• Title/Summary/Keyword: online platform

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The Evolution of Korean Social Network Service focusing on the Case of Kakao Talk (한국형 SNS의 진화 : 카카오톡 사례를 중심으로)

  • Jung, Hee-Seog
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.147-154
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    • 2012
  • I made an analysis on the case of Kakao Talk, which is Korean top mobile instant messaging service, to find the growth potential of Korean Social Network Service in the global market. First, I found that unlike the PC messenger services, Kakao Talk is not only unlimited in mobile IM service provider but also has evolving into a social network service firm. Second, attempts with a variety of social services such as photo-based Kakao Story and Marketing Platform for Mobile Game, Kakao Talk successfully landed as a SNS company. Third, with 'Plus Friends' Service, soon-to-be launched Avatar and App Market Service, Kakao Talk is evolving into social media and social platforms. The big success of Kakao Talk in Korean market is expanding and reproducing into Japanese and Southeast Asian markets through the 'Line' serviced by NHN. Line is applying the proven success stories of Kakao Talk to the Japanese and Southeast Asian markets. It means that Kakao and Line, both are mobile IM services, have raised the possibility of success in the global SNS market although online web-based SNS Cyworld has failed in the global market.

P2P-based Group Communication Management Using Smart Mobile Device (스마트 이동 단말을 이용한 P2P 기반 그룹 통신 관리)

  • Chun, Seung-Man;Park, Jong-Tae
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.9
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    • pp.18-26
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    • 2012
  • As the performance of the next-generation broadband wireless networks is dramatically enhanced, various services (i.e., education, video conferencing, online games, etc.) have been provided to users through a smart mobile platform. Since those services are usually provided by using the centralized architecture, it is difficult for a lot of users to provide the scalable communication service with regard to traffic management. To solve these problems, we have proposed an architecture of P2P-based group communication management scheme using smart mobile device. More specifically, we design the group management protocol and algorithm for the group member management and the traffic management. By using these methods, the mobile multimedia streaming service can be provided with scalability. In order to verify the performance of the proposed scheme, we have mathematically analyzed the performance in terms of the average transmission delay and bandwidth utilization.

Online Monitoring System based notifications on Mobile devices with Kinect V2 (키넥트와 모바일 장치 알림 기반 온라인 모니터링 시스템)

  • Niyonsaba, Eric;Jang, Jong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.6
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    • pp.1183-1188
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    • 2016
  • Kinect sensor version 2 is a kind of camera released by Microsoft as a computer vision and a natural user interface for game consoles like Xbox one. It allows acquiring color images, depth images, audio input and skeletal data with a high frame rate. In this paper, using depth image, we present a surveillance system of a certain area within Kinect's field of view. With computer vision library(Emgu CV), if an object is detected in the target area, it is tracked and kinect camera takes RGB image to send it in database server. Therefore, a mobile application on android platform was developed in order to notify the user that Kinect has sensed strange motion in the target region and display the RGB image of the scene. User gets the notification in real-time to react in the best way in the case of valuable things in monitored area or other cases related to a reserved zone.

Augmented Reality based Low Power Consuming Smartphone Control Scheme

  • Chung, Jong-Moon;Ha, Taeyoung;Jo, Sung-Woong;Kyong, Taehyun;Park, So-Yun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.10
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    • pp.5168-5181
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    • 2017
  • The popularity of augmented reality (AR) applications and games are in high demand. Currently, the best common platform to implement AR services is on a smartphone, as online games, navigators, personal assistants, travel guides are among the most popular applications of smartphones. However, the power consumption of an AR application is extremely high, and therefore, highly adaptable and dynamic low power control schemes must be used. Dynamic voltage and frequency scaling (DVFS) schemes are widely used in smartphones to minimize the energy consumption by controlling the device's operational frequency and voltage. DVFS schemes can sometimes lead to longer response times, which can result in a significant problem for AR applications. In this paper, an AR response time monitor is used to observe the time interval between the AR image input and device's reaction time, in order to enable improved operational frequency and AR application process priority control. Based on the proposed response time monitor and the characteristics of the Linux kernel's completely fair scheduler (CFS) (which is the default scheduler of Android based smartphones), a response time step control (RSC) scheme is proposed which adaptively adjusts the CPU frequency and interactive application's priority. The experimental results show that RSC can reduce the energy consumption up to 10.41% compared to the ondemand governor while reliably satisfying the response time performance limit of interactive applications on a smartphone.

