• Title/Summary/Keyword: 이동성매체

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The Risk of Wardriving Attack Against Wireless LAN and its Counterplan (무선랜 워드라이빙 공격의 위험성과 대응방안)

  • Choi, Young-Nam;Cho, Sung-Mok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.10
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    • pp.2121-2128
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    • 2009
  • The application range of IEEE 802.11 wireless LAN has rapidly expanding from campus, enterprise to the public network of Hot Spot area due to the advantages of easiness of construction, mobility of wireless client station, convenience of usage and so on. However the security of WLAN(Wireless LAN) is vulnerable inherently because of using RF as a medium, and so the dangers of infringement of personal information and inside data of enterprises have increased and wardriving attack searching for security vulnerability in wireless LAN has become more serious especially. In this paper, we find out the overview of various procedures and preparatory stages for wardriving attack against wireless LAN, and propose complementary methods to prevent information infringement accidents from wardriving attack in wireless LAN. For this purpose, we make an equipment which is suitable for wardriving in wireless LAN and show security vulnerability of AP(Access Point) operation in WLAN around Yangjae-Dong in Seoul as a result of using the equipment.

Price and Volatility Spillovers in MENA Stock Market (중동지역주식시장의 가격및변동성이전효과분석)

  • Lee, Hahn Shik
    • International Area Studies Review
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    • v.14 no.3
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    • pp.3-33
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    • 2010
  • While new evidence on international spillover effects has been widely discussed around the globe, the MENA (Middle East and North African) region has received little attention concerning international transmission of stock market movements. In this paper, we discuss international spillover effects between the major developed markets (US, Japan and Germany) and the emerging markets in the MENA region (Turkey and Egypt). While GARCH-type models have mainly been used to investigate international stock market spillovers in much of previous studies, we develop new testing strategies based on discrete wavelet decomposition. The basic finding is that price as well as volatility spillover effects exist from the developed stock markets to the MENA counterparts, although evidence for price spillover to the Egyptian market is rather weak. As for the interdependence of the major MENA stock markets, no spillover effects are found between these markets, while the two MENA markets are somewhat related with each other.

Research About Character Illustration Which the 3D Game Character Manufacture (3D 게임 캐릭터 제작에 있어서의 캐릭터 일러스트에 관한 연구)

  • Lee Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.178-183
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    • 2005
  • It is said that today is an era of total cord characterized by the transition from the industrial society to the knowledge based and information one. In this age of total cord, the most complex media production is the game industry. In the game industry, game character as one of the elements of game production is the most important because it contains visual elements created through interaction with a user. Initial creation of characters in the game industry is considered having the most value-adding element. Character creation in game production begins with basic drawings, like a diffusive property of the production elements, and proceeds to complicated 2D game character illustration and 3D game character production. In addition, only when driving forces for game development such as individuality and virtual reality are based on different mind cord from existing one, foundation for it will be firmly established. Therefore, it is clear that understanding of the Importance of character illustration and original drawings in the game production is essential to successfully produce more perfect 3D game characters.

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Design of e-Learning System in N-Screen Environment (N-Screen 환경 기반의 이러닝 시스템 설계 방안)

  • Shin, Yu-Jin;Seo, Dongsu;Hong, Seng-Phil
    • Journal of Internet Computing and Services
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    • v.13 no.5
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    • pp.45-53
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    • 2012
  • The appearance of Intelligent mobile and home appliance increased the using of not only various multimedia contents but also educational contents. Especially the growth of smart device such as smart phone, smart pad and smart TV, provided the environment which everyone can use educational content anytime, anywhere, any device. However many smart devices are hard to reuse the various educational contents because the devices and mobile os policies are not unify. In this paper, we suggest the design of NeS(N-Screen e-learning system) in order to solve this problem. NeS is consisted of User Management, Educational Content Management, Content Convert System and Interactive Management System. In this system, we use the HTML5 language to assure interoperability in various Smart Device Environment. Through NeS, we can achieve Content OSMU(One Source Multi Use) in various device environment and assure the continuity of the contents for using the educational contents more easily.

