• Title/Summary/Keyword: Mobile-content

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A Novle Method for Efficient Mobile AR Service in Edge Mesh Network

  • Choi, Seyun;Shim, Woosung;Hong, Sukjun;Kim, Hoijun;Lee, Seunghyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.22-29
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    • 2022
  • Recently, with the development of mobile computing power, mobile-based VR and AR services are being developed. Due to network performance and computing power constraints, VR and AR services using large-capacity 3D content have limitations. A study on an efficient 3D content load method for a mobile device is required. The conventional method downloads all 3D content used for AR services at the same time. In this paper, we propose an active 3D content load according to the user's track. The proposed method is a partitioned 3D object load. Edge servers were installed for each area and connected through the MESH network. Partitioned load the required 3D object in the area referring to the user's location. The location is identified through the edge server information of the connected AP. The performance of the proposed method and the conventional method was compared. As a result of the comparison, the proposed method showed a stable Mobile AR Service. The results of this study, it is expected to contribute to the activation of edge server-based AR mobile services.

A Study on Validity of New Mobile Policies in Korea

  • Yang, Je-Min;Park, Jae-Chon
    • International Journal of Contents
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    • v.6 no.3
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    • pp.59-64
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    • 2010
  • The world mobile service is growing sharply and became bigger market than wired. So it is very needed to find the political way to promote mobile industry. The United States government recently decided to introduce new mobile policies for promoting mobile industry. Until now the telecommunications policies of the United States have affected policy developments for many countries including Korea. In this context, we studied the validity of introducing new mobile policies of the United States in Korea. We found that new mobile policies can cause the change of mobile market environment; mobile market power will be dispersed from network to content, application and devise, and new mobile market environment where consumers freely select and use network as well as content, application and devise will be made. Also we found empirically that if new policies are introduced in Korea, mobile industry will be promoted as Korean consumers use mobile services and goods quite actively in new mobile market. We think our results provide reasonable evidence to introduce new mobile policies in Korea.

Geometric Multiple Watermarking Scheme for Mobile 3D Content Based on Anonymous Buyer-Seller Watermarking Protocol

  • Lee, Suk-Hwan;Kwon, Seong-Geun;Kwon, Ki-Ryong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.2
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    • pp.504-523
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    • 2014
  • This paper presents a multiple-watermarking scheme for copyright protection and the prevention of illegal copying of mobile 3D contents with low resolution. The proposed scheme embeds a unique watermark and a watermark certification authority (WCA) watermark into the spatial and encryption domains of a mobile 3D content based on the buyer-seller watermarking protocol. The seller generates a unique watermark and embeds it into the local maximum curvedness of a 3D object. After receiving the encrypted watermark from the WCA, the seller embeds it into the encrypted vertex data using an operator that satisfies the privacy homomorphic property. The proposed method was implemented using a mobile content tool, and the experimental results verify its capability in terms of copyright protection and the prevention of illegal copying.

Mitigating Cache Pollution Attack in Information Centric Mobile Internet

  • Chen, Jia;Yue, Liang;Chen, Jing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.11
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    • pp.5673-5691
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    • 2019
  • Information centric mobile network can significantly improve the data retrieving efficiency by caching contents at mobile edge. However, the cache pollution attack can affect the data obtaining process severely by requiring unpopular contents deliberately. To tackle the problem, we design an algorithm of mitigating cache pollution attacks in information centric mobile network. Particularly, the content popularity distribution statistic is proposed to detect abnormal behavior. Then a probabilistic caching strategy based on abnormal behavior is applied to dynamically maintain the steady-state distribution for content visiting probability and achieve the purpose of defense. The experimental results show that the proposed scheme can achieve higher request hit ratio and smaller latency for false locality content pollution attack than the CacheShield approach and the baseline approach where no mitigation approach is applied.

Deep Reinforcement Learning-Based Edge Caching in Heterogeneous Networks

  • Yoonjeong, Choi; Yujin, Lim
    • Journal of Information Processing Systems
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    • v.18 no.6
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    • pp.803-812
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    • 2022
  • With the increasing number of mobile device users worldwide, utilizing mobile edge computing (MEC) devices close to users for content caching can reduce transmission latency than receiving content from a server or cloud. However, because MEC has limited storage capacity, it is necessary to determine the content types and sizes to be cached. In this study, we investigate a caching strategy that increases the hit ratio from small base stations (SBSs) for mobile users in a heterogeneous network consisting of one macro base station (MBS) and multiple SBSs. If there are several SBSs that users can access, the hit ratio can be improved by reducing duplicate content and increasing the diversity of content in SBSs. We propose a Deep Q-Network (DQN)-based caching strategy that considers time-varying content popularity and content redundancy in multiple SBSs. Content is stored in the SBS in a divided form using maximum distance separable (MDS) codes to enhance the diversity of the content. Experiments in various environments show that the proposed caching strategy outperforms the other methods in terms of hit ratio.

