• 제목/요약/키워드: Content Implementation

검색결과 1,072건 처리시간 0.033초

Design and Implementation of Healthcare Game Content in IOT Environment

  • Yoon, Seon-Jeong
    • 한국컴퓨터정보학회논문지
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    • 제24권9호
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    • pp.29-34
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    • 2019
  • In Recently, as the interest in health has increased and the spread of smart phones has become common, the development of smart health care related contents has been active. In this paper, we introduce the design, implementation and effects of game-based content that can make walking exercise fun in the Internet of Things environment. This content calculates the consumed calories by walking the stairs with the Beacon installed, and incorporates games to encourage continuous fun activities. It also provides event functions that enable on-off-line coordination. The goal of this content is to enable busy modern people to exercise lightly, funly, and constantly in the surrounding activity space. The effect of this content has been confirmed through the review of many users participating in offline events. This content is expected to be able to converge with various types of healthcare systems with the expansion of the application space.

Implementation of TV-Anytime Compliant STB for Personalized TV Services

  • Lee Hee Kyung;Yang Seung Jun;Kim Jae Gon;Hong Jin Woo
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2004년도 학술대회지
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    • pp.576-580
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    • 2004
  • In this paper, we present a design and implementation of a TV-Anytime compliant STB to provide personalized content consumption according to user preferences and various terminal/network conditions. This paper mainly details with a metadata engine which consists of meta data de-multiplexing, metadata decoding, and metadata-based content browsing. For personalized content consumption, the proposed metadata engine provides the following key functionalities: advanced EPG, non-linear segment navigation wirh Tables-of-Content and/or event-based summary, automatic recommendation of user-preferred programs, and etc. The implemented STB employing the metadata engine is successfully tested with a set of service scenarios in an end-to-end broadcasting test-bed.

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WML과 WMLScript를 이용한 수학교육용 WAP 애플리케이션의 구현 (An Implementation of the WAP application for mathematics education using WML and WMLScript)

  • 김성동;차현철
    • 한국산업정보학회:학술대회논문집
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    • 한국산업정보학회 2002년도 춘계학술대회 논문집
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    • pp.289-296
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    • 2002
  • In this research, the concept and application structure of WAP were investigated and the mathematics content of elementary schools was applied to WAP directly for its implementation. WML and WMLScript programs were made by using the editor. The, the image file that was suitable for WAP program was made by using the image converter. We directly implemented the program using WML and WML Script through the emulator of Neple and that of Phone.com. The implementation result of Neple's emulator confirmed the possibility that the educational program with a simple image and a calculation function can be implemented through WAP Phone.com's emulator did not represent the result shown by Neple's emulator. This was due to the different browser functions of the wire service companies and different input content of the headers of the WML. It showed that the implementation results of image files and programs were differently represented depending on the kinds of WAP browsers.

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ebXML 레지스트리의 설계 및 구현 (Design and Implementation of an ebXML Registry)

  • 김경일;김록원;송병열;조현규
    • 한국전자거래학회:학술대회논문집
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    • 한국전자거래학회 2001년도 International Conference CALS/EC KOREA
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    • pp.253-258
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    • 2001
  • In electronic commerce, a registry is an integrated software system that supports access to registry metadata in order to locate and retrieve registered objects it can be discovered and used by a client or customer. In general, a registry consists of information model and its service. A registry implementation supports a registry services interface that can be used by abstract agents to assist a human or some other software process to register new objects, provide appropriate metadata for those objects, browse or query registry content, filter out irrelevant references, and retrieve the content of selected items. We show a layered registry architecture that is flexible enough to support the required specialization of many different kinds of registry specification of other sponsoring groups. This architecture could easily adopt different registry specification. This paper suggests a prototype implementation model which supports ebXML Registry standard based on this layered architecture.

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Testing the Andrews Framework of Strategy Formulation and Implementation: Case Study of the University of Cape Coast Digital Library in Ghana

  • Adzobu, Nesba Yaa Anima
    • International Journal of Knowledge Content Development & Technology
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    • 제4권2호
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    • pp.49-65
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    • 2014
  • This paper investigates how strategy formulation and implementation processes used by the University of Cape Coast (UCC) in building its digital collections compare with the Andrew's strategic formulation and implementation theoretical framework. Theory-testing case study methodology was used. The data collection instruments were the key informant interview technique and document reviews. During the formulation phase, two aspects (resources and aspirations of senior management) were emergent. During the implementation phase, five aspects (achieving results, processes and behaviour, standards, motivation, personal) were emergent. All other elements of building the UCC digital collections were planned during both the formulation and implementation phases. Although the emphasis on students and learning is laudable and apt, there seems to be lack of focus on research support beyond digital collection building, despite the fact that research excellence is one of the UCC's key priorities. Opportunities exist for improving feedback mechanisms between the users, digital library staff and the university management; and inclusion of social media tools in the digital library project. Since only the experience of a single institution of higher learning is considered, it cannot be definitively stated that strategy formulation and implementation will be similar in every institutional context. However, the results provide a basis for academic digital libraries to draw lessons from this case. In African public universities, there is little earlier research on strategy formulation and implementation in digital library management. Strategy formulation and implementation is a critical issue for higher education academic libraries especially in developing countries like Ghana, due to limited financial resources and the rapid change in the information environment during the last several decades.

Implementation of a Virtual Crowd Simulation System

  • Jeong, Il-Kwon;Baek, Seong-Min;Lee, Choon-Young;Lee, In-Ho
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2005년도 ICCAS
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    • pp.2217-2220
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    • 2005
  • This paper introduces a practical implementation of virtual crowd simulation software. Usual commercial crowd simulation softwares are complex and have program-like script interfaces, which makes an animator hard to learn and use them. Based on the observations that most crowd scenes include walking, running and fighting movements, we have implemented a crowd simulation system that automatically generates movements of virtual characters given user's minimal direction of initial configuration. The system was implemented as a plug-in of Maya which is one of the most commonly used 3D software for movies. Because generated movements are based on optically captured motion clips, the results are sufficiently natural.

