• Title/Summary/Keyword: 컴퓨팅적사고

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Mutiagent based on Attacker Traceback System using SOM (SOM을 이용한 멀티 에이전트 기반의 침입자 역 추적 시스템)

  • Choi Jinwoo;Woo Chong-Woo;Park Jaewoo
    • Journal of KIISE:Computing Practices and Letters
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    • v.11 no.3
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    • pp.235-245
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    • 2005
  • The rapid development of computer network technology has brought the Internet as the major infrastructure to our society. But the rapid increase in malicious computer intrusions using such technology causes urgent problems of protecting our information society. The recent trends of the intrusions reflect that the intruders do not break into victim host directly and do some malicious behaviors. Rather, they tend to use some automated intrusion tools to penetrate systems. Most of the unknown types of the intrusions are caused by using such tools, with some minor modifications. These tools are mostly similar to the Previous ones, and the results of using such tools remain the same as in common patterns. In this paper, we are describing design and implementation of attacker-traceback system, which traces the intruder based on the multi-agent architecture. The system first applied SOM to classify the unknown types of the intrusion into previous similar intrusion classes. And during the intrusion analysis stage, we formalized the patterns of the tools as a knowledge base. Based on the patterns, the agent system gets activated, and the automatic tracing of the intrusion routes begins through the previous attacked host, by finding some intrusion evidences on the attacked system.

The Influence of Learning App Inventor Programming of LT Collaborative Learning based on Children's Motivation (LT 협동학습 기반의 앱 인벤터 프로그래밍 교육이 초등학생들의 학습 동기에 미치는 영향)

  • Jeon, SeongKyun;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.1-9
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    • 2015
  • Excessive cognitive burdens caused by learning grammar should be reduced to cultivate high-level thinking skills in students through programing education. To this end, various educational programing languages have been developed. In recent years, block-based App Inventor that can used in real life have been introduced. This study intends to suggest an educational environment in which programing can be utilized as a leading problem solving tool by designing and producing an app that can be easily used by students in their real life. In particular, given the developmental phase of elementary school students, specific operational activities are important. For this reason, an App Inventor that can be proposed to enable dynamic interactions with the real world based on various smartphone sensors during the process of programing has significance as an educational programing language for elementary school students. In this regard, this study designed App Inventor programing education for elementary school students, which can be used in their daily life. The results of applying the education in fifth graders showed its positive effects on learning programing. LT collaborative learning where the students cooperated with each other, the theme of learning, which enables the utilization of various smartphone sensors in real life, and the app inventor may have generated and sustained the students' interest and attention.

Analysis of Daily Internet·Gaming·Smartphone Habit and Preference Factors of Moral Machine (인터넷·게임·스마트폰생활 습관과 모랄머신 선호도 요인 분석)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.21-28
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    • 2020
  • Technological advancements such as artificial intelligence, robots, and big data are revolutionizing the entire society. In this paper, we analyzed preliminary teachers' daily internet/gaming/smartphone habit and the difference between preference factors in gender and diagnosis group in the situation of ethical dilemma in driverless cars. The result shows most of the male students are in high risk group of daily internet/gaming usage, and male students tend to be more immersed in games compared to female students, which negatively affects their daily lives. Students who have at least one of the daily internet/gaming/smartphone habits are more likely to be classified as high-risk group in all three of daily internet/gaming/smartphone habit. Fortunately, the students perceived themselves addicted and wanted change their habits. An analysis by a moral machine of these students tells that there is no significant difference in preference between male and female students and among diagnosis groups. However, specifically in the ethical dilemma of driverless cars, all the groups of male, female, normal, high-risk showed they have priority in pedestrians over drivers, a large number of people over small, and people who obey traffic rules over who do not. The tendency was pronounced in female group and high-risk students prioritized people who are older and in lower social status.

Case Study on Software Education using Social Coding Sites (소셜 코딩 사이트를 활용한 소프트웨어 교육 사례 연구)

  • Kang, Hwan-Soo;Cho, Jin-Hyung;Kim, Hee-Chern
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.37-48
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    • 2017
  • Recently, the importance of software education is growing because computational thinking of software education is recognized as a key means of future economic development. Also human resources who will lead the 4th industrial revolution need convergence and creativity, computational thinking based on critical thinking, communication, and collaborative learning is known to be effective in creativity education. Software education is also a time needed to reflect social issues such as collaboration with developers sharing interests and open source development methods. Github is a leading social coding site that facilitates collaborative work among developers and supports community activities in open software development. In this study, we apply operational cases of basic learning of social coding sites, learning for storage server with sources and outputs of lectures, and open collaborative learning by using Github. And we propose educational model consisted of four stages: Introduction to Github, Using Repository, Applying Social Coding, Making personal portfolio and Assessment. The proposal of this paper is very effective for software education by attracting interest and leading to pride in the student.

