• Title/Summary/Keyword: 意識形態

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A Hybrid Vulnerability of NFC Technology in Smart Phone (스마트폰에서 NFC를 이용한 융.복합 하이브리드 취약점)

  • Park, Chang Min;Park, Neo;Park, Won Hyung
    • Convergence Security Journal
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    • v.12 no.4
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    • pp.3-8
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    • 2012
  • Smartphones have all the recent technology integration and NFC (Near Field Communication) Technology is one of them and become an essential these days. Despite using smartphones with NFC technology widely, not many security vulnerabilities have been discovered. This paper attempts to identify characteristics and various services in NFC technology, and to present a wide range of security vulnerabilities, prevention, and policies especially in NFC Contactless technology. We describe a security vulnerability and an possible threat based on human vulnerability and traditional malware distribution technic using Peer-to-Peer network on NFC-Enabled smartphones. The vulnerability is as follows: An attacker creates a NFC tag for distributing his or her malicious code to unspecified individuals and apply to hidden spot near by NFC reader in public transport like subway system. The tag will direct smartphone users to a certain website and automatically downloads malicious codes into their smartphones. The infected devices actually help to spread malicious code using P2P mode and finally as traditional DDoS attack, a certain target will be attacked by them at scheduled time.

Reflexion for Communication: A System Theory Perspective (소통을 위한 성찰: 체계이론의 관점으로 살펴본 성찰적 커뮤니케이션 이론 연구)

  • Kim, Moo-Kyu
    • Korean journal of communication and information
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    • v.58
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    • pp.178-200
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    • 2012
  • This paper seeks to deal with the point that in order to perform meaningful communication, a conscious act of reflexion must be involved. In other words, performance of communication inevitably requires self-reflexion. It is known that rationality and dialogism function as necessary preconditions and as goals of communication. But these concepts are very ambiguous because the communicational paradox is not considered. The interaction model could be thought to solve the paradox problems, but such solution can ultimately be seen as a result of ignoring the point that personal reflexion is necessary or covering up the logical problem by depending on concepts such as 'legitimation' or 'ideal discourse situation.' Therefore this paper views that the theory of communication based on Luhmann's system theory and constructivism has a more meticulous logics, and considers that the concept of reflexion specifically supplements the interaction model also by examining Schmidt's concept of fiction and Grant's concept of porous communication.

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담합의 존재에 관한 경제적 증거 : 반독점법과 과점이론의 조화(1)

  • Werden Gregory J.
    • Journal of Korea Fair Competition Federation
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    • no.113
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    • pp.15-31
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    • 2005
  • 최근 미국의 법원은 담합을 입증하려는 시도를 주로 경제적 증거에 입각하여 분석하는 추세를 보여 왔다. 하지만 담합의 존재를 입증하는데 있어서 경제분석의 역할에도 많은 이견이 날카롭게 표출되었다. 담합의 존재에 관한 경제적 증거를 분석하는 데에 있어 유일한 합리적 근거는 최신과점이론(Modern oligopoly theory)이다. 그런데 증인으로 나선 많은 경제학자들과 법원이 최신과점이론에 자신들의 분석을 뚜렷이 기초하지 않았기 때문에, 판례법의 현 상태가 불만족스럽다고 주장하는 것이 본 논문의 핵심적 내용이다. 셔먼법 제1조는 ''계약, 결합, 공모(contract, combination, or conspiracy)에 의해 초래되는 거래(즉 경쟁)의 불합리한 제한을 규제''하는데, 이러한 계약 결합, 공모의''용어들은 합의라는 하나의 개념으로 통합하여 이해''할 수 있다. 제 1조는 다수의 당사자가 ''단일한 목적, 공통된 의도와 의견의 일치, 혹은 의사의 합치(Meeting of minds)'', 즉 ''공통된 계획에 대한 의식적 참가(consious commitment to a common scheme)''를 합의한 모든 협약을 규제한다. 셔먼법 제 1조 위반을 입증하기 위해서는 일치된 행동이 합의 하에서 일어났음을 입증해야 한다. 미국 법원은 합의를 추론할 수 있는 증거력 있는 정황증거(admissible circumstantial evidence)의 원칙을 확립하였다. 독점가격에 가까운 수준의 과점가격 설정은 ''조정되었다(coordinated)''라고 칭해지는데, 이는 ''구두 합의''와 ''암묵적 합의''의 두 가지 형태로 나뉜다. 한편, 일회게임 과점 모형과 반복게임 모형은 과점이론의 핵심을 이룬다. 과점에 대한 Chamberlin의 견해는 본래 게임과 Stigler의 모형은 그와 같은 생각의 오류를 가르쳤다. 그러나 판례법은, Petroleum products antitrust litigation사건과 reserve supply사건에서 볼 수 있듯이 종종 그러한 교훈을 망각했다. 최신과정이론과 판례를 종합해 보면, 합의의 존재에 관해 경제학자가 이끌어내는 추론과 법원이 이끌어내는 추론을 포괄하는 다음의 네 가지 일반적 원칙이 도출된다. 1. 합의가 추론되기 위해서는 상호의존성을 넘는 무언가가 먼저 제시되어야 한다. 2. 합의의 존재는 일회게임 과점 모형에서의 비협조적 내쉬균형과 일치하는 행동으로부터는 추론될 수 없다. 3. 합의의 존재는, 비록 무한반복 과점게임에서의 비협조적 내쉬균형(혹은 Chamberlin-Fellner식의 과점)과 일치하더라도, 일회게임 과점 모형에서의 비협조적 내쉬균형과 일치하지 않는 행동으로부터 추론될 수 있다. 4. 증거는 구두합의의 존재를 뒷받침해야만 한다. 이러한 원칙에서 얻을 수 있는 가장 중요한 교훈은, 합의가 존재하지 않을 경우 과점상황으로부터는 독점가격이 예상될 수 없다는 사실을 법원이 인식하는 것만으로도 합의의 추론에서 범하기 쉬운 가장 큰 오류를 회피할 수 있다는 것이다.

