• Title/Summary/Keyword: Digital framework

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A Method of the Widening Expression and Conversion of the Spring Framework AOP into UML/XML (Spring 프레임워크 AOP의 UML/XML 확장 표현 및 변환 기법)

  • Lee, Hoo-Jae;Rhew, Sung-Yul;Kim, Jong-Bae
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.25-38
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    • 2010
  • There is no guideline or standard for the specification of the open-source-framework-based Spring AOP, and it causes confusion in development and maintenance. Moreover, the inconsistency between the existing MVC model, the AOP model that is used for Struts framework and the UML diagram makes the aspect reuse more difficult. In this study, a widened existing method was proposed so that Aspect, Pointcut and Advice could be expressed by either UML or XML to ensure that the Spring AOP can accept the combined use of the existing MVC model and the AOP model, which is used for Struts framework. Relationship was defined so that the mutual conversion could be possible with the proposed expression method, and the realization of simple development and maintenance was verified via the examples of mutual conversion. In addition, a packaging method to efficiently reuse aspect was proposed, and the possibility of reuse was verified.

An Empirical Study of the Piracy Behavior on Digital Content (디지털콘텐츠 불법복제 행동에 관한 연구)

  • Zhang, Xiang-Lan;Shim, Min-Woo;Gim, Gwang-Yong
    • Journal of Information Technology Services
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    • v.9 no.4
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    • pp.37-55
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    • 2010
  • Digital content piracy has been shown to be an emerging societal problem, However, Studies on digital content piracy are very limited. In this paper, we try to find whether Theory of Planned Behavior(TPB) can explain the online digital content piracy in China. In addition to the finding of TPB's usefulness, We also examine the cross-cultural differences between Korea and China in behavior towards online digital content piracy. we argue that cultural factors moderate the strength of the relationships in the TPB model in online digital content piracy. we use a theoretical model of behavior based on the framework of the TPB( Theory of Planned Behavior) and Hofstede's national cultural dimensions. Our results indicate that the general TPB(Theory of Planned Behavior) model of software piracy is broadly applicable to digital content piracy in China. Our findings also show that most of the hypothesized moderating effects of national cultural factors were found to be significant.

Characteristics of the Problems of Socio-Economic Development in the Conditions of Digital Economy

  • Medynska, Tetyana;Sai, Lesia;Akimkin, Oleksandr;Kruchak, Liudmyla;Doroshenko, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.297-303
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    • 2022
  • The main purpose of the study is to determine the main aspects of the problem of socio-economic development in the conditions of the digital economy. The post-industrial era is characterized by the development of the electronic environment and the transition to an information civilization. In this regard, the developed countries of the world pay considerable attention to the development of the digital economy. However, there are a significant number of problems associated with this process. The country cannot be successful in the development of the digital economy in the absence of the necessary legal framework, an economic development strategy based on digital technologies. The research methodology involves the use of several theoretical methods for analyzing and synthesizing information. As a result of the study, the key problems of socio-economic development in the digital economy were characterized.

A Study on the Serious Games Design Framework via Potential Outcomes - Focused on Construal Level Interventions

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.10 no.4
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    • pp.53-62
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    • 2014
  • Although many studies have considered the outcomes and impacts of serious games, little is known about the factors which affect a user's perception or interpretation in games during the process of decision making from theoretical perspectives. This study aimed to explore the process of user perception from the perspective of construal level theory, and to suggest a theoretical design approach for the development of effective serious games. In the current study, cognitive and affective learning outcomes were articulated through literature review and synthesized into a series of assumptions with persuasive and educational aspects in serious games. Serious games reflect the potential of the game mechanism for changing players' perception, and helping with knowledge acquisition of the users. The potential to use construal level theory for effective serious games interventions was suggested, and a Serious Games Design Framework was proposed via potential outcomes from recent advanced research. Finally, implications of the application of the suggested model with various-related purposes and directions for future research were discussed. The model could be useful not only for game researchers and designers, but also for game marketers in attracting potential consumers.

A Development of Comprehensive Framework for Continuous Information Security (기업의 지속적 정보보안 강화를 위한 접근법 개발)

  • Jeong, Tae-Seok;Yim, Myun-Seong;Lee, Jae-Beom
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.1-10
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    • 2012
  • The growth in computer use has ushered increased concerns of information security throughout the world. Historically, researchers interested in the security of information systems have long investigated extensively themselves with building technological countermeasures in order to prevent several information security problems. However, due to infusion of more procedures and logical or physical devices within the information environment, no system can be completely secure. Therefore, keeping IT environment safe demands a more comprehensive understanding of the phenomenon, which requires broadening information security far beyond the technical aspects. This study is aimed at proposing a information security framework from holistic view.

