• Title/Summary/Keyword: 컴퓨터 환경

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Implementation of a Credit Authentication System (전자상거래에서 상점에 대한 신용 보증 시스템 구현)

  • 백기영
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.9 no.2
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    • pp.37-48
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    • 1999
  • The Internet has been used as the academic researching purposes. Nowadays accordance with improving and being familiar with the World-Wide Web Many people are giving it a try to use the Internet as commerce markets. The noticeable example of internet-based use of the commerce is the Internet shopping mall. Using the WWW companies exhibit their products and users select the ones and take the payment for ones in the on-line Increasing the the Internet shopping mall there needs to be the countermeasure that companies and clients must verify each other. In this paper there are explained the development credit authentication system of the Internet shopping mall and the construction of the trusted environment clients can use Internet shopping mall. That is to develop the credit authentication system the credit-rating of Internet shopping mall can be sent securely and easily to clients and the information of credit-ranting cannot be eavesdropped.

Implementation of A Security Token System using Fingerprint Verification (지문 인증을 이용한 보안 토큰 시스템 구현)

  • 문대성;길연희;안도성;반성범;정용화;정교일
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.13 no.4
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    • pp.63-70
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    • 2003
  • In the modern electronic world, the authentication of a person is an important task in many areas of online-transactions. Using biometrics to authenticate a person's identity has several advantages over the present practices of Personal Identification Numbers(PINs) and passwords. To gain maximum security in the verification system using biometrics, the computation of the verification as well as the store of the biometric pattern has to be taken place in the security token(smart card, USB token). However, there is an open issue of integrating biometrics into the security token because of its limited resources(memory space, processing power). In this paper, we describe our implementation of the USB security token system having 206MHz StrongARM CPU, 16MBytes flash memory, and 1MBytes RAM. Also, we evaluate the performance of a light-weighted In-gerprint verification algorithm that can be executed in the restricted environments. Based on experimental results, we confirmed that the RAM requirement of the proposed algorithm was about 6.8 KBytes and the Equal Error Rate(EER) was 1.7%.

Extending the OMA DRM Framework for Supporting an Active Content (능동형 콘텐츠 지원을 위한 OMA DRM 프레임워크의 확장)

  • Kim, Hoo-Jong;Jung, Eun-Su;Lim, Jae-Bong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.16 no.5
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    • pp.93-106
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    • 2006
  • With the rapid growth of the wireless Internet communication, a new generation of mobile devices have made possible the broad distribution of mobile digital contents, such as image, music, video, games and applications over the wireless Internet. Mobile devices are rapidly becoming the major means to extend communication channels without copy Protection, usage rule controlling and authentication. As a result, mobile digital contents may be illegally altered, copied and distributed among unauthorized mobile devices. In this paper, we take a look at Open Mobile Alliance (OMA) DRM v2.0 in general, its purpose and function. The OMA is uniquely the focal point for development of an open standard for mobile DRM. Next we introduces features for an active content and illustrates the difference between an active content and an inactive content. Enabling fast rendering of an active content, we propose an OMA-based DRM framework. This framework include the following: 1) Extending DCF Header for supporting an selective encryption, 2) Content encryption key management, 3) Rendering API for an active content. Experimental results show that the proposed framework is able to render an active content fast enough to satisfy Quality of Experience. %is framework has been proposed for a mobile device environment, but it is also applicable to other devices, such as portable media players, set-top boxes, or personal computer.

Distributed Edge Computing for DNA-Based Intelligent Services and Applications: A Review (딥러닝을 사용하는 IoT빅데이터 인프라에 필요한 DNA 기술을 위한 분산 엣지 컴퓨팅기술 리뷰)

