• Title/Summary/Keyword: community platform

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Big Data Platform for Public Library Users: Focusing on the Cultural Programs and Community Service (이용자를 위한 공공도서관 빅데이터 플랫폼 구축 방안 연구 - 문화프로그램 및 커뮤니티 서비스 정보를 중심으로 -)

  • Yoon, SoYoung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.3
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    • pp.347-370
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    • 2022
  • Most public library websites provide unstructured cultural program data, which cannot be produced and utilized systematically as bibliographic information. It is not sufficiently used in existing library big data research or cases, and there is a risk of disappearing when the website is reorganized or the person in charge is changed. This study developed a data schema that can be used in conjunction with bibliographic data by collecting and analyzing cultural programs and community service data produced in an unstructured manner and proposed to share and utilize public library cultural programs and community service data, and establish a library big data platform that can serve as an information channel between librarians who are cultural program planners. Library program data posted on the library website can be integrated and managed through the platform, securing continuity of work, and systematically managing and preserving the specialized service history of individual libraries.

Platform Thinking within the Third Generation Science Park Concept: Emerging Cases from Finland and the Netherlands

  • Kakko, Ilkka;Mikkela, Kari
    • World Technopolis Review
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    • v.5 no.1
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    • pp.30-46
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    • 2016
  • This paper is intended as an opening of a dialog on how to apply platform thinking in the development of innovation environments. It will briefly describe a new STP (Science and Technology Park) concept called 3GSP (Third Generation Science Park), which is gaining momentum in Finland. The paper explains the fundamental changes that are currently taking place in the global innovation environment and explains why platform thinking is becoming an essential element in ecosystem development. The theoretical background and classifications of platforms are described and the benefits to be gained from STP perspective are highlighted. The paper emphasizes especially the role of so called 'competence platforms' and explains the main characteristics of a fully working competence platform. The role of competence platforms in understanding serendipity and as a fundamental factor in building the team is also highlighted. The paper analyses from STP perspective several practical examples, where platform thinking supports the emergence of new innovation environments, including Urban Mill (Finland) and Meetberlage (Netherlands). The requirements for comprehensive competence platform services are presented and their potential to support community building and therefore ecosystem development is illustrated. This analysis will provide STP practitioners with new models for applying platform thinking and will help to establish co-creation, open innovation and serendipity management practices. The case studies presented will help STP management teams to evaluate the benefits of competence platforms in different contexts.

The Implementation of CDTK(Community Developing Tool Kit) Based-on Model Driven Architecture (커뮤니티 컴퓨팅 모델에 기반한 개발도구 구현)

  • Kim Jun-Young;Jung Yu-Na;Kim Min-Koo
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.118-120
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    • 2006
  • 커뮤니티 컴퓨팅 시스템은 3단계 모델(CCM, CIM-PI, CIM-PS)로 이루어져 있다. 모델은 이 전의 모델을 기반으로 툴의 지원을 받아 코드를 상세화하면서 실제 구현단계에 이르게 된다. 3가지 모델 중 가장 먼저 기술해야 하는 CCM(Community Computing Model)은 커뮤니티 컴퓨팅 시스템에 대한 가장 놓은 수준의 추상화 모델로서, 시스템의 환경과 요구사항을 기술하는 부분이다. 기술된 CCM을 기반으로 생성되는 CIM-PI(Platform Independent Community Implementation Model)에서는 시스템의 구현을 고려하여 컴퓨팅 요소들과 또 이들 간에 생길 수 있는 협업관계를 자세히 기술한다. 이렇게 기술된 CIM-PI를 멀티에이전트 플랫폼 위에서 작동할 수 있도록 CDTK를 이용해 변환해 농은 것이 CIM-PS(Platform Specific Community Implementation Model)이다. 본 논문에서는 커뮤니티 컴퓨팅 시스템 개발을 더욱 쉽고 체계적으로 개발하기 위해 만든 CDTK와 이 개발 툴을 통해 얻을 수 있을 수 있었던 여러 장점들에 대해 소개한다. CDTK를 이용한 적용사례로 유비쿼터스 환경내에서 발생할 수 있는 가상시나리오에 적용하여 CDTK의 실현성과 효율성을 검증해 보았다.

