• Title/Summary/Keyword: 웹콘텐츠 서비스

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Software Architecture for Implementing the Grid Computing of the High Availability Solution through Load Balancing (고가용성 솔루션 구축을 위한 그리드 측면에서의 소프트웨어 아키텍처를 통한 로드밸랜싱 구현)

  • Lee, Byoung-Yup;Park, Jun-Ho;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.26-35
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    • 2011
  • In these days, internet environment are very quickly development as well on-line service have been using a online for the mission critical business around the world. As the amount of information to be processed by computers has recently been increased there has been cluster computing systems developed by connecting workstations server using high speed networks for high availability. but cluster computing technology are limited for a lot of IT resources. So, grid computing is an expanded technology of distributed computing technology to use low-cost and high-performance computing power in various fields. Although the purpose of Grid computing focuses on large-scale resource sharing, innovative applications, and in some case, high-performance orientation, it has been used as conventional distributed computing environment like clustered computer until now because grid middleware does not have common sharable information system. In order to use grid computing environment efficiently which consists of various grid middleware, it is necessary to have application-independent information system which can share information description and services, and expand them easily. This paper proposed new database architecture and load balancing for high availability through Grid technology.

A Study on the Development of H2 Fuel Cell Education Platform: Meta-Fuelcell (연료전지 교육 플랫폼 Meta-Fuelcell 개발에 관한 연구)

  • Duong, Thuy Trang;Gwak, Kyung-Min;Shin, Hyun-Jun;Rho, Young-J.
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.29-35
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    • 2022
  • This paper proposes a fuel cell education framework installed on a Metaverse environment, which is to reduce the burden of education costs and improve the effect of education or learning. This Meta-Fuel cell platform utilizes the Unity 3D Web and enables not only theoretical education but also hands-on training. The platform was designed and developed to accommodate a variety of unit education contents, such as ppt documents, videos, etc. The platform, therdore, integrates ppt and video demonstrations for theoretical education, as well as software content "STACK-Up" for hands-on training. Theoretical education section provides specialized liberal arts knowledge on hydrogen, including renewable energy, hydrogen economy, and fuel cells. The software "STACK-Up" provides a hands-on practice on assembling the stack parts. Stack is the very core component of fuel cells. The Meta-Fuelcell platform improves the limitations of face-to-face education. It provides educators with the opportunities of non-face-to-face education without restrictions such as educational place, time, and occupancy. On the other hand, learners can choose educational themes, order, etc. It provides educators and learners with interesting experiences to be active in the metaverse space. This platform is being applied experimentally to a education project which is to develop advanced manpower in the fuel cell industry. Its improvement is in progress.

A Study on the Current Situation and Trend Analysis of The Elderly Healthcare Applications Using Big Data Analysis (텍스트마이닝을 활용한 노인 헬스케어 앱 사용 추이 및 동향 분석)

  • Byun, Hyun;Jeon, Sang-Wan;YI, Eun-Surk
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.313-325
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    • 2022
  • The purpose of this study is to examine the changes in the elderly healthcare app market through text mining analysis and to present basic data for activating elderly healthcare apps. Data collection was conducted on Naver, Daum, blog web, and cafe. As for the research method, text mining, TF-IDF(Term frequency-inverse document frequency), emotional analysis, and semantic network analysis were conducted using Textom and Ucinet6, which are big data analysis programs. As a result of this study, a total of six categories were finally derived: resolving the healthcare app information gap, convergence healthcare technology, diffusion media, elderly healthcare app industry, social background, and content. In conclusion, in order for elderly healthcare apps to be accepted and utilized by the elderly, they must have a good diffusion infrastructure, and the effectiveness of healthcare apps must be maximized through the active introduction of convergence technology and content development that can be easily used by the elderly.

