• Title/Summary/Keyword: contents access

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Personalized Nutrition Intervention for Weight Control With Korean Foods via Internet Service System

  • Oh, Hyun-In;Chung, Myung-Il;Yi, Jae-Hyuk;Jang, Dai-Ja
    • International Journal of Contents
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    • v.7 no.2
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    • pp.26-31
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    • 2011
  • People with obesity or over-weight need nutritional intervention to reduce their weight, because weight loss reduces the incidence rate of chronic diseases such as hypertension, type II diabetes, cardiovascular diseases and cancer in obese people. This study was to develop a system for individualized weight control program available both for wired and wireless internet users. This system is especially useful to users carrying wireless internet mobile device. If they input their physical information (height, weight and waist circumference) and mineral levels measured by hair tissue mineral analysis, the system provides evaluation of their health status and metabolic related functions such as endocrine and carbohydrate tolerance. Based on these evaluations, food menus are then offered to them to manage their health status and to improve their metabolic related physiological functions in a personalized way. The system also provides more information for recommended foods, such as nutritional information, food ingredients, recipes, and videos related to cooking. Bibimbap was selected as an example dish for customized contents for mobile web. Bibimbap is one of the most well-known Korean traditional dishes prepared with various kinds of ingredients including several different kinds of vegetables, meat, and egg so that it is a low calorie dish as well as a well-balanced diet. Therefore, this system developed in this study allows the mobile users to access web site through wired wireless internet everywhere and provides a customized content to the users to manage their weight and finally to achieve a desirable weight.

Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

Development of Personalized broadcasting Service and Terminal based on TV-Anytime (개인 맞춤형방송 서비스와 단말플랫폼 개발)

  • Seok, Joo-Myoung;Lim, Seon-Yong;Choi, Ji-Hoon;Kim, Hyun-Cheol;Lee, Han-Kyu;Hong, Jin-Woo
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.1
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    • pp.38-53
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    • 2007
  • Nowadays, as it goes on digitalization of the broadcasting and the convergence of the broadcasting and communications , it has been developed into the ubiquitous individual media consuming pattern which can easily and comfortably consume the favorite contents through any devices at anytime and/or anywhere. For this, in this paper, we propose personalized broadcasting service that can provide a convenient access of the contents that users want to watch at anytime by considering the user preference and consumption characteristics as well as an efficient browsing and watching of the particular program segments more advanced than the data broadcasting services. Moreover, it is implemented the TV-Anytime standard based on personalized broadcasting terminal platform by us. The developed services and terminal will used on broadcasting environment in which many services and the contents. The result of that is the broadcasters/service providers and content providers can provide differential broadcasting services which is suitable to each user such as personalized broadcasting service in near future.

Analysis of Information Structure and Contents on the Web Sites for Catering Services (출장요리서비스 웹 사이트의 구성 및 내용 분석)

  • Jo, Seon-Yeong;Gang, Hye-Gyeong;Lee, Seon-Yeong;Gang, Myeong-Hui
    • Journal of the Korean Dietetic Association
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    • v.11 no.3
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    • pp.273-285
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    • 2005
  • This study examined the structure and contents of the information provided by the web sites, in terms of clarity, business goal, authority, sustainment of operation and responsibility of customer care, as well as menus. The findings from the analysis of 217 web sites selected from 5 major portal sites, are 1) most of catering business over internet are located around Seoul area, 2) almost 80% of the selected sites are administered by professional agents or firms while the remnants by individuals, 3) except menu and price, any additional information is hardly shown, 4) about three quarter of the sites opened after 2001, that is coherent with the trend of the growth of internet users and eating-out, 5) it is strongly required to create healthful cyber space for the customers, 6) a small number of the sites(12.4%) try to manage access from customers, 7) many sites(73.7%) open the channels for feedback from the customers 8) among the types of catering services offered by the sites, home party is the most popular and the kinds of cuisine, Korean, Japanese, and Chinese, are divided into almost same proportion of the sites, 9) the average number of dishes is 33.5, 10) they offer 7 to 8 different dishes of grain, 4 to 6 of meat, 4 to 10 of fishes, 5 to 13 of vegetables, 1 of fruits, and 1 to 3 of dairy products, 11) The majority of price level is ₩15,001 - ₩20,000.

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A Study on the Transmission Characteristics and Channel Capacity of Telephone Line Communication System (전화선 통신 시스템의 전송특성 및 채널용량에 관한 연구)

  • Roh, Jae-Sung;Chang, Tae-Hwa
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.233-238
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    • 2009
  • The advances in the digital communication and network technology, Internet technology and the proliferation of smart appliances in home, have dramatically increased the need for a high speed/high quality home network. As consumer electronic devices and computing devices are increasing in the home network, it is obvious that the data traffic of home network increases as well. Various home network devices want to access Internet servers to get multimedia contents. Therefore, we introduce TLC(Telephone Line Carrier) system for networked digital consumer electronic appliances within a house using Ethernet or wire/wireless technology. In the future home network environment, the primary purposes of the smart home network based TLC are to create low-cost, easily deployable, high performance, and wide coverage throughout the home. In this paper, the channel capacity of telephone line communication system is evaluated and compared as a function of transmission power, number of OFDM carrier, channel loss, and noise loss for smart home network.

