• Title/Summary/Keyword: 디지털 세계

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The Evolution of Korean Social Network Service focusing on the Case of Kakao Talk (한국형 SNS의 진화 : 카카오톡 사례를 중심으로)

  • Jung, Hee-Seog
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.147-154
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    • 2012
  • I made an analysis on the case of Kakao Talk, which is Korean top mobile instant messaging service, to find the growth potential of Korean Social Network Service in the global market. First, I found that unlike the PC messenger services, Kakao Talk is not only unlimited in mobile IM service provider but also has evolving into a social network service firm. Second, attempts with a variety of social services such as photo-based Kakao Story and Marketing Platform for Mobile Game, Kakao Talk successfully landed as a SNS company. Third, with 'Plus Friends' Service, soon-to-be launched Avatar and App Market Service, Kakao Talk is evolving into social media and social platforms. The big success of Kakao Talk in Korean market is expanding and reproducing into Japanese and Southeast Asian markets through the 'Line' serviced by NHN. Line is applying the proven success stories of Kakao Talk to the Japanese and Southeast Asian markets. It means that Kakao and Line, both are mobile IM services, have raised the possibility of success in the global SNS market although online web-based SNS Cyworld has failed in the global market.

Analysis of Technical Factors for Multidisplinary Cloud Service Model and Development of Service Model based on Use Case (유즈 케이스 기반의 융.복합 클라우드 서비스 모델을 위한 요소 기술 분석 및 서비스 모델 개발)

  • Seo, Kwang-Kyu
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.545-550
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    • 2012
  • The size of global IT convergence market is expected to increase more and more and cloud computing in industrial convergence environment provides the useful solutions to support convergence environment between other industries. It is necessary and important to predict and develop integrated service structures and types of combining cloud computing and other application technologies. Therefore this paper presents technical factors to provide cloud service. In additions, the requirement and technical factors for various convergence service models are introduced and analyzed using use case which is efficient modelling methodology to construct many system. Using the research results, we performed the case study to develop a convergence cloud service. Eventually, this study is expected to use the basic researches to develop the various the multidisplinary cloud service models based on use case to create the new values.

Hacking and Countermeasure on Smart TV (스마트 TV 해킹 위협 및 대응방안 분석)

  • Hong, Sunghyuck
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.313-317
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    • 2014
  • Smart-phone, PC or tablet platforms, such as smart terminals spread to the masses trying to capitalize. Smart TV also is increasing. In Korea, market size of TV is growing fast with growth of risk of hacking. In this paper, several kinds of Smart TV hacking cases are presented with the possibility of attacks against the vulnerability analysis and countermeasures. Most of the Linux operating system is open. Thus, it is vulnerable for latest hacking techniques. Most are based on the Linux OS to enhance security mount Sand-Box. However, bypass procedure using the technique, or APT attacks can avoid San-Box technique. New hacking techniques and a variety of ways will occur in the future. Therefore, this paper will develop Smart TV, and it analysis of a security threat and establishes better prepared in the future because new hacking attacks are expected to prepare more.

A case study of Abusing of Game Technology License - The Konami's Music Game Licence Lawsuit Approach - (게임 기술 특허 남용에 대한 사례연구 -코나미사의 음악게임 특허 소송 사례를 중심으로-)

  • Jeon, Hong Sik;Koh, Chan
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.81-88
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    • 2014
  • The patent right is that creators are received the right of monopoly for supporting their creation work perseveringly but sometimes it causes infringement of freedom of creation. In this study, we examine the patent of music game in arcade game field and also examine Konami's, which is a main producer in this field, institutes many lawsuits repeatedly. It brought on diversion of rivals and depression of game market. We examine the abuse of music game patent through the case of Konami. We examine the negative influence through all music game market that creativity blocked by repetitive patent lawsuit institutes from little change of operation device and music game hardware even though it is reasonable for guarantee of new technology patent in game field which is a idea industry. We examine the lawsuit cases of abuse of music game patent in Korea, China and Japan and we analyze market change through the cases. We recommend policy for this industry development.

Emotional Labor of Infant Teachers Contributed to The Turnover Intention ; The Mediating Effect of Job Stress (영유아 교사의 감정노동이 이직의도에 미치는 영향 : 직무스트레스의 매개효과)

  • Heo, Youn Suk
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.465-475
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    • 2018
  • This study aims to confirm whether both the emotional labour and job stress contribute to the turnover intention of infant teacher. The correlation analysis and parametric analysis were sequentially performed for our study. Analyzed results showed that the emotional labour was related to the job stress and turnover. Also, a statistical significance between the job stress and turnover intention was observed. Besides, the job stress partially mediated the relation between the emotional labour and turnover intention. Nsidering that the emotional labor of teacher caring or lived with infants occurred inevitably, our study proposed three approaches to reduce the job stress that partially mediated relation between the emotional labour and turnover intention. Generally, the infant teacher with excellent qualification produced the good education. Therefore, we suggested that the it was necessary that a work environment had been improved and working motivation was ameliorated to employ the infant teacher with excellent qualification.