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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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Implementation of a citizen-driven smart city living lab community platform to improve pedestrian environment of school zone (스쿨존 보행환경 개선을 위한 시민참여형 스마트시티 리빙랩 커뮤니티 플랫폼 구현)

  • Jang, Sun-Young;Kim, Dusik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.415-423
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    • 2021
  • Citizen participation and Living Lab are attracting interest as one of the major strategies for the success of smart cities. In a Living Lab, citizens, who are the end-users of technology, participate in the search for alternatives to define and solve problems and repeat experiments to verify alternatives in a circular process. The purpose of this research was to present an operating model of a citizen-participating online community platform to improve urban problems, implement and test it, and show its applicability. To this end, an operation model of a citizen-participating online community platform was proposed to improve urban problems. An online platform was designed and implemented to reflect the functions pursued by the operation model. Finally, a pilot test for the function was performed using the Oma Elementary School case located in Ilsan, Goyang-si, Gyeonggi-do. The operating model was designed with the city's pedestrian environment and children. As a result, the sharing and communicating process of urban issues among community members worked appropriately according to the designed intention. The Living Lab coordinator could visualize and view urban issues posted by users on a map based on location information. Visualizing the urban problem as a heat map confirmed that urban problems were concentrated in a specific area.

Business Model of New Media Platform in K-Content Use (한국 방송 콘텐츠의 뉴미디어 플랫폼 비즈니스 모델)

  • Kim, Young-Hwan;Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.431-438
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    • 2016
  • This study focused on the Korean-wave content consumed in the global market and analyzed success/failure factors of services through business model analysis. It aims to offer an effective new media content platform model. ViKi, Drama Fever, Maaduu.com which are representative global OTT were researched on management strategy by case analysis. The success of the global OTT platform is organized into three factors, target customer coverage, revenue model and community activation. Clear and wide coverage of target customer is important to determine the value of the service. Also, revenue model based on the pay service and community for Korean-wave fandom are essential to make good performance in new media platform business.

A Study on Architectural Characteristics of Community Church in County, VA in U. S. A. (미국동부 카운티 내 지역교회에 관한 건축적 특성에 연구)

  • Chong, Geon-Chai
    • Journal of the Korean Institute of Rural Architecture
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    • v.13 no.2
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    • pp.79-86
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    • 2011
  • The purpose of this study is to understand a architectural characteristics of local church in Virginia, U. S. This study focuses on not only analyzing the worship and service program inherent in the site planning of local church but also introducing worship service space and chancel elements of it in the village of garden area. We surveyed five protestant churches where are located in suburban and rural area outside of Midlothian city in the early August, 2010. I surveyed church building site and worship service space of churches focused on platform design, interviewed the historical background and program of churches with ministers, and corrected annual calender and newsletter. The results of this study are as follows. First, the characteristics of site plan have a comfortable parking lots and site of churchyard(cemetery) with playground that can take an activities out of chapel. The axis of church building follows to front street. Second, worship services keep two types of traditional and comtemporary worship in order to consider of both adult and youth members. The worship hall has a balance of bilateral symmetry. Third, the form of platform is built that is able to perform a music drama and movement of sermon without only one church, GraceLand Church that church building has over fifty years, and they stick to simple traditional type of Chancel that is established by pulpit, table(altar), baptistery(only baptist church), music instruments, and so on.

