• Title/Summary/Keyword: 컴퓨터설계

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A Study on Analysis and Development of Education Program in Information Security Major (대학의 정보보호 관련학과 교육과정분석과 모델개발에 관한 연구)

  • 양정모;이옥연;이형우;하재철;유승재;이민섭
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.13 no.3
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    • pp.17-26
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    • 2003
  • Recently, as the internet is widespread rapidly among the public, people can use a variety of useful information services through the internet. Accordingly, the protection of information supplied by computer networks 5 has become a matter of primary concern on the whole world. To accede to the realistic demands, it has been worked out some countermeasures to cultivate the experts in information security by the government and many educational facilities. Already the government authority has carried out the each kinds of concerning projects under the framed a policy, Five-Year Development Plan for Information Security Technology. Also, many domestic universities perceives such an international trend, and so they frame their plans to train for the experts in this field, including to found a department with respect to the information security. They are ready to execute their tangible works, such as establishment of educational goal, development of teaching materials, planning curriculum, construction of laboratories and ensuring instructors. Moreover, such universities lead to their students who want to be information security experts to get the fundamental knowledge to lay the foundation for acquiring the information security technology in their bachelor course. In this note, we survey and analyze the curricula of newly-established or member-extended departments with respect to information security fields of some leading universities in the inside and outside of the country, and in conclusion, we propose the effective model of curriculum and educational goal to train the students for the information security experts.

A Suggestion for Structure of Interactive Storytelling that Mediates Online and Offline: Focusing on the Comparison between ARG and AR Games (온·오프라인 매개 인터랙티브 스토리텔링 구조 제안 : 대체현실게임과 AR게임의 비교를 중심으로)

  • Kim, Ji-Young;Kwon, Byung-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.687-700
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    • 2021
  • The advent of realistic technologies such as AR has extended the interaction area from the computer environment to the offline space. As demand is expected to increase in the future, the need for study on interactive storytelling that mediates online and offline is emerging. This study proposes a storytelling structure to achieve a balance between interactivity and narrativity in interactive narrative characterized by online and offline mediation. According to a case study of ARG and AR games based on Henry Jenkins' theory of 'Environmental Storytelling', there should be a balance between the space designed by the game designer and the space created by the player's interaction, and the roles should be properly distributed in both online and offline spaces to contribute to the formation of narrative together. In addition, it is necessary to borrow the characteristics of ARG that achieves a balance of interactivity and narrativity based on offline spatiality. The significance of this study is to expand the area of interactive storytelling, which has been discussed centering on online, to offline, and to suggest the interaction area as a factor to consider. In addition, as a basic study related to storytelling that mediates online and offline, it is expected to provide a direction for the development of content based on realistic technologies.

Technical Survey on the Real Time Eye-tracking Pointing Device as a Smart Medical Equipment (실시간 시선 추적기반 스마트 의료기기 고찰)

  • Park, Junghoon;Yim, Kangbin
    • Smart Media Journal
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    • v.10 no.1
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    • pp.9-15
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    • 2021
  • The eye tracking system designed in this paper is an eye-based computer input device designed to give an easy access for those who are uncomfortable with Lou Gehrig's or various muscle-related diseases. It is an eye-based-computer-using device for users whose potential demand alone amounts to 30,000. Combining the number of Lou Gehrig's patients in Korea estimated at around 1,700, and those who are unable to move their bodies due to various accidents or diseases. Because these eye input devices are intended for a small group of users, many types of commercial devices are available on the market. It is making them more expensive and difficult to use for these potential users, less accessible. For this reason, each individual's economic situation and individual experience with smart devices are slightly different. Therefore, making it difficult to access them in terms of cost or usability to use a commercial eye tracking system. Accordingly, attempts to improve accessibility to IT devices through low-cost but easy-to-use technologies are essential. Thus, this paper proposes a complementary superior performance eye tracking system that can be conveniently used by far more people and patients by improving the deficiencies of the existing system. Through voluntary VoCs(Voice of Customers) of users who have used different kinds of eye tracking systems that satisfies it through various usability tests, and we propose a reduced system that the amount of calculation to 1/15th, and eye-gaze tracking error rate to 0.5~1 degree under.

