• Title/Summary/Keyword: Digital Platforms

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Implementation of PersonalJave™ AWT using Light-weight Window Manager (경량 윈도우 관리기를 이용한 퍼스널자바 AWT 구현)

  • Kim, Tae-Hyoun;Kim, Kwang-Young;Kim, Hyung-Soo;Sung, Min-Young;Chang, Nae-Hyuck;Shin, Heon-Shik
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.3
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    • pp.240-247
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    • 2001
  • Java is a promising runtime environment for embedded systems because it has many advantages such as platform independence, high security and support for multi-threading. One of the most famous Java run-time environments, Sun's ($PersonalJave^{TM}$) is based on Truffle architecture, which enables programmers to design various GUIs easily. For this reason, it has been ported to various embedded systems such as set-top boxes and personal digital assistants(PDA's). Basically, Truffle uses heavy-weight window managers such as Microsoft vVin32 API and X-Window. However, those window managers are not adequate for embedded systems because they require a large amount of memory and disk space. To come up with the requirements of embedded systems, we adopt Microwindows as the platform graphic system for Personal] ava A WT onto Embedded Linux. Although Microwindows is a light-weight window manager, it provides as powerful API as traditional window managers. Because Microwindows does not require any support from other graphics systems, it can be easily ported to various platforms. In addition, it is an open source code software. Therefore, we can easily modify and extend it as needed. In this paper, we implement Personal]ava A WT using Microwindows on embedded Linux and prove the efficiency of our approach.

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Analysis of Abroad Mid- to Long-Term R&D Themes and Market Information in the Geological Information and Mineral Resources Fields (지질정보 및 광물자원 분야 국외 중장기 연구개발 주제 및 시장정보 분석)

  • Ahn, Eun-Young
    • Economic and Environmental Geology
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    • v.52 no.6
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    • pp.637-645
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    • 2019
  • Due to the transformation to the intelligent information society, the rapid change of our life and environment is expected. The Ministry of Science and ICT (MSIT) and the National Research Council of Science and Technology (NST) introduced a five-year government supported research institution's planning and evaluation based on the mid-to long-term perspective. This study collects international benchmarking information including industry, academia, and research fields by collecting mid- and long-term strategy reports from public research institutes, surveys by experts from abroad universities and research institutes, and analyzing overseas market information reports. The British Geological Survey (BGS), the U.S. Geological Survey (USGS) and the japanese geological survey related institutes (AIST-GSJ) plans for three-dimensional national geological information, predictions of geological environmental disasters, and development of important metals and material in the low carbon economic transformation and in the era of the Fourth Industrial Revolution. The mid- and long-term program emphasizes basic and public research on geological information through abroad experts survey such as the IPGP-CNRS etc. The market analysis of the mining automation and digital map sectors has been able to derive the fields in which the role of public research institutes by the market is expected such as data collection on land and in the air, mobile or three-dimensional information production, smooth/fast/real-time maps, custom map design, mapping support to various platforms, geological environmental risk assessment and disaster management information and maps.

Homo Ludens, Analysis on PLAY Contents of University Campus Festival (호모루덴스, 대학 축제 놀이콘텐츠 분석)

  • Ahn, Kyungju
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.554-565
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    • 2018
  • This study is to think a new arena of collective play culture at the university campus festival for digital generation used to be individually consuming play in cyberspace. While cyberia is virtual cultural space by providing gigantic platforms in which producers and consumers meet, this space has characterized as individuality and disembodiment, that is why recalling the collective play culture at the off-line. This article is to examine the characteristics and meaning of the recent campus festivals during the history of Korean college festivals, and to analyze proposals of play-contents applied by various theories. The 2016-7' proposals include several kind of board game and experimental theatre sublimed philosophical reflection, which shows a kind of attempt to escape from the cultural industrial logic, however they are characterized by Ilinx(drinking culture) and Alea(board game) emphasized more than Agon, and Mimicry combined with paidia rule strongly. Under the neoliberalism, college students' gloomy reality is represented emasculating of the structure of competitions in the context of an unreal world and Mimicry of experience stay in front of the limen before entering the embodiment.

