• Title/Summary/Keyword: Artificial Reality

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A Survey Analysis of Internet of Things Security Issues and Combined Service

  • Kim, HyunHo;Lee, HoonJae;Lee, YoungSil
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.73-79
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    • 2020
  • Since the start of the 4th industrial revolution, technologies have been developed in the Internet of Things (IoT), artificial intelligence (AI), virtual reality (VR), and 5G. Compared to other technologies IoT is currently being commercialized more than other technologies where the numbers of connected things are increases every year. The IoT has a huge advantage to provide convenience and lots of information to users, but security cannot keep up with the speed of development. IoT services continue to provide services for related devices, but at present, more and more types of new services are being combined with other technologies by utilizing the services of devices. This paper reviews and analyzes research on security issues and services related to the Internet of Things to explore how security trends and service delivery will develop in the future.

Restructuring of human security practice model to improve practical utility: Focusing on the COVID-19 situation (실천적 유용성 향상을 위한 인간안보 실천모델의 재구성 : COVID-19 상황을 중심으로)

  • Lee, Sung-Rok
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.633-642
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    • 2020
  • The recent COVID-19 pandemic is threatening human life and well-being, causing pain that has not been experienced before. Human security was summoned again as a result of the COVID-19 pandemic. However, it is paradoxically a threat to human security due to its inherent limitations and authoritarian control model. This paper first raises the analytical rigor of the concept of human security, focusing on COVID-19. Based on this, the practical usefulness of human security is improved by constructing a practical model that reflects the human security issues raised in reality. In particular, we approach the COVID-19 pandemic not from a natural disaster, but from the perspective of an artificial catastrophe caused by immorality and division in the international community. At the same time, we propose a multilateralism governance model that reflects the perspective of emerging security in order to realize human rights, the fundamental value of human security, and quarantine, a practical task in a balanced way.

Applying Principal Component Analysis to Go Openings (주성분분석을 통한 바둑 포석 분석)

  • Lee, Byung-Doo;Park, Jong-Wook
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.59-70
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    • 2013
  • Although the history of the game of Go is more than 2,500 years, the theoretical studies of Go are still insufficient. In recent years a lot of studies using Artificial Intelligent(AI) have been conducted, but they do not provide the prominent theoretical reality. We applied Principal Component Analysis(PCA) to the professional Go openings, which are the early stage in Go, to analyze them especially focused on the Go game records of the professional 9-dan player Lee Sedol who is the world's top professional Go player. The results showed that among the 361 eigenvectors the 48 most significant eigenvectors capture most of the variance (99.9%) and the 30 most significant eigenvectors enable to possess 90.5 percent of the total variance. This result would be expected to considerably contribute to pattern recognition research of the professional Go openings in the near future.

A Study on Issues and Tasks of Humanity and Social Science in a Fourth Industrial Revolution Era (제4차 산업혁명시대 인문사회학적 쟁점과 과제에 관한 연구)

  • Kim, Jin-Young;Heo, Wan-Gyu
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.137-147
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    • 2018
  • To prepare for and implement policies for the Fourth Industrial Revolution, which is characterized by convergence, super-connectivity, and AI, this study summarized the effects and characteristics of individual technologies on our society and discussed the issues with humanity and social science perspectives. As a result, in terms of AI technology, the issues of job losses, project-type works, basic income and robot taxes, accountability of AI, and algorithm inequality were dealt with. Security, cyber hacking and privacy infringement issues were highlighted in big-data technology. In the part of block-chain and bioengineering, the society of decentralization, the concentration, digital divide, and ethical issues were discussed. On-demand economic aspects highlighted the problems of civil ethics and human commercialization. Lastly, the development of VR is discussed including side effects such as cyber-syndrom, avoidance of reality, and so on.

GAN-based Automated Generation of Web Page Metadata for Search Engine Optimization (검색엔진 최적화를 위한 GAN 기반 웹사이트 메타데이터 자동 생성)

  • An, Sojung;Lee, O-jun;Lee, Jung-Hyeon;Jung, Jason J.;Yong, Hwan-Sung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.79-82
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    • 2019
  • This study aims to design and implement automated SEO tools that has applied the artificial intelligence techniques for search engine optimization (SEO; Search Engine Optimization). Traditional Search Engine Optimization (SEO) on-page optimization show limitations that rely only on knowledge of webpage administrators. Thereby, this paper proposes the metadata generation system. It introduces three approaches for recommending metadata; i) Downloading the metadata which is the top of webpage ii) Generating terms which is high relevance by using bi-directional Long Short Term Memory (LSTM) based on attention; iii) Learning through the Generative Adversarial Network (GAN) to enhance overall performance. It is expected to be useful as an optimizing tool that can be evaluated and improve the online marketing processes.

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Technology of Lessons Learned Analysis using Artificial intelligence: Focused on the 'L2-OODA Ensemble Algorithm' (인공지능형 전훈분석기술: 'L2-OODA 앙상블 알고리즘'을 중심으로)

  • Yang, Seong-sil;Shin, Jin
    • Convergence Security Journal
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    • v.21 no.2
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    • pp.67-79
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    • 2021
  • Lessons Learned(LL) is a military term defined as all activities that promote future development by finding problems and need improvement in education and reality in the field of warfare development. In this paper, we focus on presenting actual examples and applying AI analysis inference techniques to solve revealed problems in promoting LL activities, such as long-term analysis, budget problems, and necessary expertise. AI legal advice services using cognitive computing-related technologies that have already been practical and in use, were judged to be the best examples to solve the problems of LL. This paper presents intelligent LL inference techniques, which utilize AI. To this end, we want to explore theoretical backgrounds such as LL analysis definitions and examples, evolution of AI into Machine Learning, cognitive computing, and apply it to new technologies in the defense sector using the newly proposed L2-OODA ensemble algorithm to contribute to implementing existing power improvement and optimization.

