• Title/Summary/Keyword: 콘텐츠 배치

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A Study on University Academic affairs System in Cloud_Based Environment (클라우드 환경에서의 대학정보시스템 설계에 관한 연구)

  • Kim, Jung-Sook
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.501-502
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    • 2017
  • 사용자의 요구에 맞게 시스템 자원을 할당, 배치, 배포해 두었다가 필요시 시스템을 즉시 사용할 수 있는 상태로 미리 준비해 두는 Provisioning이 이슈가 되고 있다. 비용대비 효과, 컴퓨터 성능향상, 편리성과 효율성, 비즈니스 역량강화의 장점을 추구하는 클라우드 환경에서의 대학정보시스템 구축방향과 일치한다. 또한, 이미 구축한 On-Premise 시스템 기반에서 동일한 소프트웨어, 툴, 에코시스템 애플리케이션을 활용할 수 있도록 소프트웨어 일관성을 보장하며, 이를 통해 비즈니스 민첩성 및 데이터 주도적인 분석 통찰력을 향상시킬 수 있다. 하지만 캠퍼스 클라우드시스템 구현은 네트워크 고도화, 가상화 인프라 고도화, 보안 고도화라는 단계적 전략을 통해서만 완성할 수 있을 것이다.

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A Study on the cognition and attitude toward social service system and military alternative service workers of the Social Workers (사회복지사의 사회복무제도와 사회복무요원에 대한 인식과 태도 연구)

  • Oh, bong-yook;Lee, jun
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.65-66
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    • 2012
  • 본 연구는 2008년에 도입된 사회복무제도가 정착 될 수 있도록 하기 위한 개선방안을 모색하고자 한다. 즉, 단순한 인력공급 차원이 아닌, 사회복무요원들의 질 향상을 위한 교육과 사회복지기관에서 사회복무요원에 대한 올바른 활용이 전제되어야 한다. 이에 사회복지기관 담당자(사회복지사) 304명을 대상으로 사회복무제도와 사회복무요원에 대한 인식과 태도가 어떠한지 조사한 결과, 사회복무제도에 대해 긍정적인 태도를 보였고, 제도가 지속적인 운영과 확대가 되길 희망하였다. 또한 사회복지사업에 사회복무요원의 역할과 활동에 긍정적으로 인식하였다. 그리고 사회복무제도의 성공적인 정착을 위해 사회복무요원의 배치전 사전교육과 직무교육 시간 증가와 관리운영에 관한 권한 강화, 운영비 지원을 필요로 하였다. 따라서 사회복무제도 운영 개선과 사회복무교육센터를 통한 교육내용의 강화, 우수 복무기관에 대한 다양한 인센티브 부여가 요구된다.

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Indoor Position Estimation of First Responders for Rapidly Deployable Emergency Communication Systems in Disaster Recovery (재난 복구시 신속 배치 가능한 응급통신시스템에서 긴급구조원의 실내위치측정)

  • Cabacas, Regin A.;Ra, In-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.73-74
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    • 2018
  • This paper presents the incorporation of still-alive access points (SAPs) and helper access points (HAPs) that can be utilized as anchor nodes for position estimation of a First Responders (FRs) for rapidly deployable Emergency Communication Systems (ECS) in disaster recovery. In addition, the localization environment has is formulated and initially examines the use of a distributed Gauss-Newton algorithm (GNA) as optimization technizue. A simulation has been conducted and compared with the commonly used trilateration approach in position estimation.

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Global grid based V-PCC contents transmission method (Global grid 기반 V-PCC 콘텐츠 전송 방안)

  • Nam, Kwijung;Kim, Junsik;Kim, kyuheon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.815-817
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    • 2022
  • 포인트 클라우드는 다수의 포인트로 구성된 3차원 미디어 콘텐츠로, 기존의 2차원 미디어에 비해 방대한 크기를 가진다. 이러한 포인트 클라우드 데이터를 효과적으로 소비하기 위해서는 포인트 클라우드 데이터를 압축하는 것이 필수적으로 요구된다. 이에 따라, 국제 표준화 기구 The Moving Picture Experts Group (MPEG)에서는 2차원 비디오 코덱 기반의 포인트 클라우드 압축 방안인 V-PCC 압축 방안과, V-PCC 비트스트림을 저장하고 전송하기 위한 ISOBMFF 캡슐화 방안에 대한 표준화가 진행되고 있다. V-PCC는 기존의 2차원 비디오 코덱을 이용하기 위해 3차원 포인트 클라우드 데이터를 투영하여 2차원 패치를 생성하고, 생성된 패치를 2차원 그리드에 배치하여 2차원 이미지를 생성한다. 이 때, 생성되는 2차원 이미지는 패치의 모양 차이와 인코딩의 효율성 때문에 Group of Picture(GOP)마다 다른 크기를 갖는다. 이러한 이미지 크기의 차이는 반복적인 디코더 초기화를 유발하여 송신기와 수신기 모두에 큰 부담을 발생시킨다. 이에 본 논문에서는 비트레이트와 메타데이터를 적응적으로 제어하여 V-PCC 비트스트림을 반복적인 디코더 초기화 없이 안정적으로 송수신 하기 위한 Global grid 기반 V-PCC 전송 방안을 제안한다.

