• Title/Summary/Keyword: 플랫폼 속성

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A Design of the Architecture for Sensors' Transparency (센서의 Transparency 를 지원하는 아키텍처 설계)

  • Jeong, Jong-Tae;Jeong, Kug-Sang;Choi, Deok-Jai
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.11a
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    • pp.1223-1226
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    • 2005
  • 유비쿼터스 컴퓨팅 환경의 인프라는 센서, 미들웨어, 그리고 응용 프로그램으로 구성된다. 유비쿼터스 컴퓨팅 환경이 실현되기 위해서는 이 세 요소들이 상호 유기적으로 메시지를 전달해야 하며, 구성 요소를 구성하는 개체들에 대해서 존재 유무를 파악할 수 있어야 한다. 우리는 센서와 미들웨어간의 통신을 위한 컴포넌트를 쉽게 만들기 위하여 망 관리에서 사용되었던 SNMP 를 이용하였다. 하지만 SNMP 를 적용한 구조에서는 동적으로 변화는 센서에서 무방비한 입장이었다. 다시 말해서 동적으로 변하는 센서나 혹은 그 속성값들이 변할 때, 그 시스템의 전문가가 직접 통신 컴포넌트를 수정해야 했다. 또한 센서들이 접하게 될 플랫폼들이 여러 종류가 있기 때문에 센서를 만드는 벤더들 또한 여러 버전의 API 를 제공해야 한다. 따라서 본 아키텍처는 센서나 그 속성값들이 변할 때 사람에 의해서 조작하지 않고 시스템 스스로 설정하며 그 센서들을 사용할 수 있도록 하고, 벤더들의 수고를 덜어 줄 수 있는 아키텍처를 제안한다. 이러한 메커니즘은 기존 망 관리에서 사용했던 AgentX 에서 착안하였다. AgentX 프로토콜의 메커니즘을 이용함으로써 사용자의 입장에서 센서에 대한 Transparency 를 보장 받을 수 있으며, 부수적으로 센서를 만드는 벤더들은 여러 버전의 API를 만들어야 할 수고를 덜게 되었다.

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A Study on the Effect of Live Commerce Influencer's attributes on Consumer Satisfaction, Repurchase Intention and Flow - Focus on Taobao Service (라이브 커머스 인플루언서의 속성이 구매 후 만족, 재구매 의도 및 플로우에 미치는 영향에 관한 연구 - 타오바오를 중심으로)

  • Guo, Xiao-Yue;Bae, Seung-Ju;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.201-213
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    • 2022
  • This study attempted to identify the influencing factors of Taobao Online Live Commerce influencer's attributes on Taobao Live Platform users' post-purchase satisfaction, repurchase intention and flow, and addiction. Through previous studies, researchers set the live commerce influencer attributes into four categories: expertise, attractiveness, interactivity, and aesthetics, and examined the effects of these attributes on consumers' repurchase intentions, flow and addiction. As a result of the study, it was confirmed that among the attributes of Live Commerce influencer, professionalism, interactivity, and aesthetics had a significant effect on the utilitarian shopping value in consumer satisfaction, and four attributes, including attractiveness, had a positive effect on the hedonic shopping value. In consumer satisfaction, hedonic shopping value had a positive effect on utilitarian shopping value satisfaction. In addition, it was found that consumers' satisfaction after purchase affects repurchase intention and immersion. The effect of flow on repurchase intention and addiction was also confirmed. It is hoped that this study will help revitalize influencer marketing in the growing live commerce market and provide basic data to contribute to establishing marketing strategies.

Model Definition for Type and Relation of HTML5 based Smart TV Application (HTML5 기반 스마트 TV 애플리케이션의 형식과 관계를 위한 모델 정의)

  • Kim, Ho-Youn;Lee, Dong-Hoon;Park, Dong-Young;Lee, Eun-Hyang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.06a
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    • pp.189-192
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    • 2013
  • 본 논문은 "HTML5 기반 스마트 TV 플랫폼" 표준에 따라서 개발될 수 있는 다양한 스마트 TV 애플리케이션의 형식과 관계를 규정하기 위한 애플리케이션 모델을 소개한다. 스마트 TV 용 애플리케이션은 브라우저 기반의 웹 실행 환경에서 동작하지만 일반 PC 나 스마트 폰과 다른 TV 환경의 특성을 고려해야 하며, 이에 따라 앱의 형식을 분류하고 실행 방법과 생명 주기를 정의하며 애플리케이션 사이에서 동작 관계를 규정하는 등의 모델 정립이 필요하다. 본 논문에서는 스마트 TV 용 애플리케이션을 패키징 여부, 실행 방식, 방송 수신 기능의 활성화 여부, 채널 종속 여부의 4 가지 요소로 분류하여 애플리케이션의 정의, 속성, 플랫폼 실행방식 등을 기술한 애플리케이션 모델을 정의한다. 또한 각 애플리케이션의 생성과 종료를 위한 생명주기와 각 애플리케이션 사이에서 우선 순위를 기반으로 한 상호 작용 정책을 규정한다. 이러한 모델 정의를 바탕으로 스마트 TV 서비스에서 고려할 수 있는 대표적인 애플리케이션 동작 시나리오를 제시하고 유효성 검증을 위해 이를 구현한 수신기와 애플리케이션이 동작하는 사례를 소개한다.

