• Title/Summary/Keyword: 시장기기

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Design of Search System Based on Lucene for Minimum Price Products (루씬 기반의 최저가 상품 검색 시스템 설계)

  • Kim, A-Yong;Jeong, Dae-Jin;Gye, Min-Suk;Kim, Chang-Su;Jung, Hoe-kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.603-605
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    • 2014
  • Has been switched to the online shopping market in stores of the consumer is from increased utilization and smart devices, the internet popularization. That is why has been converting the user's consumption patterns and consumer culture. Open markets is provides of making a wide variety of events and lowest price policies, safe transactions etc, for attract the consumers of expand distribution channels of the web and via mobile. In this paper, a designs of provides a search system for minimum price product information to the user of Information collect and analyze on sale from open market.

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Development and Implementation of the XML Parser for integrated XML Webservice (XML웹서비스를 위한 XML Parser개발 및 구현)

  • Kwon, Doo-Wy;Do, Kyeong-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.72-75
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    • 2009
  • XML과 웹서비스의 등장으로 전자문서 관리의 중요성이 대두되었고, 효율적인 관리를 위해 많은 기업들이 기술 개발을 해오고 있다. 그러나 웹언어나 프로토콜에 대한 공개 표준이 제정 되지 않아 기업들은 개별적으로 웹서비스를 구축하고 이는 인터넷 시장과 웹의 분열을 가져왔다. 이에 W3C에서는 웹 상호운용성을 목표로 XML표준안을 공표했다. MusicXML, MathML, CML(Chemistry Markup Language), WML(Wireless Markup Language)등은 모두 특정한 용도를 가지는 XML기반의 마크업 언어들이다. XML은 단지 웹 환경만을 위한 표준이 아니라 인터넷 전반에서 데이터를 생성, 저장, 변환하기 위한 보편적인 표준으로 자리 잡고 있다. 본 논문에서는 모바일환경과 웹 환경에서 동시 서비스가 가능한 XML 웹서비스를 구현하였다. XML 웹서비스는 인터넷 표준기술인 XML과 HTTP를 사용하는데, XML기반의 SOAP메시지를 파싱하기 위하여 WIPI와 HTML기반으로 설계, 개발하였다. 제안하는 XML Parser는 PULL모델을 변형한 이벤트 방식이다. 제안한 Parser는 모바일기기와 웹 환경에서 동시 사용가능한 인터넷 서점에 적용하였고, 제안하는 XML Parser와 기존의 Parser들과의 벤치마킹을 통해 속도비교를 함으로써 Parsing속도의 향상을 나타내었다.

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Changes in media usage patterns of terrestrial UHD broadcast viewers (지상파 UHD 방송 시청자의 미디어 이용형태 변화)

  • Jang, Ji-hun;Koh, Woo-jong;Tak, Jae-taek;Choi, seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.137-140
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    • 2021
  • 지상파 UHD 방송은 2017년 세계 최초로 본방송이 시작되었고 2018년 평창 올림픽과 러시아 월드컵을 지상파 UHD 방송으로 중계하면서 성장해 왔다. 그런데 최근 급변하는 미디어 기술과 코로나 19 팬데믹 이후 미디어 시장이 요동치며 미디어 이용 플랫폼과 콘텐츠 그리고 미디어 이용 기기별 사용 시간에도 많은 변화가 생기고 있다. 이에 따라 지난 2017년 본 방송 이후 지상파 UHD 방송에 대한 시청자들의 이용 실태 및 인식 변화에 대한 조사의 필요성이 대두하게 됐다. UHD KOREA와 KBS 공영미디어 연구소는 UHD 방송에 대한 인지도와 시청의향, TV 크기의 변화, TV와 인터넷 연결 여부 등 미디어 환경변화에 따른 시청자의 미디어 이용 형태를 공동으로 조사했다. 그리고 지상파 UHD 방송의 추가 서비스의 선호도와 선호 콘텐츠, OTT 이용 여부 등에 대하여도 분석했다. 지상파 UHD 방송은 고화질, 다채널, 모바일, 재난방송, 양방향 서비스 등 ATSC 3.0 기술을 기반으로 다양한 최신 서비스를 제공하는 것이 가능하다. 이러한 조사 결과는 향후 지상파 UHD 방송 및 미디어 정책의 수립과 추진의 기초 자료로 활용될 것이다.

