• Title/Summary/Keyword: service platforms

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Improving Internet GIS Services Using the GML (GML을 이용한 인터넷 지리정보 서비스 향상방안에 관한 연구)

  • Chang, Min-Chol;Jun, Chul-Min
    • Journal of Korean Society for Geospatial Information Science
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    • v.13 no.2 s.32
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    • pp.51-63
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    • 2005
  • With the emerging mobile technologies, applications based on GIS are also getting more attention recently. But it is known to have some limitations in being served in different types of mobile devices and platforms. While information services are limited by data format and data exchange between platforms, the eXtensible Markup Language(XML) is getting focused as the most promising technology as the solution to such problems. Geographic Markup Language(GML) is based on XML technology and is being frequently mentioned recently as the solution to service problem on different mobile devices as well as the internet. In this study, we suggested the framework to use the GML in order to transfer and represent geographical data through the on-line or wireless platforms. We compared different application types which are currently used with GML and proposed to improve GIS services using the GML in geographical data transfer and description.

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Development of CAE Service Platform Based on Cloud Computing Concept (클라우드 컴퓨팅기반 CAE서비스 플랫폼 개발)

  • Cho, Sang-Hyun
    • Journal of Korea Foundry Society
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    • v.31 no.4
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    • pp.218-223
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    • 2011
  • Computer Aided Engineering (CAE) is very helpful field for every manufacturing industry including foundry. It covers CAD, CAM, and simulation technology also, and becomes as common sense in developing new products and processes. In South Korea, more than 600 foundries exist, and their average employee number is less than 40. Moreover, average age of them becomes higher. To break out these situations of foundry, software tools can be effective, and many commercial software tools had already been introduced. But their high costs and risks of investment act as difficulties in introducing the software tools to SMEs (Small and Medium size Enterprise). So we had developed cloud computing platform to propagate the CAE technologies to foundries. It includes HPC (High Performance Computing), platforms and software. So that users can try, enjoy, and utilize CAE software at cyber space without any investment. In addition, we also developed platform APIs (Application Programming Interface) to import not only our own CAE codes but also 3rd-party's packages to our cloud-computing platforms. As a result, CAE developers can upload their products on cloud platforms and distribute them through internet.

Over-The-Top (OTT) Platforms' Strategies for Two-Sided Markets in Korea

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.55-65
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    • 2021
  • The purpose of this paper is to present the Over-The-Top (OTT) platforms' strategies for two-sided markets. For this, we examine six strategic factors influencing OTT's success in Korea. The analysis reveals, among six OTTs, Netflix utilizes five strategic factors except the same-side network effects. OTTs from pay TV operators and channel providers tend to block the cross-side network effects on the opponent OTTs, because they think their giveaway to content providers is in vein, if the invested content by them would be consumed on opponent rival platforms. Interesting is that after experiencing a negative association between the market entry of Netflix and the subscription revenue growth rate of pay TV services, pay TV operators utilize the same-side network effects by offering hybrid services in partnership with global OTTs like Netflix, Disney+ which are considered as a complementary OTT. In conclusion, it is suggested to target a new connected TV based OTT service offering with collaboration with Korean TV device manufacturers for Korean OTTs' global strategy, because Netflix-like global market expansion is not easy for them to cover their content cost.

Research on Characteristics of Platforms for Purchasing Airline Tickets - Focusing on Air Ticket Distribution in Korea

  • Seonhee, KO
    • Journal of Distribution Science
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    • v.21 no.2
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    • pp.119-129
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    • 2023
  • Purpose: This study intended to examine the effects of the characteristics of platforms for purchasing airline tickets on perceived ease of use, usefulness, and e-loyalty, applying the technology acceptance model. Research design, data and methodology: A research model was established based on previous studies, and data were collected from consumers with experience in the airline ticket purchasing platform. 175 valid samples were used and analyzed using SEM. Results: Characteristics of the ticket purchase platform were classified into sub-factors of accessibility, functionality and information reliability through theoretical consideration. The established hypotheses for the research were partially accepted. Conclusions: First, functionality and information reliability were found to have significant positive effects on perceived ease of use, while accessibility did not have such effect. Second, accessibility did not affect the perceived usefulness, and both functionality and information reliability had a significant positive effect on perceived usefulness. Third, it was found that the perceived ease of use had a positive effect on perceived usefulness. Finally, it was found that perceived ease of use did not affect e-loyalty of the ticket purchasing platform, only perceived usefulness affected e-loyalty. This study had important academic and practical implications in the context of air ticket distribution.

Factors Determining Adoption of Fintech Peer-to-Peer Lending Platform: An Empirical Study in Indonesia

  • SUNARDI, Rudy;HAMIDAH, Hamidah;BUCHDADI, Agung Dharmawan;PURWANA, Dedi
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.1
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    • pp.43-51
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    • 2022
  • Platform lending or online lending, sometimes called peer-to-peer (P2P) lending, arose due to the digital revolution to meet people's requirements for simple fund borrowing. It quickly became an alternative to other traditional lending techniques, for example, loans banks. Along with the growth of P2P lending, several academics have investigated how information technology is used in financial services, emphasizing extended application methods. This study proposes an enhanced technology acceptance model (TAM) that investigates how consumers embrace P2P lending platforms by using quality of service and perceived risk as drivers of trust, relative advantage and compatibility as drivers of perceived usefulness. For the purpose of this study, we created a questionnaire, distributed it to clients of P2P lending platforms and fintech services in general in cities in Java, Indonesia. We received 290 replies to our questionnaire. The data was analyzed to test the hypotheses using structural equation modeling (SEM). The findings show that consumers' trust, relative advantage, perceived usefulness, and perceived ease of use in P2P lending platforms substantially affect their views toward adoption. The research's findings are useful for fine-tuning platform marketing strategies and putting strategic goals into action.

