• Title/Summary/Keyword: Presence 서비스

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An Implementation of IMS Based PoC Service Deployment (IMS 기반의 PoC 서비스 전개 구현)

  • Lee, Jae-Oh;Lee, Hong-Kyu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.7
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    • pp.4878-4883
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    • 2015
  • The IP Multimedia Subsystem(IMS) is a framework that provides access to the content of Internet and Telecom services anytime and anywhere with guaranteed Quality of Service(QoS) and manageability by separating control functions from bearer and services. The Service Delivery Platform(SDP) provides common interfaces and protocols to deploy existing or new services in an efficient way. Therefore SDP over IMS plays a role of bridge between established network and new IMS network by simplifying the interaction among application services. In order to enrich the multimedia network communication, we try to deploy the Push-to-talk over Cellular(PoC) service which is considered as the outstanding and distinguished half-duplex Voice over IP(VoIP) application service among deployable candidate services over mobile network. In this paper we investigate the advantages of PoC service and PoC architecture firstly, and then focus on the its practical implementation for the prototype to validate the feasibility of its deployment and realization.

An Analysis on the Regional Convergence of Social Welfare Services in Korea (우리나라 사회복지서비스의 지역 간 수렴 분석)

  • Kim, Sung Tai
    • Journal of the Korea Convergence Society
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    • v.7 no.4
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    • pp.217-227
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    • 2016
  • This paper analyzes whether social welfare services converge across the regions. We tested whether local social welfare services converge considering the congestion rate of local social welfare services during the 1985-2013 periods in Korea, using the sixteen higher level local governments panel data. The main findings are as follows. First, the absolute level of local social welfare services converge so that the -convergence exists. Second, the growth rate of local social welfare services increases as the intial level of local social welfare services is lower so that there exists -convergence. The policy implications of our findings are as follows. The local government had better consider the presence of local social welfare services in policy decision making. Also, fundamentally the social welfare policies had better be executed by the central government rather than local governments, since the national minimum welfare must be provided.

The Effects of Technology Readiness and Situational Influences on Attitude and Usage Intention of Self-Service Technology (기술준비도와 상황적 영향이 셀프서비스기술 태도 및 사용의도에 미치는 영향)

  • Mun, Cheon-Su;Shin, Yong-Ho
    • Journal of the Korea Society for Simulation
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    • v.25 no.2
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    • pp.93-100
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    • 2016
  • The purpose of this study is to investigate the impacts of individual difference toward technology and situational influences on use intention of Self-Service Technology. While the previous research related to SSTs focuses on individual tendency toward technology, little research has been done on the impact of situational influences on usage intention of SSTs. This study proposed Technology Readiness Index for measuring individual tendency toward technology and categorized situational influences into two dimensions: location convenience, employee presence. The empirical testing of the research was conducted on 20' users who have prior experience in using SSTs except for ATMs in bank. This study demonstrated that the people who are favorable emotions positively affect SSTs. Also this study confirmed that it is effective to build strategies to form favorable attitude and usage intention of knowledge of SSTs rather than method through service employees. Finally, SSTs were distributed for customers.

Diffusion Patterns of Telecommunications Services with Network Evolution (네트워크 진화에 따른 통신서비스 확산 패턴의 변화)

  • Kim Moon-Soo;Kim Ho
    • Journal of Internet Computing and Services
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    • v.7 no.2
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    • pp.93-102
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    • 2006
  • Traditionally, diffusion of telecommunications services has been considerably affected by presence of critical mass and network externalities, and thus shown the so-called late take-off phenomenon. However, as telecommunications network evolves from circuit switching to packet switching, enabling diverse new services such as Internet access, Internet banking and web hosting, it seems this traditional diffusion patterns are changing. By comparing diffusion of the packet-based services with those of circuit-based services and durable goods, we have found the late take-off phenomenon is not involved in diffusion of newly introduced the packet-based services. Moreover, we concluded diffusion of the packet-based services is much faster than that of durable goods, thus showing early take-off phenomenon. Based on this empirical result, we suggest Telcos and ISPs should pay as much attention to the growth state as the introduction stage in order for their packet-based services to be successful in the markets.

