peer-to-Peer Download Service on Board (선박 내 Peer-to-Peer 다운로드 서비스를 위한 효율적인 핸드오버 기법)

  • Cho, Kwang-Hyun;Lee, Seong Ro;Jeong, Min-A;Kim, Dong Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39C no.11
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    • pp.1216-1223
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    • 2014
  • Internet traffic is rapidly increasing due to the spread of personal smart devices and the demand for multimedia contents. When designing a large ship such as cruise, network architecture is also considered which supports various IT services in a maritime environment similar to the ground environment. In this paper, we consider wireless P2P (peer-to-peer) communication for efficient multimedia content sharing and propose novel handover scheme for efficient download service. The proposed handover method shows that it can improve the download symbol rates for handover in a wireless P2P system considering the signal strength and quality of peers as well. The proposed system is expected to provide efficient contents distribution and reliable communication in the ship-area-network (SAN).

Mobile Code Authentication Schemes that Permit Overlapping of Execution and Downloading (다운로드와 수행의 병행을 허용하는 모바일 코드 인증 기법)

  • Park Yongsu;Cho Yookun
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.3
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    • pp.115-124
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    • 2005
  • When the application code is downloaded into the mobile device, it is important to provide authentication. Usually, mobile code execution is overlapped with downloading to reduce transfer delay. To the best of our knowledge, there has not been any algorithm to authenticate the mobile code in this environment. In this paper, we present two efficient code authentication schemes that permit overlapping of execution and downloading under the two cases: the first is when the order of transmission of code chunks is determined before the transmission and the second is when this order is determined during the transmission. The proposed methods are based on hash chaining and authentication trees, respectively. Especially, the latter scheme utilizes previously received authentication informations to verify the currently received chunk, which reduces both communication overhead and verification delay. When the application code consists of n chunks, communication overheads of the both schemes are 0(n) and verification delays of these two schemes are O(1) and O(log n), respectively.

Trend Analysis of Malwares in Social Information Based Android Market (소셜 기반 안드로이드 마켓에서 악성 앱 경향성 분석)

  • Oh, Hayoung;Goo, EunHee
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.6
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    • pp.1491-1498
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    • 2017
  • As the use of smartphones and the launch of various apps have increased rapidly, the number of malicious apps has also increased, and the damage is continuing. The Google Market where Android apps are registered is inevitably present at the same time as normal apps and malicious apps even though there are regulations for app registration. Especially, as social networks are activated, users are connected with social networks, and the ratings, downloads and awareness information are reflected in the number of downloaded apps. As a result, when users choose their apps by simply reflecting ratings, popularity, popular comments, and highly-categorized apps, malicious app downloads can sometimes cause significant harm. Therefore, this study first analyzed the tendency of malicious apps by directly crawling and analyzing long-term social information in the currently active Android market.