• Title/Summary/Keyword: internet use

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Development of M2M Simulator for Mobile Network using Knapsack Algorithm (Knapsack 알고리즘을 이용한 모바일 네트워크용 M2M 시뮬레이터 개발)

  • Lee, Sun-Sik;Jang, Jong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.11
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    • pp.2661-2667
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    • 2013
  • Recently, at Home and abroad, Internet of Things era things(Thing) is participating as a subject of communication in human communication paradigm of existing (lot/M2M) is in full swing. Automobile, refrigerator, bicycle, until shoes, and communication functions generation of information is installed and has created a fusion of new service IT infrastructure. Its use and application are broadening to various areas and the number of devices used for it is increasing to increase the number of information transmitted for each object. When the traffic reaches its limit while each set of data is transmitted from the devices divided into each group through the mobile network, M2M communications service might not be processed smoothly. This study used the Knapsack Problem algorithm to create a virtual simulator for a smooth M2M service when the mobile network used for the M2M communications reaches its limit. The virtual simulator applies smooth processing of services from the M2M communications that should be processed first to other subsequent services when data comes to each group of devices. As the M2M technology develops to make many objects more compact in size, it would help with smoother processing of M2M services for the mobile network with fast-increasing traffic.

A Learning Agent for Automatic Bookmark Classification (북 마크 자동 분류를 위한 학습 에이전트)

  • Kim, In-Cheol;Cho, Soo-Sun
    • The KIPS Transactions:PartB
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    • v.8B no.5
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    • pp.455-462
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    • 2001
  • The World Wide Web has become one of the major services provided through Internet. When searching the vast web space, users use bookmarking facilities to record the sites of interests encountered during the course of navigation. One of the typical problems arising from bookmarking is that the list of bookmarks lose coherent organization when the the becomes too lengthy, thus ceasing to function as a practical finding aid. In order to maintain the bookmark file in an efficient, organized manner, the user has to classify all the bookmarks newly added to the file, and update the folders. This paper introduces our learning agent called BClassifier that automatically classifies bookmarks by analyzing the contents of the corresponding web documents. The chief source for the training examples are the bookmarks already classified into several bookmark folders according to their subject by the user. Additionally, the web pages found under top categories of Yahoo site are collected and included in the training examples for diversifying the subject categories to be represented, and the training examples for these categories as well. Our agent employs naive Bayesian learning method that is a well-tested, probability-based categorizing technique. In this paper, the outcome of some experimentation is also outlined and evaluated. A comparison of naive Bayesian learning method alongside other learning methods such as k-Nearest Neighbor and TFIDF is also presented.

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Usability Evaluation Framework for Ubiquitous Computing Device (유비쿼터스 디바이스를 위한 사용성 평가 프레임워크 개발 - 디바이스의 Graphical User Interface 중심으로)

  • Kim, Han-Joon;Choi, Jong-Kyu;Ji, Yong-Gu
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.131-135
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    • 2008
  • Nowadays various information devices using electronic technology has been released. And these digital devices will be continuously developed to make a satisfaction of customer's needs. So digital device will support network service using communication technology, so users will use the internet service anywhere, anytime. Also the networked device which is used in ubiquitous computing environment should be evaluated by new evaluation framework. Therefore previous usability evaluation framework need to reflect the characteristics of ubiquitous computing. However most of pervious research about ubiquitous computing was about conceptual issues like rules and characteristics of ubiquitous computing, so the research of usability testing and evaluation method for ubiquitous computing is rarely conducted. This research's purpose is developing the evaluation framework for ubiquitous computing device and usability model for ubiquitous computing. To develop the evaluation framework, we collect the evaluation indexes which have need used in GUI evaluation And we extract evaluation indexes for ubiquitous computing based on literature review.