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Immediate restorations in a fully edentulous patient utilizing digital system: A case report (완전 무치악 환자에서 디지털 시스템을 이용한 임플란트 즉시 보철수복 증례)

  • Fang, Jeong-Whan;Jeong, Seung-Mi;Kang, Se-Ha;Hwang, Chan-Hyeon;Kim, Dae-Hwan;Choi, Byung-Ho
    • The Journal of Korean Academy of Prosthodontics
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    • v.53 no.2
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    • pp.157-166
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    • 2015
  • This article describes how to use CBCT and an intraoral scanner in a fully edentulous case that enables the clinician to place implants with flapless guided surgery and to engage prefabricated, customized implant abutments at the time of implant surgery, with only 1 clinical consultation before implant surgery. The patient's existing denture is used to simulate the teeth, the soft tissue and the vertical dimension of occlusion, and jaw relationship in the fully edentulous jaw. It provides clinicians with a fast workflow and improves clinical efficiency.

Comparative evaluation of flexural strength and modulus of denture base resin with mesh and stick type glass fiber reinforcement (망사 및 스틱 형태의 유리섬유 보강재를 삽입한 의치상용 레진의 굴곡강도 및 굴곡계수 비교 평가)

  • Kim, Dong-Yeon;Kim, Jae-Hong
    • Journal of Technologic Dentistry
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    • v.42 no.2
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    • pp.91-98
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    • 2020
  • Purpose: This study is to compare the flexural strength and modulus by inserting a mesh and stick type fiberglass reinforcement into resin specimens. Methods: Wax specimens (length 64 mm, width 39 mm, thickness 5 mm) are prepared according to ISO 20795-1:2013. Mesh type and stick type glass fiber reinforcements were prepared. The prepared wax specimens were used plaster and flask for investment. The flask was separated and the wax was removed. The heat curing resin was injected into the flask, and then a mesh type and stick type fiberglass reinforcement were inserted. The prepared resin specimen was cut into three equal parts (length 64 mm, width 10 mm, thickness 3.3 mm). The mesh type glass fiber reinforcement (MT group) and the stick type glass fiber reinforcement (ST group) were classified into two groups. The prepared specimen was measured using a universal testing machine (UTM). The data were analyzed by Mann-Whitney U test, and the significance level was set to 0.05. Results: In the flexural strength, the ST group was higher than the MT group, and there was a significant difference between the two groups (p<0.05). In the flexural modulus, the ST group was higher than the MT group, and there was a significant difference between the two groups (p<0.05). Conclusion: The stick-type glass fiber inreased the flexural strength than the mesh-type glass fiber reinforcement.

Analysis of Emotion Pattern for Game Player on Quest System : Towards of Tutorial Mode in Mabinogi Game (퀘스트 시스템에 대한 게임플레이어의 감정패턴 분석 : 마비노기 Tutorial Mode를 중심으로)

  • Kim, Mi-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.15-22
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    • 2010
  • The purpose of this research is to analyze players' emotion pattern for conducting a quest in Role Playing Game(RPG). We have rebuilt up the action and content of gameplay related to category to set up five action classes of game players based on the literature review about the human behavior classification. Moreover, Mabinogi game includes the composition of various quests by story-centered expanse. We classified the quest structure of the tutorial mode, initial state, of its game into the cognitive action. We build the model of the correlation between cognitive behavior patterns of gameplay and emotions derived from targeting ten novices. The result of this research reveals that gameplayers' stimulus levels are identified to emotion pattern. It is enable to grope to concrete the design of the quest and the level in a specified state. Moreover, players' emotion variation is indicated to the type of expression of fun elements. We expect to use a device to induce the curiousness and the challenge for conducting the higher goal of game in the whole.

