• Title/Summary/Keyword: Online Broadcasting

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Automatic Client Authentication Method in All-In-One Services (올인원 서비스에서 자동적인 고객 인증 기법)

  • Kim, Namyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.1-5
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    • 2016
  • The all-in-one service, for example, mobile wallet enables users to have credit card, membership card, and coupon in one place. It has been one of important o2o services with offline payment. In order to take advantage of mobile commerce, it is necessary to authenticate clients automatically without entering their passwords. This paper proposes an automatic client authentication method in all-in-one service. At registration, clients receives and stores an authentication ticket from a company, which contains an user's identifier and password encrypted by company's symmetric key. Client can be authenticated by transferring authentication tickets to companies at service requests.

Interactive Social U-Learning Community Design (상호작용이 가능한 사회적 U-LEARNING 공동체 설계)

  • Kim, Hye-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.5
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    • pp.193-201
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    • 2011
  • This paper presents the holistic notion and model of an open social u-learning community, anchored with open content, providing an interactive online study group experience akin to sitting with study buddies on a world-wide campus quad. The interactive social u-learning community design helps conceptualize and maximize advantages of ubiquitous environment in learning. The model is enabled by state-of-the-art web technologies; real-time collaboration technologies for a highly interactive experience; intelligent recommender systems to help learners connect with relevant content and other learners; and mining and analytics to assess learner outcomes. Hence, u-learning design is highly scalable yet interactive and engaging.

A Study on Implementation of On-Line Gaming Server applying an Object Polling Scheme (객체폴링기법을 적용한 온라인 게임서버의 구현에 관한 연구)

  • Kim, Hye-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.19-24
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    • 2009
  • When a dynamic method is applied at the time of occurrence of an client's connection request for most of the online gaming server engine, the gaming server is processing a session connection, it's initialization. Yet, such a method will cause a lot of loading and bottle-neck in the gaming server at the same time. Therefore we propose the object polling scheme to minimizes a memory fragmentation and loading of the initialization on the client using a static allocation method for an efficient On-lin gaming serverin this paper. We implement the gaming server applying to our proposed scheme, and we show an improvement in our proposed scheme by performance analysis in this paper.

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Research on Influencing Factors of YouTube Chinese Vdeo User Subscription Motivation: Centered on the Censydiam User Motivation Analysis Model

  • Hou, ZhengDong;Choi, ChulYoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.95-105
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    • 2019
  • A great deal needs to be learned about why and how users participate and consume information on various online sites. The design of socio-technical systems especially for promoting engagement in terms of maximum user participation is both a theoretical and real-world challenge that researchers strive to understand. At present, most of the research on the motives of Internet video users' behavior focuses on the user's "viewing motivation" and "sharing motivation", and lacks the analysis of the factors affecting users' "subscription motivation". This study will attempt to compensate for this gap. Based on the YouTube platform, we take Chinese video users as the research object and uses the "Censydiam user motivation analysis model" to make assumptions about user subscription motivation from the two levels of social needs and personal needs, using regression analysis. Validate the hypothesis and get the influencing factors that may be available in the user's subscription motivation based on the assumptions. Built on survey data from 215 respondents, the study found that Enjoyment, Vitality, Power, and Conviviality are four factors that influence user motivation.

Determinants of Positive Word of Mouth for a Contemporary Art Exhibition on Web-based Virtual Reality

  • Han, Jingyi;Zhu, Zong-Yi;Kim, Hyeon-Cheol
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.137-147
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    • 2021
  • We aimsto examine the determinants of visitors' positive word-of-mouth (WOM) in a web-based virtual reality contemporary art exhibition. We also examines the effects of 3 realms of experience (entertainment, esthetic, escapist) on emotional arousal, how this emotional arousal affects memory and positive word-of-mouth, how memory affects positive word-of-mouth and how age moderate all of the paths. We examined a total of 297 visitors and was conducted through an online survey focusing on Chinese users of ages 20-49. The analysis results showed that entertainment and esthetic have an effect on emotional arousal, but escapist did not. The results also showed emotional arousal has an effect on memory and positive WOM. Memory did not affect positive word-of-mouth. Finally, age has a moderate effect on all the paths, except for the path form escape towards emotional arousal and memory to positive word-of-mouth. The theoretical implications of this study are meaningful exhibition research. While, it also will be helpful to segment the web-based virtual reality art exhibition visitors by dividing into 3 groups (20s, 30s, 40s) and to provide marketing and operation strategies.

