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Analysis of Utilization Status about National GNSS Infrastructure Linked to Precise Positioning Service (정밀 위치결정 서비스에 연계한 국가 GNSS 인프라 활용현황 분석)

  • Park, Joon-Kyu;Jung, Kap-Yong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.2
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    • pp.401-408
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    • 2017
  • GNSS(Global Navigation Satellite System) is positioning and navigation system using satellites. Accurate positioning is possible in all regions of the world using satellite signals. In Korea, GPS was introduced in the late 1980s. GPS is used in research and work in various fields such as navigation, surveying, and GIS. Since 1995, NGII(National Geographic Information Institute) has installed and operated CORS(Continuously Operating Reference Station) for the practical use of GNSS surveying, RINEX download and VRS(Virtual Reference Station) service was provided for precise positioning. Demand for these services is explosively increasing in the field of surveying. Therefore, there is a need for research to provide good service. In this study, status of national surveying infra structure was researched focused on CORS and its services. As a results, current status of CORS and service were presented. Users of VRS service has increased greatly. In order to provide stable service and advanced surveying, it is necessary to continuously upgrade services such as providing services for various GNSS satellites and securing stability through server redundancy in the data center.

BuddyMirror: A Smart Mirror Supporting Image-Making Service (BuddyMirror: 이미지 메이킹 서비스를 지원하는 스마트 미러)

  • Jo, Yeon-Jeong;Sim, Chae-Lin;Jang, Hyo-Won;Jin, Jae-Hwan;Lee, Myung-Joon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.5
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    • pp.811-821
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    • 2019
  • Image making for a person is a way to improve various factors that can express oneself, such as appearance, impression, and confidence. In general, people use mirror or camera as a traditional method to make their own image or perform presentation exercises. Recently, as smart mirrors are widely used in various fields, attempts to use smart mirrors as image making tools instead of mirrors have been frequently made. Smart Mirror is considered as a suitable tool to provide image making service because it can attach various devices such as a camera and a microphone in addition to the main advantage of a mirror that it is easily accessible. In this paper, we present BuddyMirror - a smart mirror software that provides image-making service to users, and a dedicated mobile app for flexibly running the mirror software. BuddyMirror provides functions for presentation, mock interview, and styling service at the request of users, interworking with the dedicated mobile app. We also describe the techniques developed for implementing and activating each of the new services as a module of MagicMirror, a widely used smart mirror development platform. The developed mobile app enables users to deliver presentations to BuddyMirror or to download the recorded video for image-making services.

Improvement of GOCI-II Ground System for Monitoring of Level-1 Data Quality (천리안 해양위성 2호 Level-1 영상의 품질관리를 위한 지상국 시스템 개선)

  • Sun-Ju Lee;Kum-Hui Oh;Gm-Sil Kang;Woo-Chang Choi;Jong-Kuk Choi;Jae-Hyun Ahn
    • Korean Journal of Remote Sensing
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    • v.39 no.6_2
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    • pp.1529-1539
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    • 2023
  • The data from Geostationary Ocean Color Imager-II (GOCI-II), which observes the color of the sea to monitor marine environments, undergoes various correction processes in the ground station system, producing data from Raw to Level-2 (L2). Quality issues arising at each processing stage accumulate step by step, leading to an amplification of errors in the satellite data. To address this, improvements were made to the GOCI-II ground station system to measure potential optical quality and geolocation accuracy errors in the Level-1A/B (L1A/B) data. A newly established Radiometric and Geometric Performance Assessment Module (RGPAM) now measures five optical quality factors and four geolocation accuracy factors in near real-time. Testing with GOCI-II data has shown that RGPAM's functions, including data processing, display and download of measurement results, work well. The performance metrics obtained through RGPAM are expected to serve as foundational data for real-time radiometric correction model enhancements, assessment of L1 data quality consistency, and the development of reprocessing strategies to address identified issues related to the GOCI-II detector's sensitivity degradation.