Development of Mobile Game Content through Interoperability between Wired and Wireless - Focused on Interoperability Types - (유무선 연동유형별 모바일게임 콘텐츠 개발)

  • Kim, Ki-Il;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.76-85
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    • 2007
  • The mobile content which adopts the subject matter of wired online game with interoperability element is in service. This is one of the plans which are the possibility of benefiting wired online game in game industry. In this paper, interoperability method of game content between wired and wireless classifies this with three branches and it tries to analyze the interrelationship of the interoperability element and interoperability types adopted in many wired online games. And, the development of interoperability server is composed of mobile server which takes charge of I/O process of mobile device and game server records all information of users in the game. With developing the content which is suitable in specific game(Ran-Online), this paper presents the development method of game content through interoperability between wired and wireless.

A Study on the Persuasive Effect of Mobile Application: focusing on public interest content (모바일 어플리케이션의 설득효과 연구: 공익 콘텐츠를 중심으로)

  • Minjung Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.43-48
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    • 2024
  • This study sought to examine the effectiveness of mobile applications, which have recently increased persuasion effects by stimulating consumer experiences. In particular, to determine how content for public interest affects users' attitudes and beliefs, we selected interactivity and public interest as characteristics of mobile applications and examined their relationship. One of the actual applications was selected for research and the reactions of subjects who experienced it were investigated. As a result, the interactivity and public interest of mobile applications were found to have a direct and indirect influence on content attitude and beliefs, and it was confirmed that content attitude can affect beliefs. These research results show that cognitive structure can be influenced by reinforcing the audience's attitude toward content.

Optimal Provider Mobility in Large-Scale Named- Data Networking

  • Do, Truong-Xuan;Kim, Younghan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.4054-4071
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    • 2015
  • Named-Data Networking (NDN) is one of the promising approaches for the Future Internet to cope with the explosion and current usage pattern of Internet traffic. Content provider mobility in the NDN allows users to receive real-time traffic when the content providers are on the move. However, the current solutions for managing these mobile content providers suffer several issues such as long handover latency, high cost, and non-optimal routing path. In this paper, we survey main approaches for provider mobility in NDN and propose an optimal scheme to support the mobile content providers in the large-scale NDN domain. Our scheme predicts the movement of the provider and uses state information in the NDN forwarding plane to set up an optimal new routing path for mobile providers. By numerical analysis, our approach provides NDN users with better service access delay and lower total handover cost compared with the current solutions.

Classification System of Mobile Contents based on Convergence Trend (컨버전스 트랜드에 근거한 모바일콘텐츠 분류체계)

  • Yoo, Min-Ho;Nam, Kyoung-Hwa
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.108-117
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    • 2009
  • Current mobile content's classifications have two major problems. One violates a principle of classification and the other reveals limitations in dealing with various convergence services. This study proposes a new mobile content's classification system to resolve these problems by adapting Al Ries's principle of symmetric and asymmetric transition. Symmetric mobile contents take a form of mutation in convergence process; therefore, the contents would appear different from their originals whereas asymmetric type combines mobile contents in an autonomous way. This new system not only demonstrates a clearer classification but also implies the trend of mobile content development and services. The current suggests that symmetric type is preferable and symmetric type of mobile contents is re-developed to become a symmetric type as much as the technology can support. Nonetheless, it is found that asymmetric type would still be serviced to some extent. Thus, new mobile content's classification, proposed in this research, provides a more constructive understating of mobile content's directions in the era of digital convergence and a ground for comparative analysis of mobile content's development or positioning strategies.

Roles of Socio-cultural Dimensions on Metropolitan Teenagers' Mobile Phone Purchases and Mobile Content Uses (수도권 청소년들의 이동전화 구매와 모바일 콘텐츠 이용에 영향을 미치는 사회 문화적 차원의 역할)

  • Jun, Jong-Woo;Jung, Jai-Jin;Jung, Soo-Joo
    • Journal of Korea Multimedia Society
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    • v.13 no.9
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    • pp.1399-1411
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    • 2010
  • Mobile media have become independent media formats in a current media environment. This study explores mobile media uses of metropolitan Korean teenagers focusing on demographic elements and socio-cultural dimensions. The findings of this study show that demographic variables and socio-cultural variables influenced mobile media purchases and mobile content uses. Specifically, demographic variables explain mobile media purchases more, and socio-cultural variables explain mobile content uses of Korean teenagers. Among significant variables, conformity and self demonstration are core elements explaining teenagers' consumer behaviors. These findings could provide implications to both academicians and practitioners.