• Title/Summary/Keyword: 정보 네트워크

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Multi-Level Prediction for Intelligent u-life Services (지능형 u-Life 서비스를 위한 단계적 예측)

  • Hong, In-Hwa;Kang, Myung-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.123-129
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    • 2009
  • Ubiquitous home is emerging as the future digital home environments that provide various ubiquitous home services like u-Life, u-Health, etc. It is composed of some home appliances and sensors which are connected through wired/wireless network. Ubiquitous home services become aware of user's context with the information gathered from sensors and make home appliances adapt to the current home situation for maximizing user convenience. In these context-aware home environments, it is the one of significant research topics to predict user behaviors in order to proactively control the home environment. In this paper, we propose Multi-Level prediction algorithm for context-aware services in ubiquitous home environment. The algorithm has two phases, prediction and execution. In the first prediction phase, the next location of user is predicted using tree algorithm with information on users, time, location, devices. In the second execution phase, our table matching method decides home appliances to run according to the prediction, device's location, and user requirement. Since usually home appliances operate together rather than separately, our approach introduces the concept of mode service, so that it is possible to control multiple devices as well as a single one. We also devised some scenarios for the conceptual verification and validated our algorithm through simulations.

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Developing an Adaptive Multimedia Synchronization Algorithm using Leel of Buffers and Load of Servers (버퍼 레벨과 서버부하를 이용한 적응형 멀티미디어 동기 알고리즘 개발)

  • Song, Joo-Han;Park, Jun-Yul;Koh, In-Seon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.39 no.6
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    • pp.53-67
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    • 2002
  • The multimedia synchronization is one of the key issues to be resolved in order to provide a good quality of multimedia related services, such as Video on Demands(VoD), Lecture on Demands(LoD), and tele-conferences. In this paper, we introduce an adaptive multimedia synchronization algorithm using the level of buffers and load of servers, which are modeled and analyzed by ExSpect, a Petri net based simulation tool. In the proposed algorithm, the audio and video buffers are divided to 5 different levels, and the pre-defined play-out speed controller tries to make the buffer level to be normal in different temporal relations between multimedia streams using buffer levels and server loads. Because each multimedia packet is played by the pre-defined play-out speed, the media data can be reproduced within the permissible limit of errors while preserving the level of buffers to be normal. The proposed algorithm is able to handle and support various communication restrictions between providers and users, and offers little jitter play-out to many users in networks with the limited transmission capability. The performance of the developed algorithm is analyzed in various network conditions using a Petri net simulation tool.

The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.

A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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A real-time construction management of a tunnel using position tracking sensor (위치추적 센서를 이용한 터널의 실시간 시공관리)

  • Lee, Kang-Hyun;Kim, Dae-Won;Mun, Sung-Mo;Cho, Hun-Hee;Kang, Kyung-In;Lee, In-Mo
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.13 no.2
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    • pp.133-148
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    • 2011
  • Construction sites are becoming larger and complex with the growth of national economy. Accordingly, it is important to identify real-time information about materials, equipments, and manpower during construction at sites. Even though research utilizing position tracking sensors has been conducted in architectural engineering fields, this area of research is almost nil in civil engineering fields. Therefore, a feasibility study to find a way to apply position tracking sensors to an in-situ tunnel construction site adopting conventional tunnelling method is performed in this study. A methodology is proposed that the progress management of the tunnelling work can be monitored by checking construction materials needed at job site and the safety management system can be assessed by checking distance between in-situ workers and construction equipments. The most representative materials were identified so that IT technology can be applied by attaching and monitoring sensors to the selected materials. Also, time of arrival (TOA) for a position determination technology along with a wireless network technology was chosen and build wireless network system. The adopted methodology was applied to an in-situ tunnelling site, and verified the usefulness of the proposed system.

Implementation of Smartphone Adaptor for Real-Time Live Simulations (실시간 Live 시뮬레이션을 위한 스마트폰 연동기 구현)

  • Kim, Hyun-Hwi;Lee, Kang-Sun
    • Journal of the Korea Society for Simulation
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    • v.22 no.1
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    • pp.9-20
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    • 2013
  • Defense M&S for weapons effectiveness is a realistic way to support virtual warfare similar to real warfare. As the war paradigm becomes platform-centric to network-centric, people try to utilize smartphones as the source of sensor, and command/control data in the simulation-based weapons effectiveness analysis. However, there have been limited researches on integrating smartphones into the weapon simulators, partly due to high modeling cost - modeling cost to accomodate client-server architecture, and re-engineering cost to adapt the simulator on various devices and platforms -, lack of efficient mechanisms to exchange large amount of simulation data, and low-level of security. In this paper, we design and implement Smartphone Adaptor to utilize smartphones for the simulationbased weapons effectiveness analysis. Smartphone Adaptor automatically sends sensor information, GPS and motion data of a client's smartphone to a simulator and receives simulation results from the simulator on the server. Also, we make it possible for data to be transferred safely and quickly through JSON and SEED. Smartphone Adaptor is applied to OpenSIM (Open simulation engine for Interoperable Models) which is an integrated simulation environment for weapons effectiveness analysis, under development of our research team. In this paper, we will show Smartphone Adaptor can be used effectively in constructing a Live simulation, with an example of a chemical simulator.

