• Title/Summary/Keyword: 디지털 네트워크

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기업 비밀정보 유출 방지 및 보호 관점에서의 디지털 복합기 보안 기술 동향 분석

  • Lee, Kwang-Woo;Kim, Seung-Joo
    • Review of KIISC
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    • v.20 no.1
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    • pp.47-55
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    • 2010
  • 최근 주요 기업에서 기업 비밀정보가 유출되는 보안사고가 빈번히 발생함에 따라, 기업의 비밀정보 유출 방지 및 보호에 대한 사회적 관심이 높아지고 있다. 기업 비밀정보의 유출은 해당 기업뿐만 아니라 국가적으로도 막대한 손실을 초래할 수 있다는 문제를 가지고 있다. 이러한 문제를 해결하기 위해 각 기업에서는 보호구역의 설정, 출입허가 또는 출입시 휴대품 검사 등의 물리적인 유출 차단 방법을 구축하고 있으며, 기업 기밀문서에 대해서는 DRM(digital right management)을 활용한 문서유출 방지 및 네트워크 트래픽 차단 등 다양한 방법을 적용하고 있다. 하지만, 전자파일 형태로 존재하는 기밀문서는 인터넷 또는 네트워크에 연결된 PC 및 서버를 통해 전자우편(E-mail), 메신저, 게시판 등으로 쉽게 유출될 수 있어 많은 문제점을 가지고 있다. 이러한 시점에서 최근 널리 보급되고 있는 디지털 복합기는 문서 저장을 위한 하드디스크(HDD) 및 네트워크 응용 서비스를 포함하고 있어 다양한 보안 취약점에 노출되어 있다. 따라서 기업 비밀정보 유출 방지와 보호를 위해서는 디지털 복합기에 대한 보안 기술 연구가 필수적이다. 이에 본고에서는 기업 비밀정보 유출 방지 및 보호 관점에서 디지털 복합기 개발 현황을 살펴보고, 보안상 문제점을 해결하기 위해 연구되고 있는 디지털 복합기 보안기술에 대한 동향을 살펴보고자 한다.

차세대 홈 가전기기를 위한 멀티미디어 통합 제어 미들웨어의 구조 연구

  • 김주경;윤용익
    • Korea Information Processing Society Review
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    • v.11 no.3
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    • pp.81-90
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    • 2004
  • 정보통신 분야의 기술이 급격히 발전하고 인터넷이 활성화되어 감에 따라 홈 가전기기 제품들도 유무선 인터넷으로 연결되어 가정 내 네트워크를 통한 디지털 환경으로의 홈 네트워크(Home Network)에 필요성이 증대되고 있다. 홈 가전기기의 세계 시장은 빠르게 성장하고 있으며 홈 가전기기간의 상호 작용을 통해 다양한 서비스를 제공하고 있다. 차세대 가정의 홈 가전기기를 디지털 네트워크로 연결하는 홈 네트워크는 PC 및 각 정보가전기기 간의 정보 전달과 공유를 목적으로 한다. (중략)

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트랜드리포트 / 주거 개념의 변화 홈네트워킹이 제2의 디지털 혁명을 주도한다.

  • Jeong, Jin-Yeong
    • Digital Contents
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    • no.1 s.92
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    • pp.34-40
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    • 2001
  • 인터넷 기반의 산업들이 발전하고, 이를 사용하는 사용자들이 점점늘어나고, 네트워크상에서 전송되는 정보가 일반문자 데이터에서 영상이나 음성과 같은 멀티미디어 데이터까지 확장되면서 점점 더 많은 정보를 요구하게 되고, 네트워크의 대역폭에 대한 부족함을 느끼게 되었다. 따라서, 점점 더 많은 대역폭을, 여러 사람들이 공유하면서 사용할 수 있는 환경에 대한 요구가 증대되었으며, 그 결과의 하나로 국내에서는 전 국가적인 사업으로 초고속 정보 통신망을 구축하기에 이르렀다. 전문가들은 네트워크와는 별도로 정보통신 및 정보 가전기기 분야에서, 기술의 급속한 발전으로, 상호호환성을 가지면서, 쉽게 다양한 서비스를 제공할 수 있는 집안에서의 네크워크, 소위 홈 네트워킹에 관심을 가지게 되었고, 가까운 시일내에 가정내의 모든 기기 들과, 집 외부의 네트워크간에 연결이 가능해질 것으로 보인다.