The Impact of Nomad Physical Activity Through Online Videos of Active Seniors on Physical Self-Perception and Successful Aging (엑티브시니어의 온라인 동영상을 통한 노마드 체육활동이 신체적자기지각과 성공적 노화에 미치는 영향)

  • Hye-young Hwang;Soo-Jin Seo;Hyun-Kyoung Kim;Hey-Jin Kim;Heung-Tae Kim
    • Journal of Industrial Convergence
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    • v.22 no.6
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    • pp.81-88
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    • 2024
  • The purpose of this study is to provide academic basic data by identifying the effects of active seniors' online video physical activity on physical self-perception and successful aging. In order to achieve the purpose of this study, 10 active seniors in D city were selected, and after receiving consent to participate in online video physical activity, it was divided into pre and post, and from March 14 to April 22, 2022, Kakao Talk group chat was opened to watch online physical activity videos during the 12th session, download 2 videos a week, and exercise from Monday to Friday. To solve the research problem, frequency analysis and paired t-test were conducted using the SPSS Ver20.0 statistical program. As a result, first, as a result of analyzing the pre- and post-tests of physical self-perception through physical activity of active seniors, all of face satisfaction, body satisfaction, change in physical strength, and change in disease increased on average. Second, as a result of pre- and post-analysis of active seniors' successful aging through physical activity, acceptance of others, orientation toward self-fulfillment, self-acceptance, and satisfaction with children increased, but autonomous life and active participation in life decreased. Through these results, in the COVID-19 period, when activities were restricted due to social distancing, active seniors' online video physical activity has a positive effect on physical self-perception and successful aging, and various programs that can be active on their own should be developed in the future.

AutoML Machine Learning-Based for Detecting Qshing Attacks Malicious URL Classification Technology Research and Service Implementation (큐싱 공격 탐지를 위한 AutoML 머신러닝 기반 악성 URL 분류 기술 연구 및 서비스 구현)

  • Dong-Young Kim;Gi-Seong Hwang
    • Smart Media Journal
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    • v.13 no.6
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    • pp.9-15
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    • 2024
  • In recent trends, there has been an increase in 'Qshing' attacks, a hybrid form of phishing that exploits fake QR (Quick Response) codes impersonating government agencies to steal personal and financial information. Particularly, this attack method is characterized by its stealthiness, as victims can be redirected to phishing pages or led to download malicious software simply by scanning a QR code, making it difficult for them to realize they have been targeted. In this paper, we have developed a classification technique utilizing machine learning algorithms to identify the maliciousness of URLs embedded in QR codes, and we have explored ways to integrate this with existing QR code readers. To this end, we constructed a dataset from 128,587 malicious URLs and 428,102 benign URLs, extracting 35 different features such as protocol and parameters, and used AutoML to identify the optimal algorithm and hyperparameters, achieving an accuracy of approximately 87.37%. Following this, we designed the integration of the trained classification model with existing QR code readers to implement a service capable of countering Qshing attacks. In conclusion, our findings confirm that deriving an optimized algorithm for classifying malicious URLs in QR codes and integrating it with existing QR code readers presents a viable solution to combat Qshing attacks.

A Study on the Intention to Use of Public Application: Focused on Publicness and Technology Readiness Acceptance Model(TRAM) (공공앱 사용의도에 관한 연구: 공공성과 기술준비수용모델을 중심으로)

  • Tae Hwan Park;Se Hwan Oh
    • Information Systems Review
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    • v.26 no.2
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    • pp.95-121
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    • 2024
  • The rapid increase in smartphone ownership underscores the importance of service delivery in the mobile environment. Accordingly, the public sector is allocating budget and effort towards providing services through mobile applications. While some have recorded high download numbers, contributing to the proliferation of public services, issues such as low user engagement and budgetary concerns have simultaneously been raised. This study aims to analyze factors influencing the intention to use public apps with the theoretical foundation of the Technology Readiness Acceptance Model (TRAM) to enhance users' acceptance of public apps. Previous research has primarily focused on system characteristics, but this study constructs the model with a significant consideration for user characteristics. Additionally, through a comprehensive examination of publicness, which has been lacking in existing research, the study integrates this aspect into the model. Ultimately, this research provides insights into the factors influencing users' intention to use public apps and suggests approaches to enhance usage intention for the successful implementation of a Digital Platform Government.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.219-230
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    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.