• Title/Summary/Keyword: 사용자 유형

Search Result 1,151, Processing Time 0.028 seconds

A Mobile Voting DApp Implementation and Security Issues (모바일 투표 Dapp 실행 및 보안 이슈)

  • KHERLEN, NARANTUYA;Park, Jun Beom;Park, Jong Sou
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2019.05a
    • /
    • pp.290-292
    • /
    • 2019
  • Since the advent of blockchain and bitcoin, decentralization has been accelerating around the world as a public blockchain ethereum with smartcontract has begun. Developers can use Ethereum's blockchain development platform to develop "distributed applications" (DApp) running on a decentralized P2P network, and various types of devices from IoT to mobile can participate in a block-chain distributed environment have. Using Ethereum's blockchain development platform, developers can develop "Decentralized Application (DApp)" that run on a decentralized P2P network and various types of devices from IOT to mobile can participate in distributed blockchain environments. There are many ways to interact with the blockchain and the smart contract, but users tend to prefer the mobile methods due to their convenience and accessibility advantages. Therefore, the author developed an Android based voting DApp and researched related issues. Since the current development methods of DApp are not adequately researched and standardized, efficient methods for developing user-friendly DApp were studied. Because DApp has to spend a certain amount of fees to interact with blockchain, it has intensively investigated the gas problem of Smart Contract code and the security problem of code, and author would like to introduce it in this paper.

  • PDF

A Study on Satisfaction of Third Party Mobile Payment Service in China

  • Moon, Jae-Young
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.1
    • /
    • pp.259-264
    • /
    • 2021
  • SNS has recently reached the level of providing financial services to customers through a mobile payment system that goes beyond the existing payment system using Fintech, which is a fusion of financial industry and information technology. These mobile payment systems are increasing in scale as time goes by, and their functions are reaching the same level as general financial services. This study is an empirical study to examine what is the most important factor in Internet banking by targeting users who use WeChat Pay among Chinese Internet bank users with the highest Fintech Adoption rate. SNS has recently reached the level of providing financial services to customers through a mobile payment system that goes beyond the existing payment system using Fintech, which is a fusion of financial industry and information technology. As a results, 2 factors positive influence on Acceptance intention and Customer satisfaction. These mobile payment systems are increasing in scale as time goes by, and their functions are reaching the same level as general financial services.

Performance Evaluation of App Profile-based Sensor Registry System considering User Mobility and Sensor Density (사용자 이동성과 센서 밀집도를 고려한 앱 프로파일 기반 센서 레지스트리 시스템의 성능 평가)

  • Kim, Jong Hyun;Lee, Sukhoon;Jeong, Dongwon
    • The Journal of Korean Institute of Information Technology
    • /
    • v.17 no.4
    • /
    • pp.87-97
    • /
    • 2019
  • SRS was proposed for immediate processing of the meaning of sensor data on mobile devices independent from specific sensor networks and sensor type. However, each time new sensor data is received, sensor data inspection operations are performed repeatedly, and it cause resulting in low performance. App profile-based SRS has been proposed to resolve the problem. The app profile-based SRS has improved the SRS problem through the profile, but has been tested in a virtual simulation environment. After that the test was experimented in a real-time environment, but has not been tested with a variety of dynamic factors. Therefore, this paper experiment considering such as user mobility and sensor density in real-time environment. And this paper also evaluate performance of the App profile-based through analysis of the results of the experiment. As a result, app profile-based SRS is high influence by density and sensor type, and the number of sensor node is not influence.

