• Title/Summary/Keyword: 온라인 활동

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A research on detection techniques of Proxy DLL malware disguised as a Windows library : Focus on the case of Winnti (윈도우즈 라이브러리로 위장한 Proxy DLL 악성코드 탐지기법에 대한 연구 : Winnti 사례를 중심으로)

  • Koo, JunSeok;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1385-1397
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    • 2015
  • The Proxy DLL is a mechanism using a normal characteristics of Windows. Specific malware is executed via this mechanism after intrusion into a system which is targeted. If a intrusion of malware is successful, malware should be executed at least once. For execution, malware is disguised as a Windows Library. The malware of Winnti group is a good case for this. Winnti is a group of Chinese hacking groups identified by research in the fall of 2011 at Kaspersky Lab. Winnti group activities was negatively over the years to target the online video game industry, in this process by making a number of malware infected the online gaming company. In this paper, we perform research on detection techniques of Proxy DLL malware which is disguised as a Windows library through Winnti group case. The experiments that are undertaken to target real malware of Winnti show reliability of detection techniques.

A Case Study on the Design and Operation of Blended Learning in Engineering College Instrucrion - Focus on Class Operation of C University - (공과대학 수업에서 혼합학습(Blended Learning) 설계 및 운영 사례 연구 - C 대학교 강좌 운영을 중심으로 -)

  • Kim, Mi-Young;Choi, Won-Sik
    • Journal of Engineering Education Research
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    • v.9 no.3
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    • pp.37-48
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    • 2006
  • The purpose of this study is to investigate the response and the recognition of students of blended learning. Set up the following study problem in order to achieve a study purpose. How are a response and a recognition of learner about blended learning? To study, Designed blended learning environment, and analyzed a bulletin board and a log file, and made up a question for 15 weeks after proceeding a class in order to recognition and response about the results operating blended learning. The results as follows: First, A lot of students prefer education in blended learning environment, and participate positively in activity in on-line activity. Second, When study in blended learning environment about media be prudent must select. Third, Confirmed the fact that various role of Instructor needed. Therefore, the design and operation of blended learning, which mixes traditional teaching methods and a modern on-line method, is meaningful.

A Study on the Knowledge Formation Process of Wikipedia in Korea through Big Data Analysis (빅데이터 분석을 통해 본 한국 위키피디아의 지식형성 과정에 관한 연구)

  • Lee, Jungyeoun;Jeon, Suhyeon
    • Journal of the Korean Society for information Management
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    • v.37 no.2
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    • pp.171-195
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    • 2020
  • This study analyzed the collaborative process in time series by dismantling the edit log big data of Wikipedia Korea, a representative online collaboration community, from early 2002 to 2019. Analysis elements were extracted from the document edit records, formatted in standardized XML, and analyzed using Python and R. The ways of editors' contribution, the characteristics of data contents, and the trend of document creation were explained by the analysis. An active contribution of a small set of editors and a loose participation of the majority were revealed. In addition, sociocultural characteristics that appear in online communities were also found in Wikipedia Korea. A new, diverse set of external resources is necessary to sustain the collective intelligence. An effort to settle new editors into the wikipedia community and an openness through circulation structure to avoid the exclusiveness of the management group are suggested.

Development of On-line Judge System based on Block Programming Environment (블록 프로그래밍 환경 기반 온라인 평가 시스템 개발)

  • Shim, Jaekwoun;Chae, Jeong Min
    • The Journal of Korean Association of Computer Education
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    • v.21 no.4
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    • pp.1-10
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    • 2018
  • Block programming environment, which is represented by Scratch in elementary and middle school programming education, is suitable for learner's characteristics and cognitive level, and is recommended not only for beginners. Transference to the text programming environment after the block programming is essential for understanding the data processing process, understanding the accuracy and efficiency aspects of algorithms, and creating SW activity. In addition, it is presented step by step in the programming curriculum. In this study, developed WithBlock the online evaluation system for the purpose of transference from a block programming to a text programming environment. The developed system can solve the same algorithm problem in both block and text programming environment, and it can be used for elementary and secondary programming education by automatically scoring the written code and providing immediate feedback. In order to applicable to programming education in elementary and secondary surveyed the usability, learning possibility, interest and satisfaction of WithBlock. The results of the survey showed that it can be used for programming education.