Block Chain Application Technology to Improve Reliability of Real Estate Market (부동산 시장의 신뢰성 향상을 위한 블록체인 응용 기술)

  • Oh, Seoyoung;Lee, Changhoon
    • The Journal of Society for e-Business Studies
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    • v.22 no.1
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    • pp.51-64
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    • 2017
  • After Bitcoin was proposed by Satoshi Nakamoto in 2009, studies have been carried out to apply the Block Chain technology in various environment, which was applied as a distributed transaction of Bitcoin. Smart contracts, voting and proof of ownership of digital contents are typical applications of Block Chain. They used the feature that it is impossible to modify or delete once recorded facts. They also applied to prove relevant facts and to provide data integrity. The applied cases are mainly made in an environment where the data should or could be open to the public, and they have been proposed as solutions to solve the problems occurred in relations. This fact has led to the attention that Block Chain can be applied as a good alternative in similar circumstances. In this study, real estate market service was selected to expand the application range of Block Chain. Although there are about 250 applications and web services in total, the satisfaction is not high due to false offerings. Thus we propose a countermeasure against the problem by applying the Block Chain to the real estate market service, and investigate the research direction of the Block Chain in the future market.

Building a Satellite Image Rinsed Blog System Using PPGIS (People Participatory GIS) (국민참여형 위성영상 블로그 시스템 구축)

  • Lee, Ki-Hwan;Lee, Dong-Cheon;Park, Seok-Ho;Kim, Il;Shin, Sang-Hee
    • Korean Journal of Remote Sensing
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    • v.23 no.2
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    • pp.125-130
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    • 2007
  • This paper introduce a satellite image based blog system built by JeonNam local province. Main goals of this system are as follows : (1)Overcome the static aspect of traditional Web-GIS, (2)Providing a geoUCC generating platform by combining multimedia technology and GIS in a single web environment, (3)Building a two-way Web-GIS through user's participation, (4)Creating a new communicative way between government and citizen by using this system. As a result of the system building, this system enables users to create his/her own UCC(User Created Contents) on high-resolution satellite image and enables users to share his/her own UCC with other system using Web2.0 technology.

A personalized TV service under Open network environment (개방형 환경에서의 개인 맞춤형 TV 서비스)

