• Title/Summary/Keyword: Cyber world

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Relationship of Ethics Consciousness in Internet and Moral Behavior : Analysis of The Relation among Moral Judgement, Information Ethics Judgement and Internet Ethics Consciousness of Undergraduate Students (인터넷 상에서의 윤리적 인지와 도덕적 행동 관련성 : 대학생의 도덕 판단력과 정보윤리 판단력, 인터넷윤리의식 간의 관계를 바탕으로)

  • Jang, SoonSun;Lee, OkHwa
    • The Journal of Korean Association of Computer Education
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    • v.17 no.2
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    • pp.11-19
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    • 2014
  • Presently the instructional model for internet ethics education is modeled after the integrated morality. The model is based on the assumption that ethical awareness will lead to ethical activities which is based on the theory that cognition is correlated to the behavioral domains. But the side effects of the information society in the cyber space increased even when the education for the awareness of ethics in the cyber space has been taught more aggressively than before. In this study, the relation of the cognition for information ethics and the ethical behavior in the cyber space was analyzed in order to find out the implications for the effective internet ethics education model. The tools used are the 'DIT (Defining Issues Test)' to measure the behavioral ability in the physical world, the Information Ethics Judgment to measure the behavioral ability in the cyber space, and the self diagnostic tool of 'Internet ethics awareness' to measure the level of cognitive knowledge for internet ethics. The correlation of three measures was analyzed. The results were college students' levels of ethics from three tools from are considerably low. Moral judgement and information ethics judgement were not correlated which means that the behavior in the physical world was not necessarily correlated to the behavior in the cyber space. The three measurements were not statistically significantly correlated. Therefore the cognitive awareness for the information ethics were not necessarily correlated to the ethical behavior in the cyber space. Ethical cognition and the moral behavior need to be taught with equal emphasis as they do not have strong correlation.

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A study on the cyber common operation picture for situational awareness in cyberspace (사이버공간 내 상황인식을 위한 사이버 공통 작전 상황도 연구)

  • Kim, Kook-jin;Youn, Jae-pil;Yoon, Suk-joon;Kang, Ji-won;Kim, Kyung-shin;Shin, Dong-kyoo
    • Journal of Internet Computing and Services
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    • v.23 no.5
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    • pp.87-101
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    • 2022
  • Cyber-attacks occur in the blink of an eye in cyberspace, and the damage is increasing all over the world. Therefore, it is necessary to develop a cyber common operational picture that can grasp the various assets belonging to the 3rd layer of cyberspace from various perspectives. By applying the method for grasping battlefield information used by the military, it is possible to achieve optimal cyberspace situational awareness. Therefore, in this study, the visualization screens necessary for the cyber common operational picture are identified and the criteria (response speed, user interface, object symbol, object size) are investigated. After that, the framework is designed by applying the identified and investigated items, and the visualization screens are implemented accordingly. Finally, among the criteria investigated by the visualization screen, an experiment is conducted on the response speed that cannot be recognized by a photograph. As a result, all the implemented visualization screens met the standard for response speed. Such research helps commanders and security officers to build a cyber common operational picture to prepare for cyber-attacks.

A Study Covering the Comparative Analysis of Educational Systems in Major Countries for Regular Cybersecurity Education (사이버보안 정규교육화를 위한 주요국 교육체계 비교분석 연구)

  • YOO, Jiyeon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.397-405
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    • 2021
  • With the recent phenomenon of the Intelligence Information Society, the cyber security paradigm has begun to change. In particular, the increase of the interconnectedness of the hyperlinked society has extended the scope of damage that can be caused by cyber threats to the real world. In addition to that, it can also be a risk to any given individual who could accompany a crisis that has to do with public safety or national security. Adolescents who are digital natives are more likely to be exposed to cyber threats, which is mainly due to the fact that they are significantly more involved in cyber activities and they also possess insufficient security comprehension and safety awareness. Therefore, it is necessary to strengthen cyber security capabilities of every young individual, so that they can effectively protect themselves against cyber threats and better manage their cyber activities. It examines the changes of the security paradigm and the necessity for cyber security education, which is in direct accordance to the characteristics of a connected society that further suggests directions and a basic system of cyber security education, through a detailed analysis of the current state of Domestic and Overseas Cyber Security Education. The purpose of this study was to define cybersecurity competencies that are necessary within an intelligent information society, and to propose a regular curriculum for strengthening cybersecurity competencies, through the comparison and meticulous analysis of both domestic and overseas educational systems that are pertinent to cybersecurity competencies. Accordingly, a cybersecurity competency system was constructed, by reflecting C3-Matrix, which is a cyber competency system model of digital citizens. The cybersecurity competency system consists of cyber ethics awareness, cyber ethics behavior, cyber security and cyber safety. In addition to this, based on the basic framework of the cybersecurity competency system, the relevant education that is currently being implemented in the United States, Australia, Japan and Korea were all compared and analyzed. From the insight gained through the analysis, the domestic curriculum was finally presented. The main objective of this new unified understanding, was to create a comprehensive and effective cyber security competency curriculum.

