• Title/Summary/Keyword: 어플리케이션 수용

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Mobile-Grid : Middleware for Collaboration In Extended Virtual Environment (Mobile-Grid : 확장된 가상환경에서의 협업을 위한 미들웨어 설계)

  • 강수연;임익진;이승룡
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04d
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    • pp.617-619
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    • 2003
  • Grid는 고성능의 프로세스와 네트워크의 발전으로 인한 분산 컴퓨팅 환경에서의 이기종성을 극복하고, 대규모의 자원 및 데이터를 관리하고, 고속의 연산 수행이 가능한 시스템 개발을 가능하게 하였다. 또한, 현재 국가 및 대학 연구소를 중심으로 가상 환경에서의 협업 및 정보 공유가 가능한 가상 조직을 구축을 목표로 하고 있다. Grid는 고정된 분산 시스템을 기반으로 연구되고 있으며, 현재 컴퓨팅 환경의 변화의 축인 이동성을 고려하지 않고 있다. 경량화 된 프로세스는 이동기기의 대중화를 가져왔으며, 무선 네트워크의 저가화로 인해 무선 인터넷을 통한 컨텐츠 및 어플리케이션의 사용이 범람하게 되었다. 컴퓨팅 자원들의 산재와 이동성의 부여 둥의 컴퓨팅 환경의 변화는 사용자 중심의 컴퓨터 패러다임을 낳았으며, Grid 환경의 계속적인 발전을 위해서는 이러한 변화 수용이 필수적이다. 또한 변화된 컴퓨팅 환경에서의 사용자의 요구사항들에 대한 Grid 컴퓨팅 환경의 적용에 관한 많은 문제점들이 제시되고 있다. 본 논문에서는 이러한 관점을 고려하여 이동 컴퓨팅 환경의 인프라들을 기반으로 기존의 Grid 컴퓨팅과의 연동을 고려하여 적응성 및 재구성이 가능한 Mobile-Grid 아키텍처를 제시하고, 가상 조직 내에서 확장성, 유연성, 호환성, 개방성 둥의 특징을 가지는 Mobile-Grid의 미들웨어를 제안한다.

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Transparent Replica Strategy for Fault-Masking in Real-Time Distribution System (실시간 분산시스템의 결함 마스킹을 위한 투명성 부가 중복 전략)

  • 김분희;김영찬
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10c
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    • pp.340-342
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    • 2002
  • 결함허용은 어떠한 시스템 요소에 결함이나 오류가 발생하더라도 시스템이 정상적으로 동작하게 하는 방안으로써 실시간 분산 시스템에서 피 효용성이 극대화된다. 본 연추는 실시간 분산 시스템의 결함 허용 기법 중 시간 제약성 측면에서 강한 여분기반 결함허용 기법을 수용한다. 이 기법의 구성 요소인 어플리케이션 서버는 그 상태가 결정적(deterministic)이냐 비결정적(nondeterministic)이냐에 따라 그 처리 기법을 달리하고 있다. 그 중 SAR(Semi-Active Replication)이 자원 활용도 측면에서 그 효율성 증명된바 있다. 본 논문에서는 SAR의 단점인 응답시간 지연문제와 클라이언트 측면에서의 결함 마스킹(fault-masking) 문제를 해결한 구조를 제안한다.

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Study of Web Services Interoperabiliy for Multiple Applications (다중 Application을 위한 Web Services 상호 운용성에 관한 연구)

  • 유윤식;송종철;최일선;임산송;정회경
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.217-220
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    • 2004
  • According as utilization for web increases rapidly, it is demanded that model about support interaction between web-based applications systematically and solutions can integrate new distributed platforms and existing environment effectively, accordingly, Web Services appeared by solution in reply. These days, a lot of software and hardware companies try to adoption of Web Services to their market, attenpt to construct their applications associationing components from various Web Services providers. However, to execute Web Services completely. it must have interoperability and need the standardization work that avoid thing which is subject to platform, application as well as service and programming language from other companies. WS-I (Web Services Interoperability organization) have established Basic Profile 1.0 based on XML, UDDI, WSDL and SOAP for web services interoperability and developed usage scenario Profile to apply Web Services in practice. In this paper, to verify suitability Web Services interoperability between heterogeneous two applications, have design and implements the Book Information Web Services that based on the Web Services Client of J2SE platform and the Web Services Server of .NET platform, so that analysis and verify the service by adaptation of WS-I Basic Profile.