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360 Content Pilot Service Platform of Cultural Assets Based on MPEG-V Standard Realistic Media Testbed (MPEG-V 표준 실감미디어 테스트베드에 기반을 둔 문화재 360 콘텐츠 시범 서비스 플랫폼)

  • Shim, Tae-soeb;Yoo, Soo-bin;Shin, Sang-ho
    • Journal of Advanced Navigation Technology
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    • v.21 no.6
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    • pp.666-673
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    • 2017
  • In this paper, we propose a 360 content pilot service platform of cultural assets based on MPEG-V standard realistic media testbed. MPEG-V is that the standard format of sensory effect metadata(SEM) such like wind, light and flash, and communication protocol between sensory effect machines are defined, and it is possible to increase the sense of presence and immersion with 360 VR content. The proposed platform consists of software which is composed of the content player and the sensory effect reappearance server, and hardware which is the sensory effect machines. Also, the pilot service case using the proposed platform, and the features and advantages of the proposed platform are described.

A Study of Factors Affecting on the Preference of the elderly's Mental Health Services Utilization in Rural Areas - Application of Andersen and Newman's Model - (Andersen과 Newman 모델에 근거한 농어촌 지역 노인의 정신건강서비스 이용의향에 관한 연구)

  • Lee, Ki-Young;Choi, Song-Sik;Park, Hyun-Suk;Lim, Hyun-Jung
    • Korean Journal of Social Welfare
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    • v.62 no.2
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    • pp.257-278
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    • 2010
  • This study examined the factors affecting the preference for the elderly's mental health services utilization in rural areas. A behavior model developed by Andersen and Newman provided an analytical framework to determine the factors affecting service utilization preferences among 335 elderly people as research subjects. The authors found that the preferences for mental health service utilization were significantly related to the level of education, living alone, presence of grandchildren, participation in social activities, and recognition about the services. Based on the findings, this study suggests that more mental health services for the elderly in rural areas be further developed and strengthened. Also, the elderly who lives alone and lives with grandchildren should have a priority in policy consideration. Multiple approaches are suggested to increase the awareness of mental health services and participation social activities for those older people.

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A Study on Microblog Service Continuous Use Intention: Focusing on Influence (마이크로블로그 서비스의 지속사용의도에 관한 연구)

  • Kim, Gyung-Jun;Lee, Ho;Son, Soo-Min
    • The Journal of Information Systems
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    • v.23 no.1
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    • pp.73-91
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    • 2014
  • Microblog is emerging as a new communication service because of its usefulness and real-time accessability. Recently, microblog services, such as twitter and me2day in Korea, are getting a great attention. Continuous use intention is critical to sustain the service. However, most recent studies are based on Technology Acceptance Model(TAM) and Expectation Confirmation Model(ECM). These models are only focused on individual factors and overlook social influence factors. Social influence has been indicated as a critical factor of technology adoption and diffusion in social context(Davis, 1989; Fulk et al., 1987). In this study, we explore factors related to social influence which effect on continuous use intention for 'me2day' that is one of the most famous microblog in Korea. The purpose of this study is to understand continuous use intention and examine the relationship among social influence factors, social presence, and continuous use intention. To understand the phenomenon of continuous use intention in microblog service, this study employed social influence theory and expanded it by adding personal network exposure and group norm as additional social influence factors. The results show that social identity, group norms, and social presence positively influences continuous use intention. Contrary to our expectation, personal network exposure does not influence on continuous use intention. Academically, this research can contribute to microblog research field through elucidating the relationship among social influence factors, social presence, and continuous use intention. Although there is not enough research which is considered social influence factors as major explanation for continuous use intention, this study can give novel point of view to understand continuous use intention of microblog. Practically, service providers could consider ways to encourage users to continually use microblog service by reinforcing social influence factors and social presence.

