• Title/Summary/Keyword: Anywhere-Anytime

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Machine learning tool to assess the earthquake structural safety of systems designed for wind: In application of noise barriers

  • Ali, Tabish;Lee, Jehyeong;Kim, Robin Eunju
    • Earthquakes and Structures
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    • v.23 no.3
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    • pp.315-328
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    • 2022
  • Structures designed for wind have an opposite design approach to those designed for earthquakes. These structures are usually reliable if they are constructed in an area where there is almost no or less severe earthquake. However, as seismic activity is unpredictable and it can occur anytime and anywhere, the seismic safety of structures designed for wind must be assessed. Moreover, the design approaches of wind and earthquake systems are opposite where wind design considers higher stiffness but earthquake designs demand a more flexible structure. For this reason, a novel Machine learning framework is proposed that is used to assess and classify the seismic safety of the structures designed for wind load. Moreover, suitable criteria is defined for the design of wind resistance structures considering seismic behavior. Furthermore, the structural behavior as a result of dynamic interaction between superstructure and substructure during seismic events is also studied. The proposed framework achieved an accuracy of more than 90% for classification and prediction as well, when applied to new structures and unknown ground motions.

Research on Efficient Game Production Methods using Digimon Series IP

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.423-428
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    • 2023
  • Currently , the growth of various platforms is remarkable , both at home and abroad . With the growth of various platforms such as PC, console, and VR as well as mobile, the global gaming industry market size has grown to reach KRW 151 trillion . However , in order to revitalize the domestic game market , which is growing at a slower pace, improve the concentration phenomenon that is concentrated on mobile and PC platforms , and select one of the games using IP that is being discussed as a new breakthrough , and determine what form the game will take. Through this study, we would like to suggest whether multi-platform is appropriate. The Digimon series generally attracts many fans through animation , and the Digimon story Cyber Sleuth, which utilizes new scenarios to satisfy them and arouse interest at the same time , can be seen as a representative success example We believe that through this interaction, users can continue to play the main content on their PC, and create synergy by being able to play and enjoy minimal content through mobile anytime , anywhere while doing other things.

Design and Implementation of Integrated E-Coaching system Based on Synchronous and Asynchronous (동기/비동기 기반의 통합 E-코칭 시스템 설계 및 구현)

  • Kim, DoYeon;Kim, DoHyeun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.1-7
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    • 2015
  • Until now, face to face coaching has been applied almost for completing the goal in various field. Face to face coaching is difficult always to reach each other anywhere, anytime due to the availability of internet and mobile devices. Recently, e-coaching is attempted to expend. But current e-coaching is supporting the secondary role for face to face coaching. E-coaching system has many benefits to use advancement technologies in internet. Therefore, the development of e-coaching system based on horizontal relationships between coach and coachee needs to communication anytime and anywhere in Internet. Usually previous online coaching systems have four types of interactions i.e. electronic mail, video chat, text chat, phone call. Most of the e-coaching approaches are easy to access and provide communication synchronous; video chat is an excellent visibility, whereas e-mail is asynchronous and document-centric. In this paper, we design and implement the integration e-coaching system based on synchronous and asynchronous. This system provides the asynchronous coaching offered by way of e-mail, and the synchronous coaching used P2P (Peer to Peer) video chat and text group chat. This system allows simultaneously asynchronous and synchronous coaching, and supports individual and group communication for periodical or informal coaching.