Web-based Interactive Applications and System to Motivate the Rehabilitation of the Brain Disease Patients (뇌질환 환자의 재활 동기 증진을 위한 웹 기반의 상호 작용형 애플리케이션 및 시스템)

  • So, Seong-Seok;Ryu, Mun-Ho;Yang, Yoon-Seok
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.2
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    • pp.71-79
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    • 2011
  • The rapid growth of the older population and the decrease in the ages of patients suffering from brain diseases yield desperate demands for social rehabilitation methods to help the brain disease patients to come back to their society. This study developed a prototype of an web-based interactive applications and system to motivate the rehabilitation of the brain disease patients by increasing self accomplishment, and strong willingness to recover. For easy access and dynamic interactions, we utilized various programing languages and authoring tools compatible with Web 2.0 environment. The developed system does not need installation of any dedicated software. It provides an open platform in which many useful interactive applications are easily integrated. It will be extended to a system which provide advanced rehabilitation for brain disease patient and the elderly.

Diverse Aspects of the Antagonist of the Game through the theory of Film Narrative (영화의 이야기 구조를 통한 게임의 Antagonist 양상과 특성 연구)

  • Ahn, Sang-Hyuk
    • Archives of design research
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    • v.17 no.4
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    • pp.299-306
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    • 2004
  • From oral literature to the online game, the narrative has been extended to be comprehensive of various temporal and meaningful facets. Antagonism between the desire and the obstacle propels the narrative story of the game and film. Essential to the concept of antagonism is the role of an antagonist with power to endanger the protagonist; the strength of that force grabs the spectator's interest. An antagonist becomes the obstacle that guards the distance between a protagonist's desire and ability to attain ti. Although an antagonist is the obstacle to overcome in a story, for ordinary people, the intense rivalry between the pro and antagonist offers an unlimited framework for the discussion of game with film narrative which create an interplay of desire and identification. In this paper, I am going to analyze the diverse aspects of the antagonist in the spectator's fantasy of the visual story such as film and multimedia.

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A Study on Environmental Pollution Issues in Fireworks Display (불꽃놀이의 환경오염 측면에 관한 연구)

  • Ahn, Myung-Seog;Lee, Jin-Ho;Shin, Chang-Young
    • Explosives and Blasting
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    • v.26 no.2
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    • pp.45-51
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    • 2008
  • Fireworks display is called as younwha in korean, pokjuk in chinese, hanabi in japanese and fireworks display in English. Fireworks is a kind of art calling as engineering art program that presents its artistic sense by making up light, sound, heat, form, smoke, smoke screen, time delay and kinetic energy etc. which are made by combustion and deflagrations of explosives. Korea's fireworks skill is world class. In 1980s, we already developed the skills. After 2010 year, It would develop as Nano-biotechnology considering its environmental safety passing by 1990s' grow fully step. After pleasant fireworks, it requires a environmental pollution control measure, ability of emergency state control, management of storing place, a blind shell and waste disposal and citizenship elevation etc. This paper indicated around fireworks the present conditions, environmental pollution buzz, direction of development and plan.

A Study on Social Control and Acceptance of Science and Technology: Focusing on Biotechnology (과학기술의 사회적 통제와 수용성 연구: 생명공학을 중심으로)

  • Lee Young-Hee
    • Journal of Science and Technology Studies
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    • v.1 no.1 s.1
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    • pp.71-103
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    • 2001
  • Usually social control and acceptance of science and technology is thought to be a separate or even confronting thing. But this paper aims to go beyond this simple and dichotomous thinking. Rather, this paper argues that social control and acceptance of science and technology can be combined altogether organically. In other words, this paper argues that social control of a particular science and technology has functional effects to the acceptance of that science and technology. Social control of a particular science and technology is a signal that something is going wrong; it reallocates attention and enhances social awareness; it evaluates ongoing activity; and it alters this activity in various ways to secure a sustainable future. In order to prove this functional hypothesis, this paper tries a case study of biotechnology from a perspective of sociology of science and technology. Especially social controversies around genetically modified organisms(GMOs) and embryo cloning in Korea are analysed deeply. As a conclusion, this paper proposes some policy implications of this study.

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