• Title/Summary/Keyword: Future Contents

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A Study on Countermeasure for CCN Interest Flooding Attack (콘텐츠 중심 네트워킹 환경에서의 Interest Packet Flooding 대응 연구)

  • Kim, DaeYoub
    • Journal of Korea Multimedia Society
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    • v.16 no.8
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    • pp.954-961
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    • 2013
  • To enhance the efficiency of network, content-centric networking (CCN), one of future Internet architectures, allows network nodes to temporally cache transmitted contents and then to directly respond to request messages which are relevant to previously cached contents. Also, since CCN uses a hierarchical content-name, not a host identity like source/destination IP address, for request/response packet routing and CCN request message does not include requester's information for privacy protection, contents-providers/ network nodes can not identify practical requesters sending request messages. So to send back relevant contents, network nodes in CCN records both a request message and its incoming interfaces on Pending Interest Table (PIT). Then the devices refer PIT to return back a response message. If PIT is exhausted, the device can not normally handle request/response messages anymore. Hence, it is needed to detect/react attack to exhaust PIT. Hence, in this paper, we propose improved detection/reaction schemes against attacks to exhaust PIT. In practice, for fine-grained control, this proposal is applied to each incoming interface. Also, we propose the message framework to control attack traffic and evaluate the performance of our proposal.

Cartoon Distribution Environment and Strategies for Sport Webtoon Development

  • MOON, Bo-Ra;HAN, Seung-Jin;SEO, Won-Jae
    • The Journal of Industrial Distribution & Business
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    • v.11 no.11
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    • pp.39-53
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    • 2020
  • Purpose: With a rapid advance of communication technology, distributional systems of sport contents continue to show improvements. In particular, a traditional framework in creating sport cartoon has been influenced by the environment of the communication industry. Despite the development of distributional systems, the current sport cartoon industry still lacks in advancement. To this day, various research about sport contents have been conducted; yet, not many studies of the interaction between sport cartoons and communication technology have been done. In this respect, this study is to review the distributional environment of the sport cartoon industry and provide distributional strategies for developing sport cartoon industry. Research design, data, and methodology: In addition to in-depth interviews with five practitioners in sport cartoon industry, the study employed case study methodology. Interview data were analyzed by qualitative content analysis. Results: With new environments allowing anyone allowing to create and share webtoons, various genres including sports webtoons appear, and this became amotive to the growth of sports webtoons. Today, sports comics acted as a sports advertisement platform which not only created additional profit but also became an opportunity as a marketing method. On the contrary, the formal attributes of webtoons cause hardship in consistently creating sports webtoons. Hence, it is needed that supporting policies need to be established to nurture sport webtoon expertise. For example, Korea Creative Content Agency allows future webtoon authors to have an opportunity to be educated and equipped in producing creative sport webtoon contents. Moreover, revenue systems should be developed for motivating webtoon authors to involve in sport contents in their works. Conclusions: In order to promote the sports cartoon industry based on the findings, it is first necessary to create sports comics that reflect the formal characteristics of webtoons and the changing consumer environment. Second, it is important to acknowledge the industrial value of sports comics and it is necessary to promote policies regarding sports webtoon production and distribution from a national level. Third, by diversifying profits through OSMU and sports advertisements, it is possible to enhance the work environment and the treatment of authors. Implications and future directions were discussed.

Analysis of Adaptation Research Trends of Multicultural Families Adolescents (다문화가정 청소년의 적응 연구 동향 분석)

  • Park, Byung-Kum
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.371-381
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    • 2020
  • The purpose of this study is to analyze the research trends of adaptation research of adolescents in multicultural families and to seek future research tasks and directions. For this purpose, a total of 94 journal papers were selected and the research status, research method, research subject, and research contents were examined. The analysis results are as follows. Firstly, journal articles has been steadily appearing since the 1st edition in 2007, and has soared since 2018. As a result of examining the number of papers by journal, a total of 50 papers were found in various fields. By journal field, 37(74%) were the most in the social science field. Second, among the analysis results of the research method, 68 research surveys were found, and quantitative research analysis methods accounted for 74%. Third, as a result of analyzing the research subjects, 75 cases were studied directly for multicultural adolescents only, and 19 others studied parents, teachers (workers) or adolescents and other subjects together. Fourth, in the contents of the study, school adaptation characteristics were the most frequently(52), followed by sociocultural adaptation characteristics(37). Based on the analysis results, future research directions and tasks were discussed.