Implementation of Real Time P2P Framework for Spatial Data Sharing between Mobile Devices using SIP (모바일 기기 간의 SIP기반 실시간 공간정보 공유 프레임워크 구현)

  • Park, Key-Ho;Jung, Jae-Gon
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2008.10a
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    • pp.65-72
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    • 2008
  • Mobile Collaboration is an enabling technology that makes users share information between mobile devices and various Mobile P2P platforms have been designed and implemented for it. There are, however, few research papers on application of SIP protocol to spatial data sharing on mobile devices. In this paper, SIP based real time sharing framework is proposed to compose a mobile P2P platform on which spatial data can be trans(erred. A new protocol based on WKT and WKB is defined to send and receive spatial objects with SIP MESSAGE method. Base maps such as digital maps and parcel maps can be provided by a map server that is integrated with SIP server after a new SIP session established and client agents are registered. The framework proposed based onSIP enables users to transfer spatial data such as maps and satellite images directly between mobile devices during VoIP based voice call and therefore, mobile applications can be applied in various domains such asforest management and national defense.

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The analysis of demand and supply in contents for platform differentiation (플랫폼 차별화를 위한 콘텐츠 수요와 공급량 분석)

  • Park, Sang-Eun;Choi, Seong-Jhin;Lee, Young-Ju
    • Journal of Broadcast Engineering
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    • v.14 no.6
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    • pp.783-795
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    • 2009
  • We analyze the demand and supply in contents for platform differentiation in this paper. The contents provided by new platforms such DMB, IPTV which are introduced by the digital techniques and broadband network are almost same, so it is definitely necessary to differentiate the broadcasting contents for the development of telecommunication industry. To forecast the contents demand needed for each media, we assume 3 scenarios such as maximum, medium and minimum demand for contents considering deregulation of media policy. Also, we include the expected number of channels according to the changeover of policies as a variable for scenario. To predict the supply of contents of each media, we analyze 3 scenarios according to operating rates of production facilities as 100%, 70%, 50% and first-run ratio/rerun ratio of both terrestrial broadcastings and major program providers. The result shows that in case of scenario A, new contents for 453,484 hours are required every year and maximum contents that can be produced in present production facilities are just for 72,852 hours even in condition of 100% operating rate. This means that the unbalance of demand and supply of contents is extremely big and implies that the policies of focusing only on the development of platform and network industry are inadequate. It is time to foster contents business for differentiation of multiplatforms.

The Exploratory Study of Creativity and Contents Creation in Social Media (소셜미디어 사용에서 창의성과 콘텐츠 제작에 대한 탐색적 연구)

  • Kang, Sora;Kim, Yoo Jung;Han, Su Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.8
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    • pp.335-343
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    • 2016
  • Many users actively create and share digital contents in a variety of social media platforms. Social media users have become accustomed to posting or uploading their daily routines, and generating their contents by imitating others' contents or by creating their own unique contents on the basis of their creativity. Thus, this paper explores the relationship between individual creativity, imitation and creative behavior in using social media. In addition, the study demonstrates the moderating effect of individual characteristics such as age and educational level on the relationship between creativity and imitation. We conducted a three-month survey of 564 individuals using social media services and the results were used for hypotheses testing. The study results are summarized as follows. Firstly, creativity has a significant and positive impact on imitation, but not a direct impact on creative behavior. Secondly, the moderating effect of individual characteristics between creativity and imitation is not statistically significant. Based on these findings, this study presents practical and academic implications of the research.

Comparative Analysis of the Development of Mobile Applications for Electronic Textbooks: Criteria, Case Study and Challenges (디지털교과서 모바일 애플리케이션 개발방법론 비교 분석: 선택기준, 사례연구 및 적용 시 문제점)

  • Lee, HeeJeong;Yau, Kok-Lim Alvin
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.145-152
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    • 2018
  • In electronic textbooks (or e-Textbooks) the traditional paper-based textbooks are enriched with multimedia contents and new features such as interactive multimedia-based simulation, interactive quizzes, and content sharing. It has been envisioned that e-Textbooks will gradually replace the traditional paper-based textbooks in classrooms in the near future. HTML5 is an emerging and promising standard that enables web applications (or apps) to incorporate rich multimedia contents such as video clips, flash movies and simulation-based demonstration, as well as to provide cross-platform functionality which allows the apps to run on a diverse range of platforms. To support rich multimedia contents and cross-platform functionality, with respect to HTML5, this paper presents the new features, compares the current trend of mobile apps (e.g., native, web-based and hybrid apps) for e-Textbook development. In order to investigate the suitability of these three development approaches for e-Textbooks, we present a case study on our recent work in developing e-Textbooks using HTML5 and JavaScript, as well as analyses the challenges associated with HTML5 features (e.g, compatibility with web browsers) for developing e-Textbooks.

