• Title/Summary/Keyword: 인터넷콘텐츠 사용정도

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Scheduling Method for QoS Support in High-Speed Portable Internet System (휴대 인터넷에서 QoS를 고려한 스케쥴링 방식 연구)

  • Kim Kyung-Hee;Kook Kwang-Ho;Kim Kyung-Soo;Lim Seog-Ku
    • The Journal of the Korea Contents Association
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    • v.5 no.1
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    • pp.89-99
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    • 2005
  • HPI system provides 1-3 Mbps data transmission speed to terminals moving up to 60 km/sec. Since HPI supports rtPS, nrtPS, and BE services requiring different QoS, it needs an efficient scheduling method based on those different QoSs. This paper suggests an uplink scheduling method which gives priority to services in the order of rtPS, nrtPS and BE services but which reserves some bandwidth for the low priority services before it allocates the bandwidth to higher priority services. Simulation results show that it can improve the uplink performance by reserving mean transmission rate to each nrtPS terminal and by reserving bandwidth, which amounts to about 1.5 times the mean transmission rate of the whole BE terminals, to the whole BE terminals.

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The Effects of Factors for Choosing Sports Media as a Leisure Activity of College Students on Internet Sports Consumption (대학생의 여가 활동으로서 스포츠 미디어 선택 요인이 인터넷 스포츠 소비에 미치는 영향)

  • Hwang, Sun-Hwan
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.244-251
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    • 2008
  • The purpose of the study was to be aware of the types of leisure activity of the college students and to investigate factors for choosing the internet sports, and then to examine the effects of these factors on the consumption of the internet sports. A total of 412 college students participated in this study. The results of this study were as follows: 1) There was difference in the leisure type between male and female college students. 2) The amount of leisure time associated with sports of male college students was statistically greater than one of female college students. 3) The leisure time spent for the sports media of male college students was statistically greater than one of female college students. 4) The leisure time spent for the sports media of college students was prioritized for the TV, followed by the internet, newspapers, and the radio. 5) The results of the factor analysis indicated that the factors influencing choice of the internet sports consisted of the indirect experience, information collection, and accessibility. 6) Only information collection out of these factors positively influenced the increase of consumption of the internet sports. Above results could be evidence for that the internet is very important area for the sports consumption. Therefore, it requires more substantial research and investment of attention for the internet area because the internet is one of rapidly skyrocketing new areas in the leisure industry.

Multi-player Contents for Upper Limb Rehabilitation based on VR (VR 기반의 상지 재활 훈련용 멀티플레이 콘텐츠)

  • Shin, Sung-Wook;Lee, Hyeok-Min;Moon, Ho-Sang;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.3
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    • pp.115-120
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    • 2019
  • Hemiplegic patients who suffered from a stroke struggle with a deterioration in upper limb functions, which can both be psychologically and physically discomforting; this can also limit patients' daily tasks involving any upper limb motions. In this study, we developed an assistive device for hemiplegic patients to improve their upper limb functions. It was manufactured to train patients by using their grip strength and the range of motion of the arm. Furthermore, we produced game contents in virtual reality to induce users' immersion and interaction. It was configured as a multi-player game to help ease the mental burden of receiving the training alone, hence allowing the patient and the caregiver to join the rehabilitation training simultaneously. The assistive device and game contents developed in this study enables patients and caregivers to easily check the degree of improvements in upper limb function by viewing quantitative analysis and visualized results.

Technology Trends of Mobile AppStore (모바일 앱스토어 기술 동향)

