• Title/Summary/Keyword: Smart Traditional Market

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A Proposal of Institutional Prerequisites to the Participation of Virtual Power Plant in Electricity Market under the Smart Grid Paradigm (스마트그리드 하에서 가상발전소의 전력시장 참여를 위한 제도적 선결요건에 관한 제언)

  • Chung, Koo-Hyung;Park, Man-Geun;Hur, Don
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.64 no.3
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    • pp.375-383
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    • 2015
  • The virtual power plant (VPP) is a new technology to achieve flexibility as well as controllability, like traditional centralized power plants, by integrating and operating different types of distributed energy resources (DER) with the information communication technology (ICT). Though small-sized DERs may not be controlled in a centralized manner, these are more likely to be utilized as power plants for centralized dispatch and participate in the energy trade given that these are integrated into a unified generation profile and certain technical properties such as dispatch schedules, ramp rates, voltage control, and reserves are explicitly implemented. Unfortunately, the VPP has been in a conceptual stage thus far and its common definition has not yet been established. Such a lack of obvious guidelines for VPP may lead to a further challenge of coming up with the business model and reinforcing the investment and technical support for VPP. In this context, this paper would aim to identify the definition of VPP as a critical factor in smart grid and, at the same time, discuss the details required for VPP to actively take part in the electricity market under the smart grid paradigm.

Measuring Seasonality in Maldivian Inbound Tourism

  • Rabeeu, Ahmed;Ramos, Disney Leite;Rahim, Abdul Basit Abdul
    • Journal of Smart Tourism
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    • v.2 no.3
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    • pp.17-30
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    • 2022
  • The tourism sector of the Maldives has seen rapid growth since its inception in 1972. One significant development is the transformation of the market composition in recent years. China has surpassed traditional European markets as the single largest source market. In this regard, this study seeks to assess the seasonality in the Maldivian tourism sector using a monthly dataset of visitor arrivals from 2003 to 2019. The seasonality ratio, the seasonality indicator, the Gini coefficient and the seasonal index were used to examine the seasonality patterns. The results of this study show that there are three distinct peaks (January to April, August, and November to December) and two off-peaks (May to July and September) periods. The findings also reveal that the rise of the Chinese market has significantly lessened the seasonality of Maldivian inbound tourism. Finally, some important implications are discussed.

Application Analysis of Smart Tourism Management Model under the Background of Big Data and IOT

  • Gangmin Weng;Jingyu Zhang
    • Journal of Information Processing Systems
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    • v.19 no.3
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    • pp.347-354
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    • 2023
  • The rapid development of information technology has accelerated the application of big data and the Internet of Things in various industries. Big data has a great potential in the development of smart tourism. With the help of innovation in emerging technologies such as big data and Internet of Things, smart tourism has a better possibility to surpass traditional tourism. Therefore, this article provides a theoretical support to this process. It has explored the innovative management model of big data and IoT in smart tourism and evaluate their effects on promoting tourism. It offers a reference for the integration and innovation of the tourism theory system. Before big data technology, the development of Internet boosted online tourism. However, tourism marketing is still inefficient due to a lack of understanding about tourists. After many practical explorations of big data technology, tourism websites begin to adopt big data technology in their daily operations. With the changes in tourists' preferences and needs, further innovation and research are needed to help smart tourism keep up with the changes in the market and create more competitive products and services. Innovation serves as the driving force for enterprises to occupy the market and develop.

The Research and the Development Case of Smart phone based Serious Gamed Application with traditional cultural materials : Focused on the game "Find the wrong picture on Sacheonwang(四天王)" (문화원형을 활용한 모바일 기능성게임 개발에 관한 연구 : 사천왕(四天王)을 틀린그림찾기를 중심으로)

  • Lee, Young-Suk
    • Cartoon and Animation Studies
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    • s.35
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    • pp.271-289
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    • 2014
  • This study produced the serious game based of Sacheonwang for the smart phone. The popularization of smart phone has expanded the contents market. However the game content made of various Korean traditional cultures is just few. According to this problem, it considered Sacheonwang (Dongbang Jigukcheonwang, Bukbang Damuncheonwang, Namban jungcheonwang, Seobang Gwangmokchoenwang) and tried to develop the serious game application of smart phone based on the Korean traditional culture. It modernized the 4 types of Sacheonwang analyzed the characteristics, and it was created to super deformed characters. It suggested the production and development of game using Sacheonwang character and the Buddhist image. This study looked at the contents of the Buddhist and developed the Buddhist civilization and applied on the game contents to extend Korean traditional culture and interact Korean traditional culture. This study, therefore, will develop the Korean traditional characters and the game content using the research of the Buddhist cultural elements.

Design of MD Authentication and Privacy for Mobile Micro-payment based on NFC (NFC 기반 모바일 소액 결제를 위한 MD 인증과 프라이버시 설계)

  • Kim, Yong-Il;Kim, Dae-Gue;Cha, Byung-Rae
    • Journal of Advanced Navigation Technology
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    • v.17 no.1
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    • pp.47-55
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    • 2013
  • In this paper, we propose the micropayment model based on NFC, authentication, and privacy technique to support micro-payment in aspect of information technology to reinvigorate the traditional market. The micropayment model supports facilities of payment using smart phone based on NFC, and the encryption and tokenization support the functions of MD authentication, indirection authentication, and privacy of user's payment.