The Analysis of 'Software Education' Unit in the Practical Arts Textbooks According to 2015 Revised Curriculum (2015 개정 교육과정에 따른 실과 교과서 '소프트웨어 교육' 단원 분석)

  • Kim, Myeong-nam;Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.255-264
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    • 2019
  • Modern society has become a key factor in determining software competitiveness. Therefore, Korea has required more than 17 hours of software education per year in the actual course subject to the 2015 revised curriculum. In this paper, we analyzed the software related units in 6 kinds of textbooks of elementary school published based on '2015 revised curriculum' and tried to provide basic data for selection of textbooks related to software education in elementary school. As a result of the analysis, the 6 revised textbooks of 2015 appropriately reflected both 'understanding of software', 'procedural problem solving', 'contents of programming element and structure', and I was suggesting appropriate activities. Unit support materials use comics and illustrations to stimulate interest, supplement text, and deepen learning. Four kinds of textbooks provide additional information by presenting reading materials. However, in most textbooks, the proportion of learning using the appendix was low. Although it consists of units focused on knowledge understanding and practice, it can be a textbook that enhances students' interest and participation if they are made of software in daily life, problem solving by procedural thinking, and so on.

A Mobile Payment System Based-on an Automatic Random-Number Generation in the Virtual Machine (VM의 자동 변수 생성 방식 기반 모바일 지급결제 시스템)

  • Kang, Kyoung-Suk;Min, Sang-Won;Shim, Sang-Beom
    • Journal of KIISE:Computing Practices and Letters
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    • v.12 no.6
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    • pp.367-378
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    • 2006
  • A mobile phone has became as a payment tool in e-commerce and on-line banking areas. This trend of a payment system using various types of mobile devices is rapidly growing, especially in the Internet transaction and small-money payment. Hence, there will be a need to define its standard for secure and safe payment technology. In this thesis, we consider the service types of the current mobile payments and the authentication method, investigate the disadvantages, problems and their solutions for smart and secure payment. Also, we propose a novel authentication method which is easily adopted without modification and addition of the existed mobile hardware platform. Also, we present a simple implementation as a demonstration version. Based on virtual machine (VM) approach, the proposed model is to use a pseudo-random number which is confirmed by the VM in a user's mobile phone and then is sent to the authentication site. This is more secure and safe rather than use of a random number received by the previous SMS. For this payment operation, a user should register the serial number at the first step after downloading the VM software, by which can prevent the illegal payment use by a mobile copy-phone. Compared with the previous SMS approach, the proposed method can reduce the amount of packet size to 30% as well as the time. Therefore, the VM-based method is superior to the previous approaches in the viewpoint of security, packet size and transaction time.

Development of Backward Safety Analysis Tool for CPN Models (CPN 모델의 역방향 안전성 분석 도구 개발)

  • Lee, U-Jin;Chae, Heung-Seok;Cha, Seong-Deok;Lee, Jang-Su;Gwon, Yong-Rae
    • Journal of KIISE:Computing Practices and Letters
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    • v.5 no.4
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    • pp.457-466
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    • 1999
  • 원자력 발전소 계측 제어 시스템, 의료 관련 시스템, 항공 관련 시스템 등 실생활과 밀접한 시스템에 소프트웨어의 사용이 점차 증가하고 있다. 이러한 시스템에서 소프트웨어의 오류는 예기치 않는 사고를 유발하여 인명, 재산상의 심각한 타격을 줄 수 있다. 그러므로 고신뢰도 소프트웨어의 개발 시에는 반드시 시스템의 안전성을 보장해 주어야 한다. 역방향 안전성 분석 방법은 시스템의 안전성을 분석하는 한가지 방법으로서 시스템의 위험 상태를 정의하고 그 위험의 원인들을 추적, 분석함으로써 안전성에 대한 효율적인 분석을 수행할 수 있는 장점을 갖는다. 이 논문에서는 소프트웨어 개발 초기 단계에서 안전성을 분석할 수 있는 방법으로 Colored Petri Nets(CPN)에 기반을 둔 역방향 안전성 분석 방법을 제시한다. 또한 CPN 역방향 안전성 분석 도구인 SAC(Safety Analyzer for CPN)의 설계 및 구현에 대해 언급한다. SAC은 기존의 상용 CPN 모델링 도구인 Design/CPN과 연계하여 사용될 수 있으므로 CPN으로 모델링된 시스템의 안전성을 분석할 수 있다는 장점이 있다. 이 논문에서는 예제로 자동 교통 제어 시스템의 일부를 CPN으로 모델링하고 SAC을 이용한 분석 과정을 기술한다.Abstract In safety-critical systems such as nuclear power plants, medical machines, and avionic systems which are closely related with our livings, the usage of software in the controlling part is growing rapidly. Since software errors in safety-critical systems may cause serious accidents leading to financial or human damages, system safety should be ensured during and after development of a system. A backward safety analysis technique defines system hazards and tries to trace their causes by analyzing system states backward. In this paper, we provide a backward safety analysis technique based on Colored Petri Nets(CPN), which is applicable to the early software development phase. Also Safety Analyzer for CPN(SAC), the supporting tool, is designed and implemented. Since SAC is compatible with Design/CPN, a commercial tool for supporting CPN, it can be applicable to analyze safety in practical problems. As an example, we model a part of the traffic light control system using CPN and analyze safety properties of the model using the SAC tool.

