• Title/Summary/Keyword: 논리적 사고

Search Result 370, Processing Time 0.04 seconds

Malware Behavior Analysis based on Mobile Virtualization (모바일 가상화기반의 악성코드 행위분석)

  • Kim, Jang-Il;Lee, Hee-Seok;Jung, Yong-Gyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.15 no.2
    • /
    • pp.1-7
    • /
    • 2015
  • As recent smartphone is used around the world, all of the subscribers of the mobile communication is up to 47.7% about 24 million people. Smartphone has a vulnerability to security, and security-related incidents are increased in damage with the smartphone. However, precautions have been made, rather than analysis of the infection of most of the damage occurs after the damaged except for the case of the expert by way of conventional post-countermeasure. In this paper, we implement a mobile-based malware analysis systems apply a virtualization technology. It is designed to analyze the behavior through it. Virtualization is a technique that provides a logical resources to the guest by abstracting the physical characteristics of computing resources. The virtualization technology can improve the efficiency of resources by integrating with cloud computing services to servers, networks, storage, and computing resources to provide a flexible. In addition, we propose a system that can be prepared in advance to buy a security from a user perspective.

Analysis of Educational Needs for Strengthening Entrepreneurial Competencies of Science and Technology Personnel (과학기술인력의 기업가역량 강화를 위한 교육요구도 분석)

  • Lee, Junghwan;Kim, Jinyong
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.10
    • /
    • pp.289-297
    • /
    • 2018
  • This study analyzed the Entrepreneurial Competencies of Science and Technology Personnel from the point of view of the industry's demanders. It is necessary to change institutional and policy support from quantitative support to improvement of qualitative level. Specifically, this study used the Borich's Needs Assessment Model to determine what capabilities are currently lacking and which should be supplemented. As a result of analysis, it showed that the current level was lower than expected level. Especially, expectation level was high in order of team working, problem solving ability, communication, abstract thinking, job knowledge, Autonomy, leadership, risk-taking, and commercialization are all lower than the overall average. In the analysis of educational need, the most important factor of entrepreneurial competence appeared in order of problem solving ability, teamworking, job related knowledge, abstract thinking, and communication. This means that it is necessary to logically solve the problems that are encountered in various situations in the organization by using cooperation between the teams and their own job knowledge. In addition, education should be conducted to effectively communicate the results to others.

The temptation of the slippery slope argument: A research of its nature (미끄러운 경사길 논증의 유혹: 그 실체의 탐구)

  • Lee, Hye-jung
    • Journal of Korean Philosophical Society
    • /
    • v.129
    • /
    • pp.267-290
    • /
    • 2014
  • The slippery slope argument means that if we accept a type of action A, we are committed to accepting B, C and eventually N. Then, N is situation which we must not accept morally. It works causal mechnism that B because A is raised, C because B is raised. But in the logic textbooks and treatises, the slippery slope argument is classified as fallacy. The reason is that the argument is not a causal argument. Actually, it is a probable. Also it is argued that the argument is wrong because it fears about the future extremely. But We can not say all slippery slope argument is fallacy even though a slippery slope argument is sometimes fallacy. I think it is persuasive argument in a significant place. Therefore I argue that the argument is not simple logic as a form of thinking, but practical reasoning applied the context of dialogue. So in order to find it to be practical reasoning we demand the new understanding to fallacy theory. In traditionally, fallacy is defined to wrong reasoning logically, but according to Walton, fallacy means a verbal tactic or deceptive trick that can be used to cause someone to fall down in argument. That is to say, whether or not the argument is successful depends on how it uses as argument tactic in a given context of dialogue. Therefore I argue that whether or not the argument is successful, because of it is practical problem used in a context of dialogue, is to be approached to pragma and dialectical method, not semantic.