On derivation the System Analysis and Evaluation Indicators of Blockchain-based Smart Electronic Transport Waybill Platform for Improvement of Logistics Service Operation Efficiency and Personal Information Security (물류 서비스 운영 효율과 개인정보 보안 향상을 위한 블록체인 기반 스마트 전자 운송장 플랫폼 시스템 분석 및 평가지표 도출에 관한 연구)

  • Park, Jae-Min;Won, JoNg-Woon;Seong, Ki-Deok;Kim, Young-Min
    • Journal of the Korea Safety Management & Science
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    • v.22 no.4
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    • pp.75-86
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    • 2020
  • With the advent of the 4.0 era of logistics due to the Fourth Industrial Revolution, infrastructures have been built to receive the same services online and offline. Logistics services affected by logistics 4.0 and IT technology are rapidly changing. Logistics services are developing using technologies such as big data, artificial intelligence, blockchain, Internet of things, and augmented reality. The convergence of logistics services and various IT new technologies is accelerating, and the development of data management solution technology has led to the emergence of electronic cargo waybill to replace paper cargo waybill. The electronic waybill was developed to supplement paper waybill that lack economical and safety. However, the electronic waybill that appeared to complement the paper waybill are also in need of complementation in terms of efficiency and reliability. New research is needed to ensure that electronic cargo waybill gain the trust of users and are actively utilized. To solve this problem, electronic cargo waybill that combine blockchain technology are being developed. This study aims to improve the reliability, operational efficiency and safety of blockchain electronic cargo waybill. The purpose of this study is to analyze the blockchain-based electronic cargo waybill system and to derive evaluation indicators for system supplementation.

AR Tourism Service Framework Using YOLOv3 Object Detection (YOLOv3 객체 검출을 이용한 AR 관광 서비스 프레임워크)

  • Kim, In-Seon;Jeong, Chi-Seo;Jung, Kye-Dong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.1
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    • pp.195-200
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    • 2021
  • With the development of transportation and mobiles demand for tourism travel is increasing and related industries are also developing significantly. The combination of augmented reality and tourism contents one of the areas of digital media technology, is also actively being studied, and artificial intelligence is already combined with the tourism industry in various directions, enriching tourists' travel experiences. In this paper, we propose a system that scans miniature models produced by reducing tourist areas, finds the relevant tourist sites based on models learned using deep learning in advance, and provides relevant information and 3D models as AR services. Because model learning and object detection are carried out using YOLOv3 neural networks, one of various deep learning neural networks, object detection can be performed at a fast rate to provide real-time service.

Digital Competencies Required for Information Science Specialists at Saudi Universities

  • Yamani, Hanaa;AlHarthi, Ahmed;Elsigini, Waleed
    • International Journal of Computer Science & Network Security
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    • v.21 no.2
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    • pp.212-220
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    • 2021
  • The objectives of this research were to identify the digital competencies required for information science specialists at Saudi universities and to examine whether there existed conspicuous differences in the standpoint of these specialists due to years of work experience with regard to the importance of these competencies. A descriptive analytical method was used to accomplish these objectives while extracting the required digital competency list and ascertaining its importance. The research sample comprised 24 experts in the field of information science from several universities in the Kingdom of Saudi Arabia. The participants in the sample were asked to complete a questionnaire prepared to acquire the pertinent data in the period between January 5, 2021 and January 20, 2021. The results reveal that the digital competencies required for information science specialists at Saudi universities encompass general features such as the ability to use computer, Internet, Web2, Web3, and smartphone applications, digital learning resource development, data processing (big data) and its sharing via the Internet, system analysis, dealing with multiple electronic indexing applications and learning management systems and its features, using electronic bibliographic control tools, artificial intelligence tools, cybersecurity system maintenance, ability to comprehend and use different programming languages, simulation, and augmented reality applications, and knowledge and skills for 3D printing. Furthermore, no statistically significant differences were observed between the mean ranks of scores of specialists with less than 10 years of practical experience and those with practical experience of 10 years or more with regard to conferring importance to digital competencies.

Development and Evaluation of the V-Catch Vision System

  • Kim, Dong Keun;Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.45-52
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    • 2022
  • A tangible sports game is an exercise game that uses sensors or cameras to track the user's body movements and to feel a sense of reality. Recently, VR indoor sports room systems installed to utilize tangible sports game for physical activity in schools. However, these systems primarily use screen-touch user interaction. In this research, we developed a V-Catch Vision system that uses AI image recognition technology to enable tracking of user movements in three-dimensional space rather than two-dimensional wall touch interaction. We also conducted a usability evaluation experiment to investigate the exercise effects of this system. We tried to evaluate quantitative exercise effects by measuring blood oxygen saturation level, the real-time ECG heart rate variability, and user body movement and angle change of Kinect skeleton. The experiment result showed that there was a statistically significant increase in heart rate and an increase in the amount of body movement when using the V-Catch Vision system. In the subjective evaluation, most subjects found the exercise using this system fun and satisfactory.