A Study on Project-based Smart Learning Tool Model (프로젝트 기반 스마트 학습 도구 모델에 관한 연구)

  • Lee, Keun-Ho
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.93-98
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    • 2022
  • With the development of new digital technologies, research on various learning tools is being actively conducted. These learning tools are also being developed so that they can be applied to various environments by applying the technology of artificial intelligence or using smart functions to which big data technology is applied. These smart learning tools are contributing a lot to increasing educational effectiveness and learning efficiency. Recently, various learning tools have been applied in universities, and solutions for smart learning from smart attendance are introduced to improve student learning efficiency. This study intends to propose a design for a smart learning tool that can increase the efficiency of project progress and increase the scalability of the results when conducting a company's customized project through such a university's smart learning tool. The proposed smart learning tool is expected to have the advantage of being able to easily adapt to the practical business project as the company-customized projects that can improve practical skills are smoothly used as a learning tool. The proposed project-based smart learning tool model is later built as a related LMS and applied to actual project progress to check its utility, and to revise and supplement the proposed smart learning tool model to provide a project-based smart learning function want to strengthen.

A Study on the System for AI Service Production (인공지능 서비스 운영을 위한 시스템 측면에서의 연구)

  • Hong, Yong-Geun
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.10
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    • pp.323-332
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    • 2022
  • As various services using AI technology are being developed, much attention is being paid to AI service production. Recently, AI technology is acknowledged as one of ICT services, a lot of research is being conducted for general-purpose AI service production. In this paper, I describe the research results in terms of systems for AI service production, focusing on the distribution and production of machine learning models, which are the final steps of general machine learning development procedures. Three different Ubuntu systems were built, and experiments were conducted on the system, using data from 2017 validation COCO dataset in combination of different AI models (RFCN, SSD-Mobilenet) and different communication methods (gRPC, REST) to request and perform AI services through Tensorflow serving. Through various experiments, it was found that the type of AI model has a greater influence on AI service inference time than AI machine communication method, and in the case of object detection AI service, the number and complexity of objects in the image are more affected than the file size of the image to be detected. In addition, it was confirmed that if the AI service is performed remotely rather than locally, even if it is a machine with good performance, it takes more time to infer the AI service than if it is performed locally. Through the results of this study, it is expected that system design suitable for service goals, AI model development, and efficient AI service production will be possible.

A study on machine learning-based defense system proposal through web shell collection and analysis (웹쉘 수집 및 분석을 통한 머신러닝기반 방어시스템 제안 연구)

  • Kim, Ki-hwan;Shin, Yong-tae
    • Journal of Internet Computing and Services
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    • v.23 no.4
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    • pp.87-94
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    • 2022
  • Recently, with the development of information and communication infrastructure, the number of Internet access devices is rapidly increasing. Smartphones, laptops, computers, and even IoT devices are receiving information and communication services through Internet access. Since most of the device operating environment consists of web (WEB), it is vulnerable to web cyber attacks using web shells. When the web shell is uploaded to the web server, it is confirmed that the attack frequency is high because the control of the web server can be easily performed. As the damage caused by the web shell occurs a lot, each company is responding to attacks with various security devices such as intrusion prevention systems, firewalls, and web firewalls. In this case, it is difficult to detect, and in order to prevent and cope with web shell attacks due to these characteristics, it is difficult to respond only with the existing system and security software. Therefore, it is an automated defense system through the collection and analysis of web shells based on artificial intelligence machine learning that can cope with new cyber attacks such as detecting unknown web shells in advance by using artificial intelligence machine learning and deep learning techniques in existing security software. We would like to propose about. The machine learning-based web shell defense system model proposed in this paper quickly collects, analyzes, and detects malicious web shells, one of the cyberattacks on the web environment. I think it will be very helpful in designing and building a security system.