Design of detection method for smoking based on Deep Neural Network (딥뉴럴네트워크 기반의 흡연 탐지기법 설계)

  • Lee, Sanghyun;Yoon, Hyunsoo;Kwon, Hyun
    • Convergence Security Journal
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    • v.21 no.1
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    • pp.191-200
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    • 2021
  • Artificial intelligence technology is developing in an environment where a lot of data is produced due to the development of computing technology, a cloud environment that can store data, and the spread of personal mobile phones. Among these artificial intelligence technologies, the deep neural network provides excellent performance in image recognition and image classification. There have been many studies on image detection for forest fires and fire prevention using such a deep neural network, but studies on detection of cigarette smoking were insufficient. Meanwhile, military units are establishing surveillance systems for various facilities through CCTV, and it is necessary to detect smoking near ammunition stores or non-smoking areas to prevent fires and explosions. In this paper, by reflecting experimentally optimized numerical values such as activation function and learning rate, we did the detection of smoking pictures and non-smoking pictures in two cases. As experimental data, data was constructed by crawling using pictures of smoking and non-smoking published on the Internet, and a machine learning library was used. As a result of the experiment, when the learning rate is 0.004 and the optimization algorithm Adam is used, it can be seen that the accuracy of 93% and F1-score of 94% are obtained.

Analyzing the Characteristics of Pre-service Elementary School Teachers' Modeling and Epistemic Criteria with the Blackbox Simulation Program (블랙박스 시뮬레이션에 참여한 초등예비교사의 모형 구성의 특징과 인식적 기준)

  • Park, Jeongwoo;Lee, Sun-Kyung;Shim, Han Su;Lee, Gyeong-Geon;Shin, Myeong-Kyeong
    • Journal of The Korean Association For Science Education
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    • v.38 no.3
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    • pp.305-317
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    • 2018
  • In this study, we investigated the characteristics of participant students' modeling with the blackbox simulation program and epistemic criteria. For this research, we developed a blackbox simulation program, which is an ill-structured problem situation reflecting the scientific practice. This simulation program is applied in the activities. 23 groups, 89 second year students of an education college participated in this activity. They visualized, modeled, modified, and evaluated their thoughts on internal structure in the blackbox. All of students' activities were recorded and analyzed. As a result, the students' models in blackbox activities were categorized into four types considering their form and function. Model evaluation occurred in group model selection. Epistemic criteria such as empirical coherence, comprehensiveness, analogy, simplicity, and implementation were adapted in model evaluation. The educational implications discussed above are as follows: First, the blackbox simulation activities in which the students participated in this study have educational implications in that they provide a context in which the nature of scientific practice can be experienced explicitly and implicitly by constructing and testing models. Second, from the beginning of the activity, epistemic criteria such as empirical coherence, comprehensiveness, analogy, simplicity, and implementation were not strictly adapted and dynamically flexibly adapted according to the context. Third, the study of epistemic criteria in various contexts as well as in the context of this study will broaden the horizon of understanding the nature of scientific practice. Simulation activity, which is the context of this study, can lead to research related to computational thinking that will be more important in future society. We expect to be able to lead more discussions by furthering this study by elaborating and systematizing its context and method.

Scientific Practices Manifested in Science Textbooks: Middle School Science and High School Integrated Science Textbooks for the 2015 Science Curriculum (과학 교과서에 제시된 과학실천의 빈도와 수준 -2015 개정 교육과정에 따른 중학교 과학 및 통합과학-)

  • Kang, Nam-Hwa;Lee, Hye Rim;Lee, Sangmin
    • Journal of The Korean Association For Science Education
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    • v.42 no.4
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    • pp.417-428
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    • 2022
  • This study analyzed the frequency and level of scientific practices presented in secondary science textbooks. A total of 1,378 student activities presented in 14 middle school science textbooks and 5 high school integrated science textbooks were analyzed, using the definition and level of scientific practice suggested in the NGSS. Findings show that most student activities focus on three practices. Compared to the textbooks for the previous science curriculum, the practice of 'obtaining, evaluating, and communicating information' was more emphasized, reflecting societal changes due to ICT development. However, the practice of 'asking a question', which can be an important element of student-led science learning, was still rarely found in textbooks, and 'developing and using models', 'using math and computational thinking' and 'arguing based on evidence' were not addressed much. The practices were mostly elementary school level except for the practice of 'constructing explanations'. Such repeated exposures to a few and low level of practices mean that many future citizens would be led to a naïve understanding of science. The findings imply that it is necessary to emphasize various practices tailored to the level of students. In the upcoming revision of the science curriculum, it is necessary to provide the definition of practices that are not currently specified and the expected level of each practice so that the curriculum can provide sufficient guidance for textbook writing. These efforts should be supported by benchmarking of overseas science curriculum and research that explore students' ability and teachers' understanding of scientific practices.