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The Problem and Prospect of Developing a RFID-based Digital Board Game by Initial Developers (초기 개발자를 통해 본 RFID 디지털 보드게임 개발의 문제점 및 전망)

  • Lee, Kyoung-Mi;Lee, Kyung-Ok
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.132-140
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    • 2010
  • RFID-based games, which use a RFID reader and RFID chips, will expand existing computer games, which use a computer screen, a keyboard or a mouse. This paper presents 4 RFID digital board game contents which are conducted by initial developers; the three of them use the screen and control the games with RFID chips and, one is a different attempted game which can exclude the screen and be immersed to the board. While initial developers use object recognition of RFID, we need to develop game contents and game interface which can recognize positions of the objects. According to the initial developer"s developing process, the cooperative system between the game technical developers and the contents developers should be necessary. Also, the interface should be developed for young children to participate and operate.

Performance Evaluation of Caching in PON-based 5G Fronthaul (PON기반 5G 프론트홀의 캐싱 성능 평가)

  • Jung, Bokrae
    • Journal of Convergence for Information Technology
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    • v.10 no.1
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    • pp.22-27
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    • 2020
  • With the deployment of 5G infrastructure, content delivery network (CDN) will be a key role to provide explosive growing services for the independent media and YouTube which contain high-speed mobile contents. Without a local cache, the mobile backhaul and fronthaul should endure huge burden of bandwidth request for users as the increase number of direct accesses from contents providers. To deal with this issue, this paper fist presents both fronthaul solutions for CDN that use dark fibers and a passive optical network (PON). On top of that, we propose the aggregated content request specialized for PON caching and evaluate and compare its performance to legacy schemes through the simulation. The proposed PON caching scheme can reduce average access time of up to 0.5 seconds, 1/n received request packets, and save 60% of backhaul bandwidth compared to the no caching scheme. This work can be a useful reference for service providers and will be extended to further improve the hit ratio of cache in the future.

A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

Effect of Webtoon PPL by Product Type and Placement Type (제품유형과 제시유형에 따른 웹툰 PPL 효과 연구)

  • Cho, Yunjin;Park, Pumsoon
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.37-46
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    • 2018
  • This study investigated the differences of message effect by product types and placement types of webtoon PPL(Product Placement). The study have tried to find effective webtoon PPL type and product type to minimized consumers' advertising avoidance. For analysis, two-way between subject design was produced by product types(utilitarian and hedonic product) and webtoon PPL placdement types(image, insert, and combination type). In results, there was a difference by PPL placement types for brand attitude. In special, the insert type had highly positive brad attitude. For webtoon contents, highly positive attitude was discovered in the cases of the hedonic product and the insert type of webtoon PPL.

Digital Watermarking Method using Discrete Optimization Method (이산최적화 기법을 사용한 디지털 워터마킹)

  • Lee, Chang-Soon
    • Journal of Advanced Navigation Technology
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    • v.18 no.1
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    • pp.44-49
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    • 2014
  • In recent, watermarking technology have been paying attention to methods avoiding illegal use and reproduce of digital contents. Then, in order to protect the right of digital contents, a watermark image is inserted into original images. In different watermarking methods, several technologies using Ant Colony Algorithm have been studied. In this paper, we propose a watermarking method using a discrete optimization method in the ants colony algorithm. This proposed method resembls the process that ants follow the pheromone traps to find out food. And when a watermark image is inserted into original images, the proposed method considers the deployment of obstacles or the balance between cells in the entire digital image. Simulation results show that the proposed method is increased in robustness of watermarked image and is decreased in the perceptibility of watermarking compared to the previous methods.

A Comparative Study on News Service Models through Internet Portals: Softening News and Setting Agenda (포털 뉴스의 연성화와 의제설정의 탐색)

  • Jho, Whasun;Chang, Woo-Young;Oh, Sohyun
    • Informatization Policy
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    • v.19 no.3
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    • pp.19-35
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    • 2012
  • As Internet users increasingly consume news through the Internet, Internet portals face criticism that they are quickening the softening of public news and molding public opinions. Some portals have started to provide newscast services that directly connect the press, not grouping news sources on their own standards. This study aims to clarify how news grouping models and newscast models are different in terms of news softening and agenda setting. Specifically, authors conduct a content analysis on time-specific news content provided by top three portals-Naver, Daum, and Nate. By doing so, this study examines characteristics of news service models of Internet portals and their social and political implications. According to our study, the softening and tabloidization of portal news had not been improved even after adopting the newscast model. Therefore, portal journalism should be reorganized as a way to circulate healthy and qualified news content.

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