NFT Utilization Method in e-Sports

  • Chung Gun, Lee;Su-Hyun, Lee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.2
    • /
    • pp.47-53
    • /
    • 2023
  • In this paper, based on the generalization and popularization of NFT, the utilization idea of using NFT in e-sports was proposed. We considered ways to utilize NFTs to make access to e-sports easy for all users and to secure users from various age groups. To this end, cases of NFTs with diversity in e-sports platforms were analyzed by type, and the degree of use of NFTs in e-sports was identified through a survey. As a result of the study, it was found that the NFT experience in the e-sports game was highly satisfactory and the desire to experience it again was strong. As NFTs have ownership and scarcity as important characteristics, they can respond well to the demand for owning unique items in e-sports. In addition, in marketing, by promoting limited edition products with scarcity, it is possible to promote marketing that creates value with high profitability. When using NFT in e-sports, various NFT functions are combined regardless of the type of sport, so NFT can become an economic infrastructure.

Server State-Based Weighted Load Balancing Techniques in SDN Environments (SDN 환경에서 서버 상태 기반 가중치 부하분산 기법)

  • Kyoung-Han, Lee;Tea-Wook, Kwon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.17 no.6
    • /
    • pp.1039-1046
    • /
    • 2022
  • After the COVID-19 pandemic, the spread of the untact culture and the Fourth Industrial Revolution, which generates various types of data, generated so much data that it was not compared to before. This led to higher data throughput, revealing little by little the limitations of the existing network system centered on vendors and hardware. Recently, SDN technology centered on users and software that can overcome these limitations is attracting attention. In addition, SDN-based load balancing techniques are expected to increase efficiency in the load balancing area of the server cluster in the data center, which generates and processes vast and diverse data. Unlike existing SDN load distribution studies, this paper proposes a load distribution technique in which a controller checks the state of a server according to the occurrence of an event rather than periodic confirmation through a monitoring technique and allocates a user's request by weighting it according to a load ratio. As a result of the desired experiment, the proposed technique showed a better equal load balancing effect than the comparison technique, so it is expected to be more effective in a server cluster in a large and packet-flowing data center.

Understanding the Categories and Characteristics of Depressive Moods in Chatbot Data (챗봇 데이터에 나타난 우울 담론의 범주와 특성의 이해)

  • Chin, HyoJin;Jung, Chani;Baek, Gumhee;Cha, Chiyoung;Choi, Jeonghoi;Cha, Meeyoung
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.11 no.9
    • /
    • pp.381-390
    • /
    • 2022
  • Influenced by a culture that prefers non-face-to-face activity during the COVID-19 pandemic, chatbot usage is accelerating. Chatbots have been used for various purposes, not only for customer service in businesses and social conversations for fun but also for mental health. Chatbots are a platform where users can easily talk about their depressed moods because anonymity is guaranteed. However, most relevant research has been on social media data, especially Twitter data, and few studies have analyzed the commercially used chatbots data. In this study, we identified the characteristics of depressive discourse in user-chatbot interaction data by analyzing the chats, including the word 'depress,' using the topic modeling algorithm and the text-mining technique. Moreover, we compared its characteristics with those of the depressive moods in the Twitter data. Finally, we draw several design guidelines and suggest avenues for future research based on the study findings.

Healthcare Service Design Using Gamification Techniques - Focused on Office Environment - (게이미피케이션을 활용한 헬스케어서비스 디자인 - 오피스 환경을 중심으로 -)

  • Kim, Su Jin;Ryoo, Han Young
    • Design Convergence Study
    • /
    • v.15 no.5
    • /
    • pp.185-197
    • /
    • 2016
  • The purpose of this paper is to propose office healthcare UX scenarios using gamification techniques. Today, there is increased recognition of office workers' health, and gamification can be a great method to enhance their health. To design effective healthcare service for office workers, first, two levels of gamification design were identified―interface design level and gameplay experience design level. Second, office workers' health problems resulting from office work were collected from their blogs and 13 insights were derived by analyzing the collected data. Finally, 2 UX scenario implementing gamification in the workplace was proposed to promote healthy lifestyle behaviors for office workers.