  • Lye, Ji-Hye;Pyo, Sin-Ji;Im, Jeong-Yeon;Kim, Mun-Churl;Lim, Sun-Hwan;Kim, Sang-Ki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2006.11a
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    • pp.279-282
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    • 2006
  • IP망을 이용한 IPTV 방송 서비스가 새로운 수익 모델로 인정받고 현재 국내의 KT, SKT 등이 IPTV 시범서비스를 준비하거나 진행 중에 있다 이 IPTV 서비스는 이전의 단방향 방송과는 달리 사용자와의 인터렉션을 중시하는 양방향 방송을 표방하기 때문에 지금까지의 방송과는 다른 혁신적인 방송서비스가 기대된다. 하지만 IPTV 서비스에 있어서 여러 통신사와 방송사가 참여할 수 있을 것으로 보여지는 것과는 달리 실상은 몇몇 거대 통신기업이 자신들의 망을 이용하는 가입자들을 상대로 한정된 사업을 벌이고 있다. 이는 IPTV 서비스를 위한 인프라가 구축되어 있지 않고 방통융합망의 개념을 만족시키기 위해 서비스 개발자가 알아야 할 프로토콜들이 너무나 많기 때문이다. 따라서 본 논문에서는 이러한 상황을 타개할 수 있는 수단을 Open API로 제안한다. 맞춤형 방송을 위한 시나리오를 TV-Anytime의 벤치마킹과 유저 시나리오를 참고하여 재구성하고 이 시나리오로부터 IPTV 방송 서비스를 위한 방통융합망의 기본적이고 강력한 기능들을 Open API 함수로 정의하였다. 여기에서의 방송 서비스는 NDR, EPG, 개인 맞춤형 광고 서비스를 말하며 각 서비스를 위한 서버는 통합망 위에 존재하고 이 서버들이 개방하는 API들은 다른 응용프로그램에 의해 사용되는 것이기 때문에 가장 기본적인 기능을 정의하게 된다. 또한, 제안한 Open API 함수를 이용하여 개인 맞춤형 방송 응용 서비스를 구현함으로써 서비스 검증을 하였다. Open API는 웹서비스를 통해 공개된 기능들로써 게이트웨이를 통해 다른 망에서 사용할 수 있게 된다. Open API 함수의 정의는 함수 이름, 기능, 입 출력 파라메터로 이루어져 있다. 사용자 맞춤 서비스를 위해 전달되는 사용자 상세 정보와 콘텐츠 상세 정보는 TV-Anytime 포럼에서 정의한 메타데이터 스키마를 이용하여 정의하였다.가능하게 한다. 제안된 방법은 프레임 간 모드 결정을 고속화함으로써 스케일러블 비디오 부호화기의 연산량과 복잡도를 최대 57%감소시킨다. 그러나 연산량 감소에 따른 비트율의 증가나 화질의 열화는 최대 1.74% 비트율 증가 및 0.08dB PSNR 감소로 무시할 정도로 작다., 반드시 이에 대한 검증이 필요함을 알 수 있었다. 현지관측에 비해 막대한 비용과 시간을 절약할 수 있는 위성영상해석방법을 이용한 방법은 해양수질파악이 가능할 것으로 판단되며, GIS를 이용하여 다양하고 복잡한 자료를 데이터베이스화함으로써 가시화하고, 이를 기초로 공간분석을 실시함으로써 환경요소별 공간분포에 대한 파악을 통해 수치모형실험을 이용한 각종 환경영향의 평가 및 예측을 위한 기초자료로 이용이 가능할 것으로 사료된다.염총량관리 기본계획 시 구축된 모형 매개변수를 바탕으로 분석을 수행하였다. 일차오차분석을 이용하여 수리매개변수와 수질매개변수의 수질항목별 상대적 기여도를 파악해 본 결과, 수리매개변수는 DO, BOD, 유기질소, 유기인 모든 항목에 일정 정도의 상대적 기여도를 가지고 있는 것을 알 수 있었다. 이로부터 수질 모형의 적용 시 수리 매개변수 또한 수질 매개변수의 추정 시와 같이 보다 세심한 주의를 기울여 추정할 필요가 있을 것으로 판단된다.변화와 기흉 발생과의 인과관계를 확인하고 좀 더 구체화하기 위한 연구가 필요할 것이다.게 이루어질 수 있을 것으로 기대된다.는 초과수익률이 상승하지만, 이후로는 감소하므로, 반전거래전략을 활용하는 경우 주식투자기간은 24개월이하의 중단기가 적합함을 발견하였다. 이상의 행태적 측면과 투자성과측면의 실증결과를 통하여 한국주식시장에 있어서 시장수익률을 평균적으로 초과할 수 있는 거래전략은 존재하므로 이러한 전략을 개발 및 활용할 수 있으며, 특히, 한국주식시장에 적합한 거래전략은 반전거래전략이고, 이 전략의 유용성은 투자자가 설정한 투자기간보다

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The Ontology Based, the Movie Contents Recommendation Scheme, Using Relations of Movie Metadata (온톨로지 기반 영화 메타데이터간 연관성을 활용한 영화 추천 기법)