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The Structural and Spatial Characteristics of Network Actors in Mini Cluster for Creative Milieu: The Case of Digital Media City (창조환경을 위한 미니클러스터 네트워크 주체들 간의 구조적.공간적 특성 -디지털미디어시티를 사례로-)

  • Choi, Hae-Ok
    • Journal of the Korean Geographical Society
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    • v.47 no.3
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    • pp.375-389
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    • 2012
  • Many policy makers believe that geographically clustered business activities, in order to stimulate regional innovation, are the keys to development. Underlying the assumption between cluster and development, mere co-located forms engaged in innovative process helped from knowledge transmission locally. To address the constraints of creative economy, creative milieu require networking to support innovation activities. This paper examines the development of the mini cluster reconsidered in creative milieu that shifted environment development through network activities. It shows that the powerful node get more powerful, weak node get weaker in institutional network. Moreover, the significant of cluster in creative milieu is that brings out synergy to spill over knowledge through inter-relationship based on face-to-face meeting. Creative milieu benefits from and contributes to the competitiveness of the city, they are also embedded in its network activities.

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A Case Study on Mobile Web and Social Network Service in Digital Music Market : The New Management of NeowizBugs (디지털 음악시장에서 모바일 웹과 소셜네트워크서비스 사례연구 : 네오위즈벅스의 신경영)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • The Journal of Society for e-Business Studies
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    • v.16 no.1
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    • pp.1-15
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    • 2011
  • The new environment of music service has brought changes in digital music industry. Today, various forms of music contents are presented in ubiquitous environments. Thus, securing various contents becomes very important in monopolistic competition of music market. Under the circumstance, web 2.0 provides a networking environment to form diverse relations. Social Network Service (SNS) is a service to emphasize people relation and is different from information-centered Internet service. And mobile SNS becomes popular as Smartphone rapidly increases. NeowizBugs merged with NeowizInternet managing Sayclub of a music-specified SNS site. And the firm confirms comprehensive contents by making ties with SM entertainment. Thus, the integration corporation secures and manages a new business model by linking digital contents with SNS. Generally, music-specified SNS has advertisement business model and uses a recommend system utilizing the database of users. By introducing the case of NeowizBugs, this study tries to identify the success strategy of music distributors fitting ubiquitous environment including web 2.0, mobile SNS, Smartphone, etc.

A Study on the Transmission Characteristics and Channel Capacity of Telephone Line Communication System (전화선 통신 시스템의 전송특성 및 채널용량에 관한 연구)

  • Roh, Jae-Sung;Chang, Tae-Hwa
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.233-238
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    • 2009
  • The advances in the digital communication and network technology, Internet technology and the proliferation of smart appliances in home, have dramatically increased the need for a high speed/high quality home network. As consumer electronic devices and computing devices are increasing in the home network, it is obvious that the data traffic of home network increases as well. Various home network devices want to access Internet servers to get multimedia contents. Therefore, we introduce TLC(Telephone Line Carrier) system for networked digital consumer electronic appliances within a house using Ethernet or wire/wireless technology. In the future home network environment, the primary purposes of the smart home network based TLC are to create low-cost, easily deployable, high performance, and wide coverage throughout the home. In this paper, the channel capacity of telephone line communication system is evaluated and compared as a function of transmission power, number of OFDM carrier, channel loss, and noise loss for smart home network.

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Development of a Home Gateway na a Management Server for Home Network Environments (홈 네트워크 환경에서 홈 게이트웨이와 관리 서버 개발)

  • Kwon Jinhyuck;Jung Jaeyun;Kim Hagbae
    • The KIPS Transactions:PartC
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    • v.12C no.2 s.98
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    • pp.261-266
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    • 2005
  • This paper proposes two systems. One is a Home Gateway(HG) which efficiently connects and controls digital appliances in the home network environments. The other is a Management Server(MS) that overcomes the physical limitation of the HG. The HG supports networking modules(TCP/IP for Ethernet, ADSL), home networking functions(HomePNA, IEEE1394 PLC) and telecommunication system(PSTN/SLT, VoIP, Video Communication). The HG is expected to be a core device for the integrated digital home environments. The MS is a dedicated server which manages and controls individual HG, home appliances and HA devices implemented at an area.