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Design and Implementation of Key Frame Sharing Application in Android Using Chord Protocol

  • Kim, Kang Wook
    • 한국멀티미디어학회논문지
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    • 제17권4호
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    • pp.405-412
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    • 2014
  • Due to the popularity of mobile phones, Peer-to-Peer (P2P) content sharing in mobile phones is highly desirable, especially in a mobile data connection. In addition, there has been an increasing demand for content sharing applications for P2P communication in Android-based smartphones as ubiquitous mobile devices. However, due to wireless network limits, unstable characteristic and restricted storage space, mobile users confront challenges in establishing connections and sharing video frames with other users. To solve this issue, we propose an architectural design and implementation of key frame sharing application that uses Chord, a distributed lookup protocol to establish a content sharing platform for mobile devices, combined with the Chord SDK based on Android. Our proposed system enables users easily to share key information on video data in real-time over a wireless network without manual processing of devices which join or leave the group and cost associated with the 3G/4G network.

오픈 소스를 활용한 비디오 커머스용 라이브 스트리밍 서버 구축 (Implementation of Live Streaming Server for Video Commerce using Open source projects)

  • 웅얜호홍풍;최종명
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2017년도 춘계 종합학술대회 논문집
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    • pp.405-406
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    • 2017
  • With the advance of ICT technology, E-Commerce is getting popular and used widely in daily life. Nowaday's commercial videos are also being used extensively to introduce commercial products to consumers. Most commercial companies are advertising their products on the internet with images and videos through online sharing sites. Putting pre-recorded videos online is easy, but it is difficult for sellers to interact with customers. Live Streaming is the transmission of digital content directly to the Internet in real time. Although there are many services available that provide live streaming on the internet, most are limited in the content they transmit. Building live streaming servers using open source projects will help users master the content which conveys to their customers. In this paper, we will consider implementation of Live Streaming Server for Video Commerce using Open Source.

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u-스마트 관광정보2.0를 이용한 모바일 학습 콘텐츠 구현 (Implement of Mobile Learning Contents using u-smart tourist information2.0)

  • 선수균;이승우
    • 디지털융복합연구
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    • 제13권9호
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    • pp.243-250
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    • 2015
  • 모바일 학습 콘텐츠 구현은 IT와 관광을 융합하는 IT관광 융합 학문이다. 학습의 효과를 증대하기 위해서 모바일 학습 콘텐츠를 학습 모듈별로 분류한다. 본 논문은 u-스마트 관광정보2.0 시스템을 제안한다. 모바일 학습 콘텐츠 구현은 IT 관광 융합인 u-스마트 관광정보2.0 시스템을 이용한다. 이것은 디자인 패턴과 XML를 융합하여 학습자에게 재미와 흥미를 준다. 이것은 국가 직무 능력 표준구조로 학습자들의 디자인 패턴으로 나뉘어 학습 모듈별로 수업진행이 최대 장점이다. 그 결과 학습자 출석률이 향상되며 더욱 좋은 학습효과가 나왔다. 다른 장점은 관광정보 콘텐츠 정보품질에 맞는 모바일 학습 콘텐츠를 생성하고 관광정보콘텐츠를 실시간으로 학습 할 수 있다. 또한 모바일 학습 콘텐츠 구현은 향후 국가 직무 능력 표준 학습에 많은 도움을 줄 것으로 기대된다.

사람과 상호작용하는 소셜 로봇을 위한 인공지능 기반 스피드 퀴즈 콘텐츠의 설계와 구현 (Design and implementation of an AI-based speed quiz content for social robots interacting with users)

  • 오현정;강아름;김도연;정구민
    • 한국정보전자통신기술학회논문지
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    • 제13권6호
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    • pp.611-618
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    • 2020
  • 본 논문에서는 사람과 상호작용이 가능한 소셜 로봇에서 구동할 수 있는 스피드 퀴즈 콘텐츠의 설계 및 구현 방법을 제안하고, 구현을 위해 필요한 지능 모듈을 개발하는 방법을 제시한다. 또한, 지능 모듈 블록들을 배치하고 연결하여 맵을 구성하는 과정을 통해 스피드 퀴즈 콘텐츠를 구현하는 방법을 제안한다. 최근 소프트웨어 교육이 의무화되고 프로그래밍에 대한 관심이 높아지고 있다. 하지만 프로그래밍은 프로그래밍 언어에 대한 기초 지식이 없는 학생들이 바로 접근하는 데에는 어려움이 따라, 초심자에게 적합한 블록형 프로그래밍 플랫폼에 대한 관심이 커지고 있다. 본 논문에서 사용한 블록형 프로그래밍 플랫폼은 사람과 로봇과의 상호작용을 지원하여 즉각적이고 직관적인 프로그래밍이 가능한 플랫폼이다. 본 논문에서는 스피드 퀴즈 콘텐츠를 위해 구현한 지능 모듈을 블록형 프로그래밍 플랫폼 내에서 블록화하여 사용하였다. 본 논문에서 제안하는 스피드 퀴즈 콘텐츠의 시나리오를 구현하기 위해 총 3가지의 이미지 기반 인공지능 모듈을 구현한다. 지능 모듈 외에도 다양한 기능 블록을 배치함으로써 스피드 퀴즈 콘텐츠를 구현하였다. 본 논문에서는 스피드 퀴즈 콘텐츠 시나리오를 설계한 방법과 이를 위한 지능 모듈을 구현한 방식을 제안한다.