Convergence approach to weight control behavior and online clothing product shopping (체중조절행동과 온라인의류쇼핑에 대한 융합적 접근)

  • Kim, Wha-Sun;Lee, Kyu-Hye
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.79-88
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    • 2015
  • This study focused on the idea that consumers who are dissatisfied with their body form tend to be more interested in weight control behavior. This research connects this relationship with consumers' risk perception on the internet and consequent decision hesitation behavior. Empirical results extracted three factors of weight control behavior: diet, physical treatment, and medication and exercise. Weight control behavior was different by gender but not by age. Consumers who were dissatisfied with their body form were likely to do exercise, but other types of dissatisfaction (weight dissatisfaction and height dissatisfaction) were not significantly related to weight control behavior. Weight dissatisfaction influenced perceived size risk significantly when shopping online. Diet, physical treatment, and medication had significant influence on perceived size risk when shopping online. Perceived size risk had significant influence on decision delay and offline switch behavior. This study took a convergence approach, which connects consumer characteristics with online shopping behavior.

Development of e-Learning Platform based on Linux -e-Learning Contents Design Module with ISD Model- (리눅스 기반 인터넷 원격 교육 시스템 개발 - ISD Model 지원 교육용 컨텐츠 설계 모듈 -)

  • 성평식;박춘원
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2001.05a
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    • pp.165-183
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    • 2001
  • 지난해부터 인터넷 분야에서 가장 확실한 수익 모델을 갖춘 사업 분야로 e-Learning 분야가 손꼽히면서 많은 온라인 교육 서비스가 우후죽순처럼 등장해 이미 1,000여 개의 서비스가 각축을 벌이고 있다. 그러나 e-Learning은 무엇보다도 학습용 컨텐츠의 품질이 그 성패를 좌우한다 할 때 한국의 온라인 학습 컨텐츠의 품질은 부실하기 이를 데 없다는 게 중론이다. 이는 S/W 공학에서 S/W 품질 보장을 위해 개발 방법론이 중요한 것으로 인식되는 것과 이를 지원하기 위한 Method II등 여러 도구들이 보급되고 있는데 비해 학습 컨텐츠는 그 중요도와 개발이 복잡하고 정교함이 요구됨에도 불구하고 개발 방법론에 대한 인식과 개발방법론을 지원하기 위한 도구가 없음에 기인하는바 크다 할 수 있겠다. 아직까지 국내에서는 MacroMedia Director나 ToolBook, Authorware등 일반적인 저작 도구나 웹 기반의 컨텐츠를 제작하는 Dreamweaver등의 HTML Editor만 있으면 컨텐츠가 만들어 질 수 있는 것으로 착각하고 있는 경우가 많다. 교육 학습용 컨텐츠의 개발 주기를 살펴보면 요구 분석->교수 설계->저작->평가->배포의 단계를 거치게 되는데 이때 학습 컨텐츠의 품질은 사실 요구 분석과 교수 설계 단계에서 결정되게 되며 이 학습 컨텐츠의 품질을 결정하는 단계에서는 IT 분야 지식보다는 오히려 교육 공학적 지식이 더욱 요구된다. 그러나 현실적으로 이 단계의 절차적 복잡성과 전문성으로 인해 거의 대부분의 학습 컨텐츠들이 제대로 개발 주기를 거치지 못하고 검증되지 않은 스토리 보드에 의한 저작 단계로 바로 돌입하고 있는 것이 한국의 실정이라 하겠다. 따라서 본 프로젝트에 의해 개발 된 교수 설계 도구는 교육/학습 컨텐츠의 품질 보증을 위한 방법론인 교육 공학의 체제적 교수 설계 이론 Model (Instructional System Design Model), 특히 그 중에서도 이 분야의 사실상의 표준 이론(de facto standard)인 Dick & Carey 교수와 Gagne 교수의 인지주의 ISD Model을 기반으로 정교한 교수 설계와 코스 맵 설계를 가능하게 함으로써 학습 컨텐츠의 품질 보증 활동을 지원 할 수 있는 도구로 개발하였다. 특히 Linux 기반에서 PHP로 개발 함으로써 Platform에 구애받지 않은 사용 환경을 구현 하였으며 향후 많은 e-Learning Platform에 교수 설계 모듈로 장착 함으로써 기존의 e-Learning Platform들의 가치를 높일 수 있는 계기가 될 것으로 생각한다.

