• Title/Summary/Keyword: New Platform

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Design and Implementation of Gamified Tourtainment Service Platform (게임화 투어테인먼트 서비스 플랫폼 설계 및 구현)

  • Lee, Deuk-Woo;Cho, Byung-Sang;Hwang, Ho-Sung;Kim, Se-Hyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.3
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    • pp.153-158
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    • 2017
  • With the fast increment of fusion ICT(Information and Communication Technology), new creative tourism model is required for the revival of local economy. We come up with new frame that is able to increase tourists and revive local economy through ICT fusion such as spatial informaion, contents, game, smart phone, wearable device and wireless internet. In this paper, we propose 'Gamified Tourtainment Service Platform' that can be provided tourists with user custom tour guidance and gamified tour services for motivation, fun, contest, reward in the environment of outdoor. This platform is a kind of framework for creating and providing gamified creative tour services and a gateway for increasing tourist and reviving commercial local economy. We also propose the real tourtainment service application that is implemented with this platform and smart phone.

Research on China's Internet Financial Risk Supervision and Countermeasures (중국 인터넷 금융 리스크 관리 및 대책 연구)

  • Yuan, Zhao;Sim, Jae-Yeon
    • Industry Promotion Research
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    • v.7 no.4
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    • pp.109-119
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    • 2022
  • In recent years, China's Internet finance industry is hot. There is no doubt that Internet finance has been fully integrated into China, forming a new form of financing, and rapidly becoming a new channel for investment and financing in China, shouldering the responsibility of inclusive financing and building China's real economy. However, with investment, there are risks. Based on the panel data of China's Internet financial platform, this paper uses the random effect model to study the influencing factors of Internet financial risks, and draws three conclusions: (1) The user funds and platform funds of the financial platform will be managed separately by the bank, which can effectively reduce the risk of financial transactions on the Internet; (2) The risk of Internet financial transactions can be effectively reduced by avoiding the concentration of platform funds in the hands of a few borrowers through regulatory policies; (3) The liquidity control of funds effectively reduces the risk of Internet financial transactions. Based on the conclusions, we propose optimization strategies for regulatory policies to achieve the healthy and sustainable development of Internet finance.

A Study on the Energy Platform to Reduce Carbon Emissions (탄소배출 저감을 위한 에너지 플랫폼 연구)

  • Beom-seok Cha;Hyung-Jin Moon;Woojin Wi;Gab-Sang Ryu
    • Journal of Internet of Things and Convergence
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    • v.10 no.2
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    • pp.43-50
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    • 2024
  • This manuscript proposes an artificial intelligence-based(AI) energy platform system that efficiently use existing energy than creating new energy than creating new energy sources. To this end, it collects public information data portal and statistics data portal and data emissions, including energy usage and greenhouse gas emissions, including energy consumption and greenhouse gas emissions.In addition, it provides strong security and personal information protection functions to overcome the limit of existing energy platform. Through the built energy platform, improving power supply and user convenience of users and users to contribute to global warming issues.In this paper, the contents to implement the contents of the system, and improvement direction from the future completion and improvement direction.

Development of a Multi-material Stereolithography System (다중재료 광조형장치 개발)

  • Kim, Ho-Chan;Choi, Jae-Won;Wicker, Ryan
    • Journal of the Korean Society for Precision Engineering
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    • v.27 no.3
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    • pp.135-141
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    • 2010
  • Researchers continue to explore possibilities for expanding additive manufacturing (AM) technologies into direct product manufacturing. One limitation is in the materials available for use in AM that can meet the needs of end-use applications. Stereolithography (SL) is an AM technology well known for its precision and high quality surface finish capabilities. SL builds parts by selectively crosslinking or solidifying photo-curable liquid resins, and the resin industry has been continuously developing new resins with improved performance characteristics. This paper introduces a unique SL machine that can fabricate parts out of multiple SL materials. The technology is based on using multiple vats positioned on a rotating vat carousel that contain different photo-curable materials. To change the material during the process, the build platform is raised out of the current vat, a new vat with a different material is rotated under the platform, and the platform is submerged into the new vat so that the new material can be used. This paper introduces a new vat exchange mechanism, cleaning process, recoating process, resin leveling mechanism and process planning technologies for the implementation of multiple material SL. An overview of the system framework is provided and the system integration and control software is described. In addition, several multiple material test parts are designed, fabricated, and described.

