• Title/Summary/Keyword: Cyber world

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A Study on the educational method of the conceptual approach of 3D animation (3D Animation 교육에 대한 개념적 접근 방식에 대한 연구)

  • 최성원
    • Archives of design research
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    • v.12 no.4
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    • pp.53-60
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    • 1999
  • Nowdays many people using and learning 3D Software. However, like artists drawing by brush, that most of designers misunderstood that 3D Software is cover everything as a tool. This sort of situation, change of 3D Software will come to the front very seriously. It can be result about lack of understanding 3D in general and some kind of illusion about 3D Software. These were changing like training school that was teaching only function for technique. Therefore, to prevent above things, this research paper will be based on a conception, that compare with 3D which called cyber space and the real world. That is explanation of construction about 3D Software generally, that will basis how does people think about the world. It function of 3D Software will take concrete shape gradually, which is after general description and understanding and the users will be quick to understand, no need to difficult of access for beginners. In addition, higher education ay university is no longer training center. Lastly, it will be able to capability as an essentially figure. Nowdays many people using and learning 3D Software. However, like artists drawing by brush, that most of designers misunderstood that 3D Software is cover everything as a tool. This sort of situation, change of 3D Software will come to the front very seriously. It can be result about lack of understanding 3D in general and some kind of illusion about 3D Software. These were changing like training school that was teaching only function for technique. Therefore, to prevent above things, this research paper will be based on a conception, that compare with 3D which called cyber space and the real world. That is explanation of construction about 3D Software generally, that will basis how does people think about the world. If function of 3D Software will take concrete shape gradually, which if after general description and understanding and the users will be quick to understand, no need to difficult of access for beginners. In addition, higher education ay university is no longer training center. Lastly, it will be able to capability as an essentially figure.

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Ontology-Based Recognition Mechanism for Objects in Cyber World (가상세계에서의 온톨로지 기반 객체 인식 기법)

  • Jung, Geun-Jae;Park, Jong-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.45-54
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    • 2009
  • The virtual world is simulated in terms of agents and the environment as the real world. Agents are able to perceive and recognize objects as well as components of the environmental elements in the virtual world. As a result, they are able to autonomously act in terms of their decision. They generate diverse situation that make the user to feel familiarity as they would be have like human beings. Such situations are constructed in terms of the concepts of the entities, relations and activities, and agents accordingly recognize the situations in terms of these concepts. In this paper, we propose the method to recognize and represent the shapes which are the most important feature among objects. Various shapes are represented in terms of primitive shapes and their spatial relations in depth. We use distance, direction, and orientation in order to represent basic spatial relation. In order to simplify basic signal processing, objects dynamically send messages of self information to agents, and refer to ontology as the knowledge base of the virtual world. Agents perceive the information from objects by comparing with schematic knowledge and instance knowledge in ontology.

A Study on Jeungsan's view of Pungsu: Chiefly focused on Jeonkyung (증산의 풍수관(風水觀) 고찰 - 『전경(典經)』을 중심으로 -)

  • Park, Sang-man
    • Journal of the Daesoon Academy of Sciences
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    • v.25_2
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    • pp.45-70
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    • 2015
  • Master Jeungsan understood a general view of Pungsu but actually he used the theory of Pungsu in his own religious perspective, transcending it. The theory of Pungsu is different. But the fact that it is premised on the principle of 'in and yang', the five-element principle, the Book of Changes, energy thought, and To chugi piyung, etc. is generally recognized. The three important elements of Pungsu are mountain, water, and direction or man. Pungsu has formal principles such as Gallyongbeop, Jangpungbeop, Deuksubeop, Jeonghyeolbeop, Jwahyangbeop, and Hyeongukron. etc. In the late of Joseon, Jeungsan established a new traditional thought, understanding Bibopungsu, Gukdopungsu, Minganpungsu, etc. However, he reinterpreted them to be suitable to his religious ideal and let his followers understand them as well. In particular, Jeungsan overcame the previous view on earth and expressed a new perspective to enhance earth up to the level of heaven. In the perspective of the traditional world, earth is lower than heaven, but Jeungsan made it a status equal to heaven. He mentioned that in the past, the culture and history of man was influenced by earth's energy but today, at the age of man respect, he put passive man influenced by earth-condition on the more subjective and active status. Even though he mentioned different Pungsu, Hyeongguk, and Hyeolmyeong, he expressed the shape of Pungsu within the construction of three worlds, the one of heaven and earth transcending good or ill luck or a favorable change in fortune. He practised the expedient of Pungsu from the stand of the construction of heaven and earth instead of the usage of Bibopungsu, Gukdopungsu, and Minganpungsu. He diagnosed that the division of the world is caused by the one of earth and tried to solve it. Moreover, he said that Myeongdang(a propitious site) must be the man-orientation rather than the earth-orientation. It means that Pungsu, stressing the energy of earth and turning one's luck, is changing into the world of man-orientation. In other words, Jeungsan diagnosed the world of Pungsu but he ultimately used Pungsu theory in building up his own view of religious world transcending such a theory.