  • Alemayehu, Temesgen Seyoum;Cho, We-Duke
    • KIPS Transactions on Computer and Communication Systems
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    • v.9 no.12
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    • pp.291-306
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    • 2020
  • Nowadays, Data-Network-AI (DNA)-based intelligent services and applications have become a reality to provide a new dimension of services that improve the quality of life and productivity of businesses. Artificial intelligence (AI) can enhance the value of IoT data (data collected by IoT devices). The internet of things (IoT) promotes the learning and intelligence capability of AI. To extract insights from massive volume IoT data in real-time using deep learning, processing capability needs to happen in the IoT end devices where data is generated. However, deep learning requires a significant number of computational resources that may not be available at the IoT end devices. Such problems have been addressed by transporting bulks of data from the IoT end devices to the cloud datacenters for processing. But transferring IoT big data to the cloud incurs prohibitively high transmission delay and privacy issues which are a major concern. Edge computing, where distributed computing nodes are placed close to the IoT end devices, is a viable solution to meet the high computation and low-latency requirements and to preserve the privacy of users. This paper provides a comprehensive review of the current state of leveraging deep learning within edge computing to unleash the potential of IoT big data generated from IoT end devices. We believe that the revision will have a contribution to the development of DNA-based intelligent services and applications. It describes the different distributed training and inference architectures of deep learning models across multiple nodes of the edge computing platform. It also provides the different privacy-preserving approaches of deep learning on the edge computing environment and the various application domains where deep learning on the network edge can be useful. Finally, it discusses open issues and challenges leveraging deep learning within edge computing.

Analysis of the Types of News Stories on the Online Broadcast -Focusing upon the Broadcasting Websites of NAVER Newsstand- (온라인 방송의 뉴스기사 유형에 대한 분석 -네이버 뉴스스탠드의 방송사 홈페이지를 중심으로-)

  • Park, Kwang Soon
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.177-185
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    • 2021
  • This paper aimed to grasp what the percentage in the types of news stories on the online broadcast is, which was conducted by analyzing the news stories of 9 broadcasting websites on the Naver newsstand. For the analysis, a total of 270 days' samples were selected, including 30 days per broadcast on 9 broadcasting websites. For a method of analysis, One-way ANOVA was used to examine the difference among broadcasting websites. The analysis was made centering with priorities given to the type of news stories by the composition of language, the type of genre as a standard of stories, and so on. As a result of analysis, all the programs in the off-line broadcast have been produced and transmitted as a video-typed story, but a half of those in on-line broadcast have been made up of the stories composed of photo and text. The online newspaper has been producing a new type of news' story using video-typed story or computer graphic while the online broadcast has actively been utilizing stories composed of photos and text, which are types of newspaper's stories. From above-mentioned results, it can be understood that the boundary among media is getting more and more indistinct on the environment of online media, showing the phenomenon that the type of broadcast's stories is becoming old-fashioned.

CNN Based Spectrum Sensing Technique for Cognitive Radio Communications (인지 무선 통신을 위한 합성곱 신경망 기반 스펙트럼 센싱 기법)

  • Jung, Tae-Yun;Lee, Eui-Soo;Kim, Do-Kyoung;Oh, Ji-Myung;Noh, Woo-Young;Jeong, Eui-Rim
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.276-284
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    • 2020
  • This paper proposes a new convolutional neural network (CNN) based spectrum sensing technique for cognitive radio communications. The proposed technique determines the existence of the primary user (PU) by using energy detection without any prior knowledge of the PU's signal. In the proposed method, the received signal is high-rate sampled to sense the entire spectrum bands of interest. After that, fast Fourier transform (FFT) of the signal converts the time domain signal to frequency domain spectrum and by stacking those consecutive spectrums, a 2 dimensional signal is made. The 2 dimensional signal is cut by the sensing channel bandwidth and inputted to the CNN. The CNN determines the existence of the primary user. Since there are only two states (existence or non-existence), binary classification CNN is used. The performance of the proposed method is examined through computer simulation and indoor experiment. According to the results, the proposed method outperforms the conventional threshold-based method by over 2 dB.

The Education Model of Liberal Arts to Improve the Artificial Intelligence Literacy Competency of Undergraduate Students (대학생의 AI 리터러시 역량 신장을 위한 교양 교육 모델)

  • Park, Youn-Soo;Yi, Yumi
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.423-436
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    • 2021
  • In the future, artificial intelligence (AI) technology is expected to become a general-purpose technology (GPT), and it is predicted that AI competency will become an essential competency. Several nations around the world are fostering experts in the field of AI to achieve technological proficiency while working to develop the necessary infrastructure and educational environment. In this study, we investigated the status of software education at the liberal arts level at 31 universities in Seoul, along with precedents from domestic and foreign AI education research. Based on this, we concluded that an AI literacy education model is needed to link software education at the liberal arts level with professional AI education. And we classified 20 AI-related lectures released in the KOCW according to the AI literacy competencies required; based on the results of this classification, we propose a model for AI literacy education in the liberal arts for undergraduate students. The proposed AI literacy education model may be considered as AI·SW convergence to experience AI along with literacy in the humanities, deviating from the existing theoretical and computer-science-based approach. We expect that our proposed AI literacy education model can contribute to the proliferation of AI.