Characteristics and Implications of Sports Content Business of Big Tech Platform Companies : Focusing on Amazon.com (빅테크 플랫폼 기업의 스포츠콘텐츠 사업의 특징과 시사점 : 아마존을 중심으로)

  • Shin, Jae-hyoo
    • Journal of Venture Innovation
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    • v.7 no.1
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    • pp.1-15
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    • 2024
  • This study aims to elucidate the characteristics of big tech platform companies' sports content business in an environment of rapid digital transformation. Specifically, this study examines the market structure of big tech platform companies with a focus on Amazon, revealing the role of sports content within this structure through an analysis of Amazon's sports marketing business and provides an outlook on the sports content business of big tech platform companies. Based on two-sided market platform business models, big tech platform companies incorporate sports content as a strategy to enhance the value of their platforms. Therefore, sports content is used as a tool to enhance the value of their platforms and to consolidate their monopoly position by maximizing profits by increasing the synergy of platform ecosystems such as infrastructure. Amazon acquires popular live sports broadcasting rights on a continental or national basis and supplies them to its platforms, which not only increases the number of new customers and purchasing effects, but also provides IT solution services to sports organizations and teams while planning and supplying various promotional contents, thus creates synergy across Amazon's platforms including its advertising business. Amazon also expands its business opportunities and increases its overall value by supplying live sports contents to Amazon Prime Video and Amazon Prime, providing technical services to various stakeholders through Amazon Web Services, and offering Amazon Marketing Cloud services for analyzing and predicting advertisers' advertising and marketing performance. This gives rise to a new paradigm in the sports marketing business in the digital era, stemming from the difference in market structure between big tech companies based on two-sided market platforms and legacy global companies based on one-sided markets. The core of this new model is a business through the development of various contents based on live sports streaming rights, and sports content marketing will become a major field of sports marketing along with traditional broadcasting rights and sponsorship. Big tech platform global companies such as Amazon, Apple, and Google have the potential to become new global sports marketing companies, and the current sports marketing and advertising companies, as well as teams and leagues, are facing both crises and opportunities.

A Study on Development Direction of Convenience Store Living Platform -Focusing on domestic and overseas cases- (편의점 생활 플랫폼 발전 방향에 관한 연구 -국내외 사례를 중심으로-)

  • Lee, Kaha;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.8 no.8
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    • pp.203-213
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    • 2017
  • The purpose of this research is to suggest the direction of the domestic convenience store platform in the aging society and the fourth industrial revolution. Recently, convenience stores have been providing various lifestyle platforms by seeking new growth engines based on the reputation that the number of convenience stores has reached the saturation. In order to present the direction of development, It conducted a questionnaire survey of 78 people from domestic teenagers to 60s or older and case study of domestic and overseas convenience store platforms. Through this survey, it was found that convenience stores in Korea provide users with a convenient lifestyle platform, but the service for the elderly was found to be in shortage compared to other countries. Convenience stores should offer lifestyle platform services for the elderly, as they provide lifestyle platform services for people in 20s and 30s. This will make the convenience store a competitive lifestyle platform service in the 4th industrial revolution. In addition, it is necessary to continuously study the CVS living platform service according to the changing social phenomenon in the future.

A Study on Development of Food Delivery Platform based on O2O -Focusing on Domestic and Overseas Cases (O2O 기반 식품 배달 플랫폼 발전 방안 연구 -국내외 사례를 중심으로-)

  • Park, Seojin;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.159-165
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    • 2018
  • In this research, the researcher is seeking how to develop growing O2O food delivery platform service. The food delivery platform is newly creating the profit system which wasn't exist before by adding up IT and new technologies, and young generations who are used to mobile environment have became main consumers. For the methodology of research, internal and external delivery platform cases research is used to suggest the development idea. Food delivery platform market is showing an active development like business expansion by M&A of IT, distribution, manufacturing, circulation and it still has to attract the constant use of consumer through zero commission, discount events. Further research is required for various delivery platform channel and consumer's value of overall experience, above hereafter food delivery platform based on this research.