Write-once-read-many-times (WORM) 특성을 갖는 유기물 나노 복합체 플렉서블 메모리 소자의 전하 수송 메커니즘과 메모리 효과에 대한 분석

  • Song, U-Seung;Yun, Dong-Yeol;Kim, Tae-Hwan
    • Proceedings of the Korean Vacuum Society Conference
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    • 2012.02a
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    • pp.380-380
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    • 2012
  • 유기물 나노 복합체는 고집적/저전력/플렉서블 특성을 가지는 초고효율 비휘발성 메모리 소자를 제작하는데 많은 이점을 가지고 있어, 차세대 비휘발성 메모리 소자에 사용되는 소재로 매우 각광받고 있다. 그 중, WORM 특성을 가지는 메모리 소자는 1회 쓰기 후 수많은 읽기가 가능하기 때문에, 그 효율성이 매우 뛰어나 이목을 끌고 있다. 유기물 나노 복합체 중에서, poly(3-hexylthiophene) (P3HT)는 화학적/전기적 안정성과 전하의 이동도 특성이 뛰어나기 때문에 전자 소자에 응용하려는 연구가 활발히 진행되고 있다. 본 연구에서는 $P_3HT$ 고분자를 polymethylmethacrylate(PMMA) 고분자에 분산시킴으로써, 상태를 기억하는 저장 매체로 사용하였다. 본 연구의 소자를 제작하기 위하여 약 9 : 1 비율을 가지는 PMMA 와 $P_3HT$를 용매인 클로로벤젠에 녹여 용액을 준비하였다. Indium Tin Oxide (ITO)가 코팅된 glass를 화학적 처리를 통해 청결하게 만든 후, PMMA와 $P_3HT$가 용해되어 있는 용액을 스핀 코팅 방법으로 박막을 형성하였다. PMMA 속에 $P_3HT$가 분산되어 있는 활성층 위에 상부 전극으로 Al을 열 증착 방식을 통하여 형성하였다. 제작된 WORM 특성을 갖는 유기물 나노 복합체 플렉서블 소자의 메모리 효과에 대한 분석을 위하여, -5V에서 5V까지 전압을 인가하여 전류-전압 특성을 측정하였다. 초기 낮은 전도도 (OFF 상태, 10-10A에서 10-4A)를 유지하다가, 쓰기 전압을 1회 가해준 후부터는 높은 전도도 (ON 상태, 10-5A 에서 10-2A)를 유지하는 특성을 관측하였다. 또한 WORM 특성을 갖는 메모리 소자로써의 능력을 보여주기 위하여, 1회 쓰기 전압 후 읽기 전압인 1V를 인가하여 높은 전도도 상태에 대한 상태 유지 능력을 측정하였고, 전하 수송 메커니즘을 규명하기 위하여 피팅 모델을 통해 설명하였다.

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Main/Sub Device Authentication and Authorization Protocol in Ubiquitous Office Network (유비쿼터스 오피스 네트워크에서의 Main/Sub 디바이스 인증/인가 프로토콜)

  • Moon, Jong-Sik;Lee, Im-Yeong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.19 no.5
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    • pp.105-118
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    • 2009
  • In modern society, as the rapid development of IT technology combined with the computer-based high-speed communication networks makes it possible to provide a wide spectrum of services and devices, we have been confronting a new cultural transformation era, referred to as the information society. However, the requirements to be considered in security aspect have became more complicated and diversified, and there remains the same security weaknesses as in the existing media or protocol. Particularly, the office network device with roaming is susceptible to the different kinds of attacks such as terminal hacking, virus attacks, and information leakage because the computing capacity is relatively low and the loading of already developed security functions is difficult. Although developed as one solution to this problems, PKI security authentication technology isn't suitable for multi-domain environments providing uonments proffice network service, and so the development of a novel authentication system is needed. Therefore, in this paper researched the roaming and device authentication/auth for multitechnology using an ID-based public key, authorization ticket, and Sub-device ticket with a purpose to contribute to the development of the secured and efficient technology.

Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.

How IT Drives Innovations for Public Service: Mobile Office for Seoul Metropolitan Railway (IT 기반의 공공서비스 혁신: 서울도시철도공사의 모바일 오피스 사례)

  • Cho, Nam-Jae;Choi, Joung-In;Oh, Seung-Hee
    • Information Systems Review
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    • v.14 no.1
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    • pp.67-84
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    • 2012
  • Recent increases in uncertainty and speed of market change are driving the adoption of new intelligent mobile office systems. Organizational information systems paradigm suggests that a right match between organizational characteristics and the use of technology is critical in producing desired results. Following such perspective this study developed the mobile office system case of Seoul Metropolitan Railway Transit(SMRT) in Korea. SMRT developed the mobile task-supporting environment that help the management of subway lines real-time without the restriction of time and space. They named the system as ST&F(SMRT Talk and Flash). They decided to develop the application systems in-houses they did not want to be overly dependent on external services in future changes and developments of the system. The new practice reduced the time for moving back and forth to 10% of their working time from previous 20%. The time used for paper works and administration chore also reduce to 10% of their working time from previous 30% on the average. The employees could use 80% of their time to concentrate on the completion of assigned task. The effects of this improvement resulted in the heightened efficiency of the use of human resources and the heightened level of railway safety. The case of SMRT shows that the mobile office system can be applied and extended to various business areas such as facility management and maintenance beyond such typical uses as sales and marketing support. Also, The result of case study will be a useful guideline on the construction and using of mobile office system.