An Asian Dust Compensation Scheme of Light-Scattering Fine Particulate Matter Monitors by Multiple Linear Regression (다중 선형 회귀에 의한 광산란 초미세먼지 측정기의 황사 보정 기법)

  • Baek, Sung Hoon
    • Journal of Convergence for Information Technology
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    • v.11 no.8
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    • pp.92-99
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    • 2021
  • Light-scattering fine particulate matter monitors can measure particulate matter (PM) concentrations in every second and can be designed in a portable size. They can measure the concentrations of various PM sizes (PM1.0, PM2.5, PM4.0 and PM10) with a single sensor. They measure the number and size of particulate matters and convert them to weight per volume (concentration). These devices show a large error for asian dust. This paper proposes a scheme that compensates the PM2.5 concenstration error for asian dust by multiple linear regression machine learning in light-scattering PM monitors. This scheme can be effective with only two or three types of PM sizes. The experimental results compare a beta-ray PM monitor of national institute of environmental research and a light-scattering PM monitor during a month. The correlation coefficient (R2) of theses two devices was 0.927 without asian dust, but it was 0.763 due to asian dust during the entire experimental period and improved to 0.944 by the proposed machine learning.

A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.457-464
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    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.

A Study on the Design and Implementation of a Thermal Imaging Temperature Screening System for Monitoring the Risk of Infectious Diseases in Enclosed Indoor Spaces (밀폐공간 내 감염병 위험도 모니터링을 위한 열화상 온도 스크리닝 시스템 설계 및 구현에 대한 연구)

  • Jae-Young, Jung;You-Jin, Kim
    • KIPS Transactions on Computer and Communication Systems
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    • v.12 no.2
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    • pp.85-92
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    • 2023
  • Respiratory infections such as COVID-19 mainly occur within enclosed spaces. The presence or absence of abnormal symptoms of respiratory infectious diseases is judged through initial symptoms such as fever, cough, sneezing and difficulty breathing, and constant monitoring of these early symptoms is required. In this paper, image matching correction was performed for the RGB camera module and the thermal imaging camera module, and the temperature of the thermal imaging camera module for the measurement environment was calibrated using a blackbody. To detection the target recommended by the standard, a deep learning-based object recognition algorithm and the inner canthus recognition model were developed, and the model accuracy was derived by applying a dataset of 100 experimenters. Also, the error according to the measured distance was corrected through the object distance measurement using the Lidar module and the linear regression correction module. To measure the performance of the proposed model, an experimental environment consisting of a motor stage, an infrared thermography temperature screening system and a blackbody was established, and the error accuracy within 0.28℃ was shown as a result of temperature measurement according to a variable distance between 1m and 3.5 m.

The Perception and Needs Analysis of Early Childhood Teachers for Development of a Play-Based Artificial Intelligence Education Program for 5-Year-Olds (만 5세 대상 놀이중심 인공지능 교육 프로그램 개발을 위한 유아교사의 인식과 요구분석)

  • Park, Jieun;Hong, Misun;Cho, Jungwon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.39-59
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    • 2022
  • We analyze the perceptions and requirements of early childhood teachers for artificial intelligence(AI) education to develop an AI education program for 5-year-olds. As for the research methodology, we conducted a survey and an in-depth interview to extract the AI educational elements centering on the analysis stage, the first stage of the ADDIE model. The research result is that first, it is necessary to design a curriculum that combines the contents of early childhood education and AI education to be naturally accepted as AI education for 5-year-olds. Second, an evaluation tool for AI education that can showcase the teacher's reflection should be developed systematically. Third, it is necessary to support a play-centered AI education support and environment for early childhood teachers. Lastly, it is essential to establish a system that can be continuously operated in the field of early childhood education in consideration of AI education in the non-curricular curriculum. It is expected that in the future, a play-oriented AI education program for 5-year-olds will be developed to spread awareness of AI education for infants and present an AI education approach for each age and stage of learners.