• Title/Summary/Keyword: Web technologies

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A Study on the Development of Game Platform in Web 3.0: Focused on P2E, C2E Models (웹 3.0에서의 메타버스 플랫폼 발전 방향에 대한 연구: P2E, C2E 모델을 중심으로)

  • Hyo Won Moon;Seon Bin Lim;Hee Dong Yang
    • Journal of Information Technology Services
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    • v.22 no.1
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    • pp.75-93
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    • 2023
  • The game industry has grown not only by combining them with various technologies also introducing new types of business models such as P2P, F2P, and P2W. Furthermore, games which implemented X2E model with blockchain technology are recently in the spotlight of the public attention. As domestic game companies have also prospect the blockchain games feasible, they are seeking ways to expand their global market share by strengthening the X2E model. Hence, by carrying this new business model out, it is expected to diversify their global revenue stream, which was previously confined to Asia region. This study analyzed the case of companies that have implemented the P2E and C2E models in order to suggest the direction of development for the game platform in Web 3.0 era. The cases of P2E game platform, which constitute of Axie Infinity and Mir 4, encompass the compensation structure, the stabilization mechanism of the in-game token economy, and future strategies regarding blockchain gaming. Likewise, the platform structure, business model, and future growth potential was discussed in terms of C2E scheme, focusing on the ZEPETO and Roblox cases. Based on the above case analysis, this study attempted to provide information on the current limitations and development directions of the P2E and C2E platforms. The current limitations in legal and industrial aspects should be addressed to facilitate the blooming of blockchain and P2E game industry. In addition, the necessity of not only social support also improvement on the technology and social stigma of full-time creators is ought to be emphasized in an effort to encourage the development of C2E platforms.

Development of Convergence Smart Home Platform based on Image Processing and Sensor Network in IoT Environment (IoT환경에서의 센서 네트워크와 영상처리 기반의 융합 스마트 홈 플랫폼 개발)

  • Ahn, Ye-Chan;Lee, Jeong-Pil;Lee, Jae-Wook;Song, Jun-Kwun;Lee, Keun-Ho
    • Journal of Internet of Things and Convergence
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    • v.2 no.3
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    • pp.37-41
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    • 2016
  • In this thesis, we sought to build a home and business environment based on the rapid prototyping technology and network technologies that enabled rapid access to high-speed technologies and technologies. Using the analytic algorithm for image processing techniques, using the analytic algorithm for analyzing and tracking objects in the OpenCV library, trace objects and track objects and control various sensors. It also wants to implement a platform enabling various sensors to collect and record various services by controlling and connecting various sensors through the master Single board and the slave single.

An Application of Ubiquitous Information Technology for Integrated Management of National Park (국립공원 통합관리를 위한 유비쿼터스 정보기술 활용방안)

  • Bae, Min-Ki
    • Journal of the Korean Association of Geographic Information Studies
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    • v.10 no.3
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    • pp.134-148
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    • 2007
  • There is not enough knowledge on how to use, build, and apply ubiquitous technologies such as the ubiquitous sensor network, GIS, statistic analysis system, mobile GPS system etc. Also there are other questions such as, how should the knowledge information resources be managed and web decision making system developed for national park management. The purpose of this study is to propose a framework for the national park integrated management system based on ubiquitous information technology. This study will include followings: 1) this study explores what ubiquitous information technologies are needed for national park management, 2) this study proposes building strategies about the spatial and attribute database using ubiquitous information technologies, and links methods among geographic information system, analysis program, sensor network, etc. The results of this study will contribute towards deciding a direction for national park policy in preparation for the ubiquitous computing oriented society.

