• Title/Summary/Keyword: 가상의

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A Study on Analysis of Security Functional Requirements for Virtualization Products through Comparison with Foreign Countries' Cases (해외 사례 비교를 통한 가상화 제품의 보안기능 요구사항 분석에 관한 연구)

  • Lee, Ji-Yeon
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.221-228
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    • 2019
  • The importance of security for virtualization products has been increased with the activation policy of cloud computing and it is necessary to analyze cyber security threats and develop security requirements for virtualization products to provide with more secure cloud environments. This paper is a preliminary study with the purpose of developing security functional requirements through analyzing security features and cyber security threats as well as comparison of foreign countries' cases for virtualization products. To do this, the paper compares evaluation schemes for virtualization products in US and UK foreign countries, and analyzes the cyber security threats, security objectives and security requirements in both countries. Furthermore, it proposes the essential checking items and processes for developing security functional requirements about security features of virtualization products to contribute to its more secure development and the establishment of related security evaluation standards.

A Study on the Tooling of Money Laundering Using Cryptocurrency (가상화폐를 이용한 자금세탁 도구화에 관한 연구)

  • Song, Hye Jin
    • Journal of the Society of Disaster Information
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    • v.17 no.3
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    • pp.600-607
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    • 2021
  • Purpose: The purpose of this study is to examine the path of money laundering of criminal proceeds through cryptocurrency using criminal script analysis and to devise measures to prevent and prevent criminal justice agencies from doing so. Method: Based on the results of a prior study on the profit path of cryptocurrency through money laundering and criminal cases in Korea, the path of money laundering was analyzed using criminal script techniques. Result: Most of the cryptocurrencies that have been launched are converted into criminal proceeds, which are re-launched and cashed or have a vicious cycle of being used as criminal funds are used. According to the script, the route of money laundering is mainly converted to criminal proceeds from cryptocurrency exchanges using anonymity, which is repeated several times, making it very difficult to find the money using cryptocurrency in criminal justice institutions. Conclusion: As the method of money laundering using cryptocurrency is becoming more sophisticated, legal sanctions and preventive institutionalization should be prepared for the prohibition or confiscation of cryptocurrency transactions for money laundering after understanding the flow.

Knowledge Structures to Simulate the Spatial Behavior of Intelligent Virtual Humans (지능형 가상인간의 공간적 행동을 모사하기 위한 지식구조)

  • Hong, Seung-Wan;Park, Jong-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.230-240
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    • 2020
  • To develop a virtual world-based immersive tutoring system, we would like to develop a simulation in the spatial aspect to maximize the diversity and realism of the situation. This implementation requires the modeling of virtual space as well as the knowledge and intelligent thinking functions of virtual humans. First, information structures are needed to simulate the hierarchical and multifaceted composition of space and the corresponding knowledge of virtual humans. Specifically, four structures for 2.5D spatial distribution expression, complex spatial relationship expression, object expression, and temporal and spatial representation of events are developed respectively. It then uses these expressed knowledge to develop the spatial thinking function of virtual humans needed to make spatial movement. In general, events have a chain effect on adjacent or connected objects through force, resulting in a variety of situations and reflected in the planning of the next action by the virtual humans involved. For this purpose, the development of events according to historical trends is recorded on the representation structure of time and space. It embodies typical events to demonstrate the feasibility of independent behavior in complex spaces among virtual people.

A Study on the Effectiveness of Military Counseling Practice Education using Virtual Reality (가상현실을 활용한 병영상담 실습교육 효과 연구)

  • Min, Seunghee;Kim, Doheon;Kim, Yeekhyun
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.527-535
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    • 2021
  • This study examined the reality of military counseling education applied by the Army and studied the effects of military counseling training using virtual reality. First, we explored the cases of virtual reality application related to counseling, reviewed the virtual reality technology that can be benchmarked in the Army military counseling education, and examined the applicable technology. We classified the education method and the curriculum for the students and tested the difference using the analysis of variance, which is a statistical analysis method, through the satisfaction measurement of the current education. In addition, after having students experience virtual reality contents, the effects of practical training applied with virtual reality technology were derived and the difference in actual training was compared and analyzed through T-test. Then, the reliability of the study was improved by analyzing the effects of practical training using virtual reality by using the Analytic Hierarchy Process for the expert group who can consider the overall situation. Based on the results of the analysis, the development plan of military counseling training combined with virtual reality technology and the supplements of current military counseling education were presented as policy implications.

Design and Development of an Immersive Virtual Reality Simulation for Environmental Education (몰입적 환경교육 가상현실 시뮬레이션 설계 및 구현)

  • Park, Ju Hee;Boo, Jae Hui;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.4
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    • pp.541-547
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    • 2022
  • Realistic education using virtual reality compared to traditional learning can enhance students' understanding of knowledge through immersion and interaction. In previous studies, VR education is mainly focused on experiences, and it is difficult to find its applications for environmental education. Environmental issues are a global problem, and environmental education is essential for the future. In this research, we developed an immersive virtual reality-based environmental education simulation designed to help students recognize the importance of environmental education and participate in environmental-friendly actions. This simulation is based on the virtual ecosystem model, which maintains a casual relationship among environmental factors, spatio-temporal connection, and persistent state. Users intuitively recognize environmental problems and is motivated to solve the problem while experiencing the results of interaction related to environmental factors in virtual environment.