Medication Reminder System for Smart Aging Services Using IoT Platforms and Products

  • Sung, Nak-Myoung;Yun, Jaeseok
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.9
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    • pp.107-113
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    • 2017
  • In this paper, we propose a medication reminder system using IoT platforms and products to help old adults keep track of their medication schedule, one of 10 Korean instrumental activities in daily living (K-IADL). An interworking architecture based on the oneM2M standard platform is designed to allow various IoT products to be connected each other through interworking proxy entities. A prototype system for the medication reminder service is developed, which consists of a pair of off-the-shelf pill bottle and container box embedded with an NFC tag and reader respectively, three types of actuators including a LIFX LED lightbulb, Musaic speaker, Microsoft Band 2, and smartphone applications. The experiment shows that our medication reminder system can make alarms for old adults to take their pills appropriately considering where they are and when they have food inferred from data collected from sensors including ultrasonic sensor and rice cooker, fostering them to keep their medication routine.

Metaverse and the Evolution of Food and Retail Industry

  • CHA, Seong-Soo
    • The Korean Journal of Food & Health Convergence
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    • v.8 no.2
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    • pp.1-6
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    • 2022
  • Purpose: This study aims to examine the opportunities in the food industry in the context of non-fungible tokens (NFTs) and the metaverse. The metaverse expands offline experiences into a virtual space and provides users with the advantage of overcoming the limitations of physical space. Research design, data and methodology: With the development of various contents based on advanced technology, the metaverse is becoming popular among the MZ generation (comprising millennials and Gen Zs), who are skilled at navigating digital platforms. Moreover, the previously entertainment game focused service has expanded to the business field after COVID-19; activities on the metaverse are now making space for economic value creation. I examined the recent global trends in the context of NFTs and the metaverse as well as the existing cases in Korea. Results: Globally, gaming and performance platforms such as Roblox, Fortnite etc. are still concentrated in the entertainment industry. However, as shown by ZEPETO and ifland in Korea there are many opportunities in the retail and food industries. Conclusions: We analyzed the ecosystems of the retail and food and beverage sectors, where the metaverse will be useful in the future, and have suggested the implications of the opportunities provided by the metaverse.

Music License in the Metaverse

  • Kyungsuk Kim
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.44-54
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    • 2023
  • This paper provides a comprehensive analysis of the implications of the metaverse on the music industry, focusing on copyright issues and potential solutions. It delves into the concept and characteristics of metaverse platforms, describing them as environments that immerse users in a variety of virtual experiences. A significant portion of the paper is dedicated to exploring music use and copyright infringement in the metaverse. It examines how users incorporate existing music into their content, often leading to legal challenges due to copyright infringement. The paper discusses the role of online service providers (OSPs) in this context and the legal implications of their actions. The paper also addresses the 'safe harbor' provisions for OSPs and examines the balance between protecting rights holders and limiting OSP liability. It highlights the challenges and limitations of copyright enforcement in the metaverse, especially given the unique nature of content on platforms such as Roblox. Finally, the article proposes solutions to simplify music licensing in the metaverse, suggesting a shift from property rules to liability rules and the establishment of Collective Management Organizations (CMOs) to streamline the licensing process and better protect copyright holders' interests.

IoT Roaming Service for Seamless IoT Service (무중단 IoT 서비스 제공을 위한 IoT 로밍서비스)

  • Ahn, Junguk;Lee, Byung Mun
    • Journal of Korea Multimedia Society
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    • v.23 no.10
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    • pp.1258-1269
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    • 2020
  • The IoT(Internet of Things) service provides users with valuable services by collecting and analyzing data using Internet-connected IoT devices. Currently, IoT service platforms are accomplished by using edge computing to reduce the delay time required to collect data from IoT devices. However, if a user moves to another network with IoT device, the connection will be lost and IoT service will be suspended. To solve this problem, we proposes a service that automatically roaming IoT service when IoT device makes move. IoT roaming service provides a device automatic tracking management technique designed to continue receiving IoT services even if users move to other networks. To check if the proposed roaming service was effective, we implemented IoT roaming service and measured the data transfer time while move between networks along with devices while using IoT service. As a result, the average data transfer time was 124.62ms, and the average service interrupt time was 812.12ms. with this result, we can assume that the user could feel service interruption time very shortly and it will not affect the service experience. with IoT roaming service, we expect that it will present a method that stably providing IoT services even if user moves networks.

The Effect of Social Network Service Functional Characteristics and Individual Psychological Motivation Factors on User's Intention of Information Sharing (소셜네트워크서비스의 기능적 속성과 개인의 심리적 동기요인이 사용자의 정보공유 의도에 미치는 영향)

  • Kim, Hanbum;Kim, Yonghee;Jang, Miho;Choi, Jeongil
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.145-164
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    • 2013
  • With the rapidly expanding social network service, the distribution of information shows that social networks have evolved into platforms of communication and new information sharing among users. Previous studies are focused on the motivational factors of information sharing through social networking service. However, in this study, we focus on the factors that affect intention to share information in terms of both user's psychological motivation and functional characteristics of social network service. This study shows that factors such as enjoyfulness, image, identity and communication positively affect the attitude and intention of information sharing.