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Analysis of Utilization of Virtual Try on Simulation and Consumers' Preference in Apparel Online Shopping (온라인 의류구매 시 가상착의 시뮬레이션 활용 및 선호도 분석)

  • Lim, Ho-Sun
    • Fashion & Textile Research Journal
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    • v.14 no.1
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    • pp.83-89
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    • 2012
  • Recent rapid development of computer, information communication and Web service technologies is exerting considerable effects on all industrial areas. As such digital technologies are also introduced to the clothing and fashion industry and create 'virtual garment environment' consisting of 3D virtual bodies, virtual garments and virtual try-on systems, consumers are now able to try virtual garments on their virtual body online. This study was conducted in order to analyze consumers' tendency of clothing purchase using 3D virtual simulation technology, which is increasing attention throughout the world, and to propose strategies on the development of virtual try-on technology for activating apparel online shopping. The subjects of this study were men and women aged 18 or older living in the North Carolina State, U.S., and a questionnaire survey was conducted with them on their tendency of apparel online shopping and their preference for real garments and virtual garments. According to the results of this study, consumers' awareness of apparel shopping using virtual try-on was still low. Moreover, in the results of surveying consumers' purchase preference for real garments and virtual garments, preference was highest for real garment (P), which was followed by virtual garments OA, OB and BB. Based on the results of this study, for the activation of apparel online shopping using virtual simulation technology, it is considered necessary to provide services implementing virtual try-on similar to consumers' actual try-on. This requires further active research and technology development on virtual try-on simulation using digital technologies.

Exploring the Technology Fit of Digital Media on Product Shopping Task (디지털 매체 기술과 제품 구매 태스크의 적합성 탐색)

  • Han, Hyun-Soo;Joung, Seok-In
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.283-299
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    • 2011
  • In this paper, we draw upon Task-Technology Fit theory to investigate the fit attributes which impacted on customer preference over three virtual shopping channels which included TV home shopping, Internet shopping, and broadband applications, i.e. IPTV. The fit attributes also reflected the product category contingency, which is classified based on the degree of quality assessing difficulty on the web, such as quasi-commodity, look and feel goods, and look and feel with variable quality goods. Using the collected survey data, we employed stepwise regression analysis to validate the fit attributes in the context of performing virtual shopping task via those three distinctive media technologies. Furthermore, through ANOVA test with Duncan statistics, we reported comparative intensity of the valid fit attributes across the product categories and distinct media technologies. The results validated four critical fit attributes and significant distinctions among product categories and three virtual shopping channels. The findings provide practical insights in distribution channel design exploiting digital convergence technologies.

A Study on the Phishing Attack Protection using RUL Spoofing (URL 스푸핑을 이용한 피싱 공격의 방어에 관한 연구)

  • Min Dong-og;Shon Tae-shik;Moon Jong-sub
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.15 no.5
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    • pp.35-45
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    • 2005
  • There has recently been an increase of phishing attacks, attacks which lure users into revealing their personal information to an attacker who in turn exploits this information for economic gain. The conventional methods of fooling the user with similarly modified mail or address are constantly evolving and have diversified to include the forgery of mail or domain addresses. Recently the injury incurred by these attacks has greatly increased as attackers exploit the weaknesses found on a few web browsers and used these to conduct phishing attacks based on URL spoofing. Furthermore we are now witnessing the entrance of highly advanced phishing techniques that no longer simply rely on vulnerabilities, but employ ordinary script, HTML, DNS sniffing, and the list goes on. In this paper we first discuss means of investigating and preventing the advanced URL spoofing techniques used in phishing attacks, and then propose a scheme for fundamentally restricting them altogether.

Contents Recommendation Search System using Personalized Profile on Semantic Web (시맨틱 웹에서 개인화 프로파일을 이용한 콘텐츠 추천 검색 시스템)

