• Title/Summary/Keyword: digital communication system

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A Framework to Develop Safe and Reliable SaaS Certification Systems (안전하고 신뢰할 수 있는 SaaS(Software as a Service) 인증제도 개발을 위한 프레임워크)

  • Seo, Kwang-Kyu
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.523-528
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    • 2012
  • The recent appearance and evolution of cloud service including IaaS(Infrastructure as a Service), PaaS(Platform as a Service) and SaaS(Software as a Service) is potentially one of the major advances in information and communication technology. While a lot of studies are currently taking place in the technology itself, there is an equally urgent need for understanding and researching the business-related issues surrounding cloud service. As more and more individuals and companies use the cloud service, their concerns are beginning to grow about just how safe and reliable an environment it is. This paper focus on SaaS as an one of the important cloud service. For successful implementation of SaaS service, it is necessary to establish the certification systems to ensure safety and reliability of SaaS. This paper provides the safe and reliable framework for systematic SaaS certification systems. In order to develop it, the critical issues related to service quality and certification of SaaS service are identified and the systematic framework for certification systems of SaaS service and service provider domains are developed. An evaluation methodology for the developed certification systems is also proposed.

A Study on the Lower Body Muscle Strengthening System Using Kinect Sensor (Kinect 센서를 활용하는 노인 하체 근력 강화 시스템 연구)

  • Lee, Won-hee;Kang, Bo-yun;Kim, Yoon-jung;Kim, Hyun-kyung;Park, Jung Kyu;Park, Su E
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.11
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    • pp.2095-2102
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    • 2017
  • In this paper, we implemented the elderly home training contents provide individual exercise prescription according to the user's athletic ability and provide personalized program to the elderly individual. Health promotion is essential for overcoming the low health longevity of senior citizens preparing for aging population. Therefore, the lower body strengthening exercise to prevent falls is crucial to prevent a fall in the number of deaths of senior citizens. In this game model, the elderly are aiming at home training contents that can be found to feel that the elderly are going out of walk and exercising in the natural environment. To achieve this, Kinect extracts a specific bone model provide by the Kinect Sensor to generate the feature vectors and recognizes the movements and motion of the user. The recognition test using the Kinect sensor showed a recognition rate of about 80 to 97%.

Model Verification of a Safe Security Authentication Protocol Applicable to RFID System (RFID 시스템에 적용시 안전한 보안인증 프로토콜의 모델검증)

  • Bae, WooSik;Jung, SukYong;Han, KunHee
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.221-227
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    • 2013
  • RFID is an automatic identification technology that can control a range of information via IC chips and radio communication. Also known as electronic tags, smart tags or electronic labels, RFID technology enables embedding the overall process from production to sales in an ultra-small IC chip and tracking down such information using radio frequencies. Currently, RFID-based application and development is in progress in such fields as health care, national defense, logistics and security. RFID structure consists of a reader that reads tag information, a tag that provides information and the database that manages data. Yet, the wireless section between the reader and the tag is vulnerable to security issues. To sort out the vulnerability, studies on security protocols have been conducted actively. However, due to difficulties in implementation, most suggestions are concerned with theorem proving, which is prone to vulnerability found by other investigators later on, ending up in many troubles with applicability in practice. To experimentally test the security of the protocol proposed here, the formal verification tool, CasperFDR was used. To sum up, the proposed protocol was found to be secure against diverse attacks. That is, the proposed protocol meets the safety standard against new types of attacks and ensures security when applied to real tags in the future.

Real-Time Object Tracking Algorithm based on Pattern Classification in Surveillance Networks (서베일런스 네트워크에서 패턴인식 기반의 실시간 객체 추적 알고리즘)

  • Kang, Sung-Kwan;Chun, Sang-Hun
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.183-190
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    • 2016
  • This paper proposes algorithm to reduce the computing time in a neural network that reduces transmission of data for tracking mobile objects in surveillance networks in terms of detection and communication load. Object Detection can be defined as follows : Given image sequence, which can forom a digitalized image, the goal of object detection is to determine whether or not there is any object in the image, and if present, returns its location, direction, size, and so on. But object in an given image is considerably difficult because location, size, light conditions, obstacle and so on change the overall appearance of objects, thereby making it difficult to detect them rapidly and exactly. Therefore, this paper proposes fast and exact object detection which overcomes some restrictions by using neural network. Proposed system can be object detection irrelevant to obstacle, background and pose rapidly. And neural network calculation time is decreased by reducing input vector size of neural network. Principle Component Analysis can reduce the dimension of data. In the video input in real time from a CCTV was experimented and in case of color segment, the result shows different success rate depending on camera settings. Experimental results show proposed method attains 30% higher recognition performance than the conventional method.