A Study for a Way to Invigorate Domestic Documentary Ecosystem: Focusing on the Growth of Independent Documentaries and the Case of POV (다큐멘터리 생태계의 활성화 방안 -독립 다큐멘터리의 성장과 미국 POV 사례를 중심으로)

  • Lee, EunKyung;Im, SoYun
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.168-178
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    • 2019
  • This study takes a close look at the recent success of independent documentaries to find its implications and a way to invigorate Korean documentary ecosystems. To this aim, this study performed in-depth interviews with independent documentary film makers and television documentary directors. Also, it analyzed the case of POV (Point Of View), which is television's longest-running showcase for independent documentary films in the USA. The results display that independent documentaries convey competitive edge of contents and expansion of distribution and funding through film industry systems, based on the producer systems, global distribution networks of overseas pitching and film festivals, marketing and audience strategy of film industry. Although this shows its molding of documentary industry ecosystems, there are great needs for various platforms other than film industrial outlet in order to make an advancement of the ecosystems under the digital environment. POV works on the basis of 'open sourcing' form when collaborating with independent film makers. Independent documentaries picked up by POV are aired on PBS, streamed via its online service, and distributed through community screenings; this three-outlet strategy makes POV a unique platform and has a relevance and feasibility to apply for Korean documentary ecosystems. Therefore, this study suggests to create a platform adopting POV system hoping that more studies and efforts would come for various and novel platform building so to make more advanced and invigorated ecosystems of Korean documentary.

A Study on Development of Customized Education and Training Model Using Online Learning Platform (온라인학습플랫폼을 활용한 맞춤형 교육훈련 모델 수립방안에 관한 연구)

  • Rim, Kyung-hwa;Shin, Jung-min;Lee, Sookyoung
    • Journal of Practical Engineering Education
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    • v.11 no.1
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    • pp.75-86
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    • 2019
  • Globally, the change in higher education is gradually moving toward a trend that seeks a change in innovative higher education through the revitalization of digital-based education. Accordingly, this study designed a customized education model based on e-learning that can be used in undergraduate education and development of lifelong vocational skills. The use of online learning platforms and the expansion of education are major factors that change the overall higher education system as the form and content of curriculum changes around the world. In order to establish a customized education model using online learning platform, this study analyzed major overseas advanced education cases and selected the basic direction of customized learning as personalized learning, competency based learning, and training for talents leading the 4th Industrial Revolution. Then, FGI was conducted for undergraduate and lifelong vocational ability development experts. As a result, a customized education model using an online learning platform was derived from a degree-type model available in undergraduate education and a non-degree-type model available in the field of lifelong vocational ability development, and each operation strategy was suggested.

Designing a Platform Model for Building MyData Ecosystem (마이데이터 생태계 구축을 위한 플랫폼 모델 설계)

  • Kang, Nam-Gyu;Choi, Hee-Seok;Lee, Hye-Jin;Han, Sang-Jun;Lee, Seok-Hyoung
    • Journal of Internet Computing and Services
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    • v.22 no.2
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    • pp.123-131
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    • 2021
  • The Fourth Industrial Revolution was triggered by data-driven digital technologies such as AI and big data. There is a rapid movement to expand the scope of data utilization to the privacy area, which was considered only a protected area. Through the revision of the Data 3 Act, laws and systems were established that allow personal information to be freely transferred and utilized under their consent. But, it will be necessary to support the platform that encompasses the entire process from collecting personal information to managing and utilizing it. In this paper, we propose a platform model that can be applied to building mydata ecosystem using personal information. It describes the six essential functional requirements for building MyData platforms and the procedures and methods for implementing them. The six proposed essential features describe consent, sharing/downloading/ receipt of data, data collection and utilization, user authentication, API gateway, and platform services. We also illustrate the case of applying the MyData platform model to real-world, underprivileged mobility support services.