• Title/Summary/Keyword: 모바일 가상현실

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An Estimation of Market Potential in Ubiquitous Health industry - Focused on Communication Companies - (통신사업자 관점에서의 유비쿼터스 헬스 시장 규모 추정)

  • Kim, Min-Cheol;Kim, Dong-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.12
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    • pp.2131-2135
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    • 2008
  • This paper is to estimate the market potentiality of ubiquitous health(u-health) from a viewpoint of communication companies. For this estimation, we used the CVM and adopted the ratio of ovum(2000) in overall market of u-health. That is, firstly, we assumed the u-business model was based on mobile business approach. Through this estimation, we conclude that communication companies at the initial stage of the u-health market can continuously promote the market share ratio via strategic alliance with the players participating.

A Study on the Semantic Network Structure of the Regime in the Image Contents (영상콘텐츠분야의 정권별 의미연결망 연구)

  • Hwang, Go-Eun;Moon, Shin-Jung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.3
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    • pp.217-240
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    • 2017
  • The purpose of this study was to investigate the semantic network analysis to understand image contents and to examine the degree to which words, word clusters contributed to the formation of semantic map within image contents. For this research, from 1993 until 2016 the field of the image contents were collected for a total of 2,624 cases papers. The word appeared in Title analyzed the social network by using the R program of Big Data. The results were as follows: First, The field of image contents is based on researches related to 'image', 'media' and 'contents'. Second, there is a three-step flow ('education' -> 'media' -> 'contents') of research in the field of image contents. Third, researches related to 'broadcasting', 'digital', 'technology', and 'production' were continuously carried out. Finally, There were new research subjects for each regime.

A Hierarchical Mobile W Architecture using a Virtual Router Layer (가상 라우터 계층을 이용한 Hierarchical Mobile IP 구조)

  • Shin Bok-Deok;Ha Kyung-Jae
    • Journal of KIISE:Information Networking
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    • v.32 no.5
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    • pp.603-614
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    • 2005
  • The wireless LAN environment using Mobile IP is constructed and managed to be connected with Ethernet based wired networks. However, there have been many problems with wireless networks using Mobile IP. Some important facts on network performance have not been considered when introducing wireless LAN by Mobile IP to wired networks. In this paper, we suggest schemes which can solve problems on Handover latency caused by the asymmetrical connectivity of the Access Router at applying the HMIPv6 and on binding updates due to the MN frequent movement. Our proposed schemes can reduce network latency by using the HMIPv6 architecture with a virtual router layer, and reduce communication overhead by interchanging information of the MN movement between routers. Our schemes are expected to assist in constructing a more real and effective wireless LAN environment based on the HMIPv6 and FMIP.

Video Production Method using Match Moving Technique (매치무빙 기법을 활용한 모션그래픽 영상제작에 관한 연구)

  • Lee, Junsang;Park, Junhong;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.4
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    • pp.755-762
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    • 2016
  • Motion graphic is the recently emerged technique which extends the ways of expression in video industry. Currently, it is worldwide trends that the image design gets more attention in the field of movie, advertisement, exhibition, web, mobile, games and new media, etc. With the development of computer's new technologies, VFX methods for the visual content is dynamically changed. Such production methods combine the real scenary and CG(Computer Graphic) to compose realistic scenes, which cannot be pictured in the ways of ordinary filming. This methods overcome the difference between the real and virtual world, maximize the expressive ways in graphics and real space. Match moving is technique of accurate matching between real and virtual camera to provide realistic scene. In this paper we propose the novel technique for motion graphic image production. In this framework we utilize the match moving methods to get the movements of the real camera into 3D layer data.

Characteristics of the Mobility with Figurative Approach in Location based Games (위치기반게임의 이동성 반영 구조에 관한 문채적 접근: <패러랠 킹덤(Parallel Kingdom)>을 중심으로)

  • Kwon, Boh-Youn
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.33-42
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    • 2015
  • This study analyzes location based game focused on the figurative characteristics of mobility. The purpose of this analysis is to extend the understandings of game mobility from technical side toward rhetorical territory. Christian Metz's film theory is appropriate for analysis of the game which is visual and combinational text. According as research findings, structuralize 5-layered spatial maps. And this kind of multi-layering structure generates figurative operations. Adaptive mobility by metaphor, it reflects player's real world movement into the virtual space. Metonymy brings given mobility, it reflects character's movement through all of the virtual maps.

Mobile Donation Application of User Participation Base (사용자 참여 기반의 모바일 기부 어플리케이션)

  • Chung, Myoung-Beom;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.11
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    • pp.113-122
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    • 2011
  • In this paper, we propose an iPhone application that allows the user to pay for donations using the camera, GPS and call functions of the iPhone. As iOS version 3.0 allows the iPhone camera to detect and read bar codes and QR codes, the proposed application uses such codes to identify a product the user wishes to donation. After determining the user's location using the iPhone GPS function, the application can then perform a navigation task that guides the user to a suitable shop or store where the user can make his or her donation. In addition, the application offers an ARS call function that allows the user to make a direct donation, even if the user does not know the telephone number for making such donations. Therefore, the proposed application provides an easy means for the user to pay for donations directly or indirectly.