  • Huh, J.D.;Sung, J.S.;Sohn, J.M.;Lee, H.J.;Chung, Y.S.;Paik, E.H.
    • Electronics and Telecommunications Trends
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    • v.25 no.3
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    • pp.52-61
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    • 2010
  • 2009년 말, 시작된 '아이폰 쇼크'는 아직도 진행중이다. 아이폰은 기존 무선단말기에서는 상상할 수 없을 정도의 다양한 콘텐츠와 소프트웨어를 손안의 휴대폰에서 사용 가능하다. 전 세계로 창이 열린 앱스토어에는 사용자들을 현혹시킬 만한 게임, 멀티미디어 동영상, 프로그램들이 날마다 넘쳐난다. 이메일, Wi-Fi 등 업무효율을 극대화 할 수 있는 솔루션도 모두 지원된다. 아이폰이 제공하는 혁신적인 기능과 앱스토어 앞에 그동안 초고속인터넷 강국이란 명성과 폐쇄적인 무선망 정책을 구사해왔던 통신서비스 업계는 모두 큰 충격에 빠져 있는 듯 하다. 본 고에서는 늦었지만 이제부터라도 이동환경에서의 앱스토어의 기술 전반을 살펴보고, 우리 고유의 무선인터넷 생태계 복원을 위해 개방형 모바일 앱스토어를 위한 서비스 프레임워크를 제안하고자 한다.

Quantitative Evaluation Method of Unilateral Neglect based on K-CBS using Virtual Reality (가상현실을 이용한 K-CBS 기반의 편측무시 정량적 평가 방법)

  • Moon, Ho-Sang;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.1
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    • pp.141-148
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    • 2020
  • Unilateral neglect is associated with stroke, a neurological disorder caused by cerebrovascular injury, and is a symptom of not recognizing or responding to the opposite stimulus of the cerebral hemisphere, mainly in the right cerebral hemisphere injury. In this paper, we implemented contents using Virtual Reality based on 10 items and contents of Korean Catherine Bergego Scale(K-CBS), which is used as a behavioral evaluation scale for unilateral neglect. Implemented contents can evaluate body disregard, motility disregard, visual and spatial disregard, auditory attention, etc., which are symptoms of unilateral neglected patients, and can confirmed progression of disease quantitatively by measuring time and rotation angle of head during visual recognition. This method is expected to be useful for rehabilitation training using convenient unilateral neglect diagnosis and its applied contents.

A Spatially Adaptive Post-processing Filter to Remove Blocking Artifacts based on POCS (POCS 기반의 블록화 현상 제거를 위한 적응적 후처리 기법)

  • Jeong, Jae-Hyun;Kim, Myoung-Jin;Hong, Min-Cheol
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.192-195
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    • 2010
  • 영상 정보의 정확성을 필요로 하는 다양한 서비스 및 여러 학문 분야의 적용성으로 인해 물리적인 한계성을 극복할 수 있는 고해상도 영상처리 기법의 요구가 대두되고 있다 뿐만 아니라, 인터넷 상의 디지털 콘텐츠 중의 하나인 동영상 UCC의 제작환경이 보편화됨으로써 비전문적인 제작으로 인한 다양한 형태의 해상도 저하 및 영상의 왜곡 현상이 발생하여 고품질의 영상을 추구하는 사용자들의 요구를 충족시키지 못하고 있다. 이러한 문제점을 해결하기 위한 압축 동영상의 개선 된 영상 정보를 획득하기 위한 연구가 이루어지고 있지만 다음과 같은 문제점이 있다. 기존의 방법은 일반적으로 저역 통과 필터 기법과 정규화 영상 복원 방식으로 구분되어 연구되고 있으며, 저역 통과 기법은 계산량 측면에서 장점이 있으나, 영상과 양자화 정도에 따라 적응적이지 못한 단점이 있다. 또한 정규화 복원 방식은 압축 영상의 시각적으로 불편한 현상의 완화 정도를 결정하는 정규화 매개변수를 일괄적으로 모든 화소에 적용해, 화소의 위치에 대한 적응도가 낮고 정규화 매개 변수 선택 시 원 영상에 대한 정보를 알고 있다는 가정을 사용했으므로 실제 사용이 불가능하며, 영상들 사이의 불균일로 인해 적응적으로 처리하지 못하는 단점이 있다. 본 연구에서는 이러한 문제점을 극복할 수 있도록 압축 정보 활용을 통한 POCS 방식을 사용한 coding artifact 제거 방식에 대해 기술한다.