The effect of foul on the performance during the field hockey game (필드하키 경기 중 파울이 경기력에 미치는 영향)

  • Park, Jong-Chul;Choi, Eun-Young;Kim, Ji-Eung;Lee, Seung-Hun;Kim, Ju-Yong
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.489-495
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    • 2018
  • The purpose of this study was to investigate the effect of fouls on performance in field hockey games. A total of 33 matches and 2101 fouls from 10 teams participated in the 2017 World League SEMI-FINAL tournament were analysed by region, race, type, and cause. The total data that is analysed by SportsCode and SPSS(correlation analysis & chi-square test)have showed that the top ranked countries had a higher foul frequency than the lower ranked nations. According to the situation that has showed the result of the analysis, it showed that there was no difference between the results analysed on the foul type and the attacking and defence situation but it has indicated that area, game situation and the cause of fouls showed there was a significant difference. On these results, it is hoped to use fouls as one of the tactical means in women's field hockey games.

A Study on the Measure to Encourage Household Waste Recycling: Focused on the Cashback System for Recyclables (생활폐기물 재활용 활성화 방안: 재활용품 현금보상시스템을 중심으로)

  • You, Seung-Hee
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.1-7
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    • 2020
  • Amid growing interest in recycling around the world, the amount of waste is increasing despite the separate discharge efforts of each household, and it is difficult to find accurate data on recycling household waste. Also, recycling segregation is already settled in our daily lives, but we face a serious problem in which a significant portion of the recyclables collected are re-waste. In this study has been proposed a cash compensation system for recyclables, which is paid cash when the recyclables are washed clean and discharged. The cash compensation system proposed in this study could re-use 100% of the discharged recyclables, resulting in rewards for good deeds for individuals, greater returns for businesses and reduced disposal costs for local governments. In addition, it is expected that the government will be able to secure data related to the recycling of domestic waste, which will contribute to the management of recyclables at the national level.

The response of A.I systems in other countries to Corona Virus (COVID-19) Infections: E-Government, Policy, A.I utilizing cases (코로나바이러스감염증(COVID-19)에 대한 국내 및 해외 A.I 시스템의 대응: 전자정부, 정책, A.I 활용사례)

  • Kim, Hyejin
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.479-493
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    • 2020
  • Outbreak of COVID-19 originated from China resulted significantly high casualties and social and economic damages. Currently the major countries see importance of accurate prediction of originating trend to prevent the spread of infectious disease and AI is actively utilized when establishing the system. Therefore this study has comprehended the status of utilizing the AI in overseas and made comparison and analysis with domestic status. It derived the necessity to establish national control tower based on One Health to respond to infectious disease to effectively utilize AI and suggested to establish higher organization, Medical Big Data Governance, to respond to the infectious disease. It is necessary to conduct further study to utilize the results and suggestions derived from this study into the policy and if the suggestions are reflected to improve institutional imperfection, it will be positively used for prevention of the spreading infectious disease and utilizing medical Big Data.

The Development and Application of Storytelling based Software Education Board Game (스토리텔링기반 소프트웨어교육 보드게임의 개발 및 적용)

  • Park, Jung-Ho
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1057-1065
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    • 2017
  • Coding education for elementary school student spreads around the world. Game activity that children like is one of coding education methods. Among these, a board game is a tool where 3~4 children can participate together. This study developed a storytelling-based board game to help elementary school students understand Software education. The board game is composed of board, three types of command cards and dice. This study simultaneously surveyed and interviewed 57 fifth- and sixth-grade students at elementary school after playing the board game 4 times so as to analyze the usefulness of the developed software board game. In the results of study, most of elementary school students would be interested and participated in active. Elementary school students actually got to know algorithm easily through board game activity, and learned basic programming concepts such as sequence, condition, loop, variable and operation.

Quality Characteristics of Public Open Data (공공개방데이터 품질 특성에 관한 연구)

  • Park, Go-Eun;Kim, Chang-Jae
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.135-146
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    • 2015
  • Public data open is one of the important tasks of Korea Government 3.0. By making open data available to the private sector, the goal is to create jobs, increase innovation and improve quality of life. Public data open is a policy that emphasized its importance worldwide. Open data should have adequate quality in order to achieve the object of the public. However, there are open data's quality problems due to the lack of data quality management and standardization. The purpose of this study is to derive data characteristics of public open data from existing researches. In addition, the model was modified and verified through a survey targeting the experts on public open data. The study indicates that public open data's quality characteristics as publicity, usability, reliability, suitability. This study is significant in that it suggests quality characteristics to improve the data quality and promote utilization of the open data.