• Title/Summary/Keyword: 사용자플랫폼

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Design and Implementation of BAN System using ECG Sensor based on Smartphone (스마트폰 기반 ECG 센서를 이용한 BAN 시스템의 설계 및 구현)

  • Lee, Min-Ki;Kim, Kyu-Ho;Lee, Ki-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.17-22
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    • 2010
  • As the services of ubiquitous environment has become accessible everywhere, it has been developed in various fields. Additionally interests in the u-Healthcare has sharply increased. In this paper, the BAN (Body Area Network) has been applied through ECG sensor and Zigbee communication of the existing ubiquitous sensor network environment to measure one's vital signs. The measured vital signs were then implemented in a system that enabled doctors and specialists to monitor by using 3G(WCDMA) communication. Furthermore, a location search device has been designed using the Smartphone's GPS modules to locate patients in the case of an emergency. The data field definition and designed system was based on the Smartphone's iPhone platform which has been in the spotlight for the previous months.

A research for Social Learning method of using Social Media (소셜 미디어를 활용한 소셜 러닝 체제 연구)

  • Chang, Il-Su;Hong, Myung-Hui
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.233-240
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    • 2011
  • Social Media is the open online tool and media platform for sharing and participation of users opinion, experience, viewpoiont, so general situation that is one-side flowing from production to consume doesn't act, and while use of two-way, user create contents use of sharing and participation. This social media include Blog, Social Network Service(SNS), Wiki, User Create Contents(UCC), Micro Blog, 5 types. In broad terms, Social Learning is self-learning that user sharing with coperation and collective intelligence through Social Media, and in few wards Social Learning is learning for Social Media. In this research, we define Social Media and Social Learning, and research of method of use of Elementary Education.

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Users' Impulsive Bidding Behavior in C2C Auction Platform (C2C 옥션 플랫폼 사용자의 충동적 입찰행동에 관한 연구)

  • Park, Sang-Cheol;Kim, Jong-Uk
    • The Journal of Information Systems
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    • v.25 no.4
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    • pp.63-85
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    • 2016
  • Purpose While the popularity of C2C auction platforms such as eBay is gradually decreased, this domain is still undermined to explain online bidding behaviors. Online bidders sometimes engage in impulsive bidding due to some of the online auction characteristics. Therefore, this study develops and tests a model of the impulsive bidding exhibited by online bidders in C2C auction platforms. Based on S-O-R framework, our model posits that both perceived time-pressure and competition intensity affect cognitive absorption which ultimately influences the impulsive bidding. Design/methodology/approach This study collected survey data from 214 C2C auction participants, who have prior experience on impulsive bidding and tested both measurement model and structural model by using CB-SEM (covariate-based structural equation modelling) technique. In this study, by using AMOS 20.0, we tested the measurement model for its overall fit, item reliability, and validity and further conducted the structural model to test our proposed hypotheses. Findings Based on our results, we found that perceived tim-pressure and competition intensity were positively related to cognitive absorption. We also found that the cognitive absorption was positively associated with impulsive bidding behavior. In this study, by developing our research model in S-O-R framework, we provide an alternative theoretical mechanism to describe online impulsive bidding behavior.

Implementation of the Linguistic Contents for Elementary Korean Education of Foreigners (외국인을 위한 초급 한글교육용 어학 콘텐츠의 구현)

  • Kang, Ji-Hoon;Moon, Sang-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.698-700
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    • 2010
  • In recently, various types of applications have been developed according the smart phone has become popular. There are many kinds of multimedia, game, information, education, etc according to each user. Most of the linguistic contents in mobile based are concentrated on learning foreign languages like English, Japanese, Chinese compared that the development of contents for Korean education is imperfect. In this paper, so, we implement the linguistic contents for elementary Koran education of foreigners based on android OS to use them by smart phone.

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Flash Malware Detection Method by Using Flash Tag Frequency (플래시 TAG Frequency를 이용한 악성 플래시 탐지 기술)

  • Jung, Wookhyun;Kim, Sangwon;Choi, Sangyong;Noh, Bongnam
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.259-263
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    • 2015
  • The vulnerabilities related to Flash player which is widely used in internet browsers and office programs are gradually increased. To detect Flash malwares, previous work focuses on predefined features of ActionScript. However above work cannot detect new/mutated Flash malwares, since predefined features could not cover the new patterns of new/mutated Flash mawares. To solve this problem, we propose a Flash malware detection method that uses machine learning to learn Flash Tag patterns and classify Flash by using machine learning.

