• Title/Summary/Keyword: 가상상황

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A Study on the Change of Cyber Attacks in North Korea (북한의 사이버 공격 변화 양상에 대한 연구)

  • Chanyoung Park;Hyeonsik Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.175-181
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    • 2024
  • The U.N. Security Council's North Korea Sanctions Committee estimated that the amount of North Korea's cyberattacks on virtual asset-related companies from 2017 to 2023 was about 4 trillion won. North Korea's cyberattacks have secured funds through cryptocurrency hacking as it has been restricted from securing foreign currency due to economic sanctions by the international community, and it also shows the form of technology theft against defense companies, and illegal assets are being used to maintain the Kim Jong-un regime and develop nuclear and missile development. When North Korea conducted its sixth nuclear test on September 3, 2017, and declared the completion of its national nuclear armament following the launch of an intercontinental ballistic missile on November 29 of the same year, the U.N. imposed sanctions on North Korea, which are considered the strongest economic sanctions in history. In these difficult economic situations, North Korea tried to overcome the crisis through cyberattacks, but as a result of analyzing the changes through the North's cyber attack cases, the strategic goal from the first period from 2009 to 2016 was to verify and show off North Korea's cyber capabilities through the neutralization of the national network and the takeover of information, and was seen as an intention to create social chaos in South Korea. When foreign currency earnings were limited due to sanctions against North Korea in 2016, the second stage seized virtual currency and secured funds to maintain the Kim Jong-un regime and advance nuclear and missile development. The third stage is a technology hacking of domestic and foreign defense companies, focusing on taking over key technologies to achieve the five strategic weapons tasks proposed by Chairman Kim Jong-un at the 8th Party Congress in 2021. At the national level, security measures for private companies as well as state agencies should be established against North Korea's cyberattacks, and measures for legal systems, technical problems, and budgets related to science are urgently needed. It is also necessary to establish a system and manpower to respond to the ever-developing cyberattacks by focusing on cultivating and securing professional manpower such as white hackers.

Thought Experiments: on the Working Imagination and its Limitation (사고실험 - 상상의 작용과 한도에 대해)

  • Hwang, Hee-sook
    • Journal of Korean Philosophical Society
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    • v.146
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    • pp.307-328
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    • 2018
  • The use of thought experiments has a long history in many disciplines including science. In the field of philosophy, thought experiments have frequently appeared in the pre-existing literature on the contemporary Analytic Philosophy. A thought experiment refers to a synthetic environment where the designer of the experiment-with his or her intuition and imagination-tests common-sense knowledge. It can be understood as a conceptual tool for testing the validity of the common understanding of an issue or a phenomenon. However, we are not certain about the usefulness or efficacy of a thought experiment in knowledge production. The design of a thought experiment is meant to lure readers into believing as intended by the experiment itself. Thus, regardless of the purpose of a thought experiment, many readers who encounter the experiment could feel deceived. In this paper, to analyze the logic of thought experiments and to seek the source of uneasiness the readers and critics may feel about thought experiments, I draw lessons from three renowned thought-experiments: Thomson's 'ailing violinist', Putnam's 'brain in a vat', and Searle's 'Chinese room'. Imaginative thought experiments are usually constructed around a gap between the reality and the knowledge/information at hand. From the three experiments, several lessons can be learned. First, the evidence of the existence of a gap provided via thought experiments can serve as arguments for counterfactual situations. At the same time, the credibility and efficacy of the thought experiments can be damaged as soon as the thought-experiments are carried out with inappropriate and/or murky directions regarding the procedures of the experiment or the background of the study. According to D. R. Hofstadter and D. C. Dennett(1981), the 'knob setting' in a thought experiment can be altered in the middle of a simulation of the experimental condition, and then the implications of the thought experiment change altogether, indicating that an entirely different conclusion can be deduced from thought experiment. Lastly, some pre-suppositions and bias of the experiment designers play a considerable role in the validity and the chances of success of a thought experiment; thus, it is recommended that the experiment-designers refrain from exercising too much of their imagination in order to avoid contaminating the design of the experiment and/or wrongly accepting preconceived/misguided conclusions.