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Mobile Health Applications Adoption for the Management of Smartphone Overdependence (스마트폰 과의존 관리를 위한 모바일 건강관리 어플리케이션 수용 모델)

  • Rho, Mi Jung
    • Korea Journal of Hospital Management
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    • v.26 no.4
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    • pp.12-28
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    • 2021
  • Purposes: The convenience of smartphones have lead to people's overdependence on devices, which may cause obstacles in daily life. It is useful to manage smartphone overdependence by using mobile health applications. We aimed to investigate the acceptance of mobile health applications designed to help in the management of smartphone overdependence. Methodology/Approach: We developed the extended model based on the Unified Theory of Acceptance and Use of Technology 2. The modified model had six hypotheses with six variables: result demonstrability, performance expectancy, effort expectancy, social influence, perceived risk, and behavioral intention to use. We randomly included 425 smartphone users in an online survey in 2020. A structural equation model was used to estimate the significance of the path coefficients. Findings: Performance expectancy and social influence had a very strong direct positive association with behavioral intention to use. Result demonstrability had a direct positive association with performance expectancy. Perceived risk had a strong direct negative association with performance expectancy. Performance expectancy and social influence were the main factors directly influencing the acceptance of mobile health applications for the management of smartphone overdependence. Practical Implications: We demonstrated smartphone users' acceptance of mobile health applications for smartphone overdependence management. Based on these results, we could develop mobile health applications more effectively.

MPEG-4 based XMT APIs for Scene Description (장면 기술을 위한 MPEG-4 기반 XMT API 구현)

  • 정예선;김규헌;기명석
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2001.11b
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    • pp.91-94
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    • 2001
  • MPEG-4 시스템은 장면 자체를 하나의 구성 요소로 여기는 기존의 시스템과는 달리, 그 장면을 구성하는 부호화 또는 복호화된 A/V 객체(Audio/visual Objects)들을 하나의 단위로 인식하여, 다양한 멀티미디어 컨텐츠의 장면을 구성(Scene Composition)하고 표현 하는 것에 그 특징이 있다. 이러한 MPEG-4 시스템의 객체 기반 특징은 다양한 사용자와의 대화성(Interactivity)을 가능하게 하며 , 또한 편리한 컨텐츠 편집 및 재사용 등이 가능하기에 차세대 디지털 방송 컨텐츠 제작에 중요하게 활용될 전망이다. 객체 기반 A/V 편집 도구는 MPEG-4를 기반으로 차세대 디지털 방송 컨텐츠 제작을 용이하게 하기 위한 제작/편집 도구로써 , 장면을 표현하기 위하여 BIFS(Binary Format for Scene description)와 XMT(eXtensible MPEG-4 Textual format) 포맷을 모두 사용하고 있다. BIFS 포맷은 저작된 결과물을 바이너리 형태로 표현하기 때문에, 저작된 결과물을 전송하는 데에는 용이하나, 중간에 저작된 결과물을 확인하기 어렵고, 또한 기존의 다른 어플리케이션과의 상호 작용(Interoperability)과 교환(Exchange)에도 어려움이 따른다. 이에 반해, XMT는 차세대 마크업 언어로 각광 받고 있는 XML 에 그 기반을 두고 있기에 저작된 결과물을 제작자가 쉽게 저작물을 이해할 수 있으며, SMIL 과 X3D 같은 다른 어플리케이션과의 상호작용과 교환 또한 용이하게 한다 XMT는 기술 방법에 따라 XMT-A 와 XMT-0 두 가지 형태가 있으며, XMT-A 포맷은 VRML에서 발전한 X3D(extensible 3D)를 바탕으로 MPEG-4 시스템의 특징들을 수용하여 구성되고 BIFS와 일대일로 대응된다. 반면에 XMT-0는 멀티미디어 문서를 웹문서로 표현하는 SMIL 2.0 을 그 기반으로 하였기에 MPEG-4 시스템의 특징보다는 컨텐츠를 저작하는 제작자의 초점에 맞추어 개발된 형태이다. XMT를 이용하여 컨텐츠를 저작하기 위해서는 사용자 인터페이스를 통해 입력되는 저작 정보들을 손쉽게 저장하고 조작할 수 있으며, 또한 XMT 파일 형태로 출력하기 위한 API 가 필요하다. 이에, 본 논문에서는 XMT 형태의 중간 자료형으로의 저장 및 조작을 위하여 XML 에서 표준 인터페이스로 사용하고 있는 DOM(Document Object Model)을 기반으로 하여 XMT 문법에 적합하게 API를 정의하였으며, 또한, XMT 파일을 생성하기 위한 API를 구현하였다. 본 논문에서 제공된 API는 객체기반 제작/편집 도구에 응용되어 다양한 멀티미디어 컨텐츠 제작에 사용되었다.

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A Development of Synthetic Map Preprocessor for Mobile GIS Visualization based on GML (GML 기반 모바일 GIS 가시화를 위한 Synthetic Map Preprocessor 구축)

  • Song Eun-Ha;Park Yong-Jin;Han Sung-Kook;Jeong Young-Sik
    • The KIPS Transactions:PartC
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    • v.13C no.3 s.106
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    • pp.383-388
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    • 2006
  • Most of GIS services have been operated in single applications, and as data processing and computer and mobile technologies have developed rapidly, users request for efficient sharing between each GIS's own data and various different GIS's. However, since many GIS applications maintain their own data formats, they are incapable of processing data formats different with each other, and do not have a filtering function for mobile GIS. This paper designs an integrated preprocessor, SMP to accept features of various current formats of geographic information such as DXF(Drawing eXchange Format), DWG(DraWinG), SHP(SHaPefile), etc., and to extract core information for describing maps. The geographic information extracted by SMP(Synthetic Map Preprocessor) shows consistency in various formats by visualizing through the integrated view. By generating the extracted core data in GML, it supports rapid access to mobile devices and extensibility of file formats overcoming heterogeneity.