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Research on the Emergence of Dominant Design from Technological Competition in the Flat-panel Display Industry (평판 디스플레이 기술경쟁에서 지배적 디자인의 출현에 관한 연구)

  • Yoon, Inhwan;Lee, Heesang
    • Management & Information Systems Review
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    • v.37 no.2
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    • pp.63-85
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    • 2018
  • Electronic displays have developed as instruments that function as windows of information to satisfy the bidirectional needs of electronic device manufacturers and users. The cathode-ray tube (CRT) display once dominated the display industry. Now, the liquid crystal display (LCD) is dominant, and promising displays are competing to become the next-generation display. Displays reflect the characteristics of the information and communication technology (ICT) industries, such as technological changes, innovative features, and competitive dynamics, and have technologically evolved to dominate the industry and market through various ICT devices. This research utilizes a dominant design concept and examines the case of the flat-panel display industry to propose a comprehensive framework, which considers technological, organizational, and environmental characteristics, of the determinants influencing dominance in the technology-intensive ICT industry. The results show that a dominant design in the flat-panel display industry emerges from technological competition among several designs, based on technological characteristics and market acceptance, and dominates the industry and market by various environmental factors. Our results emphasize the difference between generic technologies and the speed of technological innovation and expand the understanding of the emergence of a dominant design. Furthermore, this paper suggests practical implications for establishing a competition strategy and strategic guidance for other ICT industries as well as the display industry.

A framework of management for preventing illegal distribution of pdf bookscan file (PDF 형식 북스캔 파일 불법 유통 방지를 위한 관리 프레임워크)

  • Lee, Kuk-Heon;Chung, Hyun-Ji;Ryu, Dae-Gull;Lee, Sang-Jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.23 no.5
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    • pp.897-907
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    • 2013
  • Since various smart devices are being developed, a growing number of people are reading eBooks instead of paper books. However, people started making eBooks on their own by scanning paper books because there are not enough eBooks provided from market. The term "Bookscan" was made with this reason. The number of bookscan company is increasing because the equipment is too expensive. However, the commercial activity of bookscan company is against copyright law. Also bookscan files are in danger of being illegally distributed on web, because bookscan companies are not protecting copyright. Publication market follows the same procedure with sound market which was collapsed due to copyright problem. Therefore, the technical methods should be prepared for law system against bookscan. The previous ICOP(Illegal Copyrights Obstruction Program) system has been applied to sound and movie files, but not applied to publication. This paper suggests the framework for bookscan file management based on practical mechanism.

IoT Data Collection Platform Based on Selective Protocols (선택적 프로토콜 기반의 사물인터넷 데이터 수집 플랫폼)

  • Oh, Hyeong-Seok;Kim, Dong-Hwi;Jeon, Hyun-Sig;Park, Hyun-Ju
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.4
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    • pp.871-878
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    • 2017
  • As the interest of things to the Internet increases, the market of IoT grows larger and devices and protocols related with IoT are evolving.As these IoT devices and protocols evolve, There was a problem with interoperability. As a result, market and standard of IoT are confused, and communication between objects and objects is being hindered by different platforms. Currently, various IoT platforms are being developed and interoperability with heterogeneous platforms is under study, but the protocols used on each platform are limited and designed to have no generalized structure. Therefore, in this paper, we analyze services of HTTP, CoAP, and MQTT protocols, which are typical in the Internet market, and design services that enable selective protocol communication. We also design resources that apply the RESTful API to generalize platform usage. and We implemented the platform through database modeling for quick processing and safety of the collected data. Through this process, devices communicating with different protocols can be interworked on one platform and We propose a "generalized selective protocol based Internet object data collecting platform" that can be applied to various protocols.

An Analysis of Market Trend and Profitability Model for Mobile Social Game : A Case Study of Japanese Mobile Social Game (모바일 소셜게임의 시장동향 및 수익모델 분석 - 일본 모바일 소셜게임을 중심으로 -)

  • Kim, Han-Gook
    • Journal of Korea Entertainment Industry Association
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    • v.6 no.4
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    • pp.82-92
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    • 2012
  • Recently people who enjoy social game via mobile devices significantly are increasing depending on the rapid adoption of smart phones and the development of the network such as LTE. Most of them are enjoying the casual gaming mobile social games that you are able to play easily, but social issues like health problems due to long play time are emerging. The users, however, do not last long because of the simplicity of the game, and there are few people who actually buy game items even though they play it long time. This study has been conducted aiming to overcome such difficulties. This study suggests ways to generate constantly revenue avoiding short-term box-office after the release of mobile social games based on the analysis for market trend and profitability of the mobile social game. In addition, by applying profitability model analyzed to Japan's most successful game practices, this paper suggests the concrete methods about the commitment of the users. For summarizing the main achievements of this paper, providing the latest market information about mobile social games, analysis of profitability, practical implications for the commitment of the users are presented.

