• Title/Summary/Keyword: 인터넷 게임

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An Exploratory Study on Convergence generation according to the convergence level estimation of Digital Device and Service (디지털기기와 디지털서비스의 컨버전스 수준 평가에 따른 컨버전스 세대의 탐색적 고찰)

  • Kim, Yeon-Jeong
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.169-179
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    • 2011
  • The purpose of this study are as follows. First, to analyze digital convergence level of convergence generation to demographic variables. Second, the convergence level to digital device and using frequency to digital service. Third, the convergence level to digital service and using frequency to digital service. The research methods FGI, the interview with IT expert group and survey. The results of research are as follows. First, 30 aging, expert group, higher education group over graduate school are actively using and participated. Second, high level of convergence device are smart-phone, tablet PC, net-book are in order. high level of convergence service are SNS service, twitter, uee, portal messenger and app store, e-Book, web hard are in order. Third, The convergence generation enjoying app-store of smartphone, wireless game and more participating facebook/cyworld twitter, Portal, internet community.

Improvement Study abroad School Safety Analysis (국내외 학교안전 실태분석을 통한 개선방안 연구)

  • Kim, Teahwan
    • Journal of the Society of Disaster Information
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    • v.11 no.3
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    • pp.385-392
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    • 2015
  • In hosting outdoor activities and school trips, safety issues are gaining serious attention lately. In addition to Sewol ferry tragedy and an incident at Kyungjoo Mauna Resort, there have been grown problems related to this crucial factor. This research analyzes negligent accidents occurred from domestic and foreign schools and aims to provide effective safety education and policy through comparative analysis between domestic and foreign cases. We mainly relied on documents such as newspapers, internet articles and legal papers to investigate cases and cooperated with relevant government departments for collecting references and setting agenda for safety supervision. The analysis on both domestic and foreign cases revealed that students abroad receive opportunities for first-hand experience regarding safety and systematic education, as safety maintenance is prioritized. Based on this culture, safety education should be habituated domestically, while participatory safety programs that students can actively involve must also be devised. Moreover, through preparation of entertaining contents such as SNS game programs, skits and activities employing multiple facilities and vehicles at school safety education, we must induce students to actively participate in the program with interests.

Direction Presentation of Development of Web-based Architectural Design Site (웹 기반의 건축설계 사이트 개발의 방향 제시)

  • Ahn, Seong-Hye;Choi, Jang-Myung
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.132-139
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    • 2008
  • The aim on this thesis is to develop virtual construction designing experience web-site in order to help non-professional to predict the actual construction working result by self-construction design, provided by virtual reality program, sharing knowledge of architectural design and materials on internet to solve certain problems. The way of study is using case of virtual reality technology which is practically using in architecture era recently; in construction design, deducting realizable virtual reality technology of limitation and its solution; analyze case of construction designing program which is currently used by professionals; constitute required essential functions as UI(User Interface) when constructing. Followed by result of study, as a proposal, in service, technical, and UI sectors are the way to construct its objectives for internet based virtual construction experience web-site.

PathSavanna: Realistic Packet Routing using GPGPU on the Xen-based Virtual Router (PathSavanna: Xen 기반 가상 라우터에서의 GPGPU를 이용한 실제적인 패킷 라우팅)

  • Park, Geun-Yeong;Lee, Chiyoung;Yoo, Chuck
    • Journal of KIISE
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    • v.43 no.1
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    • pp.1-12
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    • 2016
  • As the need for a flexible Internet grows, research for software and virtual routers has increased. Although software routers and virtual routers provide Internet flexibility, they have low performance compared with existing hardware routers. In addition, the low performance problem is intensified in virtual routers because they have virtualization overheads. GPU routing is one method of improving the performance of software routers. However, previous GPU routing is based on native software routers, which are not virtualized, and presents experimental simulation results only. In this paper, we examine the effect of GPU routing on a virtual router using PathSavanna. Our GPU routing is implemented on the virtual router and forwards real packets to another machine, which is connected by a network.

RTE System based on CBT for Effective Office SW Education (효과적인 오피스 SW 교육을 위한 CBT 기반의 RTE(Real Training Environment)시스템)

  • Kim, Seongyeol;Hong, Byeongdu
    • Journal of Korea Multimedia Society
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    • v.16 no.3
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    • pp.375-387
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    • 2013
  • Advanced internet service and smart equipment have caused an environment supporting various online learning anytime and anywhere, which requires learning contents optimized on a new media. Among various on/off line education related to IT, most part if it is office SW. Many oh them cannot make a good education for effective training in practical because many instructors are tend to focus on teaching simple function and use examples of formality repeatedly. In this paper we propose a new office SW education system that make use of LET(Live EduTainer) based on RTE(Real Training Environment) which maximize the effect of learning and it is integrated with GBL(Game Based Learning) which gives rise to interesting in a knowledge as well as simple teaching so that learners are absorbed on it. We'll elaborate a method for teaching and learning required in this system, design and configuration of the system.