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Implementation Techniques of a Workflow-based Service Broker for Service Leasing over the Internet (인터넷 서비스 임대를 위한 워크플로우 기반 서비스 중개자 구현기법)

  • Lee, Yong-Ju
    • The KIPS Transactions:PartD
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    • v.9D no.2
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    • pp.277-288
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    • 2002
  • A service broker supporting customers plays an important role in internet marketplaces. Recently. several intelligent brothers have been developed for electronic commerce, outline shopping mall, and electronic marketplaces. While these systems provide interesting shopping experiences, they fall short in fully exploiting the capabilities, such as the service integration and automatic execution required by internet market places. In this respect, we propose a workflow-based service broker system. Dependent services in our approach are modeled as workflow processes, which are automatical1y processed by a workflow engine. In the proposed system all data exchanges are realized through XML providing platform independent, extensible, open. and interoperable architecture.

Software Development Methodology for SaaS Cloud Service (SaaS 클라우드 서비스를 위한 소프트웨어 개발 방법론)

  • Hwang, Mansoo;Lee, Kwanwoo;Yoon, Seonghye
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.61-67
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    • 2014
  • A SaaS cloud service represents a model deployed and running on a cloud platform to enable users to use software as an online service. This work proposes a development methodology adequate for the effective development of SaaS cloud services. For doing this, we first analyzed the current state of companies developing SaaS cloud services and identified key factors for the development of SaaS cloud services. Then, we selected and tailored the methodology that is best suited for the development of SaaS cloud services among existing software development methodologies. To validate the applicability of the proposed methodology, we performed a case study tailoring the development methodology adequate for the company developing SaaS cloud services.

Analysis and Design of Connected Car Infotainment System (커넥티드카 인포테인먼트 시스템의 분석 및 설계)

  • Cho, Byung-Ho;Ahn, Heui-Hak
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.5
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    • pp.17-23
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    • 2017
  • A connected car's major factor is connectivity and it can be applied for new concept smart PC hardware and software design method of digital virtual assistance using voice recognition engine at server when infotainment functions are implemented because internet connecting LTE or 5G wireless mobile communication is always is possible. In this paper, a hardware architecture of smart auto-PC and software architecture based on GENIVI platform, and necessary functions are proposed. Also an effective analysis and design method of connected car infotainment system will be presented by showing user requirement analysis using object-oriented method, flowchart and screen design.

Design and Development of Terrain-adaptive and User-friendly Remote Controller for Wheel-Track Hybrid Mobile Robot Platform (휠-트랙 하이브리드 모바일 로봇 플랫폼의 지형 적응성 및 사용자 친화성 향상을 위한 원격 조종기 설계와 개발)

  • Kim, Yoon-Gu;An, Jin-Ung;Kwak, Jeong-Hwan;Moon, Jeon-Il
    • Journal of Institute of Control, Robotics and Systems
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    • v.17 no.6
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    • pp.558-565
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    • 2011
  • Various robot platforms have been designed and developed to perform given tasks in a hazardous environment for surveillance, reconnaissance, search and rescue, etc. We considered a terrain-adaptive and transformable hybrid robot platform that is equipped with rapid navigation capability on flat floors and good performance in overcoming stairs or obstacles. The navigation mode transition is determined and implemented by adaptive driving mode control of the mobile robot. In order to maximize the usability of wheel-track hybrid robot platform, we propose a terrain-adaptive and user-friendly remote controller and verify the efficiency and performance through its navigation performance experiments in real and test-bed environments.

WIPI based E-mail and Schedule Management System (WIPI 기반의 이메일 시스템 및 일정 관리 시스템)

  • Lee Jung-Yun;Lee Kyung-Jin;Song Wang-Cheol
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.333-336
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    • 2005
  • The implementation of cellular phone based applications have been growing very fast because of WIPI which is a hardware independent platform. In this paper, we design and Implement a system to combine the animation avatar and e-mail service by using WIPI platform. Also, this system manages scheduling at the same time. This system uses SMS service in order to notify scheduled time and it synchronizes the schedule data with Outlook Express on the computer.

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