How Market Reacts on the Metaverse Initiatives? An Event Study (메타버스 투자 추진이 기업 가치에 미치는 영향 분석: 이벤트 연구 방법론)

  • Mina Baek;Jeongha Kim;Dongwon Lee
    • Information Systems Review
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    • v.25 no.4
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    • pp.183-204
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    • 2023
  • Due to the COVID-19 pandemic, lots of occasions need to be held in online environment. This is the reason why "Metaverse" gets lots of attention in 2021. A number of companies made announcements on Metaverse, and this situation also boomed stock market. This paper investigates the relationship between Metaverse initiatives and business value of the firm (i.e., stock prices). We examine this relationship by using event study method with Lexis-Nexis News data from 2019 to 2021. The results indicate that Metaverse initiatives significantly impact positive influence on firm's value. In the technological perspective, technical factors affect more positive market returns, including Metaverse enablers (e.g., NFT, VR devices, digital twin) and common infrastructure (e.g., semiconductor, AI, cloud), and especially virtual environment was emphasized. Additionally, in the strategical perspective, radical innovation (e.g., pivoting, acquisition) impact more positive market return rather than incremental innovation (e.g., partnership, investment). Also, firms from non-service industries can achieve benefits from Metaverse initiatives rather than service industry in some degree.

Development of Industrial Embedded System Platform (산업용 임베디드 시스템 플랫폼 개발)

  • Kim, Dae-Nam;Kim, Kyo-Sun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.5
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    • pp.50-60
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    • 2010
  • For the last half a century, the personal computer and software industries have been prosperous due to the incessant evolution of computer systems. In the 21st century, the embedded system market has greatly increased as the market shifted to the mobile gadget field. While a lot of multimedia gadgets such as mobile phone, navigation system, PMP, etc. are pouring into the market, most industrial control systems still rely on 8-bit micro-controllers and simple application software techniques. Unfortunately, the technological barrier which requires additional investment and higher quality manpower to overcome, and the business risks which come from the uncertainty of the market growth and the competitiveness of the resulting products have prevented the companies in the industry from taking advantage of such fancy technologies. However, high performance, low-power and low-cost hardware and software platforms will enable their high-technology products to be developed and recognized by potential clients in the future. This paper presents such a platform for industrial embedded systems. The platform was designed based on Telechips TCC8300 multimedia processor which embedded a variety of parallel hardware for the implementation of multimedia functions. And open-source Embedded Linux, TinyX and GTK+ are used for implementation of GUI to minimize technology costs. In order to estimate the expected performance and power consumption, the performance improvement and the power consumption due to each of enabled hardware sub-systems including YUV2RGB frame converter are measured. An analytic model was devised to check the feasibility of a new application and trade off its performance and power consumption. The validity of the model has been confirmed by implementing a real target system. The cost can be further mitigated by using the hardware parts which are being used for mass production products mostly in the cell-phone market.

The Present Situation and Challenges of the Russian Music Industry: Centered on the Digital Sound Sources (러시아 음악 산업 현황과 과제 - 디지털 음원을 중심으로 -)

  • Kwon, ki-bae;Kim, Se-il
    • Cross-Cultural Studies
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    • v.50
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    • pp.395-424
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    • 2018
  • The purpose of this paper is to examine the current situation and background of the Russian consumer music market, where digital music sources are making great strides in the noted recent years. In addition, music storage technology, media and change are considered together in this report. Moreover, Russia is the 12th largest music market in the world. The Russian music industry is following the recent trend of the global music industry, where the digital music market is growing rapidly on many different levels. The explosive growth of the digital sound sources in Russia's music industry is attributed to the explosive increase in available consumer downloads, streaming sound source service, and the increase in the number of digital sound sources using mobile technologies due to the development of the Internet. In particular, the sales of the available and accessible streaming sound sources are expected to grow explosively by the year 2020, which is expected to account for more than 85% of total digital music sales. In other words, the spread of smartphones and the resulting changes in the lifestyle of the Russians have created these changes for the global consumer of music. In other words, the time has come for anyone to easily access music and listen to music without a separate audio or digital player. And the fact that the Russian government's strong policy on the eradication of illegal copying of music is becoming an effective deterrent, as is also the factor that led to the increase of the share of the digital sound source to increase sales in Russia. Today, the Russian music industry is leading this change through the age and process of simply adapting to the digital age. Music is the most important element of cultural assets, and it is the beneficial content, which drives the overall growth of the digital economy. In addition, if the following five improvements(First, strengthen the consciousness of the Russian people about copyright protection; Second, utilizing the Big Data Internet resources in the digital music industry; Third, to improve the monopoly situation of digital music distributors; Fourth, distribution of fair music revenues; and Fifth, revitalization of a re-investment in the current Russian music industry) are effective and productive, Russia's role and position in the world music market is likely to expand.