• Title/Summary/Keyword: 사이버 공간

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The Effect of e-Learning Application to the Unit of Making Short Trousers in Technology-Home Economics of Middle School (중학교 기술.가정교과의 반바지 만들기 단원에 대한 e-Learning 적용 효과)

  • Jeong, Bok-Hee;Son, Won-Kyo
    • Journal of Korean Home Economics Education Association
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    • v.20 no.2
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    • pp.1-14
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    • 2008
  • This study was performed to evaluate the effect of the e-Learning application on the teaching learning method in Technology-Home Economics of Middle School. For e-Learning of clothing part, diverse teaching programs and contents were reconstructed and provided in cyber-space. Among the uploaded diverse materials including advanced and supplementary materials, students could make a choice which depends on their own levels. Since the results of assignments could be uploaded in cyber-space and easily accessible to all students, the reliablity of estimation was increased and self-directed learning ability was improved. Also, more effective teaching learning activity could be expected through the mutual exchange of opinion between students and teacher, and among students. Besides, counselling and advices on overall aspect of student's life were also possible. The students were generally satisfied to e-Learning instruction. The interest and understanding about clothing part were increased, and the academic attitude and habit were positively changed. Also they responded that e-Learning instruction were very helpful because learning was possible even after school, diverse materials for learning were available, and submitting the results of assignments was very convenient. In conclusion, the application of e-Learning on the teaching learning method was very effective and should be encouraged. The development and supplement of diverse programs and contents will be necessary for more successful e-Learning instructions.

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중소 금형제조업체의 주문최적화를 위한 전자상거래용 에이전트 개발

  • 최형림;김현수;박영재
    • Proceedings of the CALSEC Conference
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    • 1999.11a
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    • pp.529-534
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    • 1999
  • 전자상거래는 구매자와 판매자 모두에게 많은 이점을 제공할 수 있어 최근 이에 관한 연구들이 많이 진행되고 있다. 특히 중소제조업체의 경우, 전자상거래라는 경영환경의 변화는 새로운 기회로 다가오고 있어, 상대적으로 기술력이 취약한 중소제조업체의 전자상거래를 지원하기 위한 요소 기술들의 개발 필요성이 점차 부각되고 있다. 이에 본 연구에서는 중소 금형제조업체의 판매과정을 사이버 공간에서 수행할 수 있는 전자상거래 기술을 개발하였다. 일반적으로 변화하는 경영환경에서는 생산과 관련된 계획과 통제가 보다 더 신속하고 정확하게 이루어져야 한다. 즉 전자상거래 환경에서의 제조업체는 구매자가 요구한 제품의 생산과 납기일을 맞추어 줄 수 있는지의 여부를 실시간으로 응답할 수 있어야 한다. 나아가서 인터넷을 통해 접수된 주문들은 해당 제조업체의 생산능력을 초과할 수 있는데 이 때에는 접수된 주문들 중에서 자사의 이익을 극대화할 수 있는 주문집합을 선별하여 접수여부를 결정해야 한다. 이와 같이 전자상거래 환경하에서의 제조업체는 생산과 관련된 정보를 신속하게 전달 받아 주문접수여부에 관한 의사결정을 올바르게 수행하는 것이 중요한데 본 연구에서는 중소 금형제조업체의 일정계획 및 주문처리를 위한 일정계획 기반의 선정 에이전트의 구조와 방법론을 제시하였다. 지금까지 일정계획에 관한 연구들은 대부분 납기일의 만족과 비용의 최소화 측면을 위주로 다루었다. 그러나 본 연구에서의 문제는 비용의 최소화보다는 납기일을 준수하면서 가장 많은 이익을 가져다 줄 수 있는 최적주문집합을 선정하는 문제를 다루고있다.자료를 수집하고, 통계분석 패키지를 이용하여 자료를 분석하였다. 방식을 결합한 하이브리드 형태이다.인터넷으로 주문처리하고, 신속 안전한 배달을 기대한다. 더불어 고객은 현재 자신의 물건이 배달되는 경로를 알고싶어 한다. 웹을 통해 물건을 주문한 고객이 자신이 물건의 배달 상황을 웹에서 모니터링 한다면 기업은 고객으로 공간적인 제약으로 인한 불신을 불식시키는 신뢰감을 주게 된다. 이러한 고객서비스 향상과 물류비용 절감은 사이버 쇼핑몰이 전국 어디서나 우리의 안방에서 자연스럽게 점할 수 있는 상황을 만들 것이다.SP가 도입되어, 설계업무를 지원하기위한 기본적인 시스템 구조를 구상하게 된다. 이와 함께 IT Model을 구성하게 되는데, 객체지향적 접근 방법으로 Model을 생성하고 UML(Unified Modeling Language)을 Tool로 사용한다. 단계 4)는 Software Engineering 관점으로 접근한다. 이는 최종산물이라고 볼 수 있는 설계업무 지원 시스템을 Design하는 과정으로, 시스템에 사용될 데이터를 Design하는 과정과, 데이터를 기반으로 한 기능을 Design하는 과정으로 나눈다. 이를 통해 생성된 Model에 따라 최종적으로 Coding을 통하여 실제 시스템을 구축하게 된다.the making. program and policy decision making, The objectives of the study are to develop the methodology of modeling the socioeconomic evaluation, and b