The Effect of Innovation Resistance of Users on Intention to Use Mobile Health Applications (이용자의 혁신저항이 모바일 건강 앱 이용의도에 미치는 영향)

  • Kim, Dong Hun;Lee, Yong Jeong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.1
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    • pp.5-20
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    • 2020
  • The study aimed at identifying the causes of the high level of health application but the low level of use. In other words, the effects of user's innovation resistance (use barrier, value barrier, risk barrier, traditional barrier, image barrier, etc.) were examined. For this study, 378 valid responses were collected by conducting surveys with college students. Findings indicated the higher the level of image barrier of the user, the higher the degree of innovation resistance for the health application, and the higher the degree of innovation resistance, the lower intention of continuous use and recommendation. In addition, the level of use barriers, value barriers and traditional barriers did not have a significant effect on the degree of innovation resistance, suggesting that users familiar with smartphones have low resistance to health applications. The study deepens the theoretical discussion about the adoption and continuous use of new technologies by explaining the use of health applications in the theory of innovation resistance. The findings of the study provide the practical implications that lowering the image barriers rather than the usage barriers, value barriers and traditional barriers will be effective for the adoption and continuous use of health applications.

A Study on the Influence of Augmented Reality Experience in Mobile Applications on Product Purchase (모바일 어플리케이션의 증강현실 이용경험이 제품구매에 미치는 영향 연구)

  • Kim, Minjung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.971-978
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    • 2022
  • As a marketing method in a non-face-to-face society, the purpose of this study is to test how AR experience affects purchase intention in the process of consumers recognizing product information to purchase products and to secure the basis for the effectiveness of developing and introducing augmented reality functions in future product brand applications. Literary research methods and empirical research methods were used to verify the research purpose, and to measure this, an application of domestic tableware brand 'Odense', which implements augmented reality functions, was produced and used as an experimental tool. Also, a direct causal relationship was attempted by constituting a questionnaire by deriving a measurement scale for perceived usefulness, perceived ease, perceived pleasure, and purchase, which are factors of technology acceptance theory (TAM), and empirical analysis was conducted using the SPSS 25.0 statistical package to achieve the purpose of the study. As a result of the study, significant results were derived from all factors in the effect of perceived usefulness, ease, and pleasure on purchase intention, and several significant differences were found among factors according to gender, age, and internet shopping usage time in general characteristics. In conclusion, the user experience of the medium in which the augmented reality function is introduced in the information recognition stage of the product has a positive effect on purchase compared to the user experience of existing applications.

The Structural Relationships among the Variables of Fan Attachment, Location-Based Service, and Future Fan Behavior by Utilizing Technology Acceptance Model (TAM) (스마트경기장 환경에 따른 위치기반서비스 품질이 구단애착심 및 미래행동에 미치는 효과 분석)

  • Chang, Deok-Seon;Kwon, Tae-Geun;Jeon, Jong-Hwan;Park, Sung-Bae Roger
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.231-238
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    • 2020
  • The main purpose of this current study was to identify the structural relationships between the variables of team attachment, location-based service, and future fan behaviors by utilizing Technology Acceptance Model (TAM). Among the 10 KBO franchises, SK Wyverns and KT Wiz were qualified to have their own smart applications programs and the relevant infrastructure at their home venues. Thus, a total of 500 surveys were collected from SK Wyverns and KT Wiz games during September of 2019 and a total of 448 were used for data analysis after deleting 52 surveys due to the missing data. According to the results of a structural equation modeling, 12 positive (+) causality out of 14 hypotheses were confirmed that there must be causal relationships among the variables of location-based service at the smart stadium, TAM, fan attachment, and future fan behavior. It is hoped that this study can be contributing to the foundational developments of marketing strategies by adopting the new technological advancement in the Korean sport industry in the future.

A Variability Design and Customization Technique for Improving Generality (일반성 향상을 위한 가변성 설계 기법 및 커스터마이제이션 기법)

  • Kim, Chul-Jin;Cho, Eun-Sook
    • Journal of Korea Multimedia Society
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    • v.9 no.8
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    • pp.1076-1085
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    • 2006
  • It is difficult to design a component to satisfy several domain requirements and almost impossible to support a specific business logic completely. To satisfy this requirement, there need white box components rather than black box components. So, in this paper, we propose the variability design technique and the customization technique that can support the various requirements of domains. The initial variability of the component is designed at the CD (component development) phase and the customization technique is used for further application of the variability. In the paper, the behavior variability design and customization techniques are used for altering component behavior. As the components that have been developed using the variability technique can easily be re designed during the development of the applications, the variability of the components can be generalized further.

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