• Title/Summary/Keyword: 사이버 커뮤니티

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A Spatial Study on the Network Formation Process of Personal Actors: The Case of Institutional Building Networks in Industries for the Elderly (개인 행위주체의 네트워크 형성 과정에 대한 공간적 고찰: 고령친화산업의 제도구축 네트워크를 사례로)

  • Koo, Yang-Mi
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.3
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    • pp.334-349
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    • 2008
  • In this study, the network formation process of personal actors in industries for the elderly was analyzed. This process is applied to the knowledge creation model of the SECI (Nonaka-Takeuchi learning cycle), that is socialization, externalization, combination, internalization. There are some kinds of opportunities to interact in these industries in the forms of field survey teams to overseas, some seminars and symposiums, many kinds of meetings, education and training programs, trade fairs and on-line forums. These palces(ba) - originating ba, interacting ba, cyber ba, exercising ba - played great roles in the formation of personal actor networks. Personal actors had opportunities to interconnect with distant actors through those places(ba). In the spatial perspective, personal actors could make face-to-face contact and build trust through temporary geographical proximity or temporary clusters with the help of personal mobility. Relations in the virtual spaces such as the Internet community did much toward building personal networks.

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Forumnet, Game-type Forum system based on Semantic Individualization (의미소 개체화 기반 게임형 토론시스템, Forumnet)

  • LeeJung Chang-Uk;Shin Young-Suk
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.91-93
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    • 2006
  • 사이버커뮤니티의 발전상은 까페, 싸이, 블로그, 휴대폰 등의 형태로 개체화와 나열형 정보에 주력되어, 정보홍수로 인한 역설적 정보빈곤의 부작용 또한 커지고 있다. 이에 본 논문에서는 나열형 정보의 단점을 극복할 수 있는 공유형 정보의 구현방안으로서, '의미소개체화 기반 게임형토론시스템'을 제안한다. 기존에 나열형 정보의 대안이자 웹 2.0의 모델로 주목받아온 위키(wiki)방식의 원론적 공유에서 나아가, 구성개체 간 상호평가가 수치로 교환되고 그에 따른 가중치가 활용되는 방안이다. 이는 시맨틱 웹과 웹2.0의 통합적 논의이며, 인터넷의 자연스런 발전방향이다. 이 시스템이 구현된 인터넷(Internet)을 포럼넷(Forumnet)이라 부를 수 있다. 포럼넷은 현실적, 기술적으로 개인기반평가에서 개체기반평가로 구현되어갈 것이다.

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ROS2 공격 기술 동향 분석

  • Jaewoong Heo;Lee Yeji;Hyo Jin Jo
    • Review of KIISC
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    • v.33 no.4
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    • pp.57-63
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    • 2023
  • Industry 4.0의 진행으로 이기종의 IoT 장비들 간의 통신을 위해 다양한 산업용 통신 미들웨어들이 등장했다. 그 중 Robotics 분야에서 활발히 사용되는 Robot Operating System (ROS)는 개발자 커뮤니티와 로봇 개발 도구들을 기반으로 지속적인 시장 점유율 증가세를 보이고 있다. 초기 발표된 ROS1의 경우 보안이 전혀 고려되지 않은 설계로 Packet Injection 공격등의 사이버 보안 위협에 취약했지만, ROS2의 경우 통신 미들웨어인 Data Distribution Service (DDS) 통신규격을 전송 계층에 적용하여 메시지 전송에 대한 보안 기능을 제공하고 있다. 그러나 최근 연구에서는 DDS와 관련된 ROS2 취약점이 발표되고 있다. 따라서 본 논문에서는 DDS와 관련된 ROS2의 공격 기술 동향을 소개한다.

Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students (청소년 놀이공간으로서 사이버 세계에서의 자기개념: 초, 중, 고, 대학생을 중심으로)

  • Young-Shin Park;Uichol Kim;Soo Yeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.81-113
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    • 2011
  • This study investigates leisure activity, involvement and self-concept in cyberspace of various age groups of adolescents. A total of 1,388 students (elementary school=337, middle school=326, high school=361, university=364, consisting of 696 male and 692 female) participated in the study. The results are as follows. First, although the vast majority of adolescents (96.9%) had a computer at home, majority of adolescents visited Internet cafe. Second, 70.3% of adolescents visited Internet cafe to play Internet games, followed by engaging in information search, chatting, and participated in cyber community. Third, on average adolescents spent 5.43 hours per week playing Internet games, with more males playing Internet games than female adolescents. As for information search, the weekly average was 2.60 hours, with university students spending more time than the other groups. As for chatting, the weekly average was 1.69 hours, with no significant differences among the groups. The weekly average of Internet use was 9.65 hours, with older groups spending more time. The weekly average use of computer was 10.91 hours, with older groups spending more time and more males using more computer than females. Fourth, as for self-concept in cyberspace, elementary and middle school students reported that they had fun, while high school and university students reported that they were the same as in the regular daily life. In addition, adolescents reported that they spent leisure activity in cyberspace and they become a fictional character in cyberspace. Fifth, when they played Internet games, regardless of age and gender, adolescents reported that they had fun, followed by that they were absorbed, that they became aggressive, and that they were the same as in the regular daily life. Sixth, when they chatted on Internet, regardless of age and gender, adolescents reported that they had fun, followed by that they were not interested, that they were the same as in the regular daily life, and that they do not chat on Internet. Seventh, when they interacted with their friends on Internet, regardless of age and gender, majority of adolescents reported that they had fun, followed by that they conversed, that they were the same as in the regular daily life, and that they felt closer. These results indicate that Korean adolescents view Internet as a place to spend their leisure time and that they enjoyed spending time on Internet.

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The Study on Methodology and Flow of Discourses of Community Media Focusing on the Meta-analysis of Topics, Methods, and Issues of Academic Journals (공동체 미디어의 담론 흐름과 연구경향 학술논문의 주제, 방법, 쟁점에 대한 메타분석을 중심으로)

  • Kang, Jin Suk
    • Korean journal of communication and information
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    • v.81
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    • pp.9-39
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    • 2017
  • Online communities have become playgrounds for enjoyment and political public spheres as well as have been vitalized by participation of diverse users, which shows that users of online communities experience participatory democracy and new subjects who project the politic of everyday life eventually. The purpose of the study is to examine that how phenomenon from above have been revealed in the academic discourses and seek the ways for development of the theory and methodology of community media research. To do this, I analyze that features and tendencies of academic discourses which have historically been accumulated through applying method of meta-analysis into topics, methods, and issues in the precedence studies. Data is centered on Journals of the Korean Society for Journalism and communication Studies, Korean Association for Broadcasting and Telecommunication studies, Korean Association for Communication and Information studies, and the Cybercommunication Academic Society. The reason why I choose these journals is that they have a long history of the publication compared to other journals, thus, I can collect various related articles. Total of 53 Samples are selected after input keywords '공동체' and 'Community'. This study makes a contribution by offering the preliminary data in order to seek the ways for revitalization of local communities and for the future theories and methodologies of community media through researching on precedence studies having piled from 2001 when the first article about community media was published to November 2016.

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A Study on Marketing Activation of Franchise Enterprise Utilizing Social Network Service(SNS) (SNS(Social Network Service)를 활용한 프랜차이즈 업체의 마케팅 활성화에 관한 연구)

  • Han, Sun-Ho;Kim, Hyun-Jun;Choi, Kul-Yong;Han, Kyu-Chul
    • The Korean Journal of Franchise Management
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    • v.2 no.2
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    • pp.24-44
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    • 2011
  • Many companies are increasingly using social network service(SNS) as an online marketing tool, and its marketing activation has been in the limelight as a differentiation strategy most recently. The purpose of this study is to analyze online marketing cases utilizing SNS and to apply it in Franchise Enterprise in order to activate its marketing activities. This study is more concerned with the cases of facebook, twitter, and blog among social network services and suggests some ways of utilizing them in Franchise Enterprise as follows: Based on the examples of facebook, firstly, we set up the role as a homepage in individul, Franchise Enterprise, and other organizations. Secondly, we also set up the role as an organizing tool in communities, and thirdly, setting up the role as a location map tool. Regarding some applications in marketing tool of Franchise Enterprise, we suggest the role as a public relation tool of the company and brand, and also propose the role of brand planning and development. Finally, we suggest a way of overcoming the limitation in offline operations.