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Prosumer Marketing for the Open Source Software(OSS) utilizing the Social Media Platform (소셜 미디어 플랫폼을 활용한 오픈소스 SW의 프로슈머 마케팅 연구)

  • Kim, Tae-Yang;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.411-427
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    • 2014
  • The interest on the Open Source Software(OSS) has been increasing as the Microsoft's latest Windows XP support ended. In this light trend, this study can contribute to the OSS marketing area. Specifically, it examined that the activation of online brand community about the OSS can affect to prosumer marketing of the OSS utilizing social media platform. In addition, the OSS social media platform users' loyalty for the OSS was investigated. The findings show that content, consumer support, UI, and reward among the activate factors of online brand community significantly affected to the activation of OSS social media platform. The brand reputation, however, was found insignificant to the activation of OSS social media platform. In addition, the activation of OSS social media platform can positively affect to their loyalty for the OSS. It means that participation to the social media activities about OSS and interaction with others in the network can help to form positive attitude for the OSS. In conclusion, the prosumer marketing utilizing social platform can be an important strategy as a new solution of the OSS business in the rapidly changing ICT ecosystem environment.

Exploratory study on the information design of online dashboard for learner-centered learning (학습자중심 대시보드 설계를 위한 탐색적 연구: 학습정보를 중심으로)

  • Lim, KyuYon;Eun, JuHui;Jung, YoonJoo;Park, HaNa
    • The Journal of Korean Association of Computer Education
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    • v.21 no.3
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    • pp.35-50
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    • 2018
  • Online dashboard is designed to support learners' self-regulation of their learning process and activities to promote learner-centered learning. Given the dashboard usually provides information within a limited space, it is important to define which information should be presented in order to meet the various needs of online learners. We analyzed relevant literature, existing dashboards, and learners' dashboard experiences, and identified a list of information that should be provided by the dashboard. As a result, four categories including learning preparation, learning participation, interaction, and learning outcomes, and eleven sub-categories of dashboard information were extracted. The results suggest implications for the design of online dashboard for learner-centered learning.

The Effects of Perception Toward Cyber Identity on Loyalty and Purchase Intention (사이버 공간의 자아에 대한 인지가 충성도와 구매의도에 미치는 영향)

  • Kim Su-Yeon;Hwang Hyun-Seok
    • The Journal of Society for e-Business Studies
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    • v.10 no.4
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    • pp.83-100
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    • 2005
  • In this paper, we investigate the concept of cyber identity built in cyberspace and analyze the effects of general perception toward cyber identity on loyalty and purchase intent. Cyber identity is classified into two types: personal and social cyber identity, and has five components. Avatars and online gaming capability make up personal cyber identity while online communities and instant messenger count as social cyber identity. We regard blog personalities as having both personal and social characteristics. In our survey, we conclude that internet users want to purchase cyber items such as avatars, online game items, and wallpaper pictures to enhance their cyber identities. Based on the survey results , we derive five factors comprising personal cyber identity and social cyber identity using factor analysis and analyze overall effects of cyber identity on loyalty and purchase intention using Structural Equation Model.

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A study on the identity theft detection model in MMORPGs (MMORPG 게임 내 계정도용 탐지 모델에 관한 연구)

  • Kim, Hana;Kwak, Byung Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.3
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    • pp.627-637
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    • 2015
  • As game item trading becomes more popular with the rapid growth of online game market, the market for trading game items by cash has increased up to KRW 1.6 trillion. Thanks to this active market, it has been easy to turn these items and game money into real money. As a result, some malicious users have often attempted to steal other players' rare and valuable game items by using their account. Therefore, this study proposes a detection model through analysis on these account thieves' behavior in the Massive Multiuser Online Role Playing Game(MMORPG). In case of online game identity theft, the thieves engage in economic activities only with a goal of stealing game items and game money. In this pattern are found particular sequences such as item production, item sales and acquisition of game money. Based on this pattern, this study proposes a detection model. This detection model-based classification revealed 86 percent of accuracy. In addition, trading patterns when online game identity was stolen were analyzed in this study.