Development of 3D Simulation System for Visual Understanding of Data Structure Algorithms (자료구조 알고리즘의 가시적 이해를 위한 3차원 시뮬레이션 시스템의 개발)

  • Kim, Sung-Ho;Jeong, Dae-Won;Chung, Kyung-Yong;Rim, Kee-Wook;Lee, Jung-Hyun
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2009.11a
    • /
    • pp.281-282
    • /
    • 2009
  • 본 논문은 자료구조 알고리즘의 데이터 연산 흐름 과정을 3차원 애니메이션으로 가시화함으로서 학습자의 이해력을 실시간적으로 향상시켜줄 수 있는 3차원 시뮬레이터 시스템 개발에 관한 것이다. 알고리즘은 그 자체가 가지고 있는 난이도 때문에 의사 코드나 실제 코드로서는 이해하기가 어려울 뿐만 아니라 알고리즘의 특성을 파악하기 쉽지 않다는 문제점이 있다. 그러므로 본 논문은 이러한 문제점들을 개선하고 학습자들에게 이해력을 효율적으로 제공하기 위하여 3차원 가상공간에서 데이터 연산 과정을 애니메이션 기법을 사용하여 실시간으로 가시화할 수 있도록 하였다. 본 논문은 교육자와 학습자 모두에게 효율적인 멀티미디어식 교육 환경을 제공하여 자료구조 알고리즘에 대한 이해와 관심을 높이고 나아가서는 논리적이고 분석적인 사고방식을 키우는데 활용할 수 있을 것으로 기대된다.

A Study on the Havruta Learning Method Shir and the Results of Learner Activities

  • Cho, Woo-Hong
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.2
    • /
    • pp.213-218
    • /
    • 2022
  • The purpose of this study was to apply the Havruta learning method and conduct a study on Shir and learner activity results, which was used as a method to improve learning competency. As the contents of the study, first, the ability to suggest ways to solve problems and the expansion of various thinking can be expected while listening to the questions of other students. Second, you can evaluate your own strengths and weaknesses by strengthening your communication skills and comparing and evaluating teaching methods at the same time. Third, through the experience of debate, one can solidify the establishment of one's own values and ethics, and based on this, one can develop the capacity for logical persuasion and argument. Fourth, it is judged that it is possible to analyze the practical problems suitable for the characteristics of the learner, and to develop a clear understanding of the situation and the ability to apply it.

Educational Method of Algorithm based on Creative Computing Outputs (창의적 컴퓨팅 산출물 기반 알고리즘 교육 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
    • /
    • v.10 no.1
    • /
    • pp.49-56
    • /
    • 2018
  • Various types of SW education are being operated by universities for non-major undergraduates. And most of them focus on educating computational thinking. Following this computing education, there is a need for an educational method that implements and evaluates creative computing outcomes for each student. In this paper, we propose a method to realize SW education based on creative computing artifacts. To do this, we propose an educational method for students to implement digital logic circuit devices creatively and design SW algorithms that implement the functions of their devices. The proposed training method teaches a simple LED logic circuit using an Arduino board as an example. Students creatively design and implement two pairs of two input logic circuit devices, and design algorithms that represent patterns of implemented devices in various forms. And they design the functional extension and extended algorithm using the input device. By applying the proposed method, non-major students can gain the concept and necessity of algorithm design through creative computing artifacts.

Development of Systematic Instructional Materials about "Programming" by Understanding of Game Programs (게임 프로그램 이해를 통한 체계적 "프로그래밍" 교수 자료 개발)

  • Kim, Jong-Hoon;Shin, Jae-Hun
    • Journal of The Korean Association of Information Education
    • /
    • v.5 no.1
    • /
    • pp.133-142
    • /
    • 2001
  • The conception of the computer education should be paid attention to use, as it has meaning of the education using the computer and the education learning the computer. As a notion of the latter, the computer education points at survey of calculation and study which is related programing. Especially study of programing demands various understandings of external fields in programing like operating system and knowledge of hardware with complex courses like coding, compiling, debugging. Existing programming has set importance on mechanical memorizing and using programing grammar so that it has not been suitable for cultivating logical thoughts. So this paper intends to analyze simple game sources coded by C which is based of programing language to develop a fundamental insight.

