• Title/Summary/Keyword: 모바일 플랫폼

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Web Assembly System Architecture Model (웹 어셈블리 시스템 아키텍처 모델)

  • Park, Jin-Tae;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.23 no.4
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    • pp.328-332
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    • 2019
  • Advances in web technology have enabled technical convergence in various system environments to be carried out through the web interface. The Web can be categorized from the Web 1.0 to the 4.0, depending on its role, it has the characteristics of connects information, connects people, connects knowledge, and connects intelligence. In addition, various technological needs occurred through the mobile app during the 4th Industrial Revolution, and functions such as 3D, virtual reality, augmented reality, video/audio processing were enabled on the web, which was a simple means of providing information. Technical standards have been studied to support these period needs. In this paper, I would like to mention one of the Web assembly. We will explore ways to link and fuse Web assembly with existing web systems (or platforms) and analyze their technical implications through a variety of examples. In addition, we will conduct a study on the architecture that can fuse the existing javascript with the web assembly, and discuss the future direction of the study.

Multimodal Media Content Classification using Keyword Weighting for Recommendation (추천을 위한 키워드 가중치를 이용한 멀티모달 미디어 콘텐츠 분류)

  • Kang, Ji-Soo;Baek, Ji-Won;Chung, Kyungyong
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.1-6
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    • 2019
  • As the mobile market expands, a variety of platforms are available to provide multimodal media content. Multimodal media content contains heterogeneous data, accordingly, user requires much time and effort to select preferred content. Therefore, in this paper we propose multimodal media content classification using keyword weighting for recommendation. The proposed method extracts keyword that best represent contents through keyword weighting in text data of multimodal media contents. Based on the extracted data, genre class with subclass are generated and classify appropriate multimodal media contents. In addition, the user's preference evaluation is performed for personalized recommendation, and multimodal content is recommended based on the result of the user's content preference analysis. The performance evaluation verifies that it is superiority of recommendation results through the accuracy and satisfaction. The recommendation accuracy is 74.62% and the satisfaction rate is 69.1%, because it is recommended considering the user's favorite the keyword as well as the genre.

The Type of Attachment of e-commerce Users Impact on the Intention to Accept Technology (e-커머스(e-commerce) 이용자의 애착유형이 기술수용의도에 미치는 영향)

  • Choi, Jun-seok;Kim, Seong-jun;Kwon, Do-Soon
    • Journal of Convergence for Information Technology
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    • v.11 no.4
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    • pp.35-45
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    • 2021
  • The e-commerce industry using mobile or web is growing rapidly, and the emergence of various platform services is causing innovative changes in the e-commerce industry. This study aims to identify the attachment types of e-commerce users and to demonstrate the relationship between the PPerceived Usefulness, and Perceived Ease of Use by TAM. In order to empirically verify the research model of this study, a survey was conducted on ordinary people with experience using e-commerce and path analysis was conducted by using PLS to analyze its Internal consistency, Confirmatory factor analysis, Discriminant validity and Goodness-of-fit verification. As a result, a significant relationship between Perceived Stability, Perceived Usefulness, and Perceived Ease of Use was identified, could verify the association with the TAM and Acceptance Intention.

A study on Design of Casual wear utilizing 3D Virtual Clothing Technology - focus on Generation Z (3D 가상 의상 기술을 활용한 캐쥬얼웨어 디자인 연구 - Z 세대를 중심으로)

  • Shin, Hae Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.75-81
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    • 2021
  • With the development of advanced information and communication technology, Generation Z, familiar with digital culture, is drawing keen attention as a major consumer of the fashion industry. In this study, casual wear for Generation Z, who is proficient in digital devices and prefers information acquisition and lifestyle over the Internet, was designed using 3D virtual simulation and developed into four looks: Gulish, Sportive, Easy and Contemporary. The use of simulation of 3D virtual clothing in costume design can build digitalization of future fashion industry through convergence with digital fashion design planning and production process in fandemic environment and strengthen online platform distribution. In a business environment that continues to innovate to enhance work efficiency by introducing an Untouch fashion production system, the use of 3D virtual clothing technology can increase the efficiency of sustainable management through 3D sample production, online fitting, modification, and final critic processes to reduce the time and cost of human and physical resources and review.

The Effects of Digital Consumption Trust and Corporate Trust on IT Device and Service Satisfaction

  • Park, Seungbae;Hong, Jaewon
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.217-222
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    • 2021
  • Recently, trust in online transactions and corporate trust are most important at the corporate level as social overhead capital in commercial transactions using digital devices such as online, mobile, and SNS platforms. Therefore, this study used data from the Korea Consumer Agency's consumer policy indicators to identify the impact of digital consumption trust and corporate responsibility trust on the satisfaction of information and communication products and services. According to the analysis, trust in digital consumption conditions and responsibility of companies have a positive impact on satisfaction of information and communication devices and satisfaction of information and communication services. In addition, it was found that trust in corporate responsibility has a greater impact on satisfaction of information and communication devices and satisfaction of information and communication services than trust in digital consumption conditions. Theoretical and practical implications for these findings and suggestions for future research were presented.

