• Title/Summary/Keyword: 샌드 박스

Search Result 47, Processing Time 0.023 seconds

A Sandbox Mechanism against Trojan Horses and Its Implementation (트로이목마 방지 샌드박스 메커니즘과 구현)

  • 김중완;김형찬;이동익
    • Proceedings of the Korea Institutes of Information Security and Cryptology Conference
    • /
    • 2002.11a
    • /
    • pp.48-52
    • /
    • 2002
  • 본 논문에서는 자바의 샌드박스 개념을 이용하여 실행되는 프로그램에 제한을 가하고 모니터링을 수행함으로써 악의적인 행위를 방지하는 샌드박스 메커니즘을 제안한다. 또한 시스템 자원을 논리적 자원과 물리적 자원으로 분리하여 트로이목마 프로그램의 자원에 대한 불법적인 접근을 감시하여 기밀성(Confidentiality)과 무결성(Integrity)을 보장할 뿐만 아니라 물리적인 자원 사용량을 제한하여 DOS 공격에 대한 방지와 같이 가용성(Availability)까지 고려하는 샌드박스 메커니즘을 제안하고, 리눅스 커널 2.4.19에 샌드박스 메커니즘을 구현한다.

  • PDF

The effect of 'Optimal Solution' factor in utility of online sandbox game (옵티멀솔루션 요소가 온라인 샌드박스 게임효용성에 미치는 영향)

  • Tak, Yeon-Suk
    • Journal of Korea Game Society
    • /
    • v.17 no.3
    • /
    • pp.107-116
    • /
    • 2017
  • Sandbox game users can double their satisfaction by re-creating a variety of play patterns. This creative process is due to the expansion of play through 'customizing' and 'action autonomy'. The purpose of this study is to investigate the structural limitations of freedom of online game. In a standalone game, the scalability due to the degree of freedom gives the user a strong motivation for world persistence. On the other hand, in online sandbox games such as MMORPG, it is confirmed that the goal-oriented tendency to gain advantage is the inherent limit of the freedom and expandability of the sandbox game. In this study, it is suggested that the cause and limit of growth of online-based sandbox game can be offset by the optimal solution factor.

Design Mechanism for Malicious Code Detection with Sandboxes in Dynamic Class Hierarchies (샌드박스의 동적 클래스 계층구조를 통한 악성코드 탐지 기법의 설계)

  • Kim, Chol-Min;Lim, Young-Hwan;Hong, Man-Pyo;Yeh, Hong-Jin;Cho, Eun-Sun;Lee, Chol-Won;Park, Hyun-Dong
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2001.04a
    • /
    • pp.425-428
    • /
    • 2001
  • 알려지지 않은 악성 코드의 수행을 막는 방법으로 프로그램의 실행 환경을 제한하는 '샌드박스' 기법이 많이 쓰여져 왔다. 코드의 비정상 행위를 탐지하는 이 방식은 얼마나 다양한 샌드박스들을 두는가에 따라 적용성(configurability)과 편리성(ease of use) 간의 양면성 (trade-off)을 가진다. 기존의 MAPbox는 이 두 가지를 동시에 만족시키기 위해 프로그램의 종류별로 샌드박스를 두는 클래스별 샌드박스 적용 기법을 사용한다[3]. 그러나, 이 방법은 정적으로 클래스들이 결정되므로 적용성에 한계가 있다. 본 논문에서는 MAPbox의 개념에 동적 클래스 생성 기능을 추가함으로써 적용성을 높이는 기법을 소개하고 실제로 구현한다. MAPbox에 비해 적용성이 높아진 예로 MAPbox에서는 정상행위이지만 비정상행위로 판단되는 경우가 제안된 기법을 통해 올바르게 판단됨을 보인다.