A Distributed address allocation scheme based on three-dimensional coordinate for efficient routing in WBAN (WBAN 환경에서 효율적인 라우팅을 위한 3차원 좌표 주소할당 기법의 적용)

  • Lee, Jun-Hyuk
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.663-673
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    • 2014
  • The WBAN technology means a short distance wireless network which provides each device interactive communication by connecting devices inside and outside of body. Standardization on the physical layer, data link layer, network layer and application layer is in progress by IEEE 802.15.6 TG BAN. Wireless body area network is usually configured in energy efficient using sensor and zigbee device due to the power limitation and the characteristics of human body. Wireless sensor network consist of sensor field and sink node. Sensor field are composed a lot of sensor node and sink node collect sensing data. Wireless sensor network has capacity of the self constitution by protocol where placed in large area without fixed position. In this paper, we proposed the efficient addressing scheme for improving the performance of routing algorithm by using ZigBee in WBAN environment. A distributed address allocation scheme used an existing algorithm that has wasted in address space. Therefore proposing x, y and z coordinate axes from divided address space of 16 bit to solve this problems. Each node was reduced not only bitwise but also multi hop using the coordinate axes while routing than Cskip algorithm. I compared the performance between the standard and the proposed mechanism through the numerical analysis. Simulation verified performance about decrease averaging multi hop count that compare proposing algorithm and another. The numerical analysis results show that proposed algorithm reduced the multi hop better than ZigBee distributed address assignment

A study on the service satisfaction of Chinese mobile Apps -Comparing paid and free services- (중국 모바일 앱 서비스 만족에 관한연구 -유료와 무료 모바일 서비스의 비교-)

  • Qin, Ying;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.127-137
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    • 2017
  • The role of smartphones is changing from a communication system for exchanging calls and information into a universal platform for cultural services. Also, satisfaction for mobile application services on smartphones is a very important factor in the smart business. In This paper, we analyze the effects of the outcome, service scape, costs, and especially the impact of whether costumers having to pay or free for the app on customer satisfaction. For this purpose, we analyzed survey data on service quality of mobile app service from Chinese mobile app service users. We also analyzed the moderating effects of paid and free mobile app services. As a result, it was confirmed that the quality, servicescape quality and cost of mobile app service that customers perceive have a positive effect on customer satisfaction. In addition, the effect of the cost of mobile app service perceived by the customer on customer satisfaction showed that free mobile app service was more significant than paid mobile app service. This paper can be used as an alternative to monetization for providing a mobile app service provider or a mobile app service provider who wants to switch mobile app service from free to paid service.

Performance of Magnitude Sum Correlation and Vector Sum Correlation Methods for Robust Frame Synchronization Under Low Signal-to-Noise Ratios (낮은 신호 대 잡음 비에서 강건한 프레임 동기를 위한 크기 합 상관 및 벡터 합 상관 방식의 성능 평가)

  • Lee, Dong-Uk;Kim, Sang-Tae;Sung, Won-Jin
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.45 no.7
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    • pp.32-37
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    • 2008
  • Satellite communication systems including the DVB-S2 (Digital Video Broadcasting - Satellite Version 2) system require operations under low signal-to-noise ratio (SNR) and large frequency offset values, and the initial frame synchronization process necessitates a robust correlation method. While a variety of conventional correlation structures exist for the initial synchronization, each method has different characteristics and performance in different channel environments. In this paper, we propose new correlation methods which exhibit enhanced performance in low SNR and large frequency offsets, and analyze their performance. The proposed methods use the magnitude sum and vector sum of extended differential correlation values, to maximize the correlation between the received signal and the synchronization sequence by using the spanned differential correlation result. The magnitude sum correlation method has better performance compared to conventional methods including the approximated ML (Maximum likelihood) method for SNR values below 4 dB with or without frequency offsets. The vector sum correlation method has improved performance over the magnitude sum method for channels with relatively small frequency offsets.

Reflection on the International Distance Learning between Korean and Japanese University Students (한국과 일본 대학생들 사이의 원거리학습에 대한 연구)

  • Chang, Bok-Myung
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.681-689
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    • 2015
  • This study aims to survey the effectiveness of the international distance learning between Korean and Japanese university students. This research is based on NWCCDL (Namseoul-Waseda Cross-Cultural Distance Learning) project in the spring semester, 2015. This project is the cross-cultural distance learning project between N University in Korea and W University in Japan, and the most important thing of this project is that this project is manipulated through the utilization of ICT. This research consists with two parts: the first is to introduce the NWCCDL project; the participants' information, and the contents and procedure of the on-line chatting program, and BBS(Bulletin Board System) activities. The second is to review on the students' satisfaction for the project and the utilization of ICT in English language education context. The analytic results of the questionnaire includes the students' satisfaction on this project and their reflection on the effectiveness of using ICT in English language classroom of Korea. The results prove that the most of the students are satisfied with the NWCCDL Project in the spring semester, 2015 and the most of the students agree with the fact that the utilization of ICT is very effective in English language education of Korea.

A Study on the Promotion of the Characters in the Local Governments, Japan (일본 지방자치단체 캐릭터의 프로모션 연구)

  • Lee, Hwa-ja;Kim, Gun
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.849-869
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    • 2015
  • Since South Korean government pushed ahead with decentralization system in 1990s, each local government has developed 'local government's character' so that communication between local residents and between local government and residents could be going well for rural solidarity. Local governments have designed their sole symbolic characters, applied the characters to local specialities and tourist goods, and used the designed characters for the promotion of area. There is no difference between South Korea and Japan in the function of local government's character as above-mentioned details. However, 'Yuru-chara' characters which are designed by local governments in Japan are rising dramatically in the field of Japanese major characters. 'Yuru-chara' characters' name awareness is expanded to the entire area of Japan as well as the designed area. A remarkable difference in how to promote character rather than character design caused such a successful outcome. The local governments in Japan carried out a promotion for local residents in various, friendly, and active ways, utilized local government's character as a way to publicize the image of area, and turned the character into products to bring additional effects. In the above process, there was a remarkable difference between Japan and South Korea. The purpose of this study was to research detail data related to the characters of the local governments in Japan, to analyze the promotion of the characters, and to suggest a strategy for promoting the characters of the local governments in South Korea.

A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • v.35
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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