Design and Implementation of Tangible Interface Using Smart Puck System

  • Bak, Seon Hui;Lee, Jeong Bae;Kim, Jeong Ho;Lee, Hee-Man
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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    • pp.47-53
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    • 2015
  • In this paper, we propose a novel tangible interface system whose system does not use the expensive hardware is introduced. This proposed tangible interface is used on the table top capacitive multi touch-screen. The tangible interface apparatus which is called smart puck has sanguine arduino compatible board. The board has a Cds photo-sensing sensor and the EPP8266 WiFi module. The Cds sensor decodes the photometric PWM signals from the system and sends corresponding information to the system via TCP/IP. The system has a server called MT-Server to communicate with the smart pucks. The tangible interface shows reliable operation with fast response that is compatible to the expensive traditional devices in the market.

Detecting smartphone user habits using sequential pattern analysis

  • Lu, Dang Nhac;Nguyen, Thu Trang;Nguyen, Thi Hau;Nguyen, Ha Nam;Choi, Gyoo Seok
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.1
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    • pp.20-22
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    • 2015
  • Recently, the study of smart phone user habits has become a highly focused topic due to the rapid growth of the smart phone market. Indeed, sequential pattern analysis methods were efficiently used for web-based user habit mining long time ago. However, by means of simulations, it has been observed that these methods might fail for smart phone-based user habit mining. In this paper, we propose a novel approach that leads to a considerably increased performance of the traditional sequential pattern analysis methods by reasonably cutting off each chronological sequence of user logs on a device into shorter ones, which represent the sequential user activities in various periods of a day.

Importances of Smart Phone Attributes by Pursuit Benefits (추구편익에 따른 스마트폰 속성 중요도)

  • Kim, Mi-Ae;Joo, Young-Jin
    • The Journal of Society for e-Business Studies
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    • v.20 no.1
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    • pp.99-115
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    • 2015
  • This study aims to classify the pursuit benefits of smart-phone users, to find smart-phone market segments by pursuit benefits, and to analyze the relative importances of smart-phone attributes according to the smart-phone market segments. As a result, we found that smart-phone users are pursuing the network benefit as well as the two traditional benefits (the utilitarian benefit and the hedonic benefit). According to the levels of these three pursuit benefits, smart-phone users can be classified into four segments : All Benefits Cluster, Utilitarian-Network Benefits Cluster, Hedonic-Network Benefits Cluster, and Non-Network Benefits Cluster. We also verified that, according to the four smart-phone user segments by the pursuit benefits, there exist significant differences in relative importances of the seven smart-phone attributes : hand-set price, hand-set brand, hand-set speed, applications, tariff, mobile internet quality, and number of same service users.

A Study for Usability in Web Board Game based on Smart Phone : Toward Efficiency and Accuracy (스마트 폰 기반의 웹 보드 게임에서 사용성에 관한 연구 : 효율성과 정확성을 중심으로)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.122-124
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    • 2014
  • Currently mobile game market has expanded rapidly due to the development of smart phone. In addition, mobile web board game has been developed consistently. However, several problems appear in users' usability. That is why the user who plays game do not satisfy in aspect with usability. The objective of this research analyses the factors to investigate the efficiency and the accuracy among usability those in web board game based on smart phone. We conduct to research the efficiency and the accuracy in traditional usability literatures and derive the proper usability factors based on smart phone. We expect to provide the guideline related on usability in mobile board game in the future.

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Do Perceived Choice Attributes in Traditional Market Influence Perceived Value, Satisfaction, and Loyalty? (전통시장의 지각된 선택속성 지각이 지각된 가치, 만족, 그리고 충성도에 미치는 영향 )

  • Yong Jae RIM;Yong Ki LEE;Jae Youl KIM
    • The Korean Journal of Franchise Management
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    • v.14 no.4
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    • pp.17-33
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    • 2023
  • Purpose: This study divides choice attributes that can help strengthen the competitiveness of traditional markets into product, price, personnel, and physical evidence. This study also examines which choice attributes affect customer value perception, satisfaction, and loyalty. Research design, data, and methodology: The data were collected from 542 traditional customers aged 20 or older who frequently visit traditional markets across the country and analyzed using the Smart PLS 4.0 program. The survey was conducted with the help of an online survey company for a total of 14 days from April 7, 2023 to April 20, 2023. Result: First, product, price, and employee quality have a positive impact on utilitarian and hedonic value, but physical evidence does not. Second, product, price, and employee quality have a positive impact on hedonic and hedonic value. Second, utilitarian value has a positive impact on satisfaction and revisit intention. Third, hedonic value has a positive impact on satisfaction, but does not on revisit intention. Lastly, satisfaction has a positive impact on revisit intention. Conclusions: Based on the S-O-R model and the theory of consumption value, this study proposed and examined an integrated framework in which satisfaction leads to revisit intention through selection attributes acting on perceived value.