Design Preference Evaluation of Product for children based on Q-Method - Focused on Tableware for Chinese Children - (Q방법론에 의한 유아용 제품 디자인 선호도 연구 -중국 유아용 식기를 중심으로-)

  • Ling, Tang;Byun, Jaehyung
    • Smart Media Journal
    • /
    • v.11 no.7
    • /
    • pp.39-51
    • /
    • 2022
  • Tableware is among the important necessities of daily life, and children's tableware is especially valued by the society. Under such social background, a study centered at users of children's tableware was conducted from four aspects, including health & safety, sensory experience, behavior guide, and emotional cognition. Children's tableware products were evaluated using the Q method to understand users' cognition of children's tableware products. The interviewees' views about children's tableware design in China can be divided into four types,and put forward different psychological needs for these four types, In the interviews, some interviewees suggested that the ergonomic and regional cultural differences shall all be considered during children's tableware design. Therefore, this study evaluates the design preferences of Chinese children tableware and validates the results of the paper based on the results.

Design of Big Semantic System for Factory Energy Management in IoE environments (IoE 환경에서 공장에너지 관리를 위한 빅시맨틱 시스템 설계)

  • Kwon, Soon-Hyun;Lee, Joa-Hyoung;Kim, Seon-Hyeog;Lee, Sang-Keum;Shin, Young-Mee;Doh, Yoon-Mee;Heo, Tae-Wook
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2022.05a
    • /
    • pp.37-39
    • /
    • 2022
  • 기존 IoE 환경에서 수집데이터는 특정 서비스를 위한 도메인 지식과 연계되어 서비스를 제공한다. 하지만 수집되는 데이터의 유형이 다양하고, 정적인 지식베이스가 상황에 따라 동적으로 변화하는 IoE 환경에서는 기존의 지식베이스 시스템을 통하여 원활한 서비스를 제공할 수 없었다. 따라서, 본 논문에서는 IoE 환경에서 발생하는 대용량/실시간성 데이터를 시맨틱으로 처리하여 공통 도메인 지식베이스와 연계하고 기존의 지식베이스 추론 방법과 기계학습 기반 지식 임베딩 기법을 통하여 지식 증강을 유기적으로 진행하는 빅시맨틱 시스템을 제시한다. 제시한 시스템은 IoE 환경의 멀티모달(정형, 비정형) 데이터를 수집하고 반자동적으로 시맨틱 변환을 수행하여 도메인 지식베이스에 저장하고, 시맨틱 추론을 통해 지식베이스를 증강 시키며 증강된 지식베이스를 포함한 전체 지식베이스를 정형 및 반정형 사용자 쿼리를 통해 지식정보를 사용자에게 제공한다. 또한, 기계학습 기반 지식 임베딩 기법을 통해 학습·예측을 함으로써, 기존의 지식베이스를 증강하는 기능을 수행한다. 본 논문에서 제시한 시스템은 공장내의 에너지 정보를 수집하여 공정 및 설비 상태 및 운영정보를 바탕으로 실시간 제어를 통한 에너지 절감 시스템인 공장 에너지 관리 시스템의 기반 기술로 구현될 예정이다.

Design of an IMU-based Wearable System for Attack Behavior Recognition and Intervention (공격 행동 인식 및 중재를 위한 IMU 기반 웨어러블 시스템 개발)

  • Woosoon Jung;Kyuman Jeong;Jeong Tak Ryu;Kyoung-Ock Park;Yoosoo Oh
    • Smart Media Journal
    • /
    • v.13 no.5
    • /
    • pp.19-25
    • /
    • 2024
  • The biggest type of behavior that prevents people with developmental disabilities from entering society is aggressive behavior. Aggressive behavior can pose a threat not only to the personal safety of the person with a developmental disability, but also to the physical safety of others. In this study, we propose a wearable system using a low-power processor. The proposed system uses an IMU (Inertial Measurement Unit) to analyze user behavior, and when attack behavior is not detected for a certain period of time through an LED array attached to the developed system, an interesting LED is displayed. By expressing patterns, we provide behavioral intervention through compensation to people with developmental disabilities. In order to implement a system that must be worn for a long time in a power-limited environment, we present a method to optimize performance and energy consumption across all stages, from data preprocessing to AI model application.