Methods for the Revitalization about LBS Mobile Games -Comparative Analysis between Internal and Overseas Case Study- (위치기반(LBS) 모바일게임의 활성화방안 -국내게임과 해외게임의 사례연구를 중심으로-)

  • Yu, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.74-84
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    • 2008
  • Mobile game is a killer content among the various mobile contents provided by Telecommunication companies. Recently, Location Based Service (LBS) market is growing rapidly and LBS will be a killer content in the near future. As a consequence, mobile game combined with LBS will be a dominant trend of mobile content. However, there exist some limitations on the revitalization of the mobile service market. In this paper, analysis of the restrictions on the mobile service market is performed and then methods for the revitalization of the mobile service market are proposed various billing system is required to reduce network fee for users, a new policy to protect privacy has to be offered, and the infrastructure for high network performance should be developed. The result of this research will provide key role to find a new and more innovative approach to enhance the interaction design of the future Location Based Mobile Games.

Development of Artificial Intelligence Education Contents based on TensorFlow for Reinforcement of SW Convergence Gifted Teacher Competency (SW융합영재 담당교원 역량 강화를 위한 텐서플로우 기반 인공지능 교육 콘텐츠 개발)

  • Jang, Eunsill;Kim, Jaehyoun
    • Journal of Internet Computing and Services
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    • v.20 no.6
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    • pp.167-177
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    • 2019
  • The enhancement of national competitiveness in future society is the discovery and training of excellent SW convergence gifted. In order to cultivate these SW convergence gifted, reinforcing competence of teachers in charge should be made first. Therefore, in this paper, artificial intelligence education contents, one of the core technologies of the 4th Industrial Revolution era, were developed to reinforcing competence of SW convergence gifted teachers. After setting the direction of artificial intelligence education content, we constructed educational content suitable for secondary SW convergence gifted education, and designed and developed it in detail. The composition of artificial intelligence education content consists of machine learning and tensor flow understanding, linear regression machine learning implementation for numerical prediction, and multiple linear regression-based price prediction machine learning implementations. The developed educational contents were verified by experts with qualitative aspects. In the future, we expect that the educational content of artificial intelligence proposed in this paper will be useful for strengthening the ability of SW convergence gifted teachers.

Design of Framework for Implementation of the New Paradigm Map (신 패러다임 맵 구현을 위한 프레임워크 설계)

  • Kim, Sun-Woo;Yang, Kwang-Ho;Park, Ki-Shik;Park, Ju-Young;Ra, In-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.32-39
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    • 2015
  • In this paper, We propose the futuristic map using variety technology of advanced ICT-based. The futuristic maps are expected to developed into a new format of user participation to express the results in various formats through the understanding and interpretation of the facts and phenomena of tangible and intangible that exist in the real world. In the future, the map is expected to be developed into form of a new paradigm map made in real time that economy, industry, the collection of information necessary for everyday life, processing, usage, analysis, distribution and sharing. In this paper, we provide a real-time personalized contents to digitize the information of the real space based on the concept of map, databases, spatial analysis and describes the key technologies that characterized by the representation of time-series data by analyzing and prediction every field macro phenomena of society, economy, culture and etc. And we establish the concepts of the 'New Paradigm Map' for future creative economy.