The Development of Modularized Post Processing GPS Software Receiving Platform using MATLAB Simulink

  • Kim, Ghang-Ho;So, Hyoung-Min;Jeon, Sang-Hoon;Kee, Chang-Don;Cho, Young-Su;Choi, Wansik
    • International Journal of Aeronautical and Space Sciences
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    • v.9 no.2
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    • pp.121-128
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    • 2008
  • Modularized GPS software defined radio (SDR) has many advantages of applying and modifying algorithm. Hardware based GPS receiver uses many hardware parts (such as RF front, correlators, CPU and other peripherals) that process tracked signal and navigation data to calculate user position, while SDR uses software modules, which run on general purpose CPU platform or embedded DSP. SDR does not have to change hardware part and is not limited by hardware capability when new processing algorithm is applied. The weakness of SDR is that software correlation takes lots of processing time. However, in these days the evolution of processing power of MPU and DSP leads the competitiveness of SDR against the hardware GPS receiver. This paper shows a study of modulization of GPS software platform and it presents development of the GNSS software platform using MATLAB Simulink™. We focus on post processing SDR platform which is usually adapted in research area. The main functions of SDR are GPS signal acquisition, signal tracking, decoding navigation data and calculating stand alone user position from stored data that was down converted and sampled intermediate frequency (IF) data. Each module of SDR platform is categorized by function for applicability for applying for other frequency and GPS signal easily. The developed software platform is tested using stored data which is down-converted and sampled IF data file. The test results present that the software platform calculates user position properly.

Prosumer Marketing for the Open Source Software(OSS) utilizing the Social Media Platform (소셜 미디어 플랫폼을 활용한 오픈소스 SW의 프로슈머 마케팅 연구)

  • Kim, Tae-Yang;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.411-427
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    • 2014
  • The interest on the Open Source Software(OSS) has been increasing as the Microsoft's latest Windows XP support ended. In this light trend, this study can contribute to the OSS marketing area. Specifically, it examined that the activation of online brand community about the OSS can affect to prosumer marketing of the OSS utilizing social media platform. In addition, the OSS social media platform users' loyalty for the OSS was investigated. The findings show that content, consumer support, UI, and reward among the activate factors of online brand community significantly affected to the activation of OSS social media platform. The brand reputation, however, was found insignificant to the activation of OSS social media platform. In addition, the activation of OSS social media platform can positively affect to their loyalty for the OSS. It means that participation to the social media activities about OSS and interaction with others in the network can help to form positive attitude for the OSS. In conclusion, the prosumer marketing utilizing social platform can be an important strategy as a new solution of the OSS business in the rapidly changing ICT ecosystem environment.

Workflow-based Environment and its Use Scenario for the Education of Connective Engineering Simulation (연계적 공학해석 교육을 위한 워크플로우 기반 시뮬레이션 환경 개발 및 활용 고찰)

  • Shin, Jung-Hun;Kim, Han-Gi;Chae, Hui-Seung;Jeon, In-Ho;Lee, Jongsuk Ruth
    • Journal of Engineering Education Research
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    • v.21 no.6
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    • pp.3-12
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    • 2018
  • The importance of software in the engineering field is increasing day by day, so the utilization and understanding of the simulation software in the engineering design stage has become the core competence of the engineer. This study presents a new software education method for multiple systems in the field of mechanical engineering using a workflow execution environment as a sub-module of a computational platform (called EDISON platform) that can incorporate in-house software tools developed by many simulation tool developers. It can execute not only individual software tools such as fluid flow, structure, optimal design, but also conduct connective executions of multiple software tools. Based on this simulation environment, a methodology was proposed that can be applied to convergence types of engineering educations. By properly using this methodology, it is expected that beginning engineers could encourage their specialties understanding the big pictures of the analysis processes.