Cyber trade : ROADMAP for success (사이버무역의 성공적인 수행을 위한 ROADMAP 구축)

  • Cho Won-Gil
    • The Journal of Information Technology
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    • v.6 no.3
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    • pp.169-188
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    • 2003
  • Roadmap of cyber trade offers members the opportunity to interact electronically with like-mined individuals and to both create and buyer relevant to a topic of interest. Roadmap of cyber trade was conduct on the economic effect of electronic commerce according to the method of constructing the Internet. Firms using cyber trade have difficulty enjoying a uniformly identical effect. That is, since the improvement effect of the intrafirm business method, unnecessary repeated manual paperwork and the use effect of being able to maintain the close relationship with to the parties to trades in the process of prompt receipt and delivery of documents are long-term and indirect effects, they have some limitation in that they can not be measured as coefficients but only as scales. In terms of business management, the intensification of corporate competitiveness improved by $10.00\%$ in case of less than 10 times and by $11.53\%$ in case of 50 to less than 50 times. And it was found that the effect of profit increase as the number of inquiries was large. That is, it was found that the effect of profit increase was $10.88\%$ when the number of inquiries was less than 10 times but it increased to $14.00\%$ in case of 50$\∼$less than 100 times. Therefore, to revitalize cyber trade, it is thought that government, the academic community and the business world all need to make much research into and sustained investment in cyber trade.

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A Study on Business model of through Second life (세컨드 라이프(Second Life)를 통한 문화콘텐츠 비즈니스 모델연구)

  • Choi, Eunyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.431-435
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    • 2008
  • Thanks to the development of internet, on-line market expands exponentially and corresponding solid business models are drawn attentions. Most of on-line trading items are limited with selling game related items however, Linden Lab made its turning point by introducing cyber reality game to shape the cyber life with creating his own Avatar in 2003. After 2003, Second life has grown sharply that over 12 million users around the world. While former games are progressed within fixed scenario, the concept of avatars who live his or her own lives at the cyber space that successfully differentiate from former online game. Further, cyber money, Linden Dollar can be used to buy real estate, cloth, shoes just like at real economy system. Not only for using corporate marketing, various areas of activities; promotion of public sector, politics, education are also functioned at the cyber life. In Korea, Korean version of Second life was introduced at the end of 2007 that draws attentions from the users. In this study, I examine various business models of cyber through Second life and suggest feasible culture-contents applying models.

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Comparative Analysis of Cyber Attacks of Korea Government and Policy Countermeasures (한국의 사이버공격 비교 분석과 정책적 대응방안)

  • Kwon, Hyeokchun;Lee, Youngjun;Park, Wonhyung
    • Convergence Security Journal
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    • v.20 no.5
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    • pp.19-26
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    • 2020
  • The purpose of this paper is to ccompare and analyze North Korean cyber attacks and our responses by government, from the Roh Moo-hyun administration to the Moon Jae-in administration. The current conflict of interests on the Korean peninsula, such as the United States, China, and Russia, is leading to a conflict for the leadership of a new world order in cyberspace. Cyber attacks are accelerating and threats are rising. Cyber threats exhibit several characteristics. Above all, it is difficult to identify or track the subject of the threat. Also, with the development of information and communication technology, attack technology has become more intelligent, and it is not easy to prepare a means to respond. Therefore, it is necessary to improve continuous and preemptive response capacity for national cybersecurity, and to establish governance among various actors, such as international cooperation between countries or private experts.