Edge to Edge Model and Delay Performance Evaluation for Autonomous Driving (자율 주행을 위한 Edge to Edge 모델 및 지연 성능 평가)

  • Cho, Moon Ki;Bae, Kyoung Yul
    • Journal of Intelligence and Information Systems
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    • v.27 no.1
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    • pp.191-207
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    • 2021
  • Up to this day, mobile communications have evolved rapidly over the decades, mainly focusing on speed-up to meet the growing data demands of 2G to 5G. And with the start of the 5G era, efforts are being made to provide such various services to customers, as IoT, V2X, robots, artificial intelligence, augmented virtual reality, and smart cities, which are expected to change the environment of our lives and industries as a whole. In a bid to provide those services, on top of high speed data, reduced latency and reliability are critical for real-time services. Thus, 5G has paved the way for service delivery through maximum speed of 20Gbps, a delay of 1ms, and a connecting device of 106/㎢ In particular, in intelligent traffic control systems and services using various vehicle-based Vehicle to X (V2X), such as traffic control, in addition to high-speed data speed, reduction of delay and reliability for real-time services are very important. 5G communication uses high frequencies of 3.5Ghz and 28Ghz. These high-frequency waves can go with high-speed thanks to their straightness while their short wavelength and small diffraction angle limit their reach to distance and prevent them from penetrating walls, causing restrictions on their use indoors. Therefore, under existing networks it's difficult to overcome these constraints. The underlying centralized SDN also has a limited capability in offering delay-sensitive services because communication with many nodes creates overload in its processing. Basically, SDN, which means a structure that separates signals from the control plane from packets in the data plane, requires control of the delay-related tree structure available in the event of an emergency during autonomous driving. In these scenarios, the network architecture that handles in-vehicle information is a major variable of delay. Since SDNs in general centralized structures are difficult to meet the desired delay level, studies on the optimal size of SDNs for information processing should be conducted. Thus, SDNs need to be separated on a certain scale and construct a new type of network, which can efficiently respond to dynamically changing traffic and provide high-quality, flexible services. Moreover, the structure of these networks is closely related to ultra-low latency, high confidence, and hyper-connectivity and should be based on a new form of split SDN rather than an existing centralized SDN structure, even in the case of the worst condition. And in these SDN structural networks, where automobiles pass through small 5G cells very quickly, the information change cycle, round trip delay (RTD), and the data processing time of SDN are highly correlated with the delay. Of these, RDT is not a significant factor because it has sufficient speed and less than 1 ms of delay, but the information change cycle and data processing time of SDN are factors that greatly affect the delay. Especially, in an emergency of self-driving environment linked to an ITS(Intelligent Traffic System) that requires low latency and high reliability, information should be transmitted and processed very quickly. That is a case in point where delay plays a very sensitive role. In this paper, we study the SDN architecture in emergencies during autonomous driving and conduct analysis through simulation of the correlation with the cell layer in which the vehicle should request relevant information according to the information flow. For simulation: As the Data Rate of 5G is high enough, we can assume the information for neighbor vehicle support to the car without errors. Furthermore, we assumed 5G small cells within 50 ~ 250 m in cell radius, and the maximum speed of the vehicle was considered as a 30km ~ 200 km/hour in order to examine the network architecture to minimize the delay.

New Tool to Simulate Microbial Contamination of on-Farm Produce: Agent-Based Modeling and Simulation (재배단계 농산물의 안전성 모의실험을 위한 개체기반 프로그램 개발)

