• Title/Summary/Keyword: Service Platform

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A Study on Nave and Platform Design According to Social Function and Service Pattern of Community Church (지역교회의 사회적 기능과 개방적 예배형식에 따른 예배실의 강단구성에 관한 연구)

  • Chong, Geon-Chai;Lee, Sung-Hun
    • Journal of the Korean Institute of Rural Architecture
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    • v.11 no.1
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    • pp.75-82
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    • 2009
  • The goal of this study is to find a design pattern of platform of chapel according to acceptance of community's social activities and classify a forms of platform design between urban and rural community church. It was surveyed by 18 community churches including of 8 rural churches. And it was comprised in main contents that this study surveyed about social functions of church and composition of room, a transformation of worship and platform, and furniture of platform. As a results of this study, I could suggest a conclusions as follows; firstly, community churches are trying hard to make their social functions wide and deep. Secondly it was necessary for them to prepare a spaces and rooms for service of community people like a social welfare and christian cultural activities. Thirdly, the form of platform and style of worship were serviced by transformation for the acceptance of community requirements. Finally, the service style of chapel and platform have been transformed in a view point of accommodation of community since early 2000.

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The Study of Security Life Cycler Energy Service Platform or Universal Middleware (유니버설미들웨어상의 생명주기기반 보안에너지 서비스플랫폼 연구)

  • Lee, Hae-Jun;Hwang, Chi-Gon;Yoon, Chang-Pyo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.291-293
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    • 2017
  • Security services that support electric energy service gateway require relatively high reliability. In particular, the application services that accompany communications and data are run organically. Each of the security services should support a secure service platform that supports a secure, scalable life cycle for existing services which should be extends security layer of Universal Middleware such as OSGi platform. In this convergence platform, it is the study of security transfer modular services that allow independent life cycle management of systems through Universal middleware. First, It is modular in terms of energy consumption service and data, enabling real-time operation, communications, remote management and applications. Second, the life cycle of the secure module to support the life cycle of secure, delete, start and updating of the security module by applying the security policy module layer concept. It is modular in terms of power generation and accountability, enabling us to distinguish between reliability and accountability in a large volume of data models in the smart grid, the service was intended to be standardized and applied to the security service platform.

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A Study on The Effect of Service Quality on Service Failure and Loyalty: Focusing on Live Commerce Platform Providers and Companies Using the Platform (서비스품질이 서비스실패와 충성도에 미치는 영향에 관한 연구: 라이브커머스 플랫폼업체와 플랫폼 이용업체를 중심으로)

  • Dae-Hong Yun
    • Journal of Industrial Convergence
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    • v.22 no.1
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    • pp.33-40
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    • 2024
  • This study was intended to examine the effect of service quality on service failure and loyalty, and a survey was conducted online and offline with a focus on those in their 20s and 30s in Busan region. Specific details were as follows: First, service quality was found to have a statistically significant effect on live commerce loyalty(Hypothesis 1), live commerce service failure(Hypothesis 2), service failure of companies using the live commerce platform(Hypothesis 3), and repurchase intention of companies using the live commerce platform(Hypothesis 4). Second, service failure of live commerce companies had a significant effect on service failure of companies using the live commerce platform(Hypothesis 5), but did not have a significant effect on live commerce loyalty(Hypothesis 6) and repurchase intention of companies using the live commerce platform(Hypothesis 7). The service failure of companies using the live commerce platform did not have a statistically significant effect on loyalty of live commerce companies(Hypothesis 8), but had a statistically significant effect on repurchase intention of companies using the live commerce platform(Hypothesis 9). Finally, the repurchase intention of companies using the live commerce platform was found to have a statistically significant effect on live commerce loyalty(Hypothesis 10).

Authing Service of Platform: Tradeoff between Information Security and Convenience (플랫폼의 소셜로그인 서비스(Authing Service): 보안과 편의 사이의 적절성)

  • Eun Sol Yoo;Byung Cho Kim
    • Information Systems Review
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    • v.20 no.1
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    • pp.137-158
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    • 2018
  • Online platforms recently expanded their connectivity through an authing service. The growth of authing services enabled consumers to enjoy easy log in access without exerting extra effort. However, multiple points of access increases the security vulnerability of platform ecosystems. Despite the importance of balancing authing service and security, only a few studies examined platform connectivity. This study examines the optimal level of authing service of a platform and how authing strategies impact participants in a platform ecosystem. We used a game-theoretic approach to analyze security problems associated with authing services provided by online platforms for consumers and other linked platforms. The main findings are as follows: 1) the decreased expected loss of consumers will increase the number of players who participate in the platform; 2) linked platforms offer strong benefits from consumers involved in an authing service; 3) the main platform will increase its effort level, which includes security cost and checking of linked platform's security if the expected loss of the consumers is low. Our study contributes to the literature on the relationship between technology convenience and security risk and provides guidelines on authing strategies to platform managers.

