• Title/Summary/Keyword: 콘텐츠 서비스

Search Result 5,354, Processing Time 0.034 seconds

Design and Implementation of the Cdma2000 EV-DO security layer supporting Hardware using FPGA (FPGA를 이용한 Cdma2000 EV-DO 시큐리티 지원 하드웨어 설계 및 구현)

  • Kwon, Hwan-Woo;Lee, Ki-Man;Yang, Jong-Won;Seo, Chang-Ho;Ha, Kyung-Ju
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.18 no.2
    • /
    • pp.65-73
    • /
    • 2008
  • Security layer of the Cdma2000 1x EV-DO is currently completing standard (C.S0024-A v2.0). Accordingly, a hardware security devices, that allows to implementation requirement of the security layer described in standard document, is required to apply security function about data transferred between AT and AN of then Cdma2000 1x EV-DO environment. This paper represents design of hardware device providing EV-DO security with simulation of the security layer protocol via the FPGA platform. The SHA-1 hash algorithm for certification and service of packet data, and the AES, SEED, ARIA algorithms for data encryption are equip in this device. And paper represents implementation of hardware that applies optionally certification and encryption function after executing key-switch using key-switching algorithm.

A study on Cognitive Judgment Technology using Augmented Reality (증강현실을 이용한 인지 판단 기술에 관한 연구)

  • Lee, Cheol-Seung;Kim, Kuk-Se
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.15 no.6
    • /
    • pp.1075-1080
    • /
    • 2020
  • The development of computing technology and networking is developing as the fundamental technology of the 4th industrial revolution. AR and VR technologies, which are dual realistic media fields, are developing into many application areas, especially! The potential for development in the medical field is very high. As for the development potential of the health care field, the 4th industrial revolution such as AR/VR to solve problems, such as the increase of various chronic diseases due to the aging of the population, the limitation of infrastructure that can deal with them, and the lack of specialized personnel. It is adopting services in the healthcare field using representative technologies. Accordingly, AR/VR in the healthcare field occupies about 17% of the total industrial market. Therefore, in this study, cognitive judgment technology using AR applies cognitive evaluation through a computing system to the mild cognitive impairment, and based on the results, researches to utilize cognitive rehabilitation contents using augmented reality, and hardware necessary for cognitive judgment technology. Also, software design to help in the field of cognitive judgment technology and healthcare using AR.

Marketing Strengthening Strategy for Building Model House through Non-face-to-face Video Content Services (비대면 콘텐츠 서비스를 통한 건축 모델하우스 마케팅 강화 전략)

  • Shin, Seong-Yoon;Lee, Hyun-Chang
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.10
    • /
    • pp.1288-1293
    • /
    • 2020
  • As fears of infection with the Corona 19 virus increase, an untact mood is also blowing in the real estate market. Changes in life style are bringing about changes in the way of life and patterns of consumption. In the real estate marketing market, such changes are inevitable. In particular, marketing using a real estate model house has the characteristics of marketing that is closely related to the denseness that many people visit in an enclosed space. These characteristics include all three features (airtight, dense, close), characteristics mentioned in the COVID-19 prevention rules. Therefore, in this study, we will look at ways to reinforce model house customer marketing in line with the untact (non-face-to-face) trend and to avoid the above three features, characteristics in the model house customer marketing process, and show the implementation results to avoid features. Through this, we propose a safe and expandable real estate marketing strategy through the avoidance of the three features of corona 19.

Study on Effect of Exercise Performance using Non-face-to-face Fitness MR Platform Development (비대면 휘트니스 MR 플랫폼 개발을 활용한 운동 수행 효과에 관한 연구)

  • Kim, Jun-woo
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.3
    • /
    • pp.571-576
    • /
    • 2021
  • This study was carried out to overcome the problems of the existing fitness business and to build a fitness system that can meet the increased demand in the Corona situation. As a platform technology for non-face-to-face fitness edutainment service, it is a next-generation fitness exercise device that can use various body parts and synchronize network-type information. By synchronizing the exercise information of the fitness equipment, it was composed of learning contents through MR-based avatars. A quantified result was derived from examining the applicability of the customized evaluation system through momentum analysis with A.I analysis applying the LSTM-based algorithm according to the cumulative exercise effect of the user. It is a motion capture and 3D visualization fitness program for the application of systematic exercise techniques through academic experts, and it is judged that it will contribute to the improvement of the user's fitness knowledge and exercise ability.

Development of augmented reality based IoT control platform using marker (마커를 이용한 증강현실 기반 사물인터넷 제어 플랫폼 개발)

  • Shin, Kwang-Seong;Youm, Sungkwan;Park, YoungJoon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.25 no.8
    • /
    • pp.1053-1059
    • /
    • 2021
  • In order to realize a smart home, a new type of service that converges the two technologies is required as a method to overcome the respective limitations of augmented reality and IoT technologies. Augmented reality recognizes objects and projects augmented content with the recognized objects on the screen. This technology mainly uses image processing methods such as markers as a method for recognizing objects. In this paper, an augmented reality-based IoT control platform using markers was developed. By defining a marker unique to the object, a unique identifier displayed on the camera was distinguished. A smart home system was implemented by calling a controller to control things. The proposed system receives state information of objects through symptom reality and transmits control commands. The proposed platform was verified by manipulating household lights.