On the Calculation of Energy Requirement for Freight Train Reefer Container and Methods of Supplying the Power

  • Kim, Joouk;Hwang, Sunwoo;Lee, Jae-Bum;Kim, Youngmin
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.79-88
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    • 2022
  • Recently, securing stable supply of fresh food is deemed as one of the important tasks. Accordingly, now the presence of cold chain along with the needs of a comfortable and healthy life is growing as the online market expands and the contactless industry grows, however, cold chain is being studied only in the aspect of ground and sea transportation. And, due to global warming and strengthening global environmental regulations, we believe that it is necessary to convert the existing road-centered logistics system into a railway-centered logistics system, a low-carbon transportation means. Therefore, in this paper we calculated the maximum energy required by the reefer container as a basic research necessary for constructing the low temperature distribution and cold chain based on the reefer container railway, and conducted a study on methods of supplying the reefer container power utilizing 1. tramline, 2. battery, 3. generator. The results of this paper can be utilized as a foundational study for building a cold chain based on a reefer container dedicated to freight trains in the future.

Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

Smart contract research for efficient learner problem recommendation in online education environment (온라인 교육 환경에서 효율적 학습자 문제추천을 위한 스마트 컨트랙트 연구)

  • Min, Youn-A
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.4
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    • pp.195-201
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    • 2022
  • For a efficient distance education environment, the need for correct problem recommendation guides considering the learner's exact learning pattern is increasing. In this paper, we study block chain based smart contract technology to suggest a method for presenting the optimal problem recommendation path for individual learners based on the data given by situational weights to the problem patterns of learners collected in the distance education environment. For the performance evaluation of this study, the learning satisfaction with the existing similar learning environment, the usefulness of the problem recommendation guide, and the learner data processing speed were analyzed. Through this study, it was confirmed that the learning satisfaction improved by more than 15% and the learning data processing speed was improved by more than 20% compared to the existing learning environment.

Studying on the Internet under the Pandemic: A Qualitative Study of Internet-based Learning Experiences among College Students in South Korea

  • Yang, Myung Jin;Kim, Eun Young;Kwon, Dong Wook;Park, Hyun Ji;Kim, Ji Hyeon;Thomas, Minu;Ilyas, Salma;Jalan, Supriya;Dios, Tomas Iglesias de;Hong, Yu Jeong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.131-142
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    • 2022
  • This study aims to explore how college students have adjusted to Internet-based learning (IBL) since the pandemic and how they have subjectively experienced their Internet-based classes including live-streaming and recorded classes. We conducted a qualitative study on 16 college students in South Korea. The analysis of the in-depth interviews revealed that despite early negative experiences regarding adjustment to IBL, the participants seemed to have developed an increased sense of control over their learning and simultaneously reported a greater need for self-discipline and social support in order to stay motivated. Also, instructors' digital competence and creative attempts to facilitate class communication and discussion appeared to have influence on successful IBL. Lastly, the participants' physical learning environments seemed to impact their online learning in terms of their level of alertness and motivation for study. Implications and suggestions were discussed.

On the Supplementary Study on DSM-Based Interface Requirements through Analysis of the Operation Scenario of the Urban Subway Logistics System

  • Hwang, Sunwoo;Kim, Joouk;Park, Jaemin;Lee, Sangmin;Kim, Youngmin
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.152-161
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    • 2022
  • Recently, it is recognized as a high-cost and inefficient logistics system that increases traffic congestion and environmental problems due to an increase in traffic volume due to the activation of the online market. In order to solve inefficient problems such as unavoidable traffic congestion and environmental problems caused by the increase in traffic volume, it is necessary to develop a freight transport system technology using the existing urban railway infrastructure and freight-only urban railway. The urban subway logistics system is a logistics system that requires a combination of various technologies to solve the nationwide demand for urban logistics and road traffic problems. This paper recognized the existing traffic congestion and environmental pollution of road traffic as problems, and supplemented the contact point requirements presented above by identifying the sub-systems constituting the target system and supplementary points for each part-level contact point. In this study, as a complex system operated for one purpose by grafting various technologies, a plan is required to secure the reliability and safety of operation from various viewpoints. The results of this study can contribute to the initial configuration and basic data to solve the interface bottleneck of the urban subway logistics system to be promoted in the future.