• 제목/요약/키워드: Information framework

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Process-Aware Internet of Things: A Conceptual Extension of the Internet of Things Framework and Architecture

  • Kim, Meesun;Ahn, Hyun;Kim, Kwanghoon Pio
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제10권8호
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    • pp.4008-4022
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    • 2016
  • This paper tries to extend the conventional conceptual framework of the Internet of Things (IoT) so as to reify an advanced pervasive IoT-community collaboration concept, which is called the process-aware Internet of Things. The extended conceptual framework is embodied as a referential architecture that can be a standardized reference model supporting the conceptual integration of the Internet of Things and the process awareness. The extended referential architecture covers the full range of the architectural details from abstracting the process-aware behavioral semantics to reifying the IoT-process enactments. These extended framework and architecture ought to be the theoretical basis for implementing a process-aware IoT-community computing system supporting process-aware collaborations of Things in pervasive computing environments. In particular, we do point up that the proposed framework of the process-aware Internet of Things is revised from the Internet of Things framework announced in ITU-T SG133 Y.2060 [26] by integrating the novel concept of process awareness. We strongly believe that the extended conceptual framework and its referential architecture are able to deliver the novel and meaningful insight as a standardized platform for describing and achieving the goals of IoT-communities and societies.

Brand Fandom Dynamic Analysis Framework based on Customer Data in Online Communities

  • Yu Cheng;Sangwoo Park;Inseop Lee;Changryong Kim;Sanghun Sul
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권8호
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    • pp.2222-2240
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    • 2023
  • Brand fandom refers to a collection of consumers with strong emotions toward a brand. Studying the dynamics of brand fandom can help brands understand which services or strategies influence their consumers to become a part of brand fandom. However, existing literature on fandom in the last three decades has mainly used qualitative methods, and there is still a lack of research on fandom using quantitative methods. Specifically, previous studies lack a framework for locating fandoms from online textual data and analyzing their dynamics. This study proposes a framework for exploring brand fandom dynamics based on online textual data. This framework consists of four phases based on the design thinking model: Preparing Data, Defining Fandom Categories, Generating Fandom Dynamics, and Analyzing Fandom Dynamics. This framework uses techniques such as social network analysis and process mining, combined with brand personality theory. We demonstrate the applicability of this framework using case studies of two Korean home appliance brands. The dataset contains 14,593 posts by consumers in 374 online communities. The results show that the proposed framework can analyze brand fandom dynamics using textual customer data. Our study contributes to the interdisciplinary research at the intersection of data-driven service design and consumer culture quantification.

크로스 플랫폼 기반의 모바일게임 개발을 위한 정형 프레임워크 개발 (Developing Formal Framework for Cross-Platform Based Mobile Game Process)

  • 최재준
    • 디지털산업정보학회논문지
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    • 제19권4호
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    • pp.147-154
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    • 2023
  • With the recent popularity of smartphones, many games are being developed on mobile-based platforms. As a result, it has brought about many changes in the way mobile game is developed. Especially mobile platforms, which are divided into Android and IOS, can now be applied to each platform without additional development through cross-platform. This means that it is necessary to move away from the method of developing each using separate development tools and implement the development process through cross-platform unique features. In this paper, we studied various methods to increase the productivity and quality of game development for the development of mobile games, and a formal framework considering the development process was developed. The framework consists of process, development domain, and platform support parts, each playing its own role. Items of the detailed framework must be reflected so that detailed response data for efficient application of game development can be established in actual mobile game development. The framework was developed by approaching it from two domains, the need for a framework and the framework implementation of key item response data.

