• Title/Summary/Keyword: 사이버 문화

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사이버시대의 소비문화 : 디지털폐인 문화를 중심으로

  • 김난도
    • Proceedings of the Korea Society of Costume Conference
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    • 2004.05a
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    • pp.3-12
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    • 2004
  • $\square$ 디지털폐인 탐구 -폐인, 언어, 리플문화, 사진합성, 그외 작품활동 등 $\square$ 어떻게 읽을 것인가 -가상공간은 포스트 모더니즘의 현대 소비문화가 식민화된 형태 - 폐인사이트 요소분석과 심층인터뷰를 통한 포스트모더니티 분석 $\square$ 소비문화적 함의 - 능동적 소비문화 - 대항적 소비문화 - 키치적 소비문화 (중략)

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A Study of Cyberfeminism in fashion in the digital era -Focused on cybersubculture style (Part I)- (디지털시대 패션에 나타난 사이버페미니즘 연구(제1보) -사이버하위문화 스타일을 중심으로-)

  • 김현수;양숙희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.11
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    • pp.1229-1240
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    • 2003
  • The purpose of this study was to review such results of the scientific and technological development as women's changed status, sexual identity and their views of physique in the cyber space based on cyber feminists' theories, and thereby, examine the concept of space during the medieval age, and then, the fundamental spiritual concept involving the fetishism of women's body as sexual objects in the materialistic space of the digital age in terms of the consciousness of trend or supra-sensual perceptions, and thereby, review the effect of the cyber terrorism and violence on the fashion in sub-cultural terms. Some researchers distinguish psychedelic styles from cyberdelic ones to assume such psychiatric visions as psychedelic fashion characterized by resistance and delinquency-cyber punk fashion, cyber hippie fashion, cyborg fashion- and then, define them all as cyber resistant culture fashion or as a sub-cultural style of the cyber culture. As a result, it was found that human bodies are being encoded with the networks, various cyber characters or avatars are emerging, while human bodies are being distorted or exaggerated with human beings and machines being imploded.

Clasification of Cyber Attack Group using Scikit Learn and Cyber Treat Datasets (싸이킷런과 사이버위협 데이터셋을 이용한 사이버 공격 그룹의 분류)

  • Kim, Kyungshin;Lee, Hojun;Kim, Sunghee;Kim, Byungik;Na, Wonshik;Kim, Donguk;Lee, Jeongwhan
    • Journal of Convergence for Information Technology
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    • v.8 no.6
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    • pp.165-171
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    • 2018
  • The most threatening attack that has become a hot topic of recent IT security is APT Attack.. So far, there is no way to respond to APT attacks except by using artificial intelligence techniques. Here, we have implemented a machine learning algorithm for analyzing cyber threat data using machine learning method, using a data set that collects cyber attack cases using Scikit Learn, a big data machine learning framework. The result showed an attack classification accuracy close to 70%. This result can be developed into the algorithm of the security control system in the future.

Correlation between Brain Cognition and Cyberdisease in VR Media (VR매체에서의 뇌인지와 사이버 멀미의 상관관계)

  • Kim, Min-Seo;Kim, Kyun-Ho;Kim, Yu-Ri;Kim, Eun-Seo;HUH, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.603-611
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    • 2022
  • As the era of metaverse approaches, there are challenges that need to be solved. Among them, 'cyber motion sickness' is a representative problem from 2016;when VR technology began to attract attention. According to the theory of sensory conflict, motion sickness is caused when the perceived direction of motion information and the expected value are not the same. The paper was written to theoretically explore the relationship between brain cognition and cyber motion sickness, and to prove the effect of user immersion on motion sickness symptoms based on this. Through the SSQ experiment, it was found that the rotation value of the camera aggravates the symptoms of cyber motion sickness and can alleviate cyber motion sickness by increasing the immersion of the game by giving the viewer visual and shift missions to solve. This study was conducted to solve the problem of cyber motion sickness during the process of developing the VR rhythm game "beatale", and it is expected to be the basis for improving cyber motion sickness not only in the development of the project but also in the production of VR contents in the future.

국내 최고 사이버 문화공간 지향

  • 이영조
    • Proceedings of the CALSEC Conference
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    • 1999.11a
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    • pp.629-641
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    • 1999
  • ㆍ도서정보의 공유 -독서문화의 질적인 향상 ㆍ쌍방향 커뮤니케이션 -고객중심경영 ㆍ웹 기반도서유통망 구축 -우리나라 도서유통 선진화 달성 ㆍ문화정보전문포털 사이트 지향 (중략)

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