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Improvement of Performance for Online Certificate Status Validation (실시간 인증서 상태검증의 성능개선)

  • Jung, Jai-Dong;Oh, Hae-Seok
    • The KIPS Transactions:PartC
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    • v.10C no.4
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    • pp.433-440
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    • 2003
  • According as the real economic activities are carried out in the cyber world and the identity problem of a trade counterpart emerges, digital signature has been diffused. Due to the weakness for real-time validation using the validation method of digital signature, Certificate Revocation List, On-line Certificate Status Protocol was introduced. In this case, every transaction workload requested to verify digital signature is concentrated of a validation server node. Currently this method has been utilized on domestic financial transactions, but sooner or later the limitation will be revealed. In this paper, the validation method will be introduced which not only it can guarantee real-time validation but also the requesting node of certificate validation can maintain real-time certificate status information. This method makes the revocation management node update the certificate status information in real-time to the validation node while revoking certificate. The characteristic of this method is that the revocation management node should memorize the validation nodes which a certificate holder uses. If a certificate holder connects a validation node for the first time, the validation node should request its certificate status information to the above revocation management node and the revocation management node memorizes the validation node at the time. After that, the revocation management node inform the revocation information in real-time to all the validation node registered when a request of revocation happens. The benefits of this method are the fact that we can reduce the validation time because the certificate validation can be completed at the validation node and that we can avoid the concentration of requesting certificate status information to a revocation node.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

Agent Model Construction Methods for Simulatable CPS Configuration (시뮬레이션 가능한 CPS 구성을 위한 에이전트 모델 구성 방법)

  • Jinmyeong Lee;Hong-Sun Park;Chan-Woo Kim;Bong Gu Kang
    • Journal of the Korea Society for Simulation
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    • v.33 no.2
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    • pp.1-11
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    • 2024
  • A cyber-physical system is a technology that connects the physical systems of a manufacturing environment with a cyber space to enable simulation. One of the major challenges in this technology is the seamless communication between these two environments. In complex manufacturing processes, it is crucial to adapt to various protocols of manufacturing equipment and ensure the transmission and reception of a large volume of data without delays or errors. In this study, we propose a method for constructing agent models for real-time simulation-capable cyberphysical systems. To achieve this, we design data collection units as independent agent models and effectively integrate them with existing simulation tools to develop the overall system architecture. To validate the proposed structure and ensure reliability, we conducted empirical testing by integrating various equipment from a real-world smart microfactory system to assess the data collection capabilities. The experiments involved testing data delay and data gaps related to data collection cycles. As a result, the proposed approach demonstrates flexibility by enabling the application of various internal data collection methods and accommodating different data formats and communication protocols for various equipment with relatively low communication delays. Consequently, it is expected that this approach will promote innovation in the manufacturing industry, enhance production line efficiency, and contribute to cost savings in maintenance.