A Study on Mobile Game Security Threats by Analyzing Malicious Behavior of Auto Program of Clash of Clans (클래시 오브 클랜 오토 프로그램의 악성 행위 분석을 통한 모바일 게임 보안 위협에 관한 연구)

  • Heo, Geon Il;Heo, Cheong Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1361-1376
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    • 2015
  • Recently, the size of the mobile game market and the number of mobile game users are growing. Also, as the mobile game's life cycle is increasing at the same time, auto program issue reappears which has been appeared in PC online games. Gamers usually tend to ignore warning messages from antivirus programs and even worse they delete antivirus program to execute auto programs. Therefore, mobile game users are easily compromised if the auto program performs malicious behaviors not only for the original features. In this paper, we analyze whether seven auto programs of "clash of clans" which has a lot more users for a long time perform malicious behaviors or not. We forecast the possible security threats in near future and proposed countermeasures based on this analysis. By analyzing auto programs of highly popular mobile game of today, we can acquire the knowledge on auto program's recent trend such as their development platform, operating mode, etc. This analysis will help security analysts predict auto program's evolving trends and block potential threats in advance.

Analysis of the factors related to the infection control practice of 119 emergency medical service providers based on the PRECEDE model (PRECEDE 모형에 기반한 119구급대원의 감염관리 수행 관련 요인 분석)

  • Yang, Yeunsoo;Kimm, Heejin;Jee, Sun Ha;Hong, Seok-Hwan;Han, Sang-Kyun
    • The Korean Journal of Emergency Medical Services
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    • v.24 no.1
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    • pp.7-24
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    • 2020
  • Purpose: Emergency medical service (EMS) personnel are at high risk of spreading infection. In this study, we used the PRECEDE model to identify the knowledge, status, and barriers to infection control among Korean paramedics to provide basic infection control data. Methods: A total of 164 respondents were analyzed for the study. A questionnaire was administered and collected through an online self-response platform. Descriptive analysis, t-test, ANOVA, multiple regression, and logistic regression analyses were performed to determine infection control practices and associated factors using SAS 9.4. To identify the pathways and direct, indirect, total effects based on the PRECEDE model, we used AMOS 26.0. Results: Highly rated self-efficacy (OR 8.82, 95% CI: 3.23-24.09), awareness (OR 6.05, 95% CI: 2.06-17.72), and enabling factors (OR 3.23, 95% CI: 1.18-8.78) led to superior infection control. As a result of the structural model analysis, the highly rated enabling factors and awareness led to superior practice patterns. Conclusion: Practice is related to self-efficacy, awareness, and enabling factors; however, further research is needed to develop strategies for infection control. In particular, institutional arrangements are needed to improve the enabling factors. Improving infection control performance may lead to better infection control and enhanced protection of EMS personnel and patients against infection risks.

A Security Protocol for Swarming Technique in Peer-to-Peer Networks (피어 투 피어 네트워크에서 스워밍 기법을 위한 보안 프로토콜)

  • Lee, Kwan-Seob;Lee, Kwan-Sik;Lee, Jang-Ho;Han, Seung-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.9
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    • pp.1955-1964
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    • 2011
  • With fast deployment of high-speed networks and various online services, the demand for massive content distribution is also growing fast. An approach that is increasingly visible in communication research community and in industry domain is peer-to-peer (P2P) networks. The P2P swarming technique enables a content distribution system to achieve higher throughput, avoid server or network overload, and be more resilient to failure and traffic fluctuation. Moreover, as a P2P-based architecture pushed the computing and bandwidth cost toward the network edge, it allows scalability to support a large number of subscribers on a global scale, while imposing little demand for equipment on the content providers. However, the P2P swarming burdens message exchange overheads on the system. In this paper, we propose a new protocol which provides confidentiality, authentication, integrity, and access control to P2P swarming. We implemented a prototype of our protocol on Android smart phone platform. We believe our approach can be straightforwardly adapted to existing commercial P2P content distribution systems with modest modifications to current implementations.

