• Title/Summary/Keyword: 게임접근성

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User Perception of Personal Information Security: An Analytic Hierarch Process (AHP) Approach and Cross-Industry Analysis (기업의 개인정보 보호에 대한 사용자 인식 연구: 다차원 접근법(Analytic Hierarch Process)을 활용한 정보보안 속성 평가 및 업종별 비교)

  • Jonghwa Park;Seoungmin Han;Yoonhyuk Jung
    • Information Systems Review
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    • v.25 no.4
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    • pp.233-248
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    • 2023
  • The increasing integration of intelligent information technologies within organizational systems has amplified the risk to personal information security. This escalation, in turn, has fueled growing apprehension about an organization's capabilities in safeguarding user data. While Internet users adopt a multifaceted approach in assessing a company's information security, existing research on the multiple dimensions of information security is decidedly sparse. Moreover, there is a conspicuous gap in investigations exploring whether users' evaluations of organizational information security differ across industry types. With an aim to bridge these gaps, our study strives to identify which information security attributes users perceive as most critical and to delve deeper into potential variations in these attributes across different industry sectors. To this end, we conducted a structured survey involving 498 users and utilized the analytic hierarchy process (AHP) to determine the relative significance of various information security attributes. Our results indicate that users place the greatest importance on the technological dimension of information security, followed closely by transparency. In the technological arena, banks and domestic portal providers earned high ratings, while for transparency, banks and governmental agencies stood out. Contrarily, social media providers received the lowest evaluations in both domains. By introducing a multidimensional model of information security attributes and highlighting the relative importance of each in the realm of information security research, this study provides a significant theoretical contribution. Moreover, the practical implications are noteworthy: our findings serve as a foundational resource for Internet service companies to discern the security attributes that demand their attention, thereby facilitating an enhancement of their information security measures.

Analysis of China's Aid to North Korea: Focusing on The Two-level game theory (중국의 대북지원 결정요인에 관한 연구: 양면게임이론을 중심으로)

  • Kim, Hyun-Jung;Park, Sunhwa
    • Korea and Global Affairs
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    • v.2 no.1
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    • pp.113-136
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    • 2018
  • The purpose of this study is to start from the recognition of the problem of why the sanctions of the international community could not indicate a great effect. In order to find answers to this question, this study focuses on China's aid to North Korea and analyzes the determinants of support for North Korea. Despite a tough international community's sanctions against North Korea, China has taken a dual stance on sanctions and support for North Korea. As for this dual attitude of China, this study approaches the internal and external situation of the support to the North with the rationale for the Two-level game theory. China's sanction against North Korea could be divided into two categories: external factors and domestic factors. These factors include strengthening supremacy in China, checking the US, playing a responsible role in China, securing resources in North Korea, sustaining stable growth in China, maintaining the legitimacy of China's socialist political system, and spreading the Beijing consensus. Based on the analysis of these factors, it could be expected that China's aid for North Korea will be official, informal, or continuous, and it will be difficult for the North to stop supporting North Korea or deteriorating North Korea- China relations.

Development of Games for the Advance of the Creativity -Based on Algorithm Elements- (창의성 신장을 위한 놀이 개발 -알고리즘 요소를 중심으로-)

  • Kim, Jung-A;Kim, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.390-401
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    • 2009
  • For the reason that computer is the helping-system for complicated processes that we are not simply able to handle, it is needed to be taught and educated in many, and more various, ways. It will be a good way to lead the educatee by explaining basic algorithm and relevant theories in this aspect. And more creative and problem-solving factors have to be studied and applied to the current education system. To arouse interest and attention of the educatee, many efforts to make the concepts and theories that are still difficult to understand to the educatee. I would advise to convert the current algorithm element to interesting game types to get the educatee to be closer in easier and quicker ways. Accordingly, this is to create games reflecting a algorithm element to lead the educatee improve their creativities and problem-solving abilities.

Authing Service of Platform: Tradeoff between Information Security and Convenience (플랫폼의 소셜로그인 서비스(Authing Service): 보안과 편의 사이의 적절성)

  • Eun Sol Yoo;Byung Cho Kim
    • Information Systems Review
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    • v.20 no.1
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    • pp.137-158
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    • 2018
  • Online platforms recently expanded their connectivity through an authing service. The growth of authing services enabled consumers to enjoy easy log in access without exerting extra effort. However, multiple points of access increases the security vulnerability of platform ecosystems. Despite the importance of balancing authing service and security, only a few studies examined platform connectivity. This study examines the optimal level of authing service of a platform and how authing strategies impact participants in a platform ecosystem. We used a game-theoretic approach to analyze security problems associated with authing services provided by online platforms for consumers and other linked platforms. The main findings are as follows: 1) the decreased expected loss of consumers will increase the number of players who participate in the platform; 2) linked platforms offer strong benefits from consumers involved in an authing service; 3) the main platform will increase its effort level, which includes security cost and checking of linked platform's security if the expected loss of the consumers is low. Our study contributes to the literature on the relationship between technology convenience and security risk and provides guidelines on authing strategies to platform managers.