The cancellation performance of loop-back signal in wireless USN multihop relay node (무선 USN 멀티홉 중계 노드에서 루프백 신호의 제거 성능)

  • Lim, Seung-Gag;Kang, Dae-Soo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.17-24
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    • 2009
  • This paper deals with the cancellation performance of loop back interference signal in the case of multihop relay of 16-QAM received signal at the USN radio network. For this, it is necessary to the exchange of information with long distance located station by means of the relay function between the node in the USN environment. In the relay node, the loop-back interference signal which the retransmitting signal is feedback to the receiver side due to the antenna of transmitter and receiver are co-used or very colsely located or using the nonlinear device. Due to this signal, the performance of USN system are degraded which are using the limited resource of frequency and power. For improve this, it is necessary to applying the adaptive signal processing algorithm in order to cancellating the unwanted loop-back interference signal at the frontend of receiver in relaying node, we can get the better system and multi hop performance. In the adaptive signal processing, we considered the 16-QAM signal which has a good spectral efficiency, firstly, than, the QR-Array RLS algorithm was used that has a fairly good convergence property and the solving the finite length problem in the H/W implementation. Finaly, we confirmed that the good elimination performanc was confirmed by computer simulation in the learing cuved and received signal constellation compared to the conventional RLS.

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A Study on the SNS Advertising's Word-of-Mouth Constraint Factors in the Social Network Service (소셜 네트워크 서비스에서 SNS광고 구전 제약요인에 대한 연구)

  • Yun, Dae-Hong;Kang, Yong-Soo
    • Management & Information Systems Review
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    • v.35 no.1
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    • pp.69-84
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    • 2016
  • This study set the research model to examine the correlation between Word-of-Mouth constraint factors, efforts to negotiate pertaining to these, Flow and Word-of-Mouth intent based on the theory of leisure constrain when it comes to the correlation between consumers' Word-of-Mouth constraint factors and Word-of-Mouth. Correlation among the variables were verified in an empirical manner. Results of this study are summarized as follows. After verifying the hypotheses, all the hypotheses were adopted excluding the hypotheses of two results (Hypothesis 1, hypotheses 5). Detailed results regarding this are as follows. First, the following is the effect of the Intrapersonal Constraint and Word-of-Mouth constraint factors on the Word-of-Mouth constraint negotiation effort. Interpersonal Constraint and Structural Constraint exert positive (-) effect on the Word-of-Mouth constraint negotiation effort. In case of Intrapersonal Constraint, negative (-) effect was demonstrated. Thus, this was statistically significant although dismissed from hypothesis verification. Second, the following is the result of examining the structural correlation between Word-of-Mouth constraint negotiation effort, Flow and Word-of-Mouth. Word-of-Mouth constraint negotiation effort exerts positive (-) effect on the Flow, but it was not statistically effective in case of the Word-of-Mouth. Lastly, it is possible to see that the Flow plays the role of a medium since it exerted positive (-) effect on the Word-of-Mouth. Results of this study are expected to provide key theoretical and working level implications as well as general understanding of the Word-of-Mouth constraint factors, consumers' Flow and Word-of-Mouth.

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A study on the relationship between social capital and organization trust, recommendation intention, and turnover intention (사회적 자본과 조직신뢰, 추천의도 및 이직의도 간의 관계에 관한 연구)

  • Han, Na-Young;Kwon, Hyeok-Gi
    • Management & Information Systems Review
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    • v.35 no.1
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    • pp.253-271
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    • 2016
  • This study is to investigate the impact of the social capital on organization trust, and the impact of the organization trust on recommendation intention, and turnover intention. And by this it is also to integrally analyze through what route social capital affects the recommendation intention and turnover intention. An actual analysis through covariance structural equation model was made targeting the members of small and medium sized manufacturing companies. The results of the actual analysis showed that the relational dimension in the social capital had an positive(+) and the most pervasive effect on the organization trust. Relational dimension refers to the formation relationships among members and has a significant value in the interaction in the relation between subordinates and superiors, between colleagues, and between departments. Secondly, the cognitive dimension in the social capital was revealed to have no significant effect on the organization trust and structural dimension was revealed to have a positive(+) effect on the organization trust. Structural dimension refers to the capital value which shows itself in the social network and relationship existing between the members and is formed through building the best network within an organization. Thirdly, organization trust was revealed to have a positive(+) impact on the recommendation intention and to have a negative(-) impact on the turnover intention. Finally, the summary, implications, limitations, and future research direction of this study were presented.

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Effects of FIN-TECH use motivation on User Attitude and Word Of Mouth Intention: Focus on a Innovation Resistance Tendency and Type of Message (Rational, Emotional) (핀테크 이용 동기에 따른 이용자 태도와 구전의도의 관계 - 혁신저항과 메시지 유형의 조절효과 -)

  • Seol, Sang-Cheol;Jung, Sung-Gwang;Choi, Woo-Young
    • Management & Information Systems Review
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    • v.36 no.5
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    • pp.195-222
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    • 2017
  • Today's economy is becoming more and more convergence between different industries as the demarcation of the boundaries of all areas is leading to innovations such as mobile and social network services. So Fin-tech is a new technology that can combine the advantages of mobile and Internet with the technology revolution to easily handle financial and IT tasks. This Fin-tech is a compound word of finance and technology. The purpose of this study is to investigate the overall structural relationship between Fin-Tech use motivation (usefulness, enjoyment) on user attitude and word of mouth intention. In addition, we investigated how FinTech use motivation, user attitude, and word of mouth intention change according to innovation resistance tendency. And, we examined how the motivation, user attitude, and word of mouth intention of FinTech change according to the message type (rational and emotional). The main results of this study are as follows. First, the usefulness and enjoyment of motivation for using FinTech have a positive effect on user attitude, and user attitude also has a positive effect on word of mouse intention. Second, the relationship between FinTech use motivation, user attitude, and word of mouth intention was found to difference according to consumers' innovation resistance. Third, it was found that the relationship between FinTech use motivation, user attitude, and word of mouth intention differs according to type of message (rational, emotional). At the conclusion of the study, the summary of the research results, implications and limitations, and future research direction are described.