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ETSI BRAN(Broadband Radio Access Network)의 무선 ATM 및 광대역 무선 액세스 네트워크 표준화 및 기술동향

  • 이우용;김용진;강충구
    • Information and Communications Magazine
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    • v.15 no.11
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    • pp.124-142
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    • 1998
  • ETSI BRAN (Broadband Radio Access Network)는 고속 무선 LAN 또는 고정 광대역 무선액세스 네트워크에서의 무선 접촉 계층과 ATM 및 IP(Internet Protocol) 코어 네트워크와의 연동을 위한 일부 기능을 표준화하기 위한 과제이다. 특히, BRAN의 HIPERLAN type-2(HIPERLAN/2)의 경우에는 과제의 범위는 무선 접속면, 무선 부시스템에서의 서비스 인터페이스, 서비스 구현에서 요구되는 연동 및 각종 지원 기능을 표준화하며, 무선 접속면의 경우에는 다수 벤더간의 상호 호환성을 제공할 수 있는 인터페이스를 구현하는 것이다. HIPERLAN/2의 기술 규격은 코어 네트워크와 독립적인 물리계층 및 데이터 링크 제어 (DATA Link Control: DLC) 계층과 서로 상이한 코어 네트워크와의 연동을 위한 네트워크 수렴 부계층을 다루게 될 것이며, 초기 단계에서는 ATM과 IP 코어 네트워크와의 연동 기능을 제시하게 될 것이다. 따라서 HIPERLAN/2기반의 시스템 규격을 제시하기 위해서는 네트워크 계층 및 기타 상위 계층에 대한 규격이 요규되며, 이는 ATM Forum에서의 무선 ATM 신호 방식 규격, IETF(Internet Engineering Task Force)의 IP규격, 그리고 ETSI의 SMG (Special Mobile Group) 프로젝트에서 표준화되고 있는 UMTS (Universal Mobile Telecommunication Service) 규격 등과 접목될 것이다. 결과적으로 무선 ATM 관점에서는 완전한 시스템 규격 작성은 ETSI BRAN과 ATM Forum에서 무선 접속 규격과 이동성 관리 및 신호 방식으로 각각 이원화되어 진행되고 있다. 현재 물리 계층에서의 전송 방식은 OFDM(Orthogonal Frequency Division Multiplexing)으로 확정되었으며, DLC 계층에서는 고정 길이의 TDD (Time Division Duplexing) TDMA 프레임 구조를 기반으로 AP (Access Point)에 의해 동적으로 상향 링크 자원을 예약 할당하는 매체 접근 제어 (Medium Access Control: MAC) 프로토콜이 고려되고 있다. 이와 같은 DLC 계층에서는 기본적으로 짧은 길이의 패킷을 통해 다양한 대역폭의 멀티미디어 트래픽을 효율적으로 수용하면서 ATM 네트워크뿐만 아니라 향후 IP 네트워크에서 요구하는 각 서비스별 QoS (Quality of Service)를 개별적으로 보장할 수 있는 기능을 구현하고자 한다. 향후 이 부문에 대한 표준화가 본격적으로 진행될 것으로 예상되며 HIPERLAN/2의 경우에는 1999년 중반까지 1차 기능 규격을 완료할 예정이며, BRAN 전반에 대한 완전한 규격을 2002년까지 완성하는 것을 목표로 하고 있다.

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A study on character change of game graphics according to media coverage and diversity of technology (매체의 포괄성과 기술의 다양성에 따른 게임그래픽의 캐릭터변화 연구분석)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.287-292
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    • 2018
  • It's called masterpieces, which are made up of a lot of enthusiasts by adding a variety of configurations, high game quality, and colorful and realistic graphics. Since many classic games came out and disappear from the game companies, they have been revived in recent years as mobile. Although this phenomenon may have various hardware and software reasons, the present researcher intends to compare and analyze the graphical issues of the characters that can increase the game immersion by the user's autonomous selection among the factors for the immersion of the game. In addition to the birth of one of the most loved characters in the world among the characters of various games, it is considered to be a character who has developed the process of graphic and various expressive production centering on the character called Super Mario which shows various developments than the character in the game history of the world We will present various possibilities of development of game character through comparative analysis and research based on the character.