Design of u-Health service platform (모바일 u-health 서비스 플랫폼 설계)

  • Min, Byoung-won;Oh, Yong-sun;Han, Dong-soo;Koo, Jong-young
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.797-801
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    • 2009
  • In the proposed u-health service platform mobile u-health served an a series of process of bio data collection and storage and bio data analyses and results notice, and I interpreted it to a process. I became a design so as the service platform which supported health management system construction easily loaded service applied mobile u-health, and to be able to operate it in mobile environments, and took utility of a service platform and usability into consideration, and I got the crux of u-health use service.

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Cloud Broadcasting Service Platform (클라우드 방송 서비스 플랫폼)

  • Kim, Hong-Ik;Lee, Dong-Ik;Lee, Jong-Han
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.3
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    • pp.623-638
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    • 2017
  • Application fields of cloud technologies have been gradually expanded with development of technology development and diversification of services. Cloud technology is used for investment efficiency, operation efficiency and service competitive advantage in digital broadcasting platform. Recently, Cloud broadcasting platform commercialized for UI(User Interface) and data broadcasting in Korea, and broadcasting service competition becomes fierce. Cloud technology of broadcasting provides remove a service dependency hardware resource and software architecture on STB device, and unified operation of user interface and service using cloud server without legacy separating management of STB types. In this paper, we explain application effects in image based cloud broadcasting service platform.

A Study on the Influence Factors of the Continuance Intention of Foodservice O2O Platform : IS Success Model and Post Acceptance Model (외식 O2O 플랫폼의 지속사용의도 영향 요인 연구 : 정보시스템성공모델과 후기수용모델)

  • Park Jaeyun;Seo Jungwoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.2
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    • pp.159-174
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    • 2024
  • Recently, as demand for delivery services has increased rapidly due to COVID-19, the food service O2O(Online to Offline) platform has also grown significantly. This study aimed to verify the influencing factors on continuance use intention of O2O platform using the Information Service Success Model and Post Acceptance Model. An online survey was conducted on 379 consumers who used the food service O2O platform in the past six months, and the collected survey was analyzed using SPSS 26.0 and AMOS 24.0. As a result of the verification, in the influence relationship between the Information Service Success Model and Post Acceptance Model, system quality was found to have an effect on perceived usefulness, but information quality and service quality were rejected for perceived usefulness and were partially adopted, The rest were all found to have a significant effect. In the moderating effect according to the amount used, the intention to continue using was stronger when the group who spent more than 30,000 won was satisfied. These results support previous research on O2O platforms and provide academic implications as well as practical implications for practitioners in the food service industry.

Implementation of Context-Aware Services Platform Supporting Mobile Agents

  • Kim, Jung-Rae;Huh, Jae-Doo
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2005.11a
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    • pp.225-228
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    • 2005
  • A context-aware services platform supporting mobile agents consists of sensor nodes and a sensor coordinator. Sensor nodes collect environmental information and transmit the collected information to the sensor coordinator through wireless sensor networks. The sensor coordinator passes the information to the context-aware service module, and the mobile agent. The context-aware service module or the mobile agent performs services suitable for a user's situation based on the environmental information and a service actuation message is delivered to an actuation node through the sensor coordinator. In this paper, we present a context-aware services platform structure employed in our project, and describe context-aware services platform interfaces with a context-aware service module and mobile agents.

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Development of Media Platform for the Multi-Device Converged Services (이종 단말 환경에서의 미디어 서비스 플랫폼 개발)

  • Jeong, Ki-Tae;Kang, Min-Jeong;Lee, Seung-Tak;Jong, Sang-Gug;Kim, Chung-Il
    • 한국정보통신설비학회:학술대회논문집
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    • 2007.08a
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    • pp.173-175
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    • 2007
  • So far, almost all IP media services are targeted to the specific devices, for example, IPTV services are mainly for TV, and social community services are mainly for PC etc.. This paper describes newly developed media service platform in which the high quality video services can be provided not only to the TV or PC but also to the PMP(Portable Media Player) and even to the mobile phone. The major technical issues of the service platform are synchronization of contents among the different devices and high quality TV grade video display in PMP device. We confirmed successful operation of multi-device converged services in the developed media platform. We also have a trial service plan in Gwangju city at the end of this year.

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Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
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    • v.35 no.6
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    • pp.960-968
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    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.