  • Kim, Jaeyoung;Lee, Seok-Won
    • Journal of Intelligence and Information Systems
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    • v.19 no.3
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    • pp.25-44
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    • 2013
  • Accessing movie contents has become easier and increased with the advent of smart TV, IPTV and web services that are able to be used to search and watch movies. In this situation, there are increasing search for preference movie contents of users. However, since the amount of provided movie contents is too large, the user needs more effort and time for searching the movie contents. Hence, there are a lot of researches for recommendations of personalized item through analysis and clustering of the user preferences and user profiles. In this study, we propose recommendation system which uses ontology based knowledge base. Our ontology can represent not only relations between metadata of movies but also relations between metadata and profile of user. The relation of each metadata can show similarity between movies. In order to build, the knowledge base our ontology model is considered two aspects which are the movie metadata model and the user model. On the part of build the movie metadata model based on ontology, we decide main metadata that are genre, actor/actress, keywords and synopsis. Those affect that users choose the interested movie. And there are demographic information of user and relation between user and movie metadata in user model. In our model, movie ontology model consists of seven concepts (Movie, Genre, Keywords, Synopsis Keywords, Character, and Person), eight attributes (title, rating, limit, description, character name, character description, person job, person name) and ten relations between concepts. For our knowledge base, we input individual data of 14,374 movies for each concept in contents ontology model. This movie metadata knowledge base is used to search the movie that is related to interesting metadata of user. And it can search the similar movie through relations between concepts. We also propose the architecture for movie recommendation. The proposed architecture consists of four components. The first component search candidate movies based the demographic information of the user. In this component, we decide the group of users according to demographic information to recommend the movie for each group and define the rule to decide the group of users. We generate the query that be used to search the candidate movie for recommendation in this component. The second component search candidate movies based user preference. When users choose the movie, users consider metadata such as genre, actor/actress, synopsis, keywords. Users input their preference and then in this component, system search the movie based on users preferences. The proposed system can search the similar movie through relation between concepts, unlike existing movie recommendation systems. Each metadata of recommended candidate movies have weight that will be used for deciding recommendation order. The third component the merges results of first component and second component. In this step, we calculate the weight of movies using the weight value of metadata for each movie. Then we sort movies order by the weight value. The fourth component analyzes result of third component, and then it decides level of the contribution of metadata. And we apply contribution weight to metadata. Finally, we use the result of this step as recommendation for users. We test the usability of the proposed scheme by using web application. We implement that web application for experimental process by using JSP, Java Script and prot$\acute{e}$g$\acute{e}$ API. In our experiment, we collect results of 20 men and woman, ranging in age from 20 to 29. And we use 7,418 movies with rating that is not fewer than 7.0. In order to experiment, we provide Top-5, Top-10 and Top-20 recommended movies to user, and then users choose interested movies. The result of experiment is that average number of to choose interested movie are 2.1 in Top-5, 3.35 in Top-10, 6.35 in Top-20. It is better than results that are yielded by for each metadata.

An Analysis of the Effect on Using Digital Exhibition of Archives (아카이브의 디지털 전시 활용효과 분석)

  • Choi, Seok-Hyun;Park, Hyun-Suk;Kim, Myoung-Hun;Jeon, Tae-Il
    • Journal of Korean Society of Archives and Records Management
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    • v.13 no.1
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    • pp.7-33
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    • 2013
  • Recently, the development of information technology (IT) continues to promote the digitalization of archives (valuable records) and has therefore, affected archiving centers. This digitalization is shown to these archiving centers by taking advantages of various digital exhibitions. This study aims to consider why it is necessary to use digital exhibitions in archiving centers. In order to examine the needs of digital exhibitions, this study focuses on some ideas and important roles in digital exhibitions and research cases of online exhibitions applied with digital technology. Consequently, this study derives some values from them. Digital exhibitions held online continuously provide the following; first, a great amount of information about the archives by using hyperlink; second, the ability to recreate the attractive contents of digitalized archives by utilizing virtual reality, which makes the users greatly interested; the third and final thing online digital exhibitions provide is the storytelling it provides, which also serves as an avenue for people to communicate with one another. These processes of communication are also reflected in the story. In addition, they can help publicize not only the archiving center, but also the local community as it promotes cultural and tourism resources.

Culture and Content Industry: An Analysis on New Korean Wave based on Social Capital Perspective (문화와 콘텐츠 산업: 사회자본 관점에서의 신한류 현상 분석)

  • Kim, InSul;Lee, Jongseok
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.7
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    • pp.127-138
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    • 2012
  • Unlike the first generation of Korean Wave (Hallyu 1.0), which mainly refers to the exports of Korean TV dramas via broadcasting systems, the New Korean Wave (Hallyu 2.0) era has been brought by K-pop (Korean popular music) via the rapid growth of social media. The purpose of this study is to understand the impact of this significant shift in media on global fans and their way of adopting Korean cultural goods from a social capital perspective, in order to draw some implications for the current Korean content industries. Most global fans of K-pop are young and use social media to access digital content and share their opinions spontaneously. SNS providers such as YouTube and Facebook not only act as information providers to usher the fans to online music retailers; but also function as links between these fans and cultural producers by turning bonding social capital into bridging social capital. Telecommunication and advertising companies participate in this market as a third party by providing funds for supporting digital circulation and distribution. In this multi-sided market with the interdependent agents, it is extremely important to secure a platform that leads the evolution of its business ecology. Without owning the platform, there is also a very little chance to produce linking social capital as a means to maximize the impact of New Korean Wave.

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.