• Title/Summary/Keyword: Content Implementation

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Design and Implementation of Healthcare Game Content in IOT Environment

  • Yoon, Seon-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.9
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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
    • Proceedings of the IEEK Conference
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    • 2004.08c
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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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An Implementation of the WAP application for mathematics education using WML and WMLScript (WML과 WMLScript를 이용한 수학교육용 WAP 애플리케이션의 구현)

  • 김성동;차현철
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2002.06a
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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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Design and Implementation of an ebXML Registry (ebXML 레지스트리의 설계 및 구현)

  • 김경일;김록원;송병열;조현규
    • Proceedings of the CALSEC Conference
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    • 2001.08a
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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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    • v.4 no.2
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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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    • 2005.06a
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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
    • Journal of Korea Multimedia Society
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    • v.17 no.4
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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.

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

  • Phong, Nguyen Ho Hong;Choi, Jongmyung
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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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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Implement of Mobile Learning Contents using u-smart tourist information2.0 (u-스마트 관광정보2.0를 이용한 모바일 학습 콘텐츠 구현)

  • Sun, Su-Kyun;Lee, Seung-Woo
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.243-250
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    • 2015
  • Mobile learning content implementing is IT tourism convergence study that IT convergence IT and tourism. Learning to increase the effectiveness of mobile learning content for each learning module, It proposed u-smart tourist information 2.0 systems. Mobile learning content, implementation is u-smart tourist information 2.0 can use the system. Convergence/integration of design patterns and XML is so interesting to students. This is the maximum benefit which is taught classes for each learning module divided into learning the Design Pattern NCS. As a result, the learner. In particular, attendance has come out better the effect of learning and improved. Another advantage is tourism, information content information quality mobile learning content for and construct a tourist information content that you can do in real time. Also, mobile learning content, implementation in the next NCS expected to use a lot of help in learning. This study is the result of increased learning the analysis of the lessons learned. Implement mobile learning content gives fun and interesting to the learner to ten design process using the u-Smart Tourist Information class 2.0.

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

  • Oh, Hyun-Jung;Kang, A-Reum;Kim, Do-Yun;Jeong, Gu-Min
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.6
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    • pp.611-618
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    • 2020
  • In this paper, we propose a design and implementation method of speed quiz content that can be driven by a social robot capable of interacting with humans, and a method of developing an intelligent module necessary for implementation. In addition, we propose a method of implementing speed quiz content through the process of constructing a map by arranging and connecting intelligent module blocks. Recently, software education has become mandatory and interest in programming is increasing. However, programming is difficult for students without basic knowledge of programming languages to directly access, and interest in block-type programming platforms suitable for beginners is growing. The block-type programming platform used in this paper is a platform that supports immediate and intuitive programming by supporting interactions between humans and robots. In this paper, the intelligent module implemented for the speed quiz content was used by blocking it within a block-type programming platform. In order to implement the scenario of the speed quiz content proposed in this paper, we implement a total of three image-based artificial intelligence modules. In addition to the intelligent module, various functional blocks were placed to implement the speed quiz content. In this paper, we propose a method of designing a speed quiz content scenario and a method of implementing an intelligent module for speed quiz content.