• Title/Summary/Keyword: three-screen service

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A Study on Verification of Security Threat and Method of Response for Multimedia Broadcasting and Communication Convergence Services (멀티미디어 방송통신 융합서비스에 대한 보안위협 검증 및 대응방안 연구)

  • Jung, Chan-Suk;Shin, Yong-Tae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.6
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    • pp.3032-3042
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    • 2013
  • Multimedia Broadcast communication convergence services are broadcast communication convergence services new form that combines a platform technology for driving the application services of various media-related Internet and TV devices. It is possible to mounted the embedded OS of TV existing technology and to support a variety of smart application services to a TV technology evolved form equipped with various platforms on the OS. The services that are fused in this way, multi-media broadcasting communication convergence new services Open IPTV, Smart TV, mobile IPTV, and N-screen, are services actively focusing on three companies domestic services. However, in order to use the software to connect to the Internet for the provision of services, is inherent software vulnerabilities or the Internet. These vulnerabilities can lead to serious security incidents. Therefore, in this paper, or be able to derive the potential security threats that occur in multimedia broadcasting service environment based on security threats and vulnerabilities of existing threats lead to such security incidents in fact, the security it was carried out through a mock hacking validation for threats. It was also suggested necessary technical security measures that can be protect against security threats revealed by using the verification result through the penetration testing. Has been presented countermeasures in fusion communication service environment of multimedia broadcasting by using these results.

UX Design of Mobile Banking Usage Improvement for Seniors (시니어들을 위한 모바일 뱅킹 이용률 개선을 위한 UX 디자인)

  • Jongbin Lee;Homin Boun
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.7
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    • pp.325-332
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    • 2023
  • Currently, the world's population has already entered a super-aging era, and the rate is expected to increase rapidly to about 40% by 2050. However, the rapid development of automation technology and the online service sector, the main technologies of the Fourth Industrial Revolution, are still further isolating them in a world where many inconveniences and development technologies are applied. As such, alienation in daily life is widely expanded in various fields, but the financial service sector is one of the must-use areas regardless of age because of its strong nature in the public service sector, and is a very important factor in the period when branches are rapidly decreasing. However, the current utilization rate of mobile banking services is not around 5%, so users over 60 are rarely able to use them. The UX design of the most frequently used remittance service screen in mobile banking services was proposed, and the difficulty of trying to find the preferred bank among 56 or more banks was solved by analyzing the usage rate of each bank and dividing it into three stages by age group from 50 or older. In addition, it was designed to strengthen customized services by showing their recently used banks as the top priority. The design proposed in this study obtained an average of 4.8 points or more out of 5 points as a result of usability satisfaction through interviews with less than 50 senior groups. This study is believed to help each bank upgrade its different mobile banking designs in a unified manner.

Finding Smartphone's Factors which Affect Satisfaction or Dissatisfaction based on KANO Model (KANO 모델을 활용한 스마트폰의 만족 및 불만족 요인 분석)

  • Lee, Sang-Gun;Lee, Sin-Seok;Kang, Ju-Young
    • The Journal of Information Systems
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    • v.20 no.3
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    • pp.257-277
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    • 2011
  • The current study categorizes factors of smartphone into three, using KANO model: attractive factors which cause only product satisfaction, must-be factors for dissatisfaction, and one-dimensional factors for both. Based on it, it presents a new model for the effects that smartphone factors have on satisfaction or dissatisfaction. The purpose is to theoretically explain that smartphone factors on which companies and users place a high value can actually affect satisfaction or dissatisfaction. After choosing 15 factors out of 25 which had been selected through literature study, these were divided into attractive, must-be, and one-dimensional ones. 93 out of 109 questionnaires returned were used for analysis. After frequency analysis using SPSS were conducted on the surveys, the factors were grouped, based on KANO table. The grouping results are as follows. Attractive factors include 'expansion slots for external memory, battery desorption, brand awareness, mobile banking and internet telephony'. Must-be ones include 'multi-touch, information security, entertainment, information retrieval, location based service and SNS. Finally, 'screen visibility, size of internal memory, the amount of internal memory, battery life, and response to after-sales service' are classified as one-dimensional factors. A critical finding of this paper is that since the results are different depending on the operating system of smartphones, it must be taken into consideration in studies on smartphones. The wide and rapid spread of smartphones has changed people's lifestyle as well as business environment, which forces companies to compete with each other to adapt to the changed circumstances. In this competitive system, studies on smartphone factors of satisfaction and dissatisfaction are essential for firms to establish a new strategy. From this point of view, the present paper is expected to be a basic material for enterprises not only to develop goods and services that maximize customer satisfaction and minimize dissatisfaction, but also to establish the future business strategy.

