• Title/Summary/Keyword: 서비스생성환경

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MPEG-21 Terminal (MPEG-21 터미널)

  • 손유미;박성준;김문철;김종남;박근수
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.410-426
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    • 2003
  • MPEG-21 defines a digital item as an atomic unit lot creation, delivery and consumption in order to provide an integrated multimedia framework in networked environments. It is expected that MPEG-21 standardization makes it Possible for users to universally access user's preferred contents in their own way they want. In order to achieve this goal, MPEG-21 has standardized the specifications for the Digital Item Declaration (DID). Digital Identification (DII), Rights Expression Language (REL), Right Data Dictionary (RDD) and Digital Item Adaptation (DIA), and is standardizing the specifications for the Digital Item Processing (DIP), Persistent Association Technology (PAT) and Intellectual Property Management and Protection (IPMP) tot transparent and secured usage of multimedia. In this paper, we design an MPEG-21 terminal architecture based one the MPEG-21 standard with DID, DIA and DIP, and implement with the MPEG-21 terminal. We make a video summarization service scenario in order to validate ow proposed MPEG-21 terminal for the feasibility to of DID, DIA and DIP. Then we present a series of experimental results that digital items are processed as a specific form after adaptation fit for the characteristics of MPEG-21 terminal and are consumed with interoperability based on a PC and a PDA platform. It is believed that this paper has n important significance in the sense that we, for the first time, implement an MPEG-21 terminal which allows for a video summarization service application in an interoperable way for digital item adaptation and processing nth experimental results.

eMRA: Extension of MRA Considering the Relationships Between MDR Concepts (eMRA: MDR의 개념간 관계성을 고려한 MRA 확장)

  • Joo, Young-Min;Kim, Jangwon;Jeong, Dongwon;Baik, Doo-Kwon
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.3
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    • pp.161-172
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    • 2013
  • Metadata registry (MDR) is the international standard, developed by ISO/IEC for exchange and sharing data between databases. Many MDR systems are used in diverse domains such as medical service, bibliography, environment for sharing and integrating data. However, those systems have different physical structures individually because the MDR standard defines only the metamodel for registering and storing metadata. It causes heterogeneity between the system structures and requires additional cost to maintain interoperability. ISO/IEC 13249-8 Metadata Registry Access (MRA) is developing as an international standard to provide a consistent access facility to data stored in different metadata registries. However, MRA does not consider the relationships between the concepts (classes) defined in the MDR specification. It causes that incorrect query results returned from MDR systems. It also requires additional cost of modeling and rewriting queries to reflect each physical model. Therefore, this paper suggests eMRA which considers the relationships between the concepts in MDR. The comparative evaluations are described to show the advantages of eMRA. eMRA has superior performance in query modeling and referential integrity than MRA defined by the relationship between the concept of MDR.

A Blockchain-based IIoT Information Collection Model for Improving the Productivity of Small and Medium Businesses (중소기업 생산성 향상을 위한 블록체인 기반의 IIoT 정보 수집 모델)

  • Jeong, Yoon-Su;Kim, Yong-Tae;Park, Gil-Cheol
    • Journal of Convergence for Information Technology
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    • v.9 no.12
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    • pp.1-7
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    • 2019
  • As the cloud environment has become more prevalent among large companies, small and medium-sized companies are also trying to utilize various technologies (IoT, blockchain, etc.) that use cloud services as a way to coexist with large companies. In this paper, a blockchain-based IoT information collection model is proposed to efficiently handle large volumes of IoT data produced by small businesses in order to improve information efficiency of SMEs. The proposed model allowe d small businesses to improve their production efficiency by independently creating groups of the same information so that data that could be generated at the endpoints of small businesses can be block-chained and forwarded to the data center for analysis. In addition, the proposed model's performance assessment was assumed to handle the production throughput of data processed in IoT for small and medium businesses, not large enterprises, so the link between large volumes of data processed in the proposed model could be maintained evenly. One of the biggest features of the proposed model is the ability to expand processes to efficiently control the information of prod ucts produced, as well as the productivity of small and medium enterprises.