Digital forensic framework for illegal footage -Focused On Android Smartphone- (불법 촬영물에 대한 디지털 포렌식 프레임워크 -안드로이드 스마트폰 중심으로-)

  • Kim, Jongman;Lee, Sangjin
    • Journal of Digital Forensics
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    • v.12 no.3
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    • pp.39-54
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    • 2018
  • Recently, discussions for the eradication of illegal shooting have been carried out in a socially-oriented way. The government has established comprehensive measures to eradicate cyber sexual violence crimes such as illegal shooting. Although the social interest in illegal shooting has increased, the illegal film shooting case is evolving more and more due to the development of information and communication technology. Applications that can hide confused videos are constantly circulating around the market and community sites. As a result, field investigators and professional analysts are experiencing difficulties in collecting and analyzing evidence. In this paper, we propose an evidence collection and analysis framework for illegal shooting cases in order to give practical help to illegal shooting investigation. We also proposed a system that can detect hidden applications, which is one of the main obstacles in evidence collection and analysis. We developed a detection tool to evaluate the effectiveness of the proposed system and confirmed the feasibility and scalability of the system through experiments using commercially available concealed apps.

Analysis of International Standardization Trends of Smart Mining Technology: Focusing on GMG Guidelines (스마트 마이닝 기술 국제 표준화 동향 분석: GMG 가이드라인을 중심으로)

  • Park, Sebeom;Choi, Yosoon
    • Tunnel and Underground Space
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    • v.32 no.3
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    • pp.173-193
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    • 2022
  • In this study, international standardization trend of smart mining technology was analyzed focusing on the guidelines developed by GMG (Global Mining Guidelines Group). GMG is a non-profit organization that unites the global mining community. It was established to promote mining safety, innovation and sustainability. Currently, GMG's working group consists of artificial intelligence, asset management, autonomous mining, cybersecurity, data access and usage/interoperability, the electric mine, mineral processing, underground mining, and sustainability. Guideline development projects related to smart mining technology are being conducted in artificial intelligence, autonomous mining, cybersecurity, data access and usage/interoperability, and underground mining. As of April 2022, eight types of smart mining-related guidelines have been published through pre-launch, launch, guideline definition, contents generation, technical editing/layout/final review, and voting process. It is judged that the GMG guidelines can be an important reference for the development of domestic smart mining technology standards.

An analysis study on the quality of article to improve the performance of hate comments discrimination (악성댓글 판별의 성능 향상을 위한 품사 자질에 대한 분석 연구)

  • Kim, Hyoung Ju;Min, Moon Jong;Kim, Pan Koo
    • Smart Media Journal
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    • v.10 no.4
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    • pp.71-79
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    • 2021
  • One of the social aspects that changes as the use of the Internet becomes widespread is communication in online space. In the past, only one-on-one conversations were possible remotely, except when they were physically in the same space, but nowadays, technology has been developed to enable communication with a large number of people remotely through bulletin boards, communities, and social network services. Due to the development of such information and communication networks, life becomes more convenient, and at the same time, the damage caused by rapid information exchange is also constantly increasing. Recently, cyber crimes such as sending sexual messages or personal attacks to certain people with recognition on the Internet, such as not only entertainers but also influencers, have occurred, and some of those exposed to these cybercrime have committed suicide. In this paper, in order to reduce the damage caused by malicious comments, research a method for improving the performance of discriminate malicious comments through feature extraction based on parts-of-speech.

Internet Ethics for Mobile SNS Era (모바일 SNS 시대의 인터넷 윤리)

  • Kim, Young-Hun
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.1-8
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    • 2013
  • Rapidly increasing internet use has brought beneficial development in many aspect and provide us with abundance and comfort as well as enhancement of quality of life. But Cyber space is giving rise to some negative result such as violence and delinquent conduct. It bring about more serious social problems than real life. We try to provide the desirable direction for Internet ethics by mobile SNS. SNS has not only economical values but also social communication toll to exchange and share views of specific issues with other users. Social influential and personal emotion factor is a factor of community relation. Thus SNS contribute to self-construction, interpersonal relations and public sphere. This internet ethics of mobile Era will makes people recognize the correct internet ethics information and do it, suggest the solution for interpersonal internet environment.