Service Innovation in Digital Contents Industry: A Case of Korean Online Games (디지털컨텐츠산업의 서비스혁신 패턴 분석: 온라인게임 사례를 중심으로)

  • Nam, Young-Ho
    • Journal of Technology Innovation
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    • v.17 no.1
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    • pp.119-148
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    • 2009
  • The paper presents and empirically tests a model of the digital contents(DC) innovation systems that enables us to study interactions between users, service providers, contents developers and network providers, and to examine the relationship between manufacturing innovation and service innovation as well as patterns of innovation in the DC industry. The framework of Gallouj and Weinstein(1997) and Gallouj(2002) is modified into the DC innovation model according to characteristics of the DC industry, that is, user involvement and network externalities. The model is applied to a case analysis that traces the growth of the online game industry in Korea since its introduction. The model offers several advantages over other approaches in understanding the dynamics in the DC industry. Most importantly, it provides a single unified basis within which both service innovation resulting from users and service providers and manufacturing innovation induced by contents developers, platform holders and network providers are analyzed. The distinction between service and manufacturing innovation is important in many ways, for instance in selecting proper government policy tools for promotion or regulation of the DC industry. Second, the Korean online game industry has experienced both radical innovation during the beginning period and non-radical innovation throughout the maturation period. The model developed herein helps to illustrate several types of non-radical innovations such as recombinative innovation that are crucial to sustainable development of the DC industry. Third, the model clarifies impacts of network externalities that are characteristics of the DC industry.

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An Investigation on Digital Humanities Research Trend by Analyzing the Papers of Digital Humanities Conferences (디지털 인문학 연구 동향 분석 - Digital Humanities 학술대회 논문을 중심으로 -)

  • Chung, EunKyung
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.1
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    • pp.393-413
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    • 2021
  • Digital humanities, which creates new and innovative knowledge through the combination of digital information technology and humanities research problems, can be seen as a representative multidisciplinary field of study. To investigate the intellectual structure of the digital humanities field, a network analysis of authors and keywords co-word was performed on a total of 441 papers in the last two years (2019, 2020) at the Digital Humanities Conference. As the results of the author and keyword analysis show, we can find out the active activities of Europe, North America, and Japanese and Chinese authors in East Asia. Through the co-author network, 11 dis-connected sub-networks are identified, which can be seen as a result of closed co-authoring activities. Through keyword analysis, 16 sub-subject areas are identified, which are machine learning, pedagogy, metadata, topic modeling, stylometry, cultural heritage, network, digital archive, natural language processing, digital library, twitter, drama, big data, neural network, virtual reality, and ethics. This results imply that a diver variety of digital information technologies are playing a major role in the digital humanities. In addition, keywords with high frequency can be classified into humanities-based keywords, digital information technology-based keywords, and convergence keywords. The dynamics of the growth and development of digital humanities can represented in these combinations of keywords.

Taking all the Glory of Regional News Media by Seoul-based ones: A YouTube Interview Reporting Case of TV Maeil Shimnum (네트워크 미디어 유튜브에 나타난 서울중심 언론의 지역 언론 콘텐츠 전재: TV매일신문의 원희룡부인 인터뷰 사례 분석)

  • Park, Han Woo;Yoon, Ho Young
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.135-144
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    • 2022
  • This study explores that how the logic of network power in the existing digital content distribution structure works against local media. The limitless citation of local media content, in particular, is becoming more common in order to profit from network traffic while not giving appropriate remuneration for local media content. This study tried to demonstrate how network media dominance alienates local media material by using YouTube network analysis of TV Maile Shinmun. According to the research result, it was found that major news media tends to take profits from the local media interview by not properly indicating the source video, or reporting the core content of the local media interview, making it unnecessary to look for the original video source. Despite the viewpoint that the digital environment presents opportunities for local media, the current network logic would not benefit local media, which calls for the need that the digital content distribution strategy of local media develops a new order such as NFT, one of blockchain-based monetary system.h the help of information technology.