VDI deployment and performance analysys for multi-core-based applications (멀티코어 기반 어플리케이션 운용을 위한 데스크탑 가상화 구성 및 성능 분석)

  • Park, Junyong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.10
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    • pp.1432-1440
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    • 2022
  • Recently, as Virtual Desktop Infrastructure(VDI) is widely used not only in office work environments but also in workloads that use high-spec multi-core-based applications, the requirements for real-time and stability of VDI are increasing. Accordingly, the display protocol used for remote access in VDI and performance optimization of virtual machines have also become more important. In this paper, we propose two ways to configure desktop virtualization for multi-core-based application operation. First, we propose a codec configuration of a display protocol with optimal performance in a high load situation due to multi-processing. Second, we propose a virtual CPU scheduling optimization method to reduce scheduling delay in case of CPU contention between virtual machines. As a result of the test, it was confirmed that the H.264 codec of Blast Extreme showed the best and stable frame, and the scheduling performance of the virtual CPU was improved through scheduling optimization.

How to Reflect User's Intention to Improve Virtual Object Selection Task in VR (VR 환경에서 가상 객체 선택 상호작용 개선을 위한 사용자 의도 반영 방법)

  • Kim, Chanhee;Nam, Hyeongil;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.26 no.6
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    • pp.704-713
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    • 2021
  • This paper proposes a method to prioritize the virtual objects to be selected, considering both the user's hand and the geometric relationship with the virtual objects and the user's intention which is recognized in advance. Picking up virtual objects in VR content is an essential and most commonly used interaction. When virtual objects are located close to each other in VR, a situation occurs in which virtual objects that are different from the user's intention are selected. To address this issue, this paper provides different weights for user intentions and distance between user's hand and virtual objects to derive priorities in order to generate interactions appropriately according to the situation. We conducted the experiment in the situation where the number of virtual objects and the distance between virtual objects are diversified. Experiments demonstrate the effectiveness of the proposed method when the density between virtual objects is high and the distance between each other is close, user satisfaction increases to 20.34% by increasing the weight ratio of the situation awareness. We expect the proposed method to contribute to improving interaction skills that can reflect users' intentions.

Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories (ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로)

  • Kim, Jung Kyu;Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.333-338
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    • 2021
  • Development of 5th generation mobile telecommunication technology is visualizing ideal hyper-connected social information and communication technology (ICT). In particular, virtual reality (VR) technology is at the starting point for new expansion and leaps. This work defines virtual reality as media in this context and collects and analyzes discourse on its scalability around space and communication theory. We first elaborated the concept, starting with the early discussions of the virtual reality concept in 1990, and discussed the relationship between the physical world and digital information, expression and interaction immersion as a medium, simulation, art creation theory, and finally evolutionary development. In conclusion, beyond the discourse on the technology of virtual reality, academic subjects were required to have theoretical frameworks on cognitive science, neuroscience, social science, and humanities issues (ethics, personality, etc.) for the development and evolution of virtual reality. In other words, it is time for the evolution of virtual reality to be discussed, which can be moved beyond.

A Study of Virtual IoT System using Edge Computing (엣지 컴퓨팅 기반 가상 IoT 시스템 연구)

  • Kim, Min-A;Seok, Seung-Joon
    • KNOM Review
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    • v.23 no.1
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    • pp.51-62
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    • 2020
  • Open IoT platform that shares communication infrastructure and provides cloud resources can flexibly reduce development period and cost of smart service. In this paper, as an open IoT platform, we propose a virtual IoT system based on edge computing that implements a virtual IoT device for a physical IoT device and allows service developers to interact with the virtual device. A management server in the edge cloud, near the IoT physical device, manages the creation, movement, and removal of virtual IoT devices corresponding to the physical IoT devices. This paper define the operations of the management server, the physical IoT device, and the virtual IoT device, which are major components of the virtual IoT system, and design the communication protocol required to perform the operations. Finally, through simulations, this paper evaluate the performance of the edge computing based virtual IoT system by confirming that each component performs the defined states and operations as designed.

A Study on the Exploration of English Learning Design Elements Applying Immersive Virtual Reality (몰입형 가상현실을 적용한 영어학습 설계요소 탐색에 관한 연구)

  • Choi, Dong-Yeon
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.209-217
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    • 2022
  • Virtual reality entered a new phase with the introduction of wearable devices represented by Oculus. This study proposes an immersive virtual reality based on Oculus Rift that enables direct immersion in virtual reality from a first-person perspective for English learning. At this point, it is meaningful to provide considerations when designing instruction for language learning through a comprehensive and integrated review of immersive virtual reality. Therefore, the main purpose of this study is to find a way to maximize the application of language education in the immersive virtual world. And for the design elements for English learning through immersive virtual reality, the setting of learning theory, consideration of differences in learning, selection of learning tasks, regulation of teachers' influence, determination of types of applied senses, flexibility of design, and usage environment were suggested. By integrating the results, various discussions and directions for instructional design were presented.