  • Han, Sanghyun;Lee, Ki-Hoon;Yang, Seong-Gyu;Kim, Hwang-Yong;Kim, Hyun-Ju;Ryu, Jae-Gee
    • Journal of Food Hygiene and Safety
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    • v.32 no.1
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    • pp.8-13
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    • 2017
  • This study was conducted to develop an agent-based computing platform enabling simulation of on-farm produce contamination by enteric foodborne pathogens, which is herein called PPMCS (Preharvest Produce Microbial Contamination Simulator). Also, fecal contamination of preharvest produce was simulated using PPMCS. Although Agent-based Modeling and Simulation, the tool applied in this study, is rather popular in where socio-economical human behaviors or ecological fate of animals in their niche are to be predicted, the incidence of on-farm produce contamination which are thought to be sporadic has never been simulated using this tool. The agents in PPMCS including crop, animal as a source of fecal contamination, and fly as a vector spreading the fecal contamination are given their intrinsic behaviors that are set to be executed at certain probability. Once all these agents are on-set following the intrinsic behavioral rules, consequences as the sum of all the behaviors in the system can be monitored real-time. When fecal contamination of preharvest produce was simulated in PPMCS as numbers of animals, flies, and initially contaminated plants change, the number of animals intruding cropping area affected most on the number of contaminated plants at harvest. For further application, the behaviors and variables of the agents are adjustable depending on user's own scenario of interest. This feature allows PPMCS to be utilized in where different simulating conditions are tested.

A Method of Evaluating the Spatial Difference between Two Numerical Surfaces (두 개의 수치 평면에 대한 공간적 차이의 측정 방법)

  • Lee Jung-Eun;Sadahiro Yukio
    • Journal of the Korean Geographical Society
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    • v.41 no.2 s.113
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    • pp.212-226
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    • 2006
  • Surface data generally represent continuous distribution of geographical or social phenomena of a region in urban analysis. Instances include distribution of temperature, population of region, and various distributions related to human activities. When spatial data are given in the form of surface, surface comparison is required as a way of comprehending the surface change or the relationship between two surfaces. As for previous approaches of surface comparison, there are visualization, quantitative methods and qualitative method. All those approaches, however, show the difference between two surfaces in a limited way. Especially, they are not able to distinguish spatial difference between two surfaces. To overcome such problem, this paper proposes a method of comparing two surfaces in terms of their spatial structure. Main concept of the method comes from earth moving problem and the method is named minimum surface transformation, here. When a surface is transformed into another, total surface volume moved in the process of transformation should be the minimum. Both quantitative and spatial differences between two surfaces are evaluted by total surface volume moved and the distribution of moved surface volume of each cell respectively. The method is applied to hypothetical and actual data. From the former, it is understood that the method explains how two surfaces are quantitatively and spatially different. The result of the latter shows that moved total surface volume decreases as time goes by which fits the actual situation that population change rate gets smaller. Concerning the other measure of surface difference, the distribution of $X_{ij}$ describes detailed flow of surface volume than that of simply subtracting surface volume by indicating to what direction the population change occurs.

A Study on Economic Value of Daegu Arboretum based on Contingent Valuation Methods (가상가치평가법을 이용한 대구수목원의 경제적 가치평가)

  • Kang, Kee-Rae;Lee, Kee-Cheol;Lee, Hyun-Taek;Ryu, Byong-Ro;Kim, Dong-Pil
    • Korean Journal of Environment and Ecology
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    • v.25 no.5
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    • pp.787-798
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    • 2011
  • An arboretum is defined as a collection of facilities that conserve plant species by surveying, collecting, and proliferating and preserving the plants in nature, perform diverse researches on plants and display the plants in exhibition spaces or outdoors as well as provide the public with educational programs and refreshment spaces according to the laws concerned. The public, however, recognizes the exhibition and education functions on plants of arboretum more importantly compared with the roles to survey, collect, and proliferate plants as regulated by the laws. In particular, arboretum plays a role to offer a pivotal educational place in urban area where the public can obtain an hands-on experience and understanding on a wide range of plant species and natural environment. The study aims to estimate the non market environmental values of Daegu Arboretum operated by Daegu Metropolitan City government by using the Contingent Valuation Methods (CVM), which yields the current monetary estimates for the arboretum. The value estimation was undertaken by using the Double-Bound Dichotomous Choice (DBDC) method, and each estimated value was derived from respective functions based on a logit distribution known to include relatively stable estimates according to the shape of the distribution. Considering the statistical fitness test results, the author estimated the amounts of the Willingness To Pay (WTP) such as mean WTP of 12,718 KRW, median WTP of 11,033 KRW, and truncated mean WTP of 11,468 KRW, which represented the annual recreational values per a person visiting Daegu Arboretum respectively. The analysis showed that Daegu Arboretum created the annual environmental values which were estimated to be approximately 16 to 19 billion KRW. The study also has an implication that the valuation method for the environment of Daegu Arboretum may be effectively applied for estimating the values of other types of environmental goods by altering the locations or goods to be analyzed.