PROMISE: A QR Code PROjection Matrix Based Framework for Information Hiding Using Image SEgmentation

  • Yixiang Fang;Kai Tu;Kai Wu;Yi Peng;Yunqing Shi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권2호
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    • pp.471-485
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    • 2023
  • As data sharing increases explosively, such information encoded in QR code is completely public as private messages are not securely protected. This paper proposes a new 'PROMISE' framework for hiding information based on the QR code projection matrix by using image segmentation without modifying the essential QR code characteristics. Projection matrix mapping, matrix scrambling, fusion image segmentation and steganography with SEL(secret embedding logic) are part of the PROMISE framework. The QR code could be mapped to determine the segmentation site of the fusion image as a binary information matrix. To further protect the site information, matrix scrambling could be adopted after the mapping phase. Image segmentation is then performed on the fusion image and the SEL module is applied to embed the secret message into the fusion image. Matrix transformation and SEL parameters should be uploaded to the server as the secret key for authorized users to decode the private message. And it was possible to further obtain the private message hidden by the framework we proposed. Experimental findings show that when compared to some traditional information hiding methods, better anti-detection performance, greater secret key space and lower complexity could be obtained in our work.

독서를 통한 인성교육의 프레임워크 개발에 관한 연구 (A Study on the Framework Development of Character Education by Reading)

  • 이병기
    • 한국도서관정보학회지
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    • 제45권4호
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    • pp.95-117
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    • 2014
  • 인성교육에 있어서 독서의 중요성과 가치에 대해서는 많은 연구에서 강조하고 있으나 정작 독서를 통한 인성교육 프로그램을 개발하는데 도움을 줄 수 있는 도구 혹은 프레임워크는 전무한 실정이다. 독서를 통한 인성교육 프로그램을 개발하기 위해서는 독서교육의 관점과 인성교육의 관점을 함께 고려한 프레임워크의 개발이 선행되어야 한다. 따라서 본 연구는 독서교육을 담당하는 사서교사가 독서를 통한 인성교육 프로그램을 개발하고자 할 때 참고할 수 있는 프레임워크를 개발하는데 목적이 있다. 본 연구에서는 독서 및 인성과 관련된 핵심 변인으로서 인성 덕목, 인성교육에 적합한 독서자료, 독서전략, 수업 방법으로 구분하여 교육 프로그램을 개발할 때 고려해야 할 요소를 분석한 후에 이를 바탕으로 프레임워크를 제안하였다. 본 연구에서 제안한 프레임워크는 분석 내용과 동일하게 프로그램을 통해 개발하고자 하는 인성 덕목, 인성교육에 적합한 독서자료, 인성교육을 위한 독서전략, 인성교육에 적합한 수업방법으로 구성하였다.

소프트웨어 아키텍처를 적용한 컴포넌트 프레임워크 개발에 관한 연구 (A Study on the Building Component Framework Development adapting Software Architecture)

  • 이창훈;이경환
    • 정보처리학회논문지D
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    • 제9D권3호
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    • pp.409-416
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    • 2002
  • 프레임워크는 기본적으로 소프트웨어 개발 시 얻어진 생산물들을 상위레벨의 추상화 과정을 통해 그 분석 및 설계 정보의 재사용을 통해 소프트웨어의 재사용 범위를 넓히고자 하는 시도이다. 그러나 이 프레임워크는 역호출관계를 통한 어플리케이션 개발 시스템이기 때문에 어플리케이션에 대한 아키텍처 정보를 모두 가지고 있어야 한다. 기존의 프레임워크의 경우 이런 아키텍처 정보는 설계 수준에서만 머물고 바로 코드 수준에서 정의, 사용되는 형태를 가져왔다. 따라서 프레임워크의 화장이나 컴포지션 시 코드를 재 설계하고 구현해야 하는 문제점이 있다. 즉 아키텍처 정보를 설계 수준과 코드 재사용 수준의 중긴 형태인 언어로서 개발, 사용해야할 필요성이 생겼다. 본 논문에서는 다음과 같은 연구에 중점을 두었다. 첫째로 아키텍처 정보를 보다 구체화하는 방법으로 ADL을 통한 표현 방법에 대해 정의하였다. 둘째로 기존의 추상화된 컴포넌트 기반 프레임워크 개발 공정을 아키텍처 정보를 구체화하여 개발하는데 적합하도록 그 공정을 개선하였다. 셋째로 ADL로 표현된 아키텍처 정보를 프레임워크를 통한 어플리케이션 개발에 필요한 정보로 활용하여 개발할 수 있도록 컴포넌트 프레임워크 지원도구를 개발하였다.