Effects of Isotlavones Supplemented Diet on Lipid Concentrations and Hepatic LDL Receptor mRNA Level in Growing Female Rats (성장기 암컷 흰쥐에서 이소플라본 첨가 식이가 지질 농도와 간 LDL 수용체의 유전자 발현정도에 미치는 영향)

  • Choi Mi-Ja;Jo Hyun-Ju
    • Journal of Nutrition and Health
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    • v.38 no.5
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    • pp.344-351
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    • 2005
  • The purpose of this study was to examine the impact of isoflavones on lipid concentrations and hepatic LDL receptor mRNA level in growing female rats. Twenty four rats (body weight $75\pm5g$) were randomly assigned to one of two groups, consuming control diet or isoflavones supplemented diet (57mg isoflavones/100g diet). All rats has been fed on experimental diet and deionized water ad libitum for 9 weeks. The concentration of triglyceride and total cholesterol were measured in serum and liver. Serum HDL cholesterol was measured. Hepatic LDL receptor mRNA level was tested by RT-PCR. Supplementation of isoflavones did not affect weight gain, mean food intake and food efficiency ratio. Serum total cholesterol and non-HDL cholesterol of isoflavones supplemented rats were significantly lower than those of control rats (p<0.05). But hepatic cholseterol was not influenced by supplementation of isoflavones. Hepatic LDL receptor mRNA level not significantly different between control group and isoflavones supplemented group. Therefore, isoflavones may be beneficial on serum cholesterol and non-HDL cholesterol lowering in growing female rats.

Development of Web-based Virtual Theme Park Using X3D Components and Profiles (X3D 컴포넌트와 프로파일을 이용한 웹 기반 가상테마 파크의 구축)

  • Cho Seung-Il;Song Seung-Heon;Kim Eung-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.576-579
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    • 2005
  • As the tools for constructing the cyber world such as virtual theme park on the web, QuickTime VR for 2D panorama Images and VRML for 3D modeling have been used for years. QuickTime VR had some weak points, which were the distortion of images and the difficulties of operating objects vividly and navigating effectively. VRML, though it was able to support various 3D elements to users, was not able to be approached easily by users because of the difficulties for providing viewer. Therefore, in this thesis, we will make it easy for users to approach the contents on the web, offering the concept of X3D components, and profiles and will construct the highly marketable 3D cyber world.

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Development of a Virtual Lab System using Internet for Efficient Engineering Experiment Education (인터넷을 이용한 효율적인 공학 실험실습교육을 위한 가상 실험실 개발)

  • Kim Dong-Sik;Lee Yong-Soon
    • Journal of Engineering Education Research
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    • v.3 no.2
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    • pp.31-37
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    • 2000
  • Recently, internet applications for efficient cyber education have drawn much interests. The world-wide web provides new opportunities for cyber education over the internet. This paper presents a virtual lab system which can be used on the world-wide web. The proposed virtual lab system provides the improved learning methods which can enhance the educational efficiency in engineering experiments. If the students enter the virtual lab system on the web, they can make an experiment on basic electrical and electronic principles through simple mouse manipulation. Since proposed virtual lab system is implemented to describe the actual lab system, the students can obtain similar experimental data through it. Several sample Java applets are illustrated as examples.

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A Study for Electronic Surveillance (REID, CCTV, Electronic Resident Card) in Augmented Reality Environment (증강현실 환경 하에서 전자감시(REID, 감시카메라, 전자주민카드)에 관한 소고)

  • Kang, Jang-Mook;Jung, Jo-Nam;Bang, Kee-Chun
    • Journal of Digital Contents Society
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    • v.7 no.2
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    • pp.75-82
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    • 2006
  • Ubiquitous Computing is an agriculture revolution, the Industrial Revolution, the fourth revolution to equal an information revolution are Ubiquitous Computing. Historic agriculture was revolutionary, but the Industrial Revolution was a revolution of the physics space that was a base of a mankind civilization, and the information revolution that Cyber Space saw a prime while world wide web service was expanded was a revolution of cyber space. Be charmed with this, and, as for the Ubiquitous Computing revolution, it is achieved a physics space and an intelligent union of cyber space in the space where an off-line space was integrated with compunction on-line. It is combined with a life space naturally, and Ubiquitous creates a new integrated space. The space is the opportunity space that is limitless as soon as it is the unknown world that mankind was not able to experience yet. This paper checks the present situation of currently proceeding Ubiquitous computing technology(RFID, CCTV) in augmented reality environment. Also, The main purpose of this paper is to analyze the concepts analysis of privacy, personal information, and electronic surveillance in augmented reality environment. Thus this paper treated the analysis of case, technological issue, problem and solution and so on.

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