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Development of Evaluation Criteria on Digital Text-book (디지털 교과서의 평가 준거 개발)

  • Jeong, Young-Sik
    • The Journal of Korean Association of Computer Education
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    • v.11 no.3
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    • pp.13-20
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    • 2008
  • The Ministry of Education, Science and Technology has been developing the digital textbooks from 2007. But the evaluation criteria on the digital textbooks is not prepared, so it is difficult to develop excellent digital textbooks and to select superior ones. In this study, we researched into the concept, attributes and functions of the digital textbook in order to select the evaluation indicators, based on the literature reviews of digital textbooks, core evaluation measures and criteria were identified. And three methods were employed: a Delphi study, expert forums, and simulation tests. The results of these studies led the development of an evaluation criteria which consisted of four evaluation areas and 74 questions. The four evaluation areas consisted of content area, instrument design area, platform area and user area.

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The Design of SWT Builder Using Groovy Markup Extention (GroovyMarkup 확장을 이용한 SWT Builder 설계)

  • Lee Dongju;Ji JungHoon;Jang Hanil;Woo Gyun;Kim Won-Young;Choi Wan
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.976-978
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    • 2005
  • Java 플랫폼 기반 스크립트 언어인 Groovy는 Java와 같은 객체지향 언어지만 Java보다 훨씬 고급 수준의 언어로서 간결한 코드와 쉬운 프로그래밍 환경을 제공한다. Groovy가 제공하고 있는 기능 중에서 GroovyMarkup은 XML 문서와 같이 각각의 객체가 중첩된 트리 구조를 다루는 응용프로그램을 쉽게 생성할 수 있도륵 해준다. GUI 프로그램은 Component 및 Container 객체가 중첩된 구조로 이루어져 있으므로 GroovyMarkup을 이용하면 GUI 프로그램을 간결하고 쉽게 작성할 수 있다. 본 논문에서는 Java 플랫폼 GUI 중 최근 각광 받고 있는 SWT(Standard Widget Toolkit)를 Groovy에서 지원할 수 있게 GroovyMarkup을 확장하여 SWT Builder를 설계한다. SWT Builder는 마크업 형태로 기술한 SWT widget 이름과 속성을 SWT widget 객체와 일대일로 대응하는 구조로 설계된다. 따라서 GUI 프로그램의 골격을 구성하는 SWT Builder를 마크업 형식의 코드로 작성하고 GUI 컴포넌트 내의 이벤트 처리는 클로저(closure)를 이용함으로써 좋은 성능을 내는 GUI 프로그램을 비교적 쉽게 구성할 수 있다.

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Ads Impact of Communication Convergence Platform's Creative Strategy and Personal Attributes (커뮤니케이션 융합플랫폼의 크리에이티브 전략과 개인적 성향에 따른 광고효과)

  • Kim, Jea-Young
    • Journal of the Korea Convergence Society
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    • v.11 no.9
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    • pp.99-107
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    • 2020
  • The new characteristic of Millennial High-Tech Media is breaking the existing standardized creative grammar. The destructive form of high-tech media is differently accommodated according to the consumer's tendency or characteristics. The purpose of this study is to explore guidelines for effective creative strategy creation of high-tech media. In consumer psychology, consumer innovation is a key factor in evaluating the creativeness of high-tech media. The results of finding out the effect of persuasive communication on consumer innovation and advertising creative type are as follows. Informative(image) creative type showed higher attitude toward advertisement, brand attitude, purchase intention, and prior intention to consumers with high innovation than consumers with low innovation.