Traffic Forecasting Model Selection of Artificial Neural Network Using Akaike's Information Criterion (AIC(AKaike's Information Criterion)을 이용한 교통량 예측 모형)

  • Kang, Weon-Eui;Baik, Nam-Cheol;Yoon, Hye-Kyung
    • Journal of Korean Society of Transportation
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    • v.22 no.7 s.78
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    • pp.155-159
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    • 2004
  • Recently, there are many trials about Artificial neural networks : ANNs structure and studying method of researches for forecasting traffic volume. ANNs have a powerful capabilities of recognizing pattern with a flexible non-linear model. However, ANNs have some overfitting problems in dealing with a lot of parameters because of its non-linear problems. This research deals with the application of a variety of model selection criterion for cancellation of the overfitting problems. Especially, this aims at analyzing which the selecting model cancels the overfitting problems and guarantees the transferability from time measure. Results in this study are as follow. First, the model which is selecting in sample does not guarantees the best capabilities of out-of-sample. So to speak, the best model in sample is no relationship with the capabilities of out-of-sample like many existing researches. Second, in stability of model selecting criterion, AIC3, AICC, BIC are available but AIC4 has a large variation comparing with the best model. In time-series analysis and forecasting, we need more quantitable data analysis and another time-series analysis because uncertainty of a model can have an effect on correlation between in-sample and out-of-sample.

A Study on The Educational Utilization of Webtoons Theoretical and Practical Evidence Exploration (웹툰(Webtoon)의 교육적 활용가능성에 대한 이론적, 실천적 근거탐색)

  • Seol, Yeon-Kyung
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.510-520
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    • 2020
  • This study attempts to explore the educational applicability of webtoons. Webtoons have very useful educational elements in educational environments. First, they are extremely popular among learners of the internet age and not only do webtoon images provide immersiveness and enjoyment to learners in class environments based on text but the narrativity and contextuality of webtoons can also provide abundant material in connection with the subject. Also, the interactivity of the Web 2.0, a space where webtoons are circulated, can also be utilized in educational environments. This study attempts to explore grounds for detailed approaches for the educational applicability of webtoons using theoretical and practical methods. It is hoped that through this study, assessments can be made of positive prospects regarding the educational applicability of webtoons.

Training Avatars Animated with Human Motion Data (인간 동작 데이타로 애니메이션되는 아바타의 학습)

  • Lee, Kang-Hoon;Lee, Je-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.4
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    • pp.231-241
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    • 2006
  • Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploited for increased realism in avatar animation and control. Large motion sets have the advantage of accommodating a broad variety of natural human motion. However, when a motion set is large, the time required to identify an appropriate sequence of motions is the bottleneck for achieving interactive avatar control. In this paper, we present a novel method for training avatar behaviors from unlabelled motion data in order to animate and control avatars at minimal runtime cost. Based on machine learning technique, called Q-teaming, our training method allows the avatar to learn how to act in any given situation through trial-and-error interactions with a dynamic environment. We demonstrate the effectiveness of our approach through examples that include avatars interacting with each other and with the user.

Measuring Quality of Experience of Internet Protocol Television (IPTV 체감 품질의 측정)

  • Byun, Dae-Ho;Jeon, Hong-Dae
    • The Journal of Society for e-Business Studies
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    • v.15 no.3
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    • pp.63-83
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    • 2010
  • IPTV(Internet Protocol Television) is an innovation technology to lead the new media age. Internet protocol television (IPTV) is a next generation television converged with the Internet which are delivered portal services such as information search, games, movies, home shopping and banking. Generally, service quality affects to adopt or use these technologies. Quality of experience (QoE) is more issue to be considered than service quality because of the technological restriction and limitation that IPTV is accessed by the Internet. The QoE is defined as the cognitive and experienced quality measured with users through an experiment and is conceptually related to service quality. The objective of this paper is to suggest a methodology to measure the QoE of IPTV using a user testing. We find significant factors affecting QoE of IPTV through an exploratory study and measure QoE scores. We found the nine factors of graphics, picture, accuracy, access method, quality of contents, usability, security, and performance important for QoE. The QoE scores of picture, graphics, and quality of contents gained over the average score, but the overall score for IPTV service providers was not high and the QoE needs to be improved.

CIVE: Context-based Interactive System for Heterogeneous Distributed Virtual Environments (이기종 분산 가상 환경을 위한 컨텍스트 기반 상호작용 시스템)

  • Jang, Sei-Ie;Lee, Young-Ho;Woo, Woon-Tack
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.5
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    • pp.209-218
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    • 2005
  • In this paper, we propose CIVE, context-based interactive system for heterogeneous distributed virtual environments that delivers contexts irom real world to virtual environment and vice versa. The proposed system ronsists of obi-UCAM for generating user's contexts, NAVER for managing virtual environment, and Interface for linking obi-UCAM with NAVER. The connection between real and virtual worid through context is brneficial in following ways. Firstly. CIVE Provides a personalized user interface for virtual environment according to a user profile such as identity, age and vernacular. Secondly, translating all input signals into context, it guarantees adaptive access that enables a user to exploit unencumbered input devices controlling a shared object in virtual environment even if he moves with his own device from a virtual system to another. Finally, it provides a mechanism for synchronizing distributed virtual systems that share context representing changes at remote nodes. The context reduces the inconsistency of representing the same data among heterogeneous systems. Therefore, CIVE plays an important role in implementing VR applications such as teleconference, game and entertainment.

A study of kinetic narrative educational contents based on English literature: A convergent approach (영문학 기반 키네틱 교육 콘텐츠의 교육적 유의미성과 현장 활용 방안 탐구)

  • Kim, Eun-Jung;Shin, Dong-il;Kim, Keum-Sun
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.43-53
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    • 2016
  • The purpose of this study is to examine the meaningfulness and the possibility of developing kinetic narrative educational contents based on English literature with convergent approaches. To accomplish the objective, this paper examines three areas of research such as kinetic education, English literature education, and total physical response-storytelling method. It introduces the following three stages of development procedure: 1) selecting and analyzing English literature, 2) designing a prototype including the story flow, the movement and the motion interaction design, and 3) constructing motion database using Laban movement analysis. Then, how to apply it to young learners is illustrated with 'the story of the three little pigs,' Finally, implication for the field of young learner English education and English literature is discussed.