  • PDF

Effect of Game based Learning Utilized Sandbox Game on Creative Problem-solving Ability and Learning Flow (샌드박스형 게임을 활용한 게임기반학습이 창의적 문제해결력과 학습몰입도에 미치는 영향)

  • Jeon, Inseong;Kim, Jeongrang
    • Journal of The Korean Association of Information Education
    • /
    • v.20 no.3
    • /
    • pp.313-322
    • /
    • 2016
  • The effect on creative problem solving ability and learning flow is analyzed by applying game-based learning using sandbox game, Minecraft Edu for elementary school students. It appeared to be effective when applied to sand box utilizing game-based learning than traditional lecture teaching method on creative problem solving ability and learning flow. It is found to be a significant difference observed in all sub-elements on Creative problem solving ability and it is found to be a significant difference in all sub-elements on learning flow except sense of control and transformation of time.

Analysis of the change of the characters according to the change of the media -A Study on Composite Representation of Game Character in Sandboxed Indy Game (매체의 변화에 따른 캐릭터의 시대적 변화분석 -샌드박스형 인디 게임에 있어 게임 캐릭터 융복합적 표현법에 대한 고찰)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
    • /
    • v.17 no.6
    • /
    • pp.335-340
    • /
    • 2019
  • With the development of the media, pirate platforms and technologies are critical to the design of video content. Games based on online platforms and networking can help you develop games and expand your game as games are developed. Better yet. This paper is a major feature of the growth of the sandbox game that leads the game of InGame. Phenotypical 3D Dress Graphics You can study the usefulness of graphics based on doubles, the advantages of game characters, and space game graphics.

Development of Strategy Game using Real Time Simulation and Side Scrolling (샌드박스 형식의 1인칭 생존 게임 개발)

  • Choi, JoonSeok;Kim, Jin Han;Kim, Soo Kyun;An, Syungog
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.01a
    • /
    • pp.223-224
    • /
    • 2020
  • 본 논문은 개발 논문으로써 유니티 엔진을 이용하여 1인칭으로 진행하는 샌드박스 게임으로 악조건 속에서 생존하며 안전한 거점을 확보하는 것이 게임 개발의 목표이다. 제안 게임은 플레이어가 아무 것도 없는 상황에서 자유롭게 행동을 할 수 있는 조건을 가지도록 하며, 이를 통해 다양한 종류의 경험과 게임 포인트에 대한 전략을 통해 플레이어들에게 게임에서 큰 흥미와 성취감을 갖도록 하는 장점으로 가지고 있다.

  • PDF

Detecting Malicious Codes with MAPbox using Dynamic Class Hierarchies (동적 클래스 계층구조를 이용한 MAPbox상에서의 악성코드 탐지 기법)

  • Kim Cholmin;Lee Seong-uck;Hong Manpyo
    • Journal of KIISE:Information Networking
    • /
    • v.31 no.6
    • /
    • pp.556-565
    • /
    • 2004
  • A Sandbox has been widely used to prevent damages caused by running of unknown malicious codes. It prevents damages by containing running environment of a program. There is a trade-off in using sandbox, between configurability and ease-of-use. MAPbox, an instance system of sandbox, had employed sandbox classification technique to satisfy both configurability and ease-of-use [1]. However, the configurability of MAPbox can be improved further. In this paper, we introduce a technique to attach dynamic class facility to MAPbox and implement MAPbox-advanced one. Newly generated class in our system has an access control with proper privileges. We show an example for improvements which denote our system have increased the configurability of MAPbox. It was determined as abnormal by MAPbox although is not. Our system could determine it as normal. We also show our techniques to overcome obstacles to implement the system.