Tweens' Information Needs and Information Practices on YouTube (초기 청소년들(Tweens)의 정보요구와 유튜브(YouTube)에서의 정보추구행태)

  • Kim, Ji-Hyun;Koo, Joung Hwa
    • Journal of Korean Library and Information Science Society
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    • v.52 no.2
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    • pp.275-301
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    • 2021
  • The purpose of the research is to find out both what information tweens (12~14 years old adolescents) need and how they use YouTube to satisfy with their information needs. In order to achieve the goal, the research collected the data by conducting a survey on tweens (N=130) and analyzed the data with statistical processes. The research found out some significant results: first, tweens frequently use the informaton on YouTube and search for leisure information most often. Second, tweens search for information on YouTube because of ease and convenience on learning information even though they do not trust the information on YouTube. Third, tweens regard that YouTube play the role as a significant information source and searching tool, and use information on YouTube because the information on YouTube are composed of easy-to-understand video format. On the basis of the results, the research suggests and discusses how information organization such as public or school libraries provide information services for youth groups effectively.

Research on Efficient Live Evidence Analysis System Based on User Activity Using Android Logging System (안드로이드 로그 시스템을 이용한 효율적인 사용자 행위기반 라이브 증거수집 및 분석 시스템 연구)

  • Hong, Il-Young;Lee, Sang-Jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.1
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    • pp.67-80
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    • 2012
  • Recently as the number of smartphone user is growing rapidly, android is also getting more interest in digital forensic. However, there is not enough research on digital data acquisition and analysis based on android platform's unique characteristics so far. Android system stores all the related recent systemwide logs from the system components to applications in volatile memory, and therefore, the logs can potentially serve as important evidences. In this paper, we propose a digital data acquisition and analysis system for android which extracts meaningful information based on the correlation of android logs and user activities from a device at runtime. We also present an efficient search scheme to facilitate realtime analysis on site. Finally, we demonstrate how the proposed system can be used to reconstruct the sequence of user activities in a more intuitive manner, and show that the proposed search scheme can reduce overall search and analysis time approximately 10 times shorter than the normal regular search method.

A Study on the Visual Attention of Game Broadcast Real-time Review Using Eye Tracking: Focusing on Mobile Platform (아이트래킹을 활용한 개인 게임방송 실시간 댓글의 시각적 주의에 관한 연구: 모바일 플랫폼을 중심으로)

  • Yin, Shuo-Han;Wang, Jin-Nan;Hwang, Mi-Kyung;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.733-739
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    • 2022
  • The study investigated the users' functional requirement, degree of acceptance and preference of game broadcast real-time review .Secondly it comparatively analyzed the types and locations of game broadcast real-time review through eye tracking tech. The results show that users have high functional requirements and high acceptance for game broadcast real-time review but their preference has no significant correlation with the feature. Among the types of game broadcast real-time review the type with translucent text bubble took the highest visual attention. The above shows that the users' visual behavior has the tendency of special style. The visual attention analysis results of different types and locations of game broadcast real-time review in the study can play a guiding role in the interface design of real-time review feature in the future.

ASTC Block-Size Determination Method based on PSNR Values (PSNR 값 기반의 자동화된 ASTC 블록 크기 결정 방법)

  • Nah, Jae-Ho
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.2
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    • pp.21-28
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    • 2022
  • ASTC is one of the standard texture formats supported in OpenGL ES 3.2 and Vulkan 1.0 (and later versions), and it has been increasingly used on mobile platforms (Android and iOS). ASTC's most important feature is the block size configuration, thereby providing a trade-off between compression quality and rates. With the higher number of textures, however, it is difficult to manually determine the optimal block sizes of each texture. To solve the problem, we present a new approach based on PSNR values to automatically determine the ASTC block size. A brute-force approach, which compresses a texture on all block sizes and compares the PSNR values of the compressed textures, can increase the compression time by up to 14 times. In contrast, our three-step approach minimizes the compression-time overhead. According to our experiments on a texture set including 64 various textures, our method determined the block sizes from 4×4 to 12×12 and reduced the size of compressed files by 68%.

An Empirical Analysis of Influential Factors for Widget Interface : Extended TAM Including Attributes (Widget 인터페이스 영향요인 분석 : 속성을 고려한 확장된 기술수용모형)

  • Han, Mi-Ran;Lee, Sung-Joo;Park, Peom
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.2
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    • pp.127-137
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    • 2010
  • A Widget platform is acknowledged to be a next generation intelligent platform that is well suited to Web 2.0 and mobile convergence environments. With prospects of growth, examining users' perceptions of current widgets can be a valuable source of information in setting directions for Widget's future development. This study identifies user interface factors that affect widget usability and investigates a strategic approach to promoting the use of widgets by analyzing user's "intention to use" in connection with the identified interface factors. The experimental results show the consistency, intuition, minimal action, and personalization have a positive(+) effect on perceived ease of use and that personalization and design have a causal effect on perceived enjoyment. Inaddition, perceived ease of use has an influence on perceived enjoyment that, inturn, has a direct influence on intention to use. On the other hand, the hypothesis that perceived ease of use has a direct effect on intention to use was rejected.