  • PDF

화재예방안전 목표향상을 위한 소방관련 제도개선

  • O, Sang-Hwan
    • Disaster and Security
    • /
    • v.5 no.1
    • /
    • pp.38-46
    • /
    • 2015
  • 최근 들어 전국의 곳곳에서 화재가 발생하여 귀중한 인명과 재산을 잃는 대형 참사(慘事)로 이어지고 있다. 화재가 발생했을 때에 초기진화(初期鎭火) 및 인명(人命)의 대피시간(待避時間)인 소위 골든타임은 대략 5분정도이다. 또한 화재사고를 직접체험하게 되면 패닉(panic)현상을 초래하여 우왕좌왕, 혼란의 블랙홀(Black hole)에 함몰(陷沒)되게 마련이다. 의정부 아파트 화재에서처럼 대부분의 골목길은 많은 차량들이 주차되어 소방차 긴급출동에 장애가 되고 있는 실정이다. 보편적으로 화재발생 시 소방대는 5분 내에 출동을 목표로 훈련을 한다. 하지만 화재현장에서 소방대에 화재신고가 신속히 이루지지 못하는 지체시간(遲滯時間)을 감안하면 소방대가 현장에 도착하여 진압작업을 개시하는 시점에는 이미 골든타임을 벗어나 화재가 확산되어 있는 상황인 것이다. 그러므로 골든타임을 감안(勘案)하여 소방대의 출동이전에 자체적으로 초기진압을 할 수 있는 방재시스템을 구축(構築)하여야 하는 것이다. 이에 소방대의 도착이전의 골든타임 이내에 자체적으로 조기진압 및 피난을 할 수 있어야 할 것이며, 다만 출동한 소방대는 인접한 건물이나, 주유소 등으로의 연소 확산(延燒 擴散)을 방지하는 역할로 개념(槪念)을 정리할 필요가 있는 것이다. 소방관련 법령 및 화재안전기준 등은 수시로 개정 발전 되어 오늘날에 이르렀다, 하지만 아직까지도 불합리하고 모순된 규정 등이 곳곳에 산재해 있다. 이에 틀에 박힌 고정관념에서 벗어나 보다 논리적이고 합리적이며 현장여건에 부합하는 선진화된 소방제도를 구축하여 화재참사로부터 국민의 생명과 재산보호는 물론 그 손실을 최소화하기 위한 선진화된 소방관련 제도로 정착시켜야 할 것이다.

  • PDF

A Practice of Nuclear Bigdata System for Machine Learning (기계학습을 고려한 원전 빅데이터 시스템)

  • Park, Jaekwan;Kim, TaekKyu;Jang, Gwi-Sook;Seong, SeungHwan;Koo, SeoRyong
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2021.11a
    • /
    • pp.515-517
    • /
    • 2021
  • 원전 빅데이터를 효율적으로 분석하고 수집된 데이터를 인공지능 서비스에 활용할 수 있도록 제공하기 위해서는 원전 데이터에 특화된 빅데이터 플랫폼이 필요하다. 단순히 시간 순으로 나열된 원시(Raw) 데이터는 의미있는 단위로 논리적으로 구분되어 관리될 필요가 있고, 사건/사고의 발생에 따른 분류가 필요하다. 뿐만 아니라, 다수의 데이터들을 분석하여 수천 개의 계측신호들 중에서 원하는 목적에 적합한 신호가 어떠한 것들인지를 찾아낼 수 있는 데이터 분석이 지원될 필요가 있다. 이는 기계학습 애플리케이션을 개발할 때 필수적인 고품질의 데이터 제공에 크게 기여할 수 있다. 본 연구에서는 원전 데이터를 효과적으로 처리하고 분석하기 위한 원전 데이터 전처리 및 분석 기술을 고안하고 이를 빅데이터 저장 인프라와 통합한 원전 빅데이터 처리 체계를 소개한다. 본 연구의 결과물은 본격적인 원전 빅데이터 시스템 구축 사업에 활용될 것으로 기대된다.

The Effect of Anchored Instruction on Elementary School Students' Problem-solving in Algorithm Learning (앵커드 수업을 통한 알고리즘 학습이 초등학생의 문제해결력에 미치는 영향)

  • Choi, Seo-Kyung;Kim, Yung-Sik
    • The Journal of Korean Association of Computer Education
    • /
    • v.15 no.3
    • /
    • pp.1-10
    • /
    • 2012
  • The flow of computer education in modern knowledge and information society contains the computer science courses to cultivate the higher-level thinking abilities such as logical thinking skills, creativity, and problem-solving ability of learners. The purpose of this study is to recognize the need to promote the algorithmic thinking power to improve the problem solving ability of learners, to design the algorithm class based on the anchored instruction strategy for elementary school students and to verify the effectiveness. Anchored instruction model and cases are added to the class. Elementary school students were subjects and divided into a control group in which the traditional algorithm teaching method was conducted and an experimental group in which algorithm class was conducted applying anchored instruction. As results, an experimental group has shown improvements on problem solving compared to a control group.

  • PDF