Research on illegal copyright distributor tracking and profiling technology (불법저작물 유포자 행위분석 프로파일링 기술 연구)

  • Kim, Jin-gang;Hwang, Chan-woong;Lee, Tae-jin
    • Journal of Internet Computing and Services
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    • v.22 no.3
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    • pp.75-83
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    • 2021
  • With the development of the IT industry and the increase of cultural activities, the demand for works increases, and they can be used easily and conveniently in an online environment. Accordingly, copyright infringement is seriously occurring due to the ease of copying and distribution of works. Some special types of Online Service Providers (OSP) use filtering-based technology to protect copyrights, but they can easily bypass them, and there are limits to blocking all illegal works, making it increasingly difficult to protect copyrights. Recently, most of the distributors of illegal works are a certain minority, and profits are obtained by distributing illegal works through many OSP and majority ID. In this paper, we propose a profiling technique for heavy uploader, which is a major analysis target based on illegal works. Creates a feature containing information on overall illegal works and identifies major heavy uploader. Among these, clustering technology is used to identify heavy uploader that are presumed to be the same person. In addition, heavy uploaders with high priority can be analyzed through illegal work Distributor tracking and behavior analysis. In the future, it is expected that copyright damage will be minimized by identifying and blocking heavy uploader that distribute a large amount of illegal works.

EC-RPL to Enhance Node Connectivity in Low-Power and Lossy Networks (저전력 손실 네트워크에서 노드 연결성 향상을 위한 EC-RPL)

  • Jeadam, Jung;Seokwon, Hong;Youngsoo, Kim;Seong-eun, Yoo
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.6
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    • pp.41-49
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    • 2022
  • The Internet Engineering Task Force (IETF) has standardized RPL (IPv6 Routing Protocol for Low-power Lossy Network) as a routing protocol for Low Power and Lossy Networks (LLNs), a low power loss network environment. RPL creates a route through an Objective Function (OF) suitable for the service required by LLNs and builds a Destination Oriented Directed Acyclic Graph (DODAG). Existing studies check the residual energy of each node and select a parent with the highest residual energy to build a DODAG, but the energy exhaustion of the parent can not avoid the network disconnection of the children nodes. Therefore, this paper proposes EC-RPL (Enhanced Connectivity-RPL), in which ta node leaves DODAG in advance when the remaining energy of the node falls below the specified energy threshold. The proposed protocol is implemented in Contiki, an open-source IoT operating system, and its performance is evaluated in Cooja simulator, and the number of control messages is compared using Foren6. Experimental results show that EC-RPL has 6.9% lower latency and 5.8% fewer control messages than the existing RPL, and the packet delivery rate is 1.7% higher.

IBN-based: AI-driven Multi-Domain e2e Network Orchestration Approach (IBN 기반: AI 기반 멀티 도메인 네트워크 슬라이싱 접근법)

  • Khan, Talha Ahmed;Muhammad, Afaq;Abbas, Khizar;Song, Wang-Cheol
    • KNOM Review
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    • v.23 no.2
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    • pp.29-41
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    • 2020
  • Networks are growing faster than ever before causing a multi-domain complexity. The diversity, variety and dynamic nature of network traffic and services require enhanced orchestration and management approaches. While many standard orchestrators and network operators are resulting in an increase of complexity for handling E2E slice orchestration. Besides, there are multiple domains involved in E2E slice orchestration including access, edge, transport and core network each having their specific challenges. Hence, handling of multi-domain, multi-platform and multi-operator based networking environments manually requires specified experts and using this approach it is impossible to handle the dynamic changes in the network at runtime. Also, the manual approaches towards handling such complexity is always error-prone and tedious. Hence, this work proposes an automated and abstracted solution for handling E2E slice orchestration using an intent-based approach. It abstracts the domains from the operators and enable them to provide their orchestration intention in the form of high-level intents. Besides, it actively monitors the orchestrated resources and based on current monitoring stats using the machine learning it predicts future utilization of resources for updating the system states. Resulting in a closed-loop automated E2E network orchestration and management system.

Global Trends of In-Situ Resource Utilization (우주 현지자원활용 글로벌 동향 )

  • Dong Young Rew
    • Journal of Space Technology and Applications
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    • v.3 no.3
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    • pp.199-212
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    • 2023
  • In contrast to the short-term nature of lunar missions in the past, lunar missions in new space era aim to extend the presence on the lunar surface and to use this capability for the Mars exploration. In order to realize extended human presence on the Moon, production and use of consumables and fuels required for the habitation and transportation using in-situ resources is an important prerequisite. The Global Exploration Roadmap presented by the International Space Exploration Coordination Group (ISECG), which reflects the space exploration plans of participating countries, shows the phases of progress from lunar surface exploration to Mars exploration and relates in-situ resource utilization (ISRU) capabilities to each phase. Based on the ISRU Gap Assessment Report from the ISECG, ISRU technology is categorized into in-situ propellant and consumable production, in-situ construction, in-space manufacturing, and related areas such as storage and utilization of products, power systems required for resource utilization. Among the lunar resources, leading countries have prioritized the utilization of ice water existing in the permanent shadow region near the lunar poles and the extraction of oxygen from the regolith, and are preparing to investigate the distribution of resources and ice water near the lunar south pole through unmanned landing missions. Resource utilization technologies such as producing hydrogen and oxygen from water by hydroelectrolysis and extracting oxygen from the lunar regolith are being developed and tested in relevant lunar surface analogue environments. It is also observed that each government emphasizes the use and development of the private sector capabilities for sustainable lunar surface exploration by purchasing lunar landing services and providing opportunities to participate in resource exploration and material extraction.