A Study on the Design of a Test Item Framework for Securing Reliability of Laundry Home Appliances Using IoT Functions (IoT 기능을 적용한 세탁 가전제품의 신뢰성 확보를 위한 시험항목 프레임워크 설계에 관한 연구)

  • Cho, Kyoung-Rok;Park, Woo Jung;Lee, Eun-Ser
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.2
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    • pp.67-80
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    • 2022
  • Recently, many laundry home appliances have been released with Internet of Things (IoT) functions, but there are few quality evaluation tests for IoT functions. In particular, since IoT test items are not prepared for laundry home appliances applied with IoT functions, it is difficult to find the cause even if defects occur, and test institutions are limited in selecting test items related to IoT and conducting proper performance tests. In this paper, we design a test item framework that separates IoT test items into commonality and variability to identify product defects and causes for laundry home appliances with IoT features among products in the field of home appliances. Through the proposed research, manufacturers and test institutions can test the proper performance of laundry products with IoT functions, which can improve the completeness of the products and ensure reliability.

3-Factor Authentication Using HMAC-based One-Time Password (HMAC 기반의 일회용 패스워드를 이용한 3-Factor 인증)

  • Kim, Ji-Hong;Oh, Sei-Woong
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.6
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    • pp.27-32
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    • 2009
  • Recently, most of information services are provided by the computer network, since the technology of computer communication is developing rapidly, and the worth of information over the network is also increasing with expensive cost. But various attacks to quietly intercept the informations is invoked with the technology of communication developed, and then most of the financial agency currently have used OTP, which is generated by a token at a number whenever a user authenticates to a server, rather than general static password for some services. A 2-Factor OTP generating method using the OTP token is mostly used by the financial agency. However, the method is vulnerable to real attacks and therefore the OTP token could be robbed and disappeared. In this paper, we propose a 3-Factor OTP way using HMAC to conquer the problems and analyze the security of the proposed scheme.

Blockchain-based Important Information Management Techniques for IoT Environment (IoT 환경을 위한 블록체인 기반의 중요 정보 관리 기법)

  • Yoon-Su Jeong
    • Advanced Industrial SCIence
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    • v.3 no.1
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    • pp.30-36
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    • 2024
  • Recently, the Internet of Things (IoT), which has been applied to various industrial fields, is constantly evolving in the process of automation and digitization. However, in the network where IoT devices are built, research on IoT critical information-related data sharing, personal information protection, and data integrity among intermediate nodes is still being actively studied. In this study, we propose a blockchain-based IoT critical information management technique that is easy to implement without burdening the intermediate node in the network environment where IoT is built. The proposed technique allocates a random value of a random size to the IoT critical information arriving at the intermediate node and manages it to become a decentralized P2P blockchain. In addition, the proposed technique makes it easier to manage IoT critical data by creating licenses such as time limit and device limitation according to the weight condition of IoT critical information. Performance evaluation and proposed techniques have improved delay time and processing time by 7.6% and 10.1% on average compared to existing techniques.

Channel assignment for 802.11p-based multi-radio multi-channel networks considering beacon message dissemination using Nash bargaining solution (802.11p 기반 다중 라디오 다중채널 네트워크 환경에서 안전 메시지 전송을 위한 내쉬 협상 해법을 이용한 채널할당)

  • Kwon, Yong-Ho;Rhee, Byung-Ho
    • Journal of Internet Computing and Services
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    • v.15 no.3
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    • pp.63-69
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    • 2014
  • For the safety messages in IEEE 802.11p vehicles network environment(WAVE), strict periodic beacon broadcasting requires status advertisement to assist the driver for safety. WAVE standards apply multiple radios and multiple channels to provide open public road safety services and improve the comfort and efficiency of driving. Although WAVE standards have been proposed multi-channel multi-radio, the standards neither consider the WAVE multi-radio environment nor its effect on the beacon broadcasting. Most of beacon broadcasting is designed to be delivered on only one physical device and one control channel by the WAVE standard. also conflict-free channel assignment of the fewest channels to a given set of radio nodes without causing collision is NP-hard, even with the knowledge of the network topology and all nodes have the same transmission radio. Based on the latest standard IEEE 802.11p and IEEE 1609.4, this paper proposes an interference aware-based channel assignment algorithm with Nash bargaining solution that minimizes interference and increases throughput with wireless mesh network, which is deigned for multi-radio multi-cahnnel structure of WAVE. The proposed algorithm is validated against numerical simulation results and results show that our proposed algorithm is improvements on 8 channels with 3 radios compared to Tabu and random channel allocation algorithm.

Sequential Longest Section Color Winning Algorithm for Car Paint Sequencing Problem (자동차 페인트 순서 문제의 연속된 최장 구간 색 승리 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.1
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    • pp.177-186
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    • 2020
  • This paper deals with the car paint sequencing problem (CPSP) that the entrance sequence is to same colored group with maximum sequenced cars for the buffer arriving cars from the body shop. This problem classified by NP-complete problem because of the exact solution has not obtained within polynomial time. CPSP is aim to minimum pugging number that each pugging must be performs at color changing time in order to entirely cleaning the remaining previous color. To be obtain the minimum number of moving distance with window concept and minimum number of pugging, this paper sorts same color and arriving sequence. Then we basically decide the maximum length section color time to winner team using stage race method. For the case of the loser team with no more racing or yield to loser team and more longer stage in upcoming racing, the winner team give way to loser team. As a result, all cars(runners) are winner in any stage without fail. For n cars, the proposed algorithm has a advantage of simple and fast with O(nlogn) polynomial time complexity, this algorithm can be get the minimum number of moving distance and purging for all of experimental data.