Development of Disaster Response and Management System using GIS Technique (GIS기법을 이용한 재해상황 통보 및 관리 지원 시스템 개발)

  • Kim, Kam-Lae;Cheong, Hae-Jin
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.24 no.4
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    • pp.359-365
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    • 2006
  • Recently generated natural disaster of rainfall is transformed into nationwide generate form from a specific region of generated form that damages are steadily growing. such natural disaster lead to much influence such as socioeconomic, financial, physical and casualties etc, therefore model collection can be a step required establishment of systematically management foundation and offer of systematic solved plan. this study proposed to analyze and arrange pattern of disaster and systems designed plan and establishment further scientific, prompt service of disaster. with GIS technique for decision-making offer the necessary preliminary data. also, each city have orthophoto and digital elevation model that analyze real topography and situation. with establish management system in order to carry out appropriate service of disaster management and establish realistic management system. system had established that OpenGL make three dimensional illustrate scale image data and digital elevation model therefore a module of section analysis developed way to illustrate and to analyze topography and longitudinal section in screen.

Satisfaction on the practical training of public institution's staffs in cyber oral health service (공공기관 근무자의 사이버 구강보건사업실무과정 교육에 대한 만족도)

  • Hwang, Yoon-Sook;Cho, Eun-Pyol
    • Journal of Korean society of Dental Hygiene
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    • v.12 no.1
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    • pp.225-233
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    • 2012
  • Objectives : This thesis aims to provide basic materials for exploring trends and operational strategy of the cyber training. To achieve study purpose, it analyzed the satisfaction of trainees in regard to the education of field training course of Cyber Oral Health Promotion Program, established and operated between 2007 and 2009. Methods : This study conducted questionnaire surveys after the completion of training to utilize the satisfaction level of 989 respondents among 1,310 employees of public institutions who completed the field training course of Cyber Oral Health Promotion Program. Results : Respondents showed satisfaction on the training course throughout three years in terms of satisfaction of instructional methods (screen characteristics, educational techniques, and so on) according to educational contents, the connection and realization of online education and service satisfaction, necessary for learning in association with educational guidance, offered to learners by a tutor and rapidity in questions and answers. A majority of respondents in all years answered that they participated in training program voluntarily for self-development and improvement in work ability, and they thought that the completion of course would be helpful to their current work and future work. In addition, cyber training program was primarily conducted in the working place by 72.5%, and the most difficult thing in cyber training was to combine work and learning by 60.6%. Conclusions : As shown in the results above, workers in public institutions were satisfied with cyber job training and it was evaluated that cyber job training would be helpful to performing their actual work. Therefore, it is needed to collect and evaluate more diverse requirements of trainees with regard to cyber job training, and the development and operation of job training program that reflects these results sufficiently is required.

Design of Mobile Application for Learning Chemistry using Augmented Reality

  • Kim, Jin-Woong;Hur, Jee-Sic;Ha, Min Woo;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.139-147
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    • 2022
  • The goal of this study is to develop a mobile application so that a person who is new to chemistry can easily acquire the knowledge necessary for chemical structure learning using image tracking technology. The point of this study is to provide a new chemical structure learning experience by recognizing a two-dimensional picture, augmenting the chemical structure into a three-dimensional object, showing it on the user's screen, and using a service that simultaneously provides related information in multiple fields. characteristic. Login API and real-time database technology were used for safe and real-time data management, and an application was developed using image tracking technology for image recognition and 3D object augmentation service. In the future, we plan to use the chemical structure data library to efficiently load and output data.