A Novel System with EMG-controlled FES Enhanced Gait Function and Energy Expenditure for Older Adults

  • Jang-hoon Shin;Hye-Kang Park;Joonyoung Jung;Dong-Woo Lee;Hyung cheol Shin;Hwang-Jae Lee;Wan-hee Lee
    • Physical Therapy Rehabilitation Science
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    • v.13 no.2
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    • pp.152-162
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    • 2024
  • Objective: This study was conducted to analyze the effect of wearable Electromyography-controlled functional electrical stimulation (EMG-controlled FES) System on Gait Function and cardiopulmonary metabolic efficiency during walking in older adults. Design: Cross-section study Methods: Total 22 older adult participants suitable to selection criteria of this study participated in this study. The EMG-controlled FES System, which functions as a wearable physical activity assist FES system was used. All participations performed randomly assigned two conditions (Non-FES assist [NFA], FES assist [FA]) of walking. In all conditions, spatio-temporal parameters and kinematics and kinetics parameters during walking was collected via 3D motion capture system and 6 minutes walking test (6MWT) and metabolic cost during walking and stairs climbing was collected via a portable metabolic device (COSMED K5, COSMED Srl, Roma, Italy). Results: In Spatio-temporal parameters aspects, The EMG-controlled FES system significantly improved gait functions measurements of older adults with sarcopenia at walking in comparison to the NFA condition (P<0.05). Hip, knee and ankle joint range of motion increased at walking in FA condition compared to the NFA condition (P<0.05). In the FA condition, moment and ground reaction force was changed like normal gait during walking of older adults in comparison to the NFA condition (P<0.05). The EMG-controlled FES system significantly reduced net cardiopulmonary metabolic energy cost, net energy expenditure measurement at stairs climbing (P<0.05). Conclusions: This study demonstrated that EMG-controlled FES is a potentially useful gait-assist system for improving gait function by making joint range of motion and moment properly.

A Study on Middle School Students' Interests in Housing Education Contents of Technology Home Economics Subject - Based on Jeonbuk Province - (중학생의 기술 가정교과 중 주생활 교육내용에 대한 흥미도 연구 - 전북지 역을 중심으로 -)

  • Kwark, Kyoung-Sook
    • Korean Journal of Human Ecology
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    • v.15 no.1
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    • pp.177-185
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    • 2006
  • The purpose of this study is to research middle school students' interests in the housing education contents of Technology Home Economics Subject - to classify the contents into three units, we have application of living space, indoor environment and equipments, support and repair of housing. This study has a subject of 529 middle schoolers living in Jeonbuk province. In this statistical analysis, SPSS program was utilized to analyze percentage, mean and standard deviation. These materials were also verified by t-test. The results of this research were as follows: Middle school students' interests in housing education contents stayed at a mid-level. There was a significant difference in contents interest according to their gender - boys appeared to have a higher interest than girls. On the basis of these results, it can be suggested that these results offer fundamental information for improving students' critical practice in their real life. Since this study has conducted a limited research with a topic of housing education only, it is essential that further research covering a wider array of themes be done in the future.

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Survey of Capability Maturity for Digital Contents Process (디지털 콘텐츠 프로세스를 위한 역량성숙도 조사)

  • 궁상환
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.406-414
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    • 2004
  • It is being emphasized that management of core process is another crutial factor in the development of a product, besides of management of quality factors for the product itself. The study purposes to introduce process quality concept to digital contents market, and also aimes at meauring of process maturity, based on level 2 and 3 of Capability Maturity Model, for domestic companies especially devoted to digital contents area. The result shows that the maturity level of most of companies surveyed is very low and that mobile and game fields are slightly more matured than animation field. The paper also proposes some of future efforts to be made fur improving maturity level of digital contents companies.

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A Study on Mobile Web App Quiz Contents Authoring Model based on Gamification (게이미피케이션 기반 모바일 웹 앱 퀴즈 콘텐츠 저작 모형 연구)

  • Lee, Jae-Won;Kim, Hyun-Suk
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1253-1262
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    • 2018
  • In this study, we propose a development environment for authoring quiz contents, which is based on the concept of "Gamification", which is the principle of Engagement and Reward. Future Services As a platform for authoring and composing technology, and also for educational contents authoring, I have reviewed key features and implications of HTML5 (CSS3.0, Java Script, etc.) along with key technologies. These features are key technologies for building a true smart learning environment. Based on this, a case of applying the gamification technique to enhance the educational effect was proposed through the quiz contents model.