  • Song, Chang-Woo;Kim, Jong-Hun;Chung, Kyung-Yong;Ryu, Joong-Kyung;Lee, Jung-Hyun
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.318-327
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    • 2008
  • With the advance of information technologies and the spread of Internet use, the volume of usable information is increasing explosively. A content recommendation system provides the services of filtering out information that users do not want and recommending useful information. Existing recommendation systems analyze the records and patterns of Web connection and information demanded by users through data mining techniques and provide contents from the service provider's viewpoint. Because it is hard to express information on the users' side such as users' preference and lifestyle, only limited services can be provided. The semantic Web technology can define meaningful relations among data so that information can be collected, processed and applied according to purpose for all objects including images and documents. The present study proposes a content recommendation search system that can update and reflect personalized profiles dynamically in semantic Web environment. A personalized profile is composed of Collector that contains the characteristics of the profile, Aggregator that collects profile data from various collectors, and Resolver that interprets profile collectors specific to profile characteristic. The personalized module helps the content recommendation server make regular synchronization with the personalized profile. Choosing music as a recommended content, we conduct an experience on whether the personalized profile delivers the content to the content recommendation server according to a service scenario and the server provides a recommendation list reflecting the user's preference and lifestyle.

Implementation of a Web-based Hybrid Engineering Experiment System for Enhancing Learning Efficiency (학습효율 향상을 위한 웹기반 하이브리드 공학실험시스템 구현)

  • Kim, Dong-Sik;Choi, Kwan-Sun;Lee, Sun-Heum
    • Journal of Engineering Education Research
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    • v.10 no.3
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    • pp.79-92
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    • 2007
  • To enhance the excellence, effectiveness and economical efficiency in the learning process, we implement a hybrid educational system for engineering experiments where web-based virtual laboratory systems and distance education systems are properly integrated. In the first stage, we designed client/server distributed environment and developed web-based virtual laboratory systems for digital systems and electrical/electronic circuit experiments. The proposed virtual laboratory systems are composed of four important sessions and their management system: concept learning session, virtual experiment session, assessment session. With the aid of the management system every session is organically tied up together to achieve maximum learning efficiency. In the second stage, we have implemented efficient and cost-effective distant laboratory systems for practicing electric/electronic circuits, which can be used to eliminate the lack of reality occurred during virtual laboratory session. The use of simple and user-friendly design allows a large number of people to access our distant laboratory systems easily. Thus, self-guided advanced training is available even if a lot of expensive equipment will not be provided in the on-campus laboratories. The proposed virtual/distant laboratory systems can be used in stand-alone fashion, but to enhance learning efficiency we integrated them and developed a hybrid educational system for engineering experiments. Our hybrid education system provides the learners with interactive learning environment and a new approach for the delivery of engineering experiments.

A Study on Building the HD Map Prototype Based on Web GIS for the Generation of the Precise Road Maps (정밀도로지도 제작을 위한 Web GIS 기반 HD Map 프로토타입 구축 연구)

  • KWON, Yong-Ha;CHOUNG, Yun-Jae;CHO, Hyun-Ji;GU, Bon-Yup
    • Journal of the Korean Association of Geographic Information Studies
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    • v.24 no.2
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    • pp.102-116
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    • 2021
  • For the safe operation of autonomous vehicles, the representative technology of the 4th industrial revolution era, a combination of various technologies such as sensor technology, software technology and car technology is required. An autonomous vehicle is a vehicle that recognizes current location and situation by using the various sensors, and makes its own decisions without depending on the driver. Perfect recognition technology is required for fully autonomous driving. Since the precise road maps provide various road information including lanes, stop lines, traffic lights and crosswalks, it is possible to minimize the cognitive errors that occur in autonomous vehicles by using the precise road maps with location information of the road facilities. In this study, the definition, necessity and technical trends of the precise road map have been analyzed, and the HD(High Definition) map prototype based on the web GIS has been built in the autonomous driving-specialized areas of Daegu Metropolitan City(Suseong Medical District, about 24km), the Happy City of Sejong Special Self-Governing City(about 33km), and the FMTC(Future Mobility Technical Center) PG(Proving Ground) of Seoul National University Siheung Campus using the MMS(Mobile Mapping System) surveying results given by the National Geographic Information Institute. In future research, the built-in precise road map service will be installed in the autonomous vehicles and control systems to verify the real-time locations and its location correction algorithm.