A Study on the Development of VR-based Education and Culture Program in Public Libraries (공공도서관의 VR 기반 교육문화프로그램 개발에 관한 연구)

  • Kim, Ji Soo;Kim, Seong Ju;Park, Si Ni;Shin, Ji Won;Kwon, Sun Young
    • Journal of the Korean Society for information Management
    • /
    • v.38 no.2
    • /
    • pp.87-112
    • /
    • 2021
  • Recently, content using VR technology in various fields is gradually increasing, and the technology is also rapidly spreading. Against this background, public libraries also need to provide services using VR technology according to the flow of the times. Therefore, this study drew application points through the investigation and analysis of domestic and foreign public libraries where VR programs are underway. And based on this, a final proposal is prepared after planning and reviewing VR-based educational and cultural programs in public libraries. VR-based educational and cultural programs introduced can be used as basic data for planning VR-based cultural programs in public library.

Analysis of Success and Failure Factors of OTT Service Contents According to the Rating: Focus on Netflix (평점에 따른 OTT 서비스 콘텐츠의 성공과 실패 요인 분석: 넷플릭스를 중심으로)

  • Hong, Ji-Soo;Park, Jin-Soo;Kang, Sung-Woo
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.44 no.4
    • /
    • pp.65-75
    • /
    • 2021
  • This study explores multiple variables of an OTT service for discovering hidden relationship between rating and the other variables of each successful and failed content, respectively. In order to extract key variables that are strongly correlated to the rating across the contents, this work analyzes 170 Netflix original dramas and 419 movies. These contents are classified as success and failure by using the rating site IMDb, respectively. The correlation between the contents, which are classified via rating, and variables such as violence, lewdness and running time are analyzed to determine whether a certain variable appears or not in each successful and failure content. This study employs a regression analysis to discover correlations across the variables as a main analysis method. Since the correlation between independent variables should be low, check multicollinearity and select the variable. Cook's distance is used to detect and remove outliers. To improve the accuracy of the model, a variable selection based on AIC(Akaike Information Criterion) is performed. Finally, the basic assumptions of regression analysis are identified by residual diagnosis and Dubin Watson test. According to the whole analysis process, it is concluded that the more director awards exist and the less immatatable tend to be successful in movies. On the contrary, lower fear tend to be failure in movies. In case of dramas, there are close correlations between failure dramas and lower violence, higher fear, higher drugs.

A Study on the Narratives of Single Person Experience based on Visual Transference: Focusing on the Isolated Factors of COVID-19 (시각적 전이에 기초한 1인 경험 내러티브에 관한 연구: COVID-19의 고립 요인을 중심으로)

  • Lee, You-Jin
    • Journal of Digital Convergence
    • /
    • v.20 no.4
    • /
    • pp.519-528
    • /
    • 2022
  • The purpose of the study was to further investigate the direction for one-person experience design based on visual shift due to the isolation one has experienced after the COVID-19 and the factors regarding it. The study involves eight female participants who are in their twenties via digital platform. The participants were instructed to choose digital image similar to COVID-19 and to write down facts based upon the image and the researcher will look into the result microscopically. The researchers found that the isolation factors include decreased face-to-face communication, reliance on social media, heavy usage of OTT platform, limited outdoor occasion and activity, limitation of untact technology and education program, fear over the pandemic and so on. The study has shown that the one-person experience design should be heading in a direction where it adopts space design that can crossover online and offline world, digital complex design to embody realness as well as the communication design to regain the relationships with others.

A Study on Improvement Plans for the Compilation of the History of Public Institutions in Korea (국내 공공기관의 기관사(機關史) 편찬에 관한 개선 방안 연구)

  • Koo, Chan Mi;Chung, Yeon-Kyoung
    • Journal of Korean Society of Archives and Records Management
    • /
    • v.22 no.1
    • /
    • pp.27-41
    • /
    • 2022
  • The historical records of public institutions are not only important historical records for the study of modern Korean history in various academic fields such as politics, economy, society, culture, and science, but also important historical content that students and the public may be interested in. In this study, among the 350 institutions designated as public institutions as of 2021, 339 public institutions that can request information disclosure through the information disclosure portal were investigated. Based upon the results of the survey, it was found that 217 (67%) out of 326 (96.2%) public institutions compiled a total of 516 institutional histories. This study proposed improvement plans in terms of the compilation of history in public institutions and the utilization of users by analyzing the results of the investigation of the compilation status of history in public institutions by six elements: compilation time, target period, department in charge, budget and required period, accessibility, and regulations.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.8
    • /
    • pp.1148-1157
    • /
    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].