Legal Research on FinTech Regulatory Sandbox Fostering Financial Innovations in Korea (핀테크 활성화를 위한 규제 샌드박스의 도입 방안 연구)

  • Ko, Young-Mi
    • Journal of Legislation Research
    • /
    • no.53
    • /
    • pp.213-267
    • /
    • 2017
  • Regulatory barrier is considered most challenging out of all FinTech barriers, which many technology innovators have always experienced. Even though technological solutions promise customers accessibility to more cost-effective and secured financial services, it is quite challenging to create regulatory environment that enables innovation FinTech industry. Especially, a common challenge FinTech innovators and business face is regulatory uncertainty and confusion rather than any particular regulation. Since many FinTech models are continuously introducing new innovative ways in providing financial services, significant confusion could be raised in applying principles of existing law and regulations. In addition, it is uncertain whether or not applying complex regulatory compliance model intended for large financial institutions to small start-ups is appropriate since most existing regulations and rules are established and introduced without considering innovative tools such as mobile instruments, e-trade, and internet. Therefore, new mechanism to access to regulatory information in a more cost-effective, quick and immediate way should be created. Regulators, technological innovators, and financial customers should cooperate each other to find out appropriate solutions for those issues. Many regulators are introducing regulatory sandbox which provides service providers with opportunities to test their innovations, during the test, providing regulators with enough time to understand risks of innovations. However, regulatory sandbox is not a panacea for all challenges to FinTech innovations. Therefore, regulators should make comprehensive and multidimensional efforts including regulatory sandbox in supporting FinTech ecosystem.

A Comparative Study on the Korean Type Regulatory Sandbox System : the Industrial Fusion Promotion Act, the Information and Communication Convergence Act, the Financial Innovation Act, A Study on the Regional Special Districts Act (한국형 규제 샌드박스 제도에 대한 비교분석 연구 : 산업융합촉진법, 정보통신융합법, 금융혁신법, 지역특구법을 중심으로)

  • Choi, Ho-Sung;Kim, Jung-Dae
    • Journal of Digital Convergence
    • /
    • v.17 no.3
    • /
    • pp.73-78
    • /
    • 2019
  • Recently, there is a need to introduce a Korean-style restriction sandbox system that exempts or suspends existing regulations so that new products or services based on new technologies can be commercialized without restrictions. In response, the government reorganized the relevant statutes to promptly check regulations centering on four fields, including industrial convergence, ICT, FinTech, and regional innovation growth, and to allow experimental, proof and market releases by setting certain conditions(zone, period, scale, etc.). However, despite the same regulatory sandbox application, depending on the nature of the field applied, differences in application subject, whether application of regulatory specifics, system of push ahead decision-making and whether support of financial and taxation are shown. This research is intended to present efficient operation measures for successful settling of Korean-style regulation sandboxes by comparing and analyzing, centering on the Industrial Fusion Promotion Act in the Industrial Convergence Field, ICT field's Information and Communication Convergence Act, FinTech field's Financial Innovation Act and Regional Special Zone Act in the Regional Innovation and Growth Sector.

An Implementation of Dynamic Terrain using the Depth Recognition of Sandbox (샌드박스 깊이 인식을 이용한 동적 터레인의 구현)

  • Lee, Bum-Ro
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2016.07a
    • /
    • pp.315-316
    • /
    • 2016
  • 본 논문에서는 가상현실이나 증강현실과 관련된 응용 콘텐츠 구성에 필요한 동적 터레인의 실시간 구현 기법에 관한 연구를 수행하였다. 동적 터레인은 게임 콘텐츠 개발 환경에서 일반적으로 구현되는 정적 터레인과 달리 런타임에 실시간 변형이 발생할 수 있으며 입력된 터레인의 변형을 콘텐츠 플레이에 지정을 받지 않을 수 있는 짧은 시간 내에 빠르게 실시간 처리하는 것이 필수적으로 필요하다. 본 논문에서는 키넥트의 깊이 카메라를 활용하여 샌드 박스 내의 모래 깊이 값을 인식하고 이를 반영하는 터레인을 실시간으로 생성하는 프레임워크를 개발하고 결과물을 콘텐츠에 적용하여 연구 결과의 유용성을 실증하도록 한다.

  • PDF