Analysis of Presence and Immersion Elements of VR Game (VR게임의 실재감과 몰입감 요소 분석)

  • Kim, Tae-Gyu;Jang, Woo-Seok
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.69-76
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    • 2019
  • Backed by the fourth industrial revolution as the background of the research, VR, AR and MR have increased interest and wireless Oculus Quest is releasing, creating hardware recall and continuing virtual reality devices, and game software develop or service VR games using such devices. As a result, it is expected that VR game markets will continue to grow in the future. For this purpose, we understand the technical factors of presence and immersion that appear in virtual reality games and should be able to apply them when we produce VR games. Through the process, we analyzed elements of VR game concept, immersion, and presence and analyzed three games that were commercialized. As a suggestion, we need to take into account presence and immersion characteristics when developing and experiencing virtual reality games in the future.

A Study on Identifying Factors Affecting Improvement for Academic Libraries Multimedia Services Using Six Sigma Methodology (6시그마 도구를 활용한 대학도서관 멀티미디어 서비스 개선 변수 도출에 관한 연구)

  • Noh, Dong-Jo;Nam, Min-Seok
    • Journal of the Korean Society for information Management
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    • v.30 no.1
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    • pp.111-129
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    • 2013
  • This study analyzed the process of multimedia services and indexed the core quality characteristics through the tools employed in 'Define' and 'Measure' steps of the 6 Sigma DMAIC methodology. To achieve the goal, as a case study of 'S' University Central Library, first, brainstorming technique was used to tap the librarians, second, interview with the half-time student workers, third, user's opinion on homepage was analyzed and lastly, the interview with the users. This study also drew some potential causal factors which would likely to affect the multimedia service using Process Map and C&E Diagram. Those factors were prioritized using X-Y matrix and Pareto Chart. This study revealed 14 factors affecting multimedia services: 'presence/absence of the persons who are in charge of selection', 'cycle of selection materials', 'presence/absence of seperated multimedia room', 'materials arrangement method', 'notification of popular materials', 'notification of documents arrivals', 'methods of noticing new arrivals', 'methods of ordering materials', 'cycle of checking order status', 'types of persons requesting materials', 'methods of requesting materials', 'checking of the status of the returned materials', 'methods of noticing materials in housed', and 'methods of ways to return overdue materials'.

Determinants of participation in UCC services (UCC 서비스 사용자의 참여수준 결정요인분석)

  • Kim, Yeon-Jeong;Jun, Bang-Gi;Kim, Yoo-Jung;Kang, So-Ra
    • Journal of Korea Technology Innovation Society
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    • v.10 no.3
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    • pp.486-508
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    • 2007
  • This study identifies key determinants of participation in UCC services. Incorporating insights from the flow theory, we examine the effects of psychological factors of social presence, self expression, arousal, and challenge as well as web-site characteristics variables of media easiness, contents usability, and immediateness. We have done a sample survey of internet users and collected 260 responses. Using Windows SPSS/PC 12.0 Package, we have performed statistical analyses including a correlation analysis, a factor analysis, and a multiple regression analysis. The result of the study is as follows. Psychological variables of perceived social presence, self expression, arousal, and challenge all show positive significant effect on participation in UCC service. Among web site characteristics, media easiness, which consists of a web structure that is easy-to-use, user friendliness, and personalized service, demonstrates a positive significant effect on participation in UCC services. Immediateness also has a positive significant effect. Some of the practical implications of the result are follows. We should improve user access to platforms of UCC service by opening up platforms. This will heighten perceived challenge which has the strongest influence on participation in UCC services. We need to focus on multimedia services and adjust to the cultural code of netizen who crave for visual expressions and on the spot on-line activities. Also suggested is that contributions made by participants need to be acknowledged through such provisions as profit sharing. Needs for individualized service, which is an aspect of media easiness, should also be addressed. Participants tend to value individuality while at the same time accepting broader trends. Information services need to be customized for individuals. In UCC centered internet businesses, netizen consumers are presumer. They are consumers and producers at the same time, and consumer needs should also be explored for the success of internet businesses.

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