The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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A Study on Proving RMF A&A in Real World for Weapon System Development (무기체계 개발을 위한 RMF A&A의 실증에 관한 연구)

  • Cho, Kwangsoo;Kim, Seungjoo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.4
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    • pp.817-839
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    • 2021
  • To manage software safely, the military acquires and manages products in accordance with the RMF A&A. RMF A&A is standard for acquiring IT products used in the military. And it covers the requirements, acquisition through evaluation and maintenance of products. According to the RMF A&A, product development activities should reflect the risks of the military. In other words, developers have mitigated the risks through security by design and supply chain security. And they submit evidence proving that they have properly comply with RMF A&A's security requirements, and the military will evaluate the evidence to determine whether to acquire IT product. Previously, case study of RMF A&A have been already conducted. But it is difficult to apply in real-world, because it only address part of RMF A&A and detailed information is confidential. In this paper, we propose the evidence fulfilling method that can satisfy the requirements of the RMF A&A. Furthermore, we apply the proposed method to real-world drone system for verifying our method meets the RMF A&A.

Implementation of an Agent-centric Planning of Complex Events as Objects of Pedagogical Experiences in Virtual World

  • Park, Jong Hee
    • International Journal of Contents
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    • v.12 no.1
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    • pp.25-43
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    • 2016
  • An agent-centric event planning method is proposed for providing pedagogical experiences in an immersed environment. Two-level planning is required at in a macro-level (i.e., inter-event level) and an intra-event level to provide realistic experiences with the objective of learning declarative knowledge. The inter-event (horizontal) planning is based on search, while intra-event (vertical) planning is based on hierarchical decomposition. The horizontal search is dictated by several realistic types of association between events besides the conventional causality. The resulting schematic plan is further augmented by conditions associated with those agents cast into the roles of the events identified in the plan. Rather than following a main story plot, all the events potentially relevant to accomplishing an initial goal are derived in the final result of our planning. These derived events may progress concurrently or digress toward a new main goal replacing the current goal or event, and the plan could be merged or fragmented according to their respective lead agents' intentions and other conditions. The macro-level coherence across interconnected events is established via their common background world existing a priori. As the pivotal source of event concurrency and intricacy, agents are modeled to not only be autonomous but also independent, i.e., entities with their own beliefs and goals (and subsequent plans) in their respective parts of the world. Additional problems our method addresses for augmenting pedagogical experiences include casting of agents into roles based on their availability, subcontracting of subsidiary events, and failure of multi-agent event entailing fragmentation of a plan. The described planning method was demonstrated by monitoring implementation.

A Study on the Construction of 3D Database and Application for Realization of "The Cyber City" ("사이버" 도시 실현을 위한 3차원 공간 데이터베이스 구축과 활용)

  • 김재윤
    • Spatial Information Research
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    • v.9 no.2
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    • pp.325-340
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    • 2001
  • This research is to construct more useful Geo-spatial data by building spatial data to three dimensional and utilize the database effectively for development of application, maintenance and management program, and application technology, which is on going based on “Haeundae three dimensional database construction project”. Furthermore, the acquisition of geographic information data and the technological improvement of effective construction would be the important factors to judge the qualitative reputation of GIS. Above all, studies to create accurate data and overcome the error limitation are much more important than any other thing. Final form of Spatial Data to materialize efficient GIS(Geographic Information System) must be three dimensional spatial data which has attribute data, actual concept and numerical value of real world. In connection to that, development is on the move to improve building technique of useful spatial data and digitalize the entire country in cryberspace. $\ulcorner the cyber country lrcorner$is designed to mange the entire country systematically. This simulation would be able to cover administration of government institution, public service, corporate business and even the public life in the cyeberspace though the computer. Materialization of efficient GIS and establishment of condition as technically strong nation through the early realization of $\ulcorner the cyber country lrcorner$will provide a great opportunity to open up the global market with exportation of advanced technology.