방송통신사업자의 스마트미디어 전략에 대한 탐색적 연구: HTML5, 클라우드 컴퓨팅 등의 기술적 배경을 근간으로

  • Song, Min-Jeong
    • Broadcasting and Media Magazine
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    • v.18 no.1
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    • pp.89-104
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    • 2013
  • 다양한 스마트기기 간 및 앱(Application) 간 연동을 통한 스마트미디어 생태계 환경에서 애플(Apple), 구글(Google), 마이크로소프트(Microsoft) 등 SW(Software) 기반 OS(Operating System) 플랫폼들은 개별 체제 강화를 더욱 견고히 하고 있다. 생태계 내 타(他) 구성원들은 이들에 의한 제약이 더욱 심해지자, 웹 문서의 표준화(HTML5)나 클라우드 컴퓨팅(Cloud computing) 같은 개방화된 기술들을 환영한다. 실제로 최근 웹 애플리케이션(Web application) 개발과 개발자들의 OS 플랫폼 이탈은 이러한 변화의 단면을 보여주기 시작했다. 본 고는 SW 중심에서 서비스 중심으로 이동 중인 플랫폼 경쟁 환경에서 네트워크를 보유 중인 방송통신사업자들의 새로운 스마트미디어 전략 방향을 제시하는데 그 목적을 둔다. 이를 위해 두 가지 기술적 배경인 HTML5와 클라우드 컴퓨팅 기술들을 살펴본 후, 그 동안 SW 중심 플랫폼 경쟁 환경에서 주도권을 빼앗겼다고 깨달은 방송통신사업자가 취해야 할, 두 가지 새로운 기술적 환경에서의 스마트미디어 전략을 제시하였다. 분석 결과, HTML5가 모바일 분야의 핵심 기술이 될 전망이지만, 단기적으로는 여전히 미성숙 문제가 제기될 것으로 보이며, 기존 경쟁력을 유지하려는 OS 사업자들의 가치사슬 통합 전략이 가시화되고 있는 환경이 목격된다. 또한, 클라우드 서비스 제공도 이미 이들 OS사업자들의 기존 생태계 유지를 위한 핵심 툴로 이미 활용되기 시작했다. 그럼에도 불구하고 HTML5와 클라우드 컴퓨팅은 방송통신사업자들에게 생태계 주도권을 탈환할 수 있는 중요한 기술로 인식되고 있다. 따라서 본 연구에서는 이를 기반으로 세 가지 이용자 경험인 '경계 없는', '동질적인', '끊김 없는' 이용자 경험(User Experience) 제공을 위해 노력하는 선도적인 사례 탐색이 시도되었으며, 이를 통해 방송통신사업자들의 미래 스마트미디어 전략 방향이 도출되었다. '경계 없는' 서비스에서는 구글, 애플 외의 멀티OS 전략과 기존 OS의 앱 서비스 대항마인 아마존(Amazon), 페이스북(Facebook) 등과의 적극적 서비스 제휴, '동질적인' 서비스에서는 클라우드 기반 주요 콘텐츠 플랫폼 제휴와 방송통신 가입자 기반의 All-IP기반으로의 확대, 마지막으로 '끊김 없는' 서비스에서는 SNS, LBS, 가상현실 등과의 매쉬업(Mash-up)과 의료, 금융 등과의 융합서비스 개발을 통한 스마트홈 전략 추진, 인증 및 결제시스템의 개방화 등이 제시되었다.

Mobile Augmented Reality Application for Early Childhood Language Education (유아 언어 교육을 위한 모바일 증강현실 어플리케이션)

  • Kang, Sanghoon;Shin, Minwoo;Kim, Minji;Park, Hanhoon
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.914-924
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    • 2018
  • In this paper, we implement an Android application for infant language education using marker-based augmented reality. Combining animal word markers (noun), size/color word markers (adjective), and action word markers (verb) in puzzle form to make a simple sentence, the application shows virtual contents related to the content of the sentence. For example, when an animal marker is showed up on a camera, the corresponding animal appears. Additionally, when the motion markers are combined, the animal's appearance changes into an animation in which it acts. When a user touched a marker, user can hear the sound of the word, which gives an auditory effect, and by adding the rotation function, user can see the animation in any direction. Our goal is to increase infants' interest in learning language and also increase the effectiveness of education on the meaning of words and the structure of simple sentences, by encouraging them to actively participate in language learning through visual and auditory stimuli.

Analysis of IT Technology through the Trends in Home Video Game Console (가정용 게임기 동향을 통해 본 IT 기술 분석)

  • Bae, Jung-Min;Bae, Yu-Mi;Jung, Sung-Jae;Jang, Rea-Young;Sung, Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.675-678
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    • 2014
  • One time, Home video game console's penetration was as comparable to the personal computer's penetration, growth has slowed since the advent of smartphones, tablets and moblie devices. But game console actively introducing new IT technologies not available in the pc games and mobile games, still keeping a firm position in the relevent market. In this paper Home video game console's history, contemporary trends, and learn about trends in the company, New IT technologies applied to gaming was analyzed. Home video console market become the arena of New IT technologies according to the introduction of New IT technologies such as gesture recognition technology, speech recognition technology, media facade technology, virtual reality technology.

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Reenforcement and Utilization Method of BigData Security (빅데이터 보안 강화 및 활용 방안)

  • Kang, Jung-Ku;Park, Seok-Cheon;Kim, Jong-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1256-1259
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    • 2013
  • 최근 데이터의 양이 기하급수적으로 증가하면서 빅데이터가 이슈가 되어 많은 관심을 받고 있는 현실이다. 현재 빅데이터의 기술은 데이터 추출과 이용에만 초점이 맞춰져 있어 보안에 취약한 시스템에 해킹시도가 있을 경우 개인과 기업에 막대한 피해가 발생될 수 있다. 따라서 본 논문에서는 빅데이터 보안에 초점을 두어 외부로부터 피해를 방지하고 안전하게 빅데이터 서버를 운영하는 방법을 제시한다. 즉, Iptable을 이용한 IP나 포트 허용 여부를 지정하고 가상사설망(VPN)을 이용하여 외부 접속을 방지하며 패스워드 강화를 통해 빅데이터 서버의 보안 강화 및 활용 방안을 제시하였다.