A Multi-Layered Framework for color pastel painting

  • Yang, Heekyung;Min, Kyungha
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권6호
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    • pp.3143-3165
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    • 2017
  • We present a computerized framework for producing color pastel painting from the visual information extracted from a photograph. To express color pastel painting, we propose a multi-layered framework where each layer possesses pastel stroke patterns of different colors. The stroke patterns in the separate layers are merged by a rendering equation based on a participating media rendering scheme. To produce the stroke patterns in each layer, we review the physical properties of pastels and the mechanism of a convolution framework, which is the most widely used scheme to simulate stick-shaped media such as pencils. We devise the following computational models to extend the convolution framework to produce pastel strokes: a bold noise model, which mimics heavy and clustered deposition of pigment, and a thick convolution filter model, which produces various pastel stroke patterns. We also design a stochastic color coordination scheme to mimic pastel artists' color expression and to separate strokes in different layers. To demonstrate the soundness of approach, we conduct several experiments using the models and compare the results with existing works or real pastel paintings. We present the results for several pastel paintings to demonstrate the excellent performance of our framework.

A Knowledge-Based Machine Vision System for Automated Industrial Web Inspection

  • Cho, Tai-Hoon;Jung, Young-Kee;Cho, Hyun-Chan
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제1권1호
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    • pp.13-23
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    • 2001
  • Most current machine vision systems for industrial inspection were developed with one specific task in mind. Hence, these systems are inflexible in the sense that they cannot easily be adapted to other applications. In this paper, a general vision system framework has been developed that can be easily adapted to a variety of industrial web inspection problems. The objective of this system is to automatically locate and identify \\\"defects\\\" on the surface of the material being inspected. This framework is designed to be robust, to be flexible, and to be as computationally simple as possible. To assure robustness this framework employs a combined strategy of top-down and bottom-up control, hierarchical defect models, and uncertain reasoning methods. To make this framework flexible, a modular Blackboard framework is employed. To minimize computational complexity the system incorporates a simple multi-thresholding segmentation scheme, a fuzzy logic focus of attention mechanism for scene analysis operations, and a partitioning if knowledge that allows concurrent parallel processing during recognition.cognition.

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Bio-vector Generation Framework for Smart Healthcare

  • Shin, Yoon-Hwan
    • 한국컴퓨터정보학회논문지
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    • 제21권1호
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    • pp.107-113
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    • 2016
  • In this paper, by managing the biometric data is changed with the passage of time, a systematic and scientifically propose a framework to increase the bio-vector generation efficiency of the smart health care. Increasing the development of human life as a medicine and has emerged smart health care according to this. Organic and efficient health management becomes possible to generate a vector when the biological domain to the wireless communication infrastructure based on the measurement of the health status and to take action in accordance with the change of the physical condition. In this paper, we propose a framework to create a bio-vector that contains information about the current state of health of the person. In the proposed framework, Bio vectors may be generated by collecting the biometric data such as blood pressure, pulse, body weight. Biometric data is the raw data from the bio-vector. The scope of the primary data can be set to active. As the collecting biometric data from multiple items of the bio-recognition vectors may increase. The resulting bio-vector is used as a measure to determine the current health of the person. Bio-vector generating the proposed framework, it can aid in the efficiency and systemic health of healthcare for the individual.

플래시 컴포넌트와 서비스 API를 이용한 X-인터넷 개발 프레임워크 설계 (A Design of X-internet Development Framework by Using Flash Component and Service API)

  • 고대식
    • 한국IT서비스학회지
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    • 제5권3호
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    • pp.165-172
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    • 2006
  • In this paper, we designed a new type of X-internet framework by using Flash component and server service API and analyzed its performance. Proposed X-internet framework uses Flash MX Professional 2004, Java, and software which opened middleware and database. Since proposed framework use the server service API that we developed in this paper and Flash player, this framework does not need server module. Proposed framework enables to obtain design with dynamic user interface compare to Web application and enables to reduce development time. In analytical results, it has been shown that proposed x-internet framework have efficient characteristics such as network traffic, low development cost and dynamic user interface implementation. Since proposed X-internet framework can operate in environment of current developer friendly, it is useful for development of various new application programs and we confirm it through Flash web mail implementation by using proposed x-internet framework.