Design of Moving Object Pattern-based Distributed Prediction Framework in Real-World Road Networks (실세계 도로 네트워크 환경에서의 이동객체 패턴기반 분산 예측 프레임워크 설계)

  • Chung, Jaehwa
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.527-532
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    • 2014
  • Recently, due to the proliferation of mobile smart devices, the inovation of bigdata, which analyzes and processes massive data collected from various sensors implaned in smart devices, expands to LBSs. Many location prediction techniques for moving objects have been studied in literature. However, as the majority of studies perform location prediction which depends on specific applications, they hardly reflect the technical requirements of next-generation spatio-temporal information services. Therefore, this paper proposes the design of general-purpose distributed moving object prediction query processing framework that is capable of performing primitive and various types of queries effectively based on massive spatio-temporal data of moving objects in real-world space networks.

A Study on Pedagogy Researches in Serious Game Design (기능성 게임 설계에서의 교육학적 연구에 대한 고찰)

  • Ha, Soo-Cheol
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1259-1265
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    • 2017
  • While there is consensus on the educational potential of serious games, there is still a lack of methodology and tools to support analysis and evaluation as well as design. This paper intends to explore the new methodology or design direction by analyzing pedagogy-related research required for serious games. To do this, we analyzed 4DF(Four Dimensional Framework), GOM(Game Object Model), LM(Learning Mechanics)-GM(Game Mechanics) and a framework for teacher. One of the biggest issues faced by educational games is the inadequate integration of education and game principles. This is due to a variety of factors, including the fact that game designers and educational professionals do not share a common vocabulary or work domain perspective.

A Design on Time Structure of MPEG-21 Event Reporting for Digital Contents over Multimedia Framework (멀티미디어 프레임워크에서의 디지털 콘텐츠 사용을 위한 MPEG-21 이벤트 리포팅 Time에 관한 연구)

  • Ji, Kyung-Hee;Moon, Nam-Mee;Kim, Jae-Gon
    • Journal of Korea Multimedia Society
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    • v.8 no.5
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    • pp.587-595
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    • 2005
  • The vision for MPEG-21 is to define a multimedia framework to enable transparent and augmented use of multimedia resources across a wide range of networks and devices used by different communities MPEG-21 Event Reporting is required within the MPEG-21 Multimedia Framework in order to provide a standardized means for sharing information about Events amongst Peers and Users. There are several Time used in MPEG-21 Event Reporting. In this paper, we analyze and categorize various kinds of Time used in Event Reporting. And we define ERTimeType to be applied for every. Time used in Event Reporting and implement it by XML to support interoperability of standard. The ERTimeType structure we defined is established its objectivity as it is selected to 'ISO/IEC 21000-Part IS: Event Reporting WD 2.0'.

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A Framework For Web Service Evolution using UML and OWL-S (UML과 OWL-S를 사용한 웹 서비스 진화 프레임워크)

  • Kim, Jin-Han;Lee, Chang-Ho;Lee, Jae-Jeong;Lee, Byung-Jeong
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.269-277
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    • 2007
  • Web service is an important technology to develop business to business e-commerce application. From a business perspective of time to market, dynamic evolution offers flexibility that software can adapt to unforeseen and fluctuating business requirements. OWL-S, based on OWL, is a service ontology language. The semantics provided by OWL support automation of service discovery, invocation, and service composition. In this paper we propose a framework to support dynamic evolution of service-oriented applications. We extend use-case analysis method to derive service description by defining requirements concept and mapping from requirement concept to activity diagram. A prototype is provided to show the validity of this framework.

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Design End Implementation of Automated Component Generation System on Distributed Environment (분산환경에서 컴포넌트 자동생성 시스템 설계 및 구현)

  • Cheon Sang-Ho;Kweon Ki-Hyeon;Choi Hyung-Jin
    • Journal of Digital Contents Society
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    • v.2 no.1
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    • pp.21-30
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    • 2001
  • This paper presents the automated component generation system to support development of web application by the Model 2 framework on distributed environment. Model 2 framework is based on MVC(Model View Controller) model and this model capsulate the functionality of web application and have the benefits like extensibility, maintainability, resuability. In this paper, we propose a framework which is adapted in JSP environment and implement the automated component generation system. This system can efficiently utilized for web application development which require extensibility, maintainability, resuability as well as rapid web application development.

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