Intelligent Tutoring System based on Wired and Wireless Internet for the living English 300-certifications Program (생활영어 300 인증제를 대비한 유무선 기반 지능형 교육 시스템)

  • Lee, Young-Seok;Cho, Jung-Won;Kim, Byung-Gyu;Park, Jung-Hwan;Kim, Su-Min;Choi, Byung-Uk
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.533-548
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    • 2005
  • According to the increasing of the internet infrastructure and growth of contents technology, the users can access an education service at anytime and anywhere. In a field of English education, especially, internet technology has enabled learners to communicate with their teachers and multimedia contents technology has been able to provide learner not only lots of interests, but also good effect on English learning. In this paper, we propose a method diagnosing learner's level by using some question-items, which consist of item's type and item's function. Futhermore, the proposed system can support three devices which are PC, PDA, and Mobile Phone on wired and wireless internet communication environments. Also, the system provides multimedia contents including flash movies, image, and audio contents. We have applied the system into real classroom, and we verified that the question-items that system provides has no problem, and our method could improve each learner skill on English education. Therefore, we expect that learner who uses the proposed system will get level-based English learning service at anytime and anywhere.

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A Study on Effective Instructional Design using e-NIE(electronic-Newspaper In Education) (효과적인 e-NIE 수업설계 방안에 관한 연구)

  • Park, JI-Yeon;Chun, Seok-Ju
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.127-134
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    • 2010
  • In the information oriented society, a good lesson helps learners to develop self-learning ability. To give a good lesson, teachers should teach with details in learning contents that learners can understand easily, not with abstract and generalized concepts in the textbook. And they also should find the effective instructional media to give students the learning contents. Since the newspaper carries the most current and up-to-date source of information about various fields, if it is used as the teaching material in the classroom, it can help students to learn useful and practical knowledge. Therefore, newspapers are so-called 'living textbook'. NIE which enables students to enhance their ability to utilize the information and to learn wisdom about life, is already actively applied to the educational activities. And e-learning system and the electronic newspaper that make learning happen to anyone anytime anywhere, appears with the advancements in information technology and changing educational paradigm. This changed circumstance make the field and the way of NIE enlarge to e-NIE. e-NIE is the educational media that helps the learners to learn the way of learning. But the study about e-NIE through designing a teaching plan systematically has not been made completely. Therefore, this research aims to find out the characteristics of e-NIE and the effective way of designing a teaching plan that fits the characteristics of e-NIE.

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A Threshold Ring Group Signature for Ubiquitous Electronic Commerce (유비쿼터스 전자거래를 위한 쓰레시홀드 링 그룹 서명)

  • Sung, Soon-Hwa
    • The KIPS Transactions:PartD
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    • v.14D no.4 s.114
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    • pp.373-380
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    • 2007
  • Ubiquitous electronic commerce can offer anytime, anywhere access to network and exchange convenient informations between individual and group, or between group and group. To use secure ubiquitous electronic commerce, it is essential for users to have digital signature with the properties of integrity and authentication. The digital signature for ubiquitous networks is required neither a trusted group manager, nor a setup procedure, nor a revocation procedure etc. because ubiquitous networks can construct or deconstruct groups anytime, anwhere as occasion demands. Therefore, this paper proposes a threshold ring signature as digital signature for secure ubiquitous electronic commerce using the ring signature without forgery (integrity) and the (n,t) ring signature solving the problem cannot prove the fact which a message is signed by other signer. Thus the proposed threshold ring signature is ubiquitous group signature for the next generation.

A Study on Application for e-learning Based on Ontology (온톨로지 기반 e-Learning 적용에 관한 연구)

  • Shin, Chang-Ha;Park, Jong-Hoon;Kim, Chul-Won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.2
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    • pp.389-394
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    • 2011
  • The object of this paper is to make learners have study environment to study adaptively, anywhere, anyone, anytime and, just in time, not disturbed by time and place. So, it helps learners find solutions to questions and problems which they can face in the process of learning. This paper desires to find possibility of ontology which can solve problems after considering semantic web and theory of ontology by studying existing reference books. As ontology has the structure that can guess the data which is not showed clearly, so it can make the result more accurate and be the knowledge every learner sympathize and trust. I established the ontology frame about the electronic circuit which learners can solve their questions everywhere, anytime, and reconfirm what they studied, so I studied on application for e-learning based on ontology.