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A Study on the Damage Cost Estimation Model for Personal Information Leakage in Korea (개인정보유출 피해 비용 산출 모델에 관한 연구)

  • Lim, Gyoo Gun;Liu, Mei Na;Lee, Jung Mi
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.1
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    • pp.215-227
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    • 2018
  • As Korea is rapidly becoming an IT powerhouse in the short term, various side effects such as cyber violence, personal information leakage and cyber terrorism are emerging as new social problems. Especially, the seriousness of leakage of personal information, which is the basis of safe cyber life, has been highlighted all over the world. In this regard, it is necessary to estimate the amount of the damage cost due to the leakage of personal information. In this study, we propose four evaluation methods to calculate the cost of damages due to personal information leakage according to average real transactions value, personally recognized value, compensation amount basis, and comparison to similar countries. We analyzed data from 2007 to 2016 to collect personal information leakage cases for 10 years and estimated the cost of damages. The number of cases used in the estimation is 65, and the total number of personal information leakage is about 430 million. The estimated cost of personal information leakage in 2016 was estimated to be at least KRW 7.4 billion, up to KRW 220 billion, and the 10 year average was estimated at from KRW 10.7 billion to KRW 307 billion per year. Also, we could find out the singularity that the estimated damage due to personal information leakage increases every three years. In the future, this study will be able to provide an index that can measure the damage cost caused by the leakage of personal information more accurately, and it can be used as an index of measures to reduce the damage cost due to personal information leakage.

Analysis on Importance of Success Factors to Select for the Cloud Computing System Using AHP at Cyber Universities in Korea (AHP를 이용한 국내 사이버대학교 클라우드 컴퓨팅 시스템 구축 성공 요인의 중요도 분석)

  • Kang, Tae-Gu;Kim, Yeong-Real
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.325-340
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    • 2022
  • Amid the unprecedented situation of COVID-19 around the world, online education has established itself as an essential element in the era of zero contact and the importance of various content and changes of the system that are appropriate for the era of the 4th industrial revolution has increased. Although universities are making their efforts to combine ICT technologies and design and achieve new systems, the recognition and atmosphere for establishing the cloud computing system are falling short. The purpose of this research importance of success factors of "Building a cloud computing system of cyber university in Korea" by classifying the work characteristics and scale, and to derive and analyze the importance cloud rankings considering the organization and individual dimension. Therefore, this study has drawn 14 major factors in the previous researches and models through the survey on experts with knowledge related to the cloud computing. The analysis was conducted to see what differences there are in factors for the successful establishment of the cloud computing system using AHP. It is expected that the factors for success presented through this study would be used as systemic strategies and tools for the purpose of drawing factors for the success of establishing the private cloud computing system for the higher education institutions and public information systems.

A Study on Strategic Development Approaches for Cyber Seniors in the Information Security Industry

  • Seung Han Yoon;Ah Reum Kang
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.73-82
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    • 2024
  • In 2017, the United Nations reported that the population aged 60 and above was increasing more rapidly than all younger age groups worldwide, projecting that by 2050, the population aged 60 and above would constitute at least 25% of the global population, excluding Africa. The world is experiencing a decline in the rate of increase in the working-age population due to global aging, and the younger generation tends to avoid difficult and challenging occupations. Although theoretically, AI equipped with artificial intelligence can replace humans in all fields, in the realm of practical information security, human judgment and expertise are absolutely essential, especially in ethical considerations. Therefore, this paper proposes a method to retrain and reintegrate IT professionals aged 50 and above who are retiring or seeking career transitions, aiming to bring them back into the industry. For this research, surveys were conducted with 21 government/public agencies representing demand and 9 security monitoring companies representing supply. Survey results indicated that both demand (90%) and supply (78%) unanimously agreed on the absolute necessity of such measures. If the results of this research are applied in the field, it could lead to the strategic development of senior information security professionals, laying the foundation for a new market in the Korean information security industry amid the era of low birth rates and longevity.