A Study on Acceptance of Blockchain-Based Genetic Information Platform (블록체인 기반 유전자분석 정보플랫폼의 수용에 대한 연구)

  • In Seon Choi;Dong Chan Park;Doo Hee Chung
    • Information Systems Review
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    • v.23 no.3
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    • pp.97-125
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    • 2021
  • Blockchain is a core technology to solve personal information leakage and data management issues, which are limitations of existing Genomic Sequencing services. Due to continuous cost reduction and deregulation, the market size of Genomic Sequencing has been increasing, also the potential of services is expected to increase when Blockchain's security and connectivity are combined. We created our research model by combining the Technology Acceptance Model (TAM) and the Innovation Resistance Theory also analyzed the factors affecting the acceptance intention and innovation resistance of the Blockchain Based Genomic Sequencing Information Platform. A survey was conducted on 150 potential users of Blockchain and Genomic Sequencing services. The analysis was conducted by setting the four Blockchain variables: Security, transparency, availability, and diversity). Also, we set the Perceived Usefulness, Perceived risk, and Perceived Complexity for Technology Acceptance and Innovation Resistance variables and analyzed the effect of the characteristics of the Blockchain on acceptance intention and innovation resistance through these variables. Through this analysis, key variables that need to be considered important to reduce resistance and increase acceptance intention could be identified. This study presents innovation factors that should be considered in companies preparing a new Blockchain Based Genomic Sequencing Information Platform.

Research Trend and Futuristic Guideline of Platform-Based Business in Korea (플랫폼 기반 비즈니스에 대한 국내 연구동향 및 미래를 위한 가이드라인)

  • Namn, Su Hyeon
    • Management & Information Systems Review
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    • v.39 no.1
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    • pp.93-114
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    • 2020
  • Platform is considered as an alternative strategy to the traditional linear pipeline based business. Moreover, in the 4th industrial revolution period, efficiency driven pipeline business model needs to be changed to platform business. We have such success stories about platform as Apple, Google, Amazon, Uber, and so on. However, for those smaller corporations, it is not easy to find out the transformation strategy. The essence of platform business is to leverage network effect in management. Thus platform based management can be rephrased as network management across the business functions. Research on platform business is popular and related to diverse facets. But few scholars cover what the research trend of the domain is. The main purpose of this paper is to identify the research trend on platform business in Korea. To do that we first propose the analytical model for platform architecture whose components are consumers, suppliers, artifacts, and IT platform system. We conjecture that mapping of the research work on platform to the components of the model will make us understand the hidden domain of platform research. We propose three hypotheses regarding the characteristics of research and one proposition for the transitional path from pipeline to platform business model. The mapping is based on the research articles filtered from the Korea Citation Index, using keyword search. Research papers are searched through the keywords provided by authors using the word of "platform". The filtered articles are summarized in terms of the attributes such as major component of platform considered, platform type, main purpose of the research, and research method. Using the filtered data, we test the hypotheses in exploratory ways. The contribution of our research is as follows: First, based on the findings, scholars can find the areas of research on the domain: areas where research has been matured and territory where future research is actively sought. Second, the proposition provided can give business practitioners the guideline for changing their strategy from pipeline to platform oriented. This research needs to be considered as exploratory not inferential since subjective judgments are involved in data collection, classification, and interpretation of research articles.

A Study on Colour Recognition Based on Aspect Ratio (형태의 비율에 따른 색채 지각 관련 연구)

  • Hong, Ji-Young;Shin, Jin-Seob
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.123-128
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    • 2020
  • Technology in digital video has changed the functions of the digital video field based on various platforms, including streaming, on-demand, interactive, and data-based services. The displays that provide the visual representations of these digital video contents have also been improving with various changes. There is a variety of display screen ratios currently available, with the ratio of the display screen being based on the intended purpose. This study conducted a psychophysics experiment to examine the correlation between colour properties and shape ratio based on the display screen ratio, and then analysed the results. The colours used in the experiment were visual perception-based Munsell colours, and the hue, brightness, and chroma attributes were analysed according to the shape ratio to examine colour properties. The analysis of the results of this study defined the significance of the study as basic data for future studies on colour property changes based on shape ratio, and suggested directions for future studies.

A Study on the Meaning Extension of User-Centeredness in UX Design (사용자 경험 디자인의 사용자 중심성에 대한 의미 확장 연구)

  • Lee, You-Jin
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.301-310
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    • 2021
  • The purpose of the study was to induce meaning of the UX design from users' interview. The study covers interviews from 20 untact finance application users in their twenties in written form. It aims to examine previous studies on UX design and to overcome their shortcomings by categorizing usability qualities focusing on verbs used in the interview. The followings are the result: Usability of UX design can be summarized into Unity, Trust, Persistency, Recognition and Approachability of the information to the 20 users in their twenties. As for the data earned from interviews focusing on verbs, usability included Security, Familiarity, Accessibility, Convenience of Operation and Visibility. Each of the qualities fell into related categories such as Security, Information, Brand and Design. In conclusion, analysis based on verb choices led to better understanding of the user-based experience compared to using objective means in previous studies and can be a suggestion to make up for errors in the former evaluation process.