The Effects of Adolescents' Online Game Character Status Comparison on their Subjective Happiness Change (청소년의 온라인 게임 캐릭터 지위 비교가 주관적 행복 변화에 미치는 효과)

  • Lee, Guk-Hee
    • Korean Journal of Cognitive Science
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    • v.32 no.2
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    • pp.75-98
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    • 2021
  • The purpose of this study was to confirm whether adolescents with a tendency to compare online game positions are unhappier than their peers who do not. In Experiment 1, participants were asked to compare the status of their game character with the game world average (below, equal, or above average), and were then measured on their changes in happiness (changes before and after the participant's status comparison). In Experiment 2, participants compared the status of their game character with a person they knew (whether it was lower or higher than their acquaintance), and were then measured on their subjective changes in happiness. In Experiment 3, participants were told that the status of their game character was lower/higher than the average, and were either presented or not presented with the information that their acquaintance's character held a lower/higher position. The subjective happiness level of the two groups was then measured. As a result, Experiment 1 confirmed that adolescents with generally low subjective happiness were unhappier when their game position was lower than the average and were happier when their game position was higher than the average. However, it was found that the happiness level of adolescents with generally high subjective happiness did not significantly change. Experiment 2 observed that adolescents with generally low subjective happiness were unhappier when their game position was lower than others in the game world and were happier when their game position was higher than others. However, this was not true for adolescents with generally high subjective happiness. Experiment 3 showed that adolescents with generally low subjective happiness were unhappier when someone else had a higher game position than themselves and were happier when someone else had a lower game position than themselves, regardless of their status in either situation. However, a significant change was not detected among adolescents with generally high subjective happiness. As a rare study confirming the effects of social status comparison on happiness in the virtual world, this study is noteworthy.

Beyond Platforms to Ecosystems: Research on the Metaverse Industry Ecosystem Utilizing Information Ecology Theory (플랫폼을 넘어 생태계로: Information Ecology Theory를 활용한 메타버스 산업 생태계연구 )

  • Seokyoung Shin;Jaiyeol Son
    • Information Systems Review
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    • v.25 no.4
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    • pp.131-159
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    • 2023
  • Recently, amidst the backdrop of the COVID-19 pandemic shifting towards an endemic phase, there has been a rise in discussions and debates about the future of the metaverse. Simultaneously, major metaverse platforms like Roblox have been launching services integrated with generative AI, and Apple's mixed reality hardware, Vision Pro, has been announced, creating new expectations for the metaverse. In this situation where the outlook for the metaverse is divided, it is crucial to diagnose the metaverse from an ecosystem perspective, examine its key ecological features, driving forces for development, and future possibilities for advancement. This study utilized Wang's (2021) Information Ecology Theory (IET) framework, which is representative of ecosystem research in the field of Information Systems (IS), to derive the Metaverse Industrial Ecosystem (MIE). The analysis revealed that the MIE consists of four main domains: Tech Landscape, Category Ecosystem, Metaverse Platform, and Product/Service Ecosystem. It was found that the MIE exhibits characteristics such as digital connectivity, the integration of real and virtual worlds, value creation capabilities, and value sharing (Web 3.0). Furthermore, the interactions among the domains within the MIE and the four characteristics of the ecosystem were identified as driving forces for the development of the MIE at an ecosystem level. Additionally, the development of the MIE at an ecosystem level was categorized into three distinct stages: Narrow Ecosystem, Expanded Ecosystem, and Everywhere Ecosystem. It is anticipated that future advancements in related technologies and industries, such as robotics, AI, and 6G, will promote the transition from the current Expanded Ecosystem level of the MIE to an Everywhere Ecosystem level, where the connection between the real and virtual worlds is pervasive. This study provides several implications. Firstly, it offers a foundational theory and analytical framework for ecosystem research, addressing a gap in previous metaverse studies. It also presents various research topics within the metaverse domain. Additionally, it establishes an academic foundation that integrates concept definition research and impact studies, which are key areas in metaverse research. Lastly, referring to the developmental stages and conditions proposed in this study, businesses and governments can explore future metaverse markets and related technologies. They can also consider diverse metaverse business strategies. These implications are expected to guide the exploration of the emerging metaverse market and facilitate the evaluation of various metaverse business strategies.