Relationships between Collective Intelligence Quality, Its Determinants, and Usefulness: A Comparative Study between Wiki Service and Q&A Service in Perspective of Korean Users (집단지성의 품질, 그 결정요인, 유용성의 관계: 수용자 관점에서 한국의 위키서비스와 Q&A 서비스의 비교)

  • Joo, Jaehun;Normatov, Ismatilla R.
    • Asia pacific journal of information systems
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    • v.22 no.4
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    • pp.75-99
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    • 2012
  • Innovation can come from inside or outside organizations. Recently, organizations have begun turning to external knowledge more often, through various forms of collective intelligence (CI) as collaborative platform to solve complex problems. Several factors facilitate this CI utilization phenomenon. First, with the rapid development of Internet and social media, numerous web applications have become available to millions of the Internet users over the past few decades. Web 2.0 and social media have become innovative web applications that provide an environment for human social interaction and collaboration. Second, the diffusion of simple and easy-to-use technologies that enable users to interact and design web applications without programming skills have led to vast, previously unknown amounts of user-generated content. Finally, the Internet has enabled communities to connect and collaborate, creating a virtual world of CI. In this study, web enabled CI is defined as a composed ability of individuals who are acting as a single cognitive unit to achieve common goals, think reasonably, solve problems, make decisions, carry out complex tasks, and develop creative ideas collectively through participation and collaboration on the web. Although CI plays a critical role in organizational innovation and collaboration, the dubious quality of CI is still problem that is difficult to solve. In general, the quality level of content collected from the crowd is lower than that from professionals. Thus, it is important to identify determinants of CI quality and to analyze the relationship between CI quality and its usefulness. However, there is a lack of empirical study on the quality factors of web-enabled CI. There exist a variety of web enabled CI sites such as Threadless, iStockphoto or InnoCentive, Wikipedia, and Youtube. One of the most successful forms of web-enabled CI is the Wikipedia online encyclopedia, accessible all over the world. Another one example is Naver KnowledgeiN, a typical and popular CI site offering question and answer (Q&A) services. It is necessary to study whether or not different types of CI have a different effect on CI quality and its usefulness. Thus, the purpose of this paper is to answer to following research questions: ${\bullet}$ What determinants are important to CI quality? ${\bullet}$ What is the relationship between CI quality factors and the usefulness of web-enabled CI? ${\bullet}$ Does CI type have a moderating effect on the relationship between CI quality, its determinants, and CI usefulness? Online survey using Google Docs with email and Kakao Talk was conducted for collecting data from Wikipedia and Naver KnowledgeiN users. A totoal of 490 valid responses were collected, where users of Wikipedia were 220 while users of Naver KnowledgeiN were 270. Expertise of contributors, community size, and diversity of contributors were identified as core determinants of perceived CI quality. Perceived CI quality has significantly influenced perceived CI usefulness from a user's perspective. For improving CI quality, it is believed that organizations should ensure proper crowd size, facilitate CI contributors' diversity and attract as many expert contributors as possible. Hypotheses that CI type plays a role of moderator were partially supported. First, the relationship between expertise of contributors and perceived CI quality was different according to CI type. The expertise of contributors played a more important role in CI quality in the case of Q&A services such as Knowledge iN compared to wiki services such as Wikipedia. This implies that Q&A service requires more expertise and experiences in particular areas rather than the case of Wiki service to improve service quality. Second, the relationship between community size and perceived CI quality was different according to CI type. The community size has a greater effect on CI quality in case of Wiki service than that of Q&A service. The number of contributors in Wikipeda is important because Wiki is an encyclopedia service which is edited and revised repeatedly from many contributors while the answer given in Naver Knowledge iN can not be corrected by others. Finally, CI quality has a greater effect on its usefulness in case of Wiki service rather than Q&A service. In this paper, we suggested implications for practitioners and theorists. Organizations offering services based on collective intelligence try to improve expertise of contributeros, to increase the number of contributors, and to facilitate participation of various contributors.

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