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Design of Smart AP for DASH Service in Non-DASH Client (Non-DASH 클라이언트상에서 DASH 서비스 제공 가능한 Smart AP 설계)

  • Jeon, Seong Hee;Cho, Min Ju;Lee, Wong Jae;Hwang, Jun;Paik, Jong Ho
    • Journal of Satellite, Information and Communications
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    • v.7 no.2
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    • pp.47-53
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    • 2012
  • In general, it is essential that contents are to be provided with proper bitrate according to network conditions in order to support higher quality of video streaming services over wired and wireless networks. Recently, DASH is adopted by the MPEG as the standard for HTTP based adaptive streaming technology and consists of the server and clients. The clients should parse XML files from the server and play contents after accessing the finely divided segments into various bitrates. In this paper, we designed a Smart AP(Access Point) which exists between DASH contents server and Non-DASH clients enables provide DASH services to Non-DASH clients. In addition, proposed Smart AP provides DASH service to various types of clients as maintaining the existing environment without additional development costs.

Contents Development of Web Services for Artificial Intelligence-based Stock Photos (인공지능 기반의 스톡사진 웹 서비스 콘텐츠 개발)

  • Lee, Ah Lim;Lim, Chan
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.1-10
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    • 2019
  • The present research aims to identify the issues that occurred when uploading stock photos to the internet-based stock image agencies and to develop technical solutions based on web service technologies. We identify the issues by examination of previous studies and stock photo uploading systems of major three agencies currently in service. As such, we develop web service technology by focusing on the following matters. First, we apply an automatic tag system to ensure convenience. Second, to ensure safety, we apply a technology that easily enables prevention of portrait rights violations and trademark infringements. We also prepare for measures against possible harmfulness. Third, to ensure completeness, we apply a method which resolves upload failure issues that frequently occurred in the past. In particular, the present research is significant as it applies an automatic image analysis system based on Google Cloud Vision API as the artificial intelligence-based image processing technology. In addition, we develop a web service program which improves user access by using SNS-type screen composition.

Hybrid Web Content Management System Implementation (하이브리드 웹 콘텐츠 관리 시스템 구현)

  • Park, Seon-Gyeong;Mun, Hyung-Jin
    • Journal of Industrial Convergence
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    • v.17 no.2
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    • pp.15-20
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    • 2019
  • The purpose of this study is to provide customized experience learning service platform that enables consumers to easily search for various content information about on - site experiential learning, exhibitions, events, and culture, and to provide services. To provide customized experiential learning information that meets the requirements of the consumer. Beacon technology implemented through this study is a BLE technology that broadcasts a URL in Eddystone format developed by Google. This means that even if a user does not install a separate application, Making it easier and faster to access. Based on this, when the database of local cultural contents is completed, it will be expanded to the whole country, and it is expected that more diverse and high quality self - directed cultural contents experiential learning activity education programs will be provided to consumers by diversifying contents and expanding the market.

Game-Based Content Caching and Data Sponsor Scheme for the Content Network (콘텐츠 네트워크 환경에서 게임이론을 이용한 콘텐츠 캐싱 및 데이터 스폰서 기법)

  • Won, JoongSeop;Kim, SungWook
    • KIPS Transactions on Computer and Communication Systems
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    • v.8 no.7
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    • pp.167-176
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    • 2019
  • Recently, as the types of services that can be enjoyed in mobile telecommunication networks such as social networks and video streaming are increasing, mobile users(MUs) can access mobile contents easily by consuming mobile data. However, under a mobile telecommunication environment, MUs have to pay a high data fee to a network service provider(SP) in order to enjoy contents. The 'data sponsor' technique, introduced as a way to solve this problem, has attracted attention as a breakthrough method for enhancing contents accessibility of MUs. In this paper, we propose an algorithm that determines the optimal discount rate through the Stackelberg game in the data sponsor environment. We also propose an algorithm to design edge caching, which caches highly popular content for MUs on edge server, through many-to-many matching game. Simulation results clearly indicate that the profit for CP's content consumption is improved by about 6~11%, and the profit of CP according to the ratio of edge caching is improved by about 12% than the other existing schemes under data sponsor environment.

Art Science Convergence Curriculum Design in the 4th Industrial Revolution Era : Focusing on STEAM with Contents (4차 산업혁명 시대 예술·과학 융합 교육프로그램 설계 : 콘텐츠를 활용한 STEAM을 중심으로)

  • Park, Sung-won;Lee, Hye-won
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.53-61
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    • 2021
  • The year 2020 was a time when the coronavirus infections-19 (COVID-19) caused various changes in society. In particular, the fields that have been conducted face-to-face have been greatly confused by the transition to an online non-face-to-face method, and this is the case with the field of education. There are two main advantages of offline education. The first is that we can improve our understanding through communication with teachers, and the second is that we can develop social skills through interaction with friends. But as online classes progressed due to corona 19, interaction could not be achieved. As a result, the motivation for learning has been reduced due to difficulties in real-time feedback, and the participation rate has been significantly lowered, especially in lower grades, raising concerns about the learning gap that will occur after corona 19. However, there are some cases in which online classes were conducted as effectively as offline classes by utilizing various contents. What they have in common is the use of content. Teachers generally improved the quality of education by linking interesting sights and videos that enhance learning comprehension. The provided video conveys learning-related content into stories, enabling intuitive observation. Many students were already enjoying these videos through VOD (Video on Demand) such as TV and YouTube, they were able to connect their easy access to content and interest in learning. Appropriate use of video content has rather increased the learning effect and should continue after corona 19. Therefore, it is necessary to study methodologies that apply video content efficiently to education. This study looked at the steps that needed content application through the development of education programs, and observed its meaning. Students were curious about the content, motivated to learn and participated in learning on their own. Intuitive learning, conducted through appreciation, play and content production, provided an opportunity to learn on their own in everyday life.