The Mobile Game Using a Jeju's Traditional Raft 'Tewoo': 'TewooGwang' (제주 전통 떼배인 '테우'를 이용한모바일 게임 : 테우광)

  • Oh, Jae-Hyuk;Lim, Ji-Hoon;Ko, Seok-Ha;Kim, Dong-Yun;Kim, Keun-Hyung;Kim, Seong-Baeg
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.176-179
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    • 2006
  • Tewoo refers to a traditional group of Jeju's rafts for fishing in the rough Jeju sea in the past. We propose a mobile game called 'TewooGwang' based on a fishing boat called 'Tewoo', which has a scenario of conquering the Jeju sea using unique characters symbolizing the Jeju's ocean culture. This game is a new game, which uses a character of the fishing boat 'Tewoo', the background based on only Jeju's features, the high portability of PDA, and multimedia technology. It is different from simple sports games and has various game scenarios according to interactions of Tewoo character. The structure of this game represents a storytelling, which integrates Jeju culture into cyberspace. There are stories in this game and users also can make their own stories. Thus, this game enables hi-directional communications. It presents an imaginative space, which can induce a conflictive structure made by each user, and spatial provability. Many young Jeju tourists will enjoy it because this game provides a dynamic story. Furthermore, we can contribute to serving the value-added Jeju culture of being upgraded one step through this Jeju culture based game.

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A Study on the Analysis of Emotion-expressing Vocabulary for Realtime Conversion of Avatar′s Countenances (아바타의 실시간 표정변환을 위한 감정 표현 어휘 분석에 관한 연구)

  • 이영희;정재욱
    • Archives of design research
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    • v.17 no.2
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    • pp.199-208
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    • 2004
  • In cyberspace based on internet, users constitute communities and interact one another. Avatar means not only the other self but also the 'another being' that describes oneself in the cyberspace. If user's avatar shows expressive faces and behaves according to his thinking and emotion, he will have a feel of reality much more in the cyberspace. If avatar's countenances can be animated by just typing characters in avatar-based chat communication, the user is able to express his emotions more effectively. In this study, emotion-expressing vocabulary is analyzed and classified. Emotion-expressing vocabulary is essential to develop self-reactive avatar system in which avatar's countenances are automatically converted according to the words typed by users at chat. The results are as follows; First, emotion-expressing vocabulary selected out of Korean adjectives and intransitive verbs is made up of 209 words and is classified into 25 groups. Second, there are only 2 groups out of the 25 groups for positive expressions and others are for negative expressions. Therefore, negative expressions are more abundant than positive expressions in Korean vocabulary. Third, avatar's countenances are modelled according to the 25 groups by using the Quantification Method 3. The result shows that the emotion-expressing vocabulary has dose relations with avatar's countenances and is useful to communicate users' emotions. However, this study has some limits, in that Korean linguistical structure - the whole meaning of context - cannot be interpreted quantitatively.

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Qualitative study on the connection-assemblage of interest area and early childhood (유아와 어린이집 흥미 영역 환경과의 접속-배치에 관한 질적 연구)

  • Yoonmi Kim;Eunju Yun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.927-934
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    • 2023
  • This study explored the process of how children are connected to and placed in the daycare center's interest area environment. Focusing on the process of getting to know, we tried to understand it through Deleuze's concept of connection-placement, which emphasized the power between materials and humans, to see how the familiar environment called the area of interest affects children's behavior. For this purpose, 20 children in the mixed class aged 4-5 years at B Daycare Center in Seoul were observed for a total of 2 hours each through 2 preliminary observations and 5 research observations from March to May 2023. First, the results of the study showed that infants' true interest could be found in the infant's gaze, not in the adult's gaze. Second, the space and play materials of the interest area environment are structurally arranged in accordance with the order of play types, but the boundaries become ambiguous as they are connected to children. Third, although the children's play seemed to be play without deviating from each area of interest, the space itself was a single mass in which interest was expressed. We hope that this study will help instructors in their practice of constructing an environment for areas of interest, and that we will become instructors who ask questions at every moment about what kind of traces will be left on children's thinking as the environment of space and media.