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ICT Utilization and Recognition by Home Economics Teachers in Secondary schools (중등학교 가정과 교사의 ICT 활용수업의 실태와 인지도)

  • Kim Mi-Young;Kim Kyung-Ae;Wee Eun-Hah
    • Journal of Korean Home Economics Education Association
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    • v.16 no.3
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    • pp.63-80
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    • 2004
  • The purpose of this study was to investigate the actual ICT utilization and recognition, to identify the effective and relevant chapters of home economics which can be taught using ICT in teaching and learning method. There were 372 secondary school teachers being participated in the survey. The results of this study can be summarized as follows 1. The reason why they have ICT utilization Instruction is to help the learners improve the academic accomplishment in the development stage through providing data from web-surfing and presentational data such as developed CD, animation and presentations. 2. Regarding ICT utilization capability. teachers have the capability to send and receive E-mail, make a presentation data. practical use of Internet. In addition, the group with less than 10 years experience have a higher capability in information technology. 3. Concerning ICT utilization recognition, this result shows that ICT Instruction is the most effective to motivate learners, and teachers anticipate ICT Instruction would improve the quality of the teaching & learning. 4. The chapter such as 'how to make clothing and recycling'(database). 'the foundation of cooking and its application' (database). 'gender and acquaintance of the opposite sex', 'nutrition of during adolescence' (simulation program) should be the first priority in the development.

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A Fitness Verification of Time Series Models for Network Traffic Predictions (네트워크 트래픽 예측을 위한 시계열 모형의 적합성 검증)

  • 정상준;김동주;권영헌;김종근
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.2B
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    • pp.217-227
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    • 2004
  • With a rapid growth in the Internet technology, the network traffic is increasing swiftly. As for the increase of traffic, it had a large influence on performance of a total network. Therefore, a traffic management became an important issue of network management. In this paper, we study a forecast plan of network traffic in order to analyze network traffic and to establish efficient correspondence. We use time series forecast models and determine fitness whether the model can forecast network traffic exactly. In order to predict a model, AR, MA, ARMA, and ARIMA must be applied. The suitable model can be found that can express the nature of traffic for the forecast among these models. We determines whether it is satisfied with stationary in the assumption step of the model. The stationary can get the results by using ACF(Auto Correlation Function) and PACF(Partial Auto Correlation Function). If the result of this function cannot satisfy then the forecast model is unsuitable. Therefore, we are going to get the correct model that is to satisfy stationary assumption. So, we proposes a way to classify in order to get time series materials to satisfy stationary. The correct prediction method is managed traffic of a network with a way to be better than now. It is possible to manage traffic dynamically if it can be used.

Packet Loss Concealment Algorithm Based on Speech Characteristics (음성신호의 특성을 고려한 패킷 손실 은닉 알고리즘)

  • Yoon Sung-Wan;Kang Hong-Goo;Youn Dae-Hee
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.7C
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    • pp.691-699
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    • 2006
  • Despite of the in-depth effort to cantrol the variability in IP networks, quality of service (QoS) is still not guaranteed in the IP networks. Thus, it is necessary to deal with the audible artifacts caused by packet lasses. To overcame the packet loss problem, most speech coding standard have their own embedded packet loss concealment (PLC) algorithms which adapt extrapolation methods utilizing the dependency on adjacent frames. Since many low bit rate CELP coders use predictive schemes for increasing coding efficiency, however, error propagation occurs even if single packet is lost. In this paper, we propose an efficient PLC algorithm with consideration about the speech characteristics of lost frames. To design an efficient PLC algorithm, we perform several experiments on investigating the error propagation effect of lost frames of a predictive coder. And then, we summarize the impact of packet loss to the speech characteristics and analyze the importance of the encoded parameters depending on each speech classes. From the result of the experiments, we propose a new PLC algorithm that mainly focuses on reducing the error propagation time. Experimental results show that the performance is much higher than conventional extrapolation methods over various frame erasure rate (FER) conditions. Especially the difference is remarkable in high FER condition.

Games for Elderly People using u-Table (유테이블을 활용한 노인용 게임)

  • Hwang, Tae-Doo;Roh, Young-Tae;Lee, Jun;Park, Sung-Jun;Shin, Hae-Won;Kim, Jee-In
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.4
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    • pp.13-19
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    • 2007
  • Computer games for elderly people can be utilized as a tool not only for enjoying themselves but also for improving their health and quality of lives. It is reported that such games could be played in order to stimulate and enhance mental and physical capabilities of elderly people. It is also reported that traditional folk games are preferred to be played by elderly people rather than modern computer games. In this paper, we propose to use a tabletop interface, u-Table, and its corresponding natural gestures as a user interface for playing traditional folk games by elderly people. Since a table is a good place for people to get together, talk to each other and share their experiences, a tabletop interface can be used for playing games of cooperation, conversation and sharing. A set of traditional folk games were digitalized using u-Table. It was demonstrated that its users had better experiences of playing games with u-Table comparing to playing games using a mouse of a conventional computer.

