There has been the rapid change of paradigm with the overflow of terms related to computers such as information, digital, cyber, virtual world and the change of time concept on the ground that it is common to change the world into virtual time. This study is about cybercharacters working in air-broadcasting with rapidly-developing internet, The cybercharacters including 3D animation developed from 2D animation are know to be manufactured with use of electronic mediun and computers and to exist in electronics. Though the emergence of the cybercharacters has a lot of gflnetic roots according to their objectives, they have in common that they are made by 3D graphics and they work in the virtual space, The great traits of the cybercharaters lie in the extension of interfacial function and ecological growth. In the cyberspace the interface, the meeting point between a computer and its users is the most important, The cybercharacters as medium providing new ruman interface become effective with growing interest in virtual reality, The cybercharacters also keep the ecological traits, They can also bring about added value with infusion of image and development of the network, These cybercharacters can also play the important parts in the continually developing cyberspace, The successful birth of the cybercharacter are based on, the technological power. assistance of fund and the ctrltural background, The information-entertainment of the cybercharacters functions well with the accompinimene of these three things, The cybercharacters can make a subject which keeps single issue as a central point of the virtual realty, The cybercharacters can also be connected with equity of "Korean knowledge information society" in the cultural rule of the internet and sociocul tural identity, identity.
International Journal of Computer Science & Network Security
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v.21
no.5
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pp.73-83
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2021
The information space, the main components of which are information resources, means of information interaction, and information infrastructure, is a sphere of modern social life in which information communications play a leading role. The objective process is the gradual but stable entry of the national information space into the European and world information sphere, in the context of which there is a legitimate question of its protection as one of the components of the national security of Ukraine. However, the implementation of this issue in practice immediately faces the need to respect the rights and fundamental freedoms guaranteed by international regulations and the Constitution of Ukraine, especially in the field of cybersecurity. The peculiarity of the modern economy is related to its informational nature, which affects the sharp increase in cyber incidents in the field of information security, which is widespread and threatening and affects a wide range of private, corporate, and public interests. The problem of forming an effective information security system is exacerbated by the spread of cybercrime as a leading threat to information security both in Ukraine and around the world. The purpose of this study is to analyze the state of cybersecurity and on this basis to identify new areas of the fight against cybercrime in Ukraine. Methods: the study is based on an extensive regulatory framework, which primarily consists of regulatory acts of Ukraine. The main methods were inductions and deductions, generalizations, statistical, comparative, and system-structural analysis, grouping, descriptive statistics, interstate comparisons, and graphical methods. Results. It is noted that a very important component of Ukraine's national security is the concept of "information terrorism", which includes cyberterrorism and media terrorism that will require its introduction into the law. An assessment of the state of cybersecurity in Ukraine is given. Based on the trend analysis, further growth of cybercrimes was predicted, and ABC analysis showed the existence of problems in the field of security of payment systems. Insufficient accounting of cybercrime and the absence in the current legislation of all relevant components of cybersecurity does not allow the definition of a holistic system of counteraction. Therefore, the proposed new legal norms in the field of information security take into account modern research in the field of promising areas of information technology development and the latest algorithms for creating media content.
Journal of the Korea Institute of Information Security & Cryptology
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v.19
no.3
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pp.83-93
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2009
In recent years, cyber crimes were intended to get financial benefits through malicious attempts such as DDoS attacks, stealing financial information and spamming. Botnets, a network composed of large pool of infected hosts, lead such malicious attacks. The botnets have adopted several evasion techniques and variations. Therefore, it is difficult to detect and eliminate them. Current botnet solutions use a signature based detection mechanism. Furthermore, the solutions cannot cover broad areas enough to detect world-wide botnets. In this study, we suggest an architecture to detect and regulate botnets using cooperative design which includes modules of gathering network traffics and sharing botnet information between ISPs or nations. Proposed architecture is effective to reveal evasive and world-wide botnets, because it does not depend on specific systems or hardwares, and has broadband cooperative framework.
This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.
The Journal of Korean Society for School & Community Health Education
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v.12
no.3
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pp.43-64
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2011
Objectives: The purpose of this study was to provide the nutritional education data of the fruit and vegetable eating habits and dietary fiber intake of male and female high school students in the Daegu area. Methods: A survey was conducted on 300 male/female students from four general high schools in the City of Daegu, and the survey included questions ongeneral characteristics, dietary habits, eating behavior patterns and dietary intake. A 24-hour recall method was used for the dietary intake, and the surveyed dietary intake information was analyzed using the Computer Aided Nutritional analysis program (CAN 3.0)--dietary fiber intake, in particular. The data was analyzed using the SPSS window 12.0 program. Results: The average ages of boys and girls were 16.8- and 15