Development and Application of the Teacher Education Model for Using Virtual and Augmented Reality Contents in Elementary Science Class (초등 과학 수업에서 가상현실과 증강현실 콘텐츠 활용을 위한 교사 교육 모델의 개발과 적용 사례)

  • Cha, Hyun-Jung;Ga, Seok-Hyun;Yoon, Hye-Gyoung
    • Journal of Korean Elementary Science Education
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    • v.43 no.3
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    • pp.415-432
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    • 2024
  • This study developed and applied the teacher education model and its principles for science classes using Virtual and Augmented Reality (VR/AR) content and analyzed preservice elementary teachers' feedback on the teacher education model and the changes in their perceptions as to the use of VR/AR content. First, existing Technological Pedagogical Content Knowledge (TPACK) teacher education models and prior studies on the use of the VR/AR contents were reviewed to derive the teacher education model to cultivate the VR/AR-TPACK and set the key principles for each of its stages. The developed teacher education model has five stages: exploration, mapping, collaborative design, practice, and reflection. Second, to examine the appropriateness of the model's five stages and principles, we applied it within the regular course of instruction at the university of education, which was attended by 25 preservice elementary teachers. This study collected data from surveys on the perception of the usage of VR/AR contents before and after the course, as well as the group lesson plans prepared by the preservice teachers, and their feedback on the teacher education model. The feedback on the teacher education model and the survey conducted by the preservice teachers before and after the course were analyzed through open coding and categorization. As a result, most preservice teachers expressed positive opinions about the activities and experiences at each stage of the implementation of the teacher education model. Perceptions related to the usage of the VR/AR content changed in three aspects: first, the vague positive perception of the VR/AR content has changed to a positive perception based on specific educational affordance. Second, they recognized the need for preparedness by anticipating potential problems associated with the use of the VR/AR content. Third, they came to view the VR/AR contents as a useful instructional resource that the teachers could use. Based on these results, we discussed the implications for the VR/AR-TPACK teacher education model and assessed the limitations of the research.

A Program for Korean Animation Sound Libraries (국내용 애니메이션 사운드 라이브러리 구축 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.15
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    • pp.221-235
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    • 2009
  • Most of the sounds used in animated films are artificially made. A large number of the sounds used are either actual sound recordings or diversely processed artificial sounds made with professional sound equipments such as synthesizers. One animation episode contains numerous amounts of sounds, resulting in significant sound production costs. These sounds have full potential to be reused in different films or animations, but in reality we fail to do so. This thesis discusses ways these sound sources can be acknowledged as added new values to the present market situation as a usable 'digital content'. The iTunes Music Store is an American Apple company product that is acknowledged as the most successful digital content distribution model at the time being. Its system's sound library has potential for application in the Korean sound industry. In result, this system allows the sound creator to connect directly to the online store and become the initiative content supplier. At the same time, the user can receive a needed content easily at a low price. The most important part in the construction of this system is the search engine, which allows users to search for data in short periods of time. The search engine will have to be made in a new manner that takes into consideration the characteristics of the Korean language. This thesis presents a device incorporating the Wiki System to allow users to search and build their own data bases to share with other users. Using this system as a base, the Korean animation sound library will provide development and growth in the sound source industry as a new digital sound content.

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