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Need Analysis for Educational Use of Personal Multimedia Player(PMP) focusing on Roles of Teachers in u-Learning (요구분석을 통한 PMP의 교육적 활용방안: u-Learning 환경에서의 교수자의 역할을 중심으로)

  • kim, Mi-Ryang;Kim, Jae-Hyoun
    • Journal of Internet Computing and Services
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    • v.9 no.5
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    • pp.9-21
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    • 2008
  • In theory, within ubiquitous learning environment, education is happening all around the student but the student may not even be conscious of the learning process. But, in this study, we consider the ubiquitous learning environment where PMP (Personal Multimedia Player) is being used for delivering the learning-contents. And the purpose of this study is to identify the problematic factors recognized by PMP users in u-learning environment. A need analysis was used to identify and evaluate needs of 74 PMP users as well non-users. Based on the interviews of participants, we give a brief summary results on motivation for using PMP, purchasing and operating costs, category of contents being used, dissatisfying and problematic factors with using PMP in u-learning environment. Therefore, we present six categories of factors preventing the u-learning with PMP from being diffused such as lacks of awareness, loss of confidence, side-effects, lacks of education and support, costs, and lacks of contents. In conclusion, we suggest a set of guidelines which might help remove these the resistance factors.

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Global Technical Knowledge Flow Analysis in Intelligent Information Technology : Focusing on South Korea (지능정보기술 분야에서의 글로벌 기술 지식 경쟁력 분석 : 한국을 중심으로)

  • Kwak, Gihyun;Yoon, Jungsub
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.24-38
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    • 2021
  • This study aims to measure Korea's global competitiveness in intelligent information technology, which is the core technology of the 4th industrial revolution. For analysis, we collect patents of each field and prior patents cited by them, which are applied at the U.S. Patent Office (USPTO) between 2010 and 2018 from PATSTAT Online. A global knowledge transfer network was established by grouping citing- and cited-relationships at a national level. The in-degree centrality is used to evaluate technology acceptance, which indicates the process of absorbing existing technological knowledge to create new knowledge in each field. Second, to evaluate the impact of existing technological knowledge on the creation of new one, the out-degree centrality is investigated. Third, we apply the PageRank algorithm to qualitatively and quantitatively investigate the importance of the relationships between countries. As a result, it is confirmed through all the indicators that the AI sector is currently the least competitive.

The Effect of the Punishment for Internet Piracy on Attitude and Intention: Focusing on the Moderating Effect of Piracy Education (인터넷 저작권 침해에 대한 처벌이 태도와 침해 의도에 미치는 영향에 관한 연구: 저작권 교육의 조절변수 효과를 중심으로)

  • Park, Joo-Yeon
    • Journal of Information Management
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    • v.43 no.3
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    • pp.61-78
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    • 2012
  • Internet is widely spreading in everyday life and it makes easy to find and share information on the Internet. Many of Internet users are copying and distributing copyrighted materials freely on the Internet without recognizing that it is unethical and illegal behavior. The rate of Internet piracy is constantly increasing even though the regulation and punishment for piracy behavior are to be strict. However, there is a lack of study about the relationship between the punishment and education for intenet piracy on users' attitude and intention toward piracy on the Internet. The purpose of this study is therefore to find out the effect of the level of punishment for internet piracy on users' attitude and intention. This study also examines the moderating effect of piracy education on the relationship between punishment and piracy intention. The study shows that the punishment is directly associated with the attitude but not associated with the piracy intention. The piracy education has a significant effect on the relationship between punishment and intention. The result of this study could bring up the issue of intellectual property protection on the Intenet and suggest an importance of piracy education to educators, managers and internet users.

A Study on the Presence Classified by Dimensions through Character Agents on E-Learning (온라인 강의 프로그램의 캐릭터 에이전트를 통한 차원별 프레젠스 연구)

  • Kweon, Sang-Hee;Cho, Eun-Joung
    • Journal of Internet Computing and Services
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    • v.10 no.6
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    • pp.123-143
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    • 2009
  • This study examined factors of presence using the experimental method. The design of this study was to analyze presence through the dimensions of character agents(text, voice, 2D, 3D, reality character dimension and gender) for e-learning platforms that used new technology-based content. There were 232 experimental participants in the study. This study was designed to measure their cognitive awareness of presence by agent dimensions in the first level to measure the presence level in the types of users. The results showed that there were significant correlation between types of users and presence. However there were no statistically significant results on dimensions. In addition, there were significant differences on character gender, voice or non-voice, text or non-text and character dimensions.

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