Financial Fraud Detection using Text Mining Analysis against Municipal Cybercriminality (지자체 사이버 공간 안전을 위한 금융사기 탐지 텍스트 마이닝 방법)

  • Choi, Sukjae;Lee, Jungwon;Kwon, Ohbyung
    • Journal of Intelligence and Information Systems
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    • v.23 no.3
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    • pp.119-138
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    • 2017
  • Recently, SNS has become an important channel for marketing as well as personal communication. However, cybercrime has also evolved with the development of information and communication technology, and illegal advertising is distributed to SNS in large quantity. As a result, personal information is lost and even monetary damages occur more frequently. In this study, we propose a method to analyze which sentences and documents, which have been sent to the SNS, are related to financial fraud. First of all, as a conceptual framework, we developed a matrix of conceptual characteristics of cybercriminality on SNS and emergency management. We also suggested emergency management process which consists of Pre-Cybercriminality (e.g. risk identification) and Post-Cybercriminality steps. Among those we focused on risk identification in this paper. The main process consists of data collection, preprocessing and analysis. First, we selected two words 'daechul(loan)' and 'sachae(private loan)' as seed words and collected data with this word from SNS such as twitter. The collected data are given to the two researchers to decide whether they are related to the cybercriminality, particularly financial fraud, or not. Then we selected some of them as keywords if the vocabularies are related to the nominals and symbols. With the selected keywords, we searched and collected data from web materials such as twitter, news, blog, and more than 820,000 articles collected. The collected articles were refined through preprocessing and made into learning data. The preprocessing process is divided into performing morphological analysis step, removing stop words step, and selecting valid part-of-speech step. In the morphological analysis step, a complex sentence is transformed into some morpheme units to enable mechanical analysis. In the removing stop words step, non-lexical elements such as numbers, punctuation marks, and double spaces are removed from the text. In the step of selecting valid part-of-speech, only two kinds of nouns and symbols are considered. Since nouns could refer to things, the intent of message is expressed better than the other part-of-speech. Moreover, the more illegal the text is, the more frequently symbols are used. The selected data is given 'legal' or 'illegal'. To make the selected data as learning data through the preprocessing process, it is necessary to classify whether each data is legitimate or not. The processed data is then converted into Corpus type and Document-Term Matrix. Finally, the two types of 'legal' and 'illegal' files were mixed and randomly divided into learning data set and test data set. In this study, we set the learning data as 70% and the test data as 30%. SVM was used as the discrimination algorithm. Since SVM requires gamma and cost values as the main parameters, we set gamma as 0.5 and cost as 10, based on the optimal value function. The cost is set higher than general cases. To show the feasibility of the idea proposed in this paper, we compared the proposed method with MLE (Maximum Likelihood Estimation), Term Frequency, and Collective Intelligence method. Overall accuracy and was used as the metric. As a result, the overall accuracy of the proposed method was 92.41% of illegal loan advertisement and 77.75% of illegal visit sales, which is apparently superior to that of the Term Frequency, MLE, etc. Hence, the result suggests that the proposed method is valid and usable practically. In this paper, we propose a framework for crisis management caused by abnormalities of unstructured data sources such as SNS. We hope this study will contribute to the academia by identifying what to consider when applying the SVM-like discrimination algorithm to text analysis. Moreover, the study will also contribute to the practitioners in the field of brand management and opinion mining.

A Study on Features Analysis for Retrieving Image Containing Personal Information on the Web (인터넷상에서 개인식별정보가 포함된 영상 검색을 위한 특징정보 분석에 관한 연구)

  • Kim, Jong-Bae
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.3
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    • pp.91-101
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    • 2011
  • Internet is becoming increasingly popular due to the rapid development of information and communication technology. There has been a convenient social activities such as the mutual exchange of information, e-commerce, internet banking, etc. through cyberspace on a computer. However, by using the convenience of the internet, the personal IDs(identity card, driving license, passport, student ID, etc.) represented by the electronic media are exposed on the internet frequently. Therefore, this study propose a feature extraction method to analyze the characteristics of image files containing personal information and a image retrieval method to find the images using the extracted features. The proposed method selects the feature information from color, texture, and shape of the images, and the images as searched by similarity analysis between feature information. The result which it experiments from the image which it acquires from the web-based image DB and correct image retrieval rate is 89%, the computing time per frame is 0.17 seconds. The proposed method can be efficiently apply a system to search the image files containing personal information and to determine the criteria of exposure of personal information.