TV Anytime and MPEG-21 DIA based Ubiquitous Consumption of TV Contents in Digital Home Environment (TV Anytime 및 MPEG-21 DIA 기반 콘텐츠 이동성을 이용한 디지털 홈 환경에서의 유비쿼터스 TV 콘텐츠 소비)

  • Kim Munjo;Yang Chanseok;Lim Jeongyeon;Kim Munchurl;Park Sungjin;Kim Kwanlae;Oh Yunje
    • Journal of Broadcast Engineering
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    • v.10 no.4 s.29
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    • pp.557-575
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    • 2005
  • Much research in core technologies has been done to make it possible the ubiquitous video services over various kinds of user information terminals anytime anywhere in the way the users want to consume. In this paper, we design plototypesystem architecture for the ubiquitous TV program content consumption based on user preference via various kinds of intelligent information terminals in digital home environment, and present an implementation and testing results for the prototype system. For the system design, we utilize the TV Anytime specification fur the consumption of TV program contents based on user preference in TV programs, and also use the MPEG-21 DIA (Digital Item Adaptation) tools which are the representation schema formats in order to describe the context information for user environments, user terminal characteristics, user characteristics for universal access and consumption of the preferred TV program contents. The proposed ubiquitous content mobility prototype system is designed to make it possible to seamlessly consume contents by a single user or multiple users via various kinds of user terminals for the TV program contents they watch together. The proposed ubiquitous content mobility prototype system in digital home environment consists of a home server, a display TV terminal, and an intelligent information terminal. We use 42 TV programs contents in eight different genres from four different TV channels in order to test our prototype system.

An Adaptation System based on Personalized Web Content Items for Mobile Devices

  • Kim, Su-Do;Park, Man-Gon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.3 no.6
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    • pp.628-646
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    • 2009
  • Users want to browse and search various web contents with mobile devices which can be used anywhere and anytime without limitations, in the same manner as desktop. But mobile devices have limited resources compared to desktop in terms of computing performance, network bandwidth, screen size for full browsing, and etc, so there are many difficulties in providing support for mobile devices to fully use desktop-based web contents. Recently, mobile network bandwidth has been greatly improved, however, since mobile devices cannot provide the same environment as desktop, users still feel inconvenienced. To provide web contents optimized for each user device, there have been studies about analyzing code to extract blocks for adaptation to a mobile environment. But since web contents are divided into several items such as menu, login, news, shopping, etc, if the block dividing basis is limited only to code or segment size, it will be difficult for users to recognize and find the items they need. Also it is necessary to resolve interface issues, which are the biggest inconvenience for users browsing in a mobile environment. In this paper, we suggest a personalized adaptation system that extracts item blocks from desktop-based web contents based on user interests, layers them, and adapts them for users so they can see preferred contents first.

The Research of Security Vulnerabilities of Smartphone (스마트폰 보안 취약 요소에 따른 분석 연구)

  • Choi, Hee Sik;Cho, Yang Hyun;Joo, Heon Sik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.3
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    • pp.119-127
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    • 2013
  • The merits of Smartphone are portability, convenience and especially a lot of information can be stored in the device. Especially in Smartphone, users can install programs that cannot install to normal cell phone and users can use many different services through these Smartphone programs. Also Smartphone can connect to Internet through network, so it can access information anytime, anywhere easily. Security of personal information and variety of information which stored in Smartphone are in risk. In Chapter 2 of thesis, it will discuss the definition and features of the Smartphone and market trends. In Chapter 3 of thesis, it will discuss security vulnerabilities of Smartphone and it will analyze and research security vulnerabilities of Smartphone in Chapter 4. In conclusion, it will check users' identification twice in useful application especially application that relate to finance and mobile payment. By checking users' identification several times, it will help to defend from security threats. Users can use Smartphone safely and convenience by know how to prevent from mobile hacking for personal and private information. the quality of APIs matching by the clustering and hierarchical relationships mechanism.