TRED : Twitter based Realtime Event-location Detector (트위터 기반의 실시간 이벤트 지역 탐지 시스템)

  • Yim, Junyeob;Hwang, Byung-Yeon
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.8
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    • pp.301-308
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    • 2015
  • SNS is a web-based online platform service supporting the formation of relations between users. SNS users have usually used a desktop or laptop for this purpose so far. However, the number of SNS users is greatly increasing and their access to the web is improving with the spread of smart phones. They share their daily lives with other users through SNSs. We can detect events if we analyze the contents that are left by SNS users, where the individual acts as a sensor. Such analyses have already been attempted by many researchers. In particular, Twitter is used in related spheres in various ways, because it has structural characteristics suitable for detecting events. However, there is a limitation concerning the detection of events and their locations. Thus, we developed a system that can detect the location immediately based on the district mentioned in Twitter. We tested whether the system can function in real time and evaluated its ability to detect events that occurred in reality. We also tried to improve its detection efficiency by removing noise.

The Characteristics and Future Trends of Short-Form Animation (숏폼 애니메이션의 특성과 발전방향에 관한 연구)

  • Lee, Sun-Ju;Han, Je-Sung
    • Cartoon and Animation Studies
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    • s.38
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    • pp.29-51
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    • 2015
  • With the progress in high speed internet networks, mobile devices and social networking, the eco-system of the media has shifted from that where the flow of content was one-way from the producer to the consumer. A so-called 'prosumer' culture has taken root where the consumer himself produces media content. Along with these trends, various video-sharing platforms such as youtube has a method of allocating advertisement profit to the content producer, offering a win-win platform for content pro-sumers. This allows the channels to attract several tens of millions of subscribers and raise an annual income of over 10 billion Won, marking a revolutionary change in the content industry. This paper seeks to analyze video distribution channels and short-form media content that are showing continuous growth to identify new markets where animated content can make progress in an era of online video media platforms, as well as provide a future direction for small teams of creators of animated films to survive and thrive in this environment.

A Study on Collavorative SCM for O2O Startups

  • KIM, Dong-Yun;KIM, Joon-Seok
    • The Journal of Industrial Distribution & Business
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    • v.10 no.12
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    • pp.43-55
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    • 2019
  • Purpose : With the proliferation of O2O platform services that combine offline and online services, many startups are fiercely competing to lead services in the O2O service market. While the prospects for growth in the O2O service market are optimistic because of the close convenience to life, startups can achieve corporate performance only through close cooperation and partnership with suppliers. The purpose of this study is to verify the effect of O2O-based startups' and suppliers' cooperation in supply chain management on SCM performance through supply chain partnerships and startup satisfaction with suppliers. Research design, data, methodology : Data were collected from O2O service-based startups and hypotheses were verified through frequency analysis, exploratory factor analysis, reliability analysis, confirmatory factor analysis, feasibility analysis, and structural equation path analysis. In addition, the mediating effects of supply chain partnerships and startup satisfaction on suppliers were verified. Results : As a result of this study, IT utilization of the O2O startup cooperation method affects the financial perspective of supply chain partnership and SCM performance. The contract implementation of the cooperation method had an impact on the financial and innovation growth perspectives of the SCM performance, and the communication of the cooperation method had an effect on the supply chain partnership, startup satisfaction in the supply chain, and the innovation growth perspective of the SCM performance. Supply chain partnerships had an impact on the financial, innovation growth, and customer perspectives of SCM performance and startup satisfaction within the supply chain had a significant effect on innovation growth and customer perspectives. Conclusions : The implications of this study identified the factors that can improve SCM performance through the cooperation method of O2O startup, supply chain partnership and startup satisfaction with suppliers, and it is significant that the causal relationship was identified by the structural model through the supply chain cooperation factors derived by characteristics. Based on the empirical results, as the services of O2O startups grow, it is expected that empirical research and practical activation of academia should be considered as important in the cooperation of the supply chain.