Interface Development for Pre and Post processor on EDISON Platform Simulation System (EDISON 플랫폼 시뮬레이션 시스템에서 전처리 및 후처리기 연계를 위한 인터페이스 개발)

  • Kwon, Yejin;Jeon, Inho;Seo, Jerry H.;Lee, Jongsuk R.
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.103-110
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    • 2020
  • The EDISON is a platform that supports numerical analysis for problem solving in computational science and engineering. We provide a cloud service for users, and provide an environment to access and execution of the simulation service on the web. For now, the EDISON platform provides simulation services for eight applied field on computational science engineering. Users can check the numerical analysis result by web in the computational science and engineering platform. In addition, various services such as community activity with other researchers, and the configuration of simulation environment by user 's needs can be provided. A representative service of the EDISON platform is a web-based simulation service that performs numerical analysis for problem solving of various computational science and engineering. Currently, EDISON platform provides workbench simulation service. It is the web-based simulation execution environment, and result analysis to provide simulation regardless of various personal computing resource or environment in each numerical analysis. In this paper, we build an interface for pre and post processor that can be used in conjunction with the workbench-based simulation service provided by EDISON platform. We provide a development environment with interface that is implemented by applying a pre and post processor optimized for the simulation service. According to simulation and execution are performed by linking the new workbench-based simulation service to the pre and post processor.

The Impact of New Media Properties to Self-Efficacy and Marketplatform Attractiveness (뉴미디어 환경 속성이 자기효능감 및 모바일 마켓플랫폼 매력도에 미치는 영향)

  • Lee, Jeong Hoon;Kim, Soo Kyung
    • Journal of Information Technology Applications and Management
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    • v.20 no.4
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    • pp.315-338
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    • 2013
  • As a result of New media that affects the marketing system, it is appeared a new marketing system called Market Platform in terms of market governance of trading. Market Platform is a new marketing system for ideal market system through the community structure from a hierarchy structure. It is determined that Market Platform as the role of adjustment of each side of market, buyer and seller, developed an existing marketing system. In this study, to target the Market Platform has recently emerged as the center of the market management in the new media environment. This study investigates what characteristics and impact of infrastructure of Market Platform will affect the cognitive impact on both buyers and sellers to clarify the impact on the self efficacy of the shopping process. Through this investigation, modeling for the impact that new media environment will attract Market Platform will be developed from the investigation of attractiveness of mobile market platform environment. Changes in the technical media environment gave the characteristics of the customer in the market platform, so consumers could involve not only consumed, but also manufactured. Thus, it is possible to increase the attractiveness if market must be able to not only for the convenience of shopping, but also make people to enjoy the experience of value co-creation. In other words, the new media, as a result of affecting the marketing system, mobile market platform is organized around the market of communication base. Network centrality, visible openness, ubiquitous multiplexity, 3 properties of new media increase the market self-efficacy of their customers. Therefore, the structure of market platform that enhance self-efficacy has higher attractiveness.

The Effect of Appearance of 'the other' and 'I' to Positive Attitude and Sense of Community on Social Video Platform - Based on Social Impact Theory and Self-Monitoring Theory (소셜 비디오 플랫폼 상에서 '나'의 개성과 '다른 사람'의 개성이 사용자의 긍정성과 소속감에 미치는 영향 - 사회적 영향이론과 자기 점검 이론 관점)

  • Kim, Bomyeong;Kim, HyunYoung;Kim, Jinwook;Shin, Hyunsik;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.480-493
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    • 2016
  • Recently, the method of social interaction is transforming into a method that utilizes videos. We are suggesting a new social video platform that contains a video of 'I' and 'the other'. We studied how the appearance of 'the other' and 'I' affected the user. So we applied the Social Impact Theory and Self-Monitoring Theory. The platforms were then used to investigate how the user's positive attitude and sense of community were affected by having the user view his/her and 'the other's appearance watching the same video. As the result, users felt more positive attitude when their own appearance was shown on the screen. However, the positive attitude decreased when there were more femininity in the surrounding videos along with their own appearance. Also, when there were more masculinity in the surrounding video, the users felt a stronger sense of community. We believe this research will provide implications for developing the structure and organization of a new social video platform.