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A Novel Video Copy Detection Method based on Statistical Analysis (통계적 분석 기반 불법 복제 비디오 영상 감식 방법)

  • Cho, Hye-Jeong;Kim, Ji-Eun;Sohn, Chae-Bong;Chung, Kwang-Sue;Oh, Seoung-Jun
    • Journal of Broadcast Engineering
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    • v.14 no.6
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    • pp.661-675
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    • 2009
  • The carelessly and illegally copied contents are raising serious social problem as internet and multimedia technologies are advancing. Therefore, development of video copy detection system must be settled without delay. In this paper, we propose the hierarchical video copy detection method that estimates similarity using statistical characteristics between original video and manipulated(transformed) copy video. We rank according to luminance value of video to be robust to spacial transformation, and choose similar videos categorized as candidate segments in huge amount of database to reduce processing time and complexity. The copy videos generally insert black area in the edge of the image, so we remove rig black area and decide copy or not by using statistical characteristics of original video and copied video with center part of frame that contains important information of video. Experiment results show that the proposed method has similar keyframe accuracy to reference method, but we use less memory to save feature information than reference's, because the number of keyframes is less 61% than that of reference's. Also, the proposed method detects if the video is copied or not efficiently despite expansive spatial transformations such as blurring, contrast change, zoom in, zoom out, aspect ratio change, and caption insertion.

A Study on the Development of Electronic Resource Management System in a University Library (대학도서관 전자자원관리시스템(ERMS) 구축에 관한 연구)

  • Kim, Yong;Cho, Su-Kyeong
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.4
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    • pp.249-276
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    • 2010
  • With the rapid growth and development of information technology and the Internet, the amount of information published in electronic formats such as video, audio, digitalized text, etc. and the number of users accessing information online to satisfy their information needs are growing at a tremendous rate. This study analyzes standardized components to construct ERMS and proposes a model of ERMS based on the result of the analysis. The main functions of ERMS in university libraries are: 1) ERMS can manage and control access information to various electronic resources, metadata, holdings, user resources. Also, ERMS can be compatible with an existing library system such as IR(Information Retrieval) system, linking system, or proxy system. 2) ERMS should completely be compatible with acquisition and cataloging systems for effective management and control of integrated information organization and library budget. 3) ERMS should systematically and effectively manage license information on electronic resources. 4) ERMS should provide ideal and effective environment for use and access control of electronic resources in a library and integrated tool to manage and control all of electronic resources. Additionally, this study points out the need to organize committee groups to establish standardized rules and collaborative management of electronic resources among university libraries like DLF ERMI and redesign organizations in a library and a librarian's job description.

An Analysis on Mediating Effect of Participant Activity in Investment Crowdfunding (투자형 크라우드펀딩에서 참여자활동성의 매개효과 분석)

  • Kim, Jong Yun;Kim, Chul Soo
    • The Journal of Society for e-Business Studies
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    • v.25 no.1
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    • pp.65-82
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    • 2020
  • Start-ups often use crowdfunding platforms such as Wadiz to get financing from corporate investors and general public. These platforms include functions to increase participant activity through the number of comments, interest and online word-of-mouth. This study aims to elucidate how these functions related to a participant activity exhibit mediating effects on a success of crowdfunding and an achievement rate of targeted investment amount. To this end, the individual variables such as progress period, target amount, venture company, experience of attracting investment, possession of intellectual property rights, a career of the representative and an award experience of the representative were classified into the project characteristics, the company characteristics and the representative characteristics through not only previous studies but also interviews with investment professionals and platform operators. Afterwards, this study went through an empirical verification process using a structural equation model that has both crowdfunding performance and participant activity, which is the independent and mediating factors of three perspectives, as well as the dependent variables. In other words, this study analyzes how the characteristics of three perspectives affect the participant activity and how the participant activity had the mediating effects on the crowdfunding performance. In addition, it derives how the analysis results mentioned above vary according to business types (internet services, culture/art, manufacturing/distribution) and investment styles (stock type and bond type). It is expected that this study will help not only in deriving the factors affecting the performance of an investment type crowdfunding but also in preparing the measures to increase a participant activity.