A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • v.35
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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A Collaborative Video Annotation and Browsing System using Linked Data (링크드 데이터를 이용한 협업적 비디오 어노테이션 및 브라우징 시스템)

  • Lee, Yeon-Ho;Oh, Kyeong-Jin;Sean, Vi-Sal;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.17 no.3
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    • pp.203-219
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    • 2011
  • Previously common users just want to watch the video contents without any specific requirements or purposes. However, in today's life while watching video user attempts to know and discover more about things that appear on the video. Therefore, the requirements for finding multimedia or browsing information of objects that users want, are spreading with the increasing use of multimedia such as videos which are not only available on the internet-capable devices such as computers but also on smart TV and smart phone. In order to meet the users. requirements, labor-intensive annotation of objects in video contents is inevitable. For this reason, many researchers have actively studied about methods of annotating the object that appear on the video. In keyword-based annotation related information of the object that appeared on the video content is immediately added and annotation data including all related information about the object must be individually managed. Users will have to directly input all related information to the object. Consequently, when a user browses for information that related to the object, user can only find and get limited resources that solely exists in annotated data. Also, in order to place annotation for objects user's huge workload is required. To cope with reducing user's workload and to minimize the work involved in annotation, in existing object-based annotation automatic annotation is being attempted using computer vision techniques like object detection, recognition and tracking. By using such computer vision techniques a wide variety of objects that appears on the video content must be all detected and recognized. But until now it is still a problem facing some difficulties which have to deal with automated annotation. To overcome these difficulties, we propose a system which consists of two modules. The first module is the annotation module that enables many annotators to collaboratively annotate the objects in the video content in order to access the semantic data using Linked Data. Annotation data managed by annotation server is represented using ontology so that the information can easily be shared and extended. Since annotation data does not include all the relevant information of the object, existing objects in Linked Data and objects that appear in the video content simply connect with each other to get all the related information of the object. In other words, annotation data which contains only URI and metadata like position, time and size are stored on the annotation sever. So when user needs other related information about the object, all of that information is retrieved from Linked Data through its relevant URI. The second module enables viewers to browse interesting information about the object using annotation data which is collaboratively generated by many users while watching video. With this system, through simple user interaction the query is automatically generated and all the related information is retrieved from Linked Data and finally all the additional information of the object is offered to the user. With this study, in the future of Semantic Web environment our proposed system is expected to establish a better video content service environment by offering users relevant information about the objects that appear on the screen of any internet-capable devices such as PC, smart TV or smart phone.

Implementation of An Automatic Authentication System Based on Patient's Situations and Its Performance Evaluation (환자상황 기반의 자동인증시스템 구축 및 성능평가)

  • Ham, Gyu-Sung;Joo, Su-Chong
    • Journal of Internet Computing and Services
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    • v.21 no.4
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    • pp.25-34
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    • 2020
  • In the current medical information system, a system environment is constructed in which Biometric data generated by using IoT or medical equipment connected to a patient can be stored in a medical information server and monitored at the same time. Also, the patient's biometric data, medical information, and personal information after simple authentication using only the ID / PW via the mobile terminal of the medical staff are easily accessible. However, the method of accessing these medical information needs to be improved in the dimension of protecting patient's personal information, and provides a quick authentication system for first aid. In this paper, we implemented an automatic authentication system based on the patient's situation and evaluated its performance. Patient's situation was graded into normal and emergency situation, and the situation of the patient was determined in real time using incoming patient biometric data from the ward. If the patient's situation is an emergency, an emergency message including an emergency code is send to the mobile terminal of the medical staff, and they attempted automatic authentication to access the upper medical information of the patient. Automatic authentication is a combination of user authentication(ID/PW, emergency code) and mobile terminal authentication(medical staff's role, working hours, work location). After user authentication, mobile terminal authentication is proceeded automatically without additional intervention by medical staff. After completing all authentications, medical staffs get authorization according to the role of medical staffs and patient's situations, and can access to the patient's graded medical information and personal information through the mobile terminal. We protected the patient's medical information through limited medical information access by the medical staff according to the patient's situation, and provided an automatic authentication without additional intervention in an emergency situation. We performed performance evaluation to verify the performance of the implemented automatic authentication system.