A Study on the Development of Mobile APP Usability Evaluation Tool for Time Management (시간관리 모바일 앱 사용성 평가도구 개발에 관한 연구)

  • Lee, Saem;Nam, Won-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.19-29
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    • 2021
  • Although several industrial revolutions and technological developments have provided time for modern people, more than 75% of modern people are currently suffering from the problem of "lack of time". Therefore, in this paper, it was judged that it was necessary to improve the mobile APP service for efficient time management of modern people, and a study was conducted on the development of usability evaluation tools. First, the current status was analyzed through case studies of six time management apps with different purposes, and then usability studies were conducted to establish a total of five evaluation principles with operability, cognition, user suitability, minimization of work errors, and sharing. Based on this, a draft of the time management mobile app usability evaluation item was prepared, and a total of 44 usability evaluation tool items were derived through three Delphi surveys of design experts over 5 years and less than 10 years. As a result, intuitive screen and menu composition and user's perception of content were evaluated as the most important factors, and conclusions such as the need to improve the structure and function of the main content screen for user error prevention and usability were drawn. This study will not only contribute to improving the usability of existing time management mobile apps, but will also be used as a material for designing an integrated time management platform for efficient time management and purpose promotion in the future, and is expected to be used as an academic reference.

A Seamless N-Screen Service Technology for Disseminating Disaster Informations (재해정보 확산을 위한 끊김없는 N-스크린 서비스 기술)

  • Kim, Kyungjun;Park, Jonghoon;Kim, Chulwon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.3
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    • pp.587-595
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    • 2015
  • A by-pass path in wireless sensor networks is the alternative path which be able to forward data when a routing path is being broken. One reason of depleting energy is occurred by the path. The method for solving prior to addressed the problem is proposed. However, this method may deplete radio resource. The best path has advantage that network lifetime of sensor nodes is prolonged; on the contrary, in order to maintain the best path it have to share their information between the entire nodes. In this paper, we propose the best path searching algorithm in the distributed three dimensional sensor networks. Through the neighboring informations sharing in the proposed method, the proposed algorithm can decide the best k-path as well as the extension of network lifetime.

The Relationship of Brand Awareness and User Experience in 3D GUI Mobile Phone (3D GUI 모바일폰의 사용자 경험과 브랜드 인지도의 상관관계)

  • Kim, Seung-In;Shin, Gwi-Ja
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.147-159
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    • 2010
  • The touch screen phone launched domestically in Korea, unlike the existing plane UI, it applied a cubic shape of 3D UI which provides three dimensional solid graphic. This study proposes to examine the correlation between the users' experience of 3D GUI, which were made by two different companies, and the brand. From this point of view, this study sets up a hypothesis about intimate correlation between individual differentiated brand and the user experience. Base on that, a model was designed. This study measured the satisfaction of user experience through the disclosure and non-disclosure of brand, focusing on 3D GUI cases which were launched so far, and it demonstrated that there was a clear difference in the degree of satisfaction. Through this examine, a brand was confirmed as one of the important element of user experience in using the 3D GUI that was launched competitively by companies. Therefore, the result of this study suggest that the designers need to establish strategies that make the brand as the core subject of design during the process of manufacturing product and service.

Affective Metaphor of Dimensional Perception (물리적 차원 지각에 대한 감성 메타포)

  • Mun, Sung-Chul;Whang, Min-Cheol;Lee, Jung-Nyun;Kim, Jong-Hwa;Kim, Ji-Hye
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.1
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    • pp.187-193
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    • 2011
  • Objective: The aim of this study was to investigate the association between conceptual metaphors of affect and physical dimensions. Background: The evidence that affect is unconsciously linked to physical dimensions(e.g., position and color) has been obtained in western cultures. However, in eastern cultures, especially, in Korea, it has been seldom tested. It is indispensable to examine whether or not cultural differences exist for better understanding of the conceptual metaphors. Method: 50 positive and 50 negative words were adopted from previous studies in order to determine the relationship between physical domains and abstract affect. Three hypotheses were tested in this study: (1) Good is up. (2) Good is bright. (3) Good is right(for right-handers). The automatic association between valence(positive vs. negative) and vertical position (up vs. down) was investigated in experiment 1, in which 100 words were randomly presented on either the top or the bottom of a LCD screen and the evaluation time of the presented word was recorded. The unconscious association between valence and color(white and black) was examined in experiment 2, where each word was randomly presented in either white or black. Lastly, we tested whether right-handers tend to associate rightward space with positive ideas and leftward space with negative ideas. Results: Reaction time was faster when words were presented in metaphor congruent domains(e.g., 'positive words on the top, in bright color, and on right space vs. negative words on the bottom, in dark color, and on left region) than when they were shown in metaphor incongruent domains. Conclusion: The results might give the groundwork for various directions in further understanding perception, emotion, and behavior. Application: This study may provide useful points to GUI designers and service developers if further studies enhanced in validity and reliability are followed.