Development of an X3D Python Language Binding Viewer Providing a 3D Data Interface (3D 데이터 인터페이스를 제공하는 X3D Python 언어 바인딩 뷰어 개발)

  • Kim, Ha Seong;Lee, Myeong Won
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.6
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    • pp.243-250
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    • 2021
  • With the increased development of 3D VR applications augmented by recent VR/AR/MR technologies and by the advance of 3D devices, interchangeability and portability of 3D data have become essential. 3D files should be processed in a standard data format for common usage between applications. Providing standardized libraries and data structures along with the standard file format means that a more efficient system organization is possible and unnecessary processing due to the usage of different file formats and data structures depending on the applications can be omitted. In order to provide the function of using a common data file and data structure, this research is intended to provide a programming binding tool for generating and storing standardized data so that various services can be developed by accessing the common 3D files. To achieve this, this paper defines a common data structure including classes and functions to access X3D files with a standardized scheme using the Python programming language. It describes the implementation of a Python language binding viewer, which is an X3D VR viewer for rendering standard X3D data files based on the language binding interface. The VR viewer includes Python based 3D scene libraries and a data structure for creation, modification, exchange, and transfer of X3D objects. In addition, the viewer displays X3D objects and processes events using the libraries and data structure.

Non-face-to-face online home training application study using deep learning-based image processing technique and standard exercise program (딥러닝 기반 영상처리 기법 및 표준 운동 프로그램을 활용한 비대면 온라인 홈트레이닝 어플리케이션 연구)

  • Shin, Youn-ji;Lee, Hyun-ju;Kim, Jun-hee;Kwon, Da-young;Lee, Seon-ae;Choo, Yun-jin;Park, Ji-hye;Jung, Ja-hyun;Lee, Hyoung-suk;Kim, Joon-ho
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.577-582
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    • 2021
  • Recently, with the development of AR, VR, and smart device technologies, the demand for services based on non-face-to-face environments is also increasing in the fitness industry. The non-face-to-face online home training service has the advantage of not being limited by time and place compared to the existing offline service. However, there are disadvantages including the absence of exercise equipment, difficulty in measuring the amount of exercise and chekcing whether the user maintains an accurate exercise posture or not. In this study, we develop a standard exercise program that can compensate for these shortcomings and propose a new non-face-to-face home training application by using a deep learning-based body posture estimation image processing algorithm. This application allows the user to directly watch and follow the trainer of the standard exercise program video, correct the user's own posture, and perform an accurate exercise. Furthermore, if the results of this study are customized according to their purpose, it will be possible to apply them to performances, films, club activities, and conferences

A Study on the Application of Object Detection Method in Construction Site through Real Case Analysis (사례분석을 통한 객체검출 기술의 건설현장 적용 방안에 관한 연구)

  • Lee, Kiseok;Kang, Sungwon;Shin, Yoonseok
    • Journal of the Society of Disaster Information
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    • v.18 no.2
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    • pp.269-279
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    • 2022
  • Purpose: The purpose of this study is to develop a deep learning-based personal protective equipment detection model for disaster prevention at construction sites, and to apply it to actual construction sites and to analyze the results. Method: In the method of conducting this study, the dataset on the real environment was constructed and the developed personal protective equipment(PPE) detection model was applied. The PPE detection model mainly consists of worker detection and PPE classification model.The worker detection model uses a deep learning-based algorithm to build a dataset obtained from the actual field to learn and detect workers, and the PPE classification model applies the PPE detection algorithm learned from the worker detection area extracted from the work detection model. For verification of the proposed model, experimental results were derived from data obtained from three construction sites. Results: The application of the PPE recognition model to construction site brings up the problems related to mis-recognition and non-recognition. Conclusions: The analysis outcomes were produced to apply the object recognition technology to a construction site, and the need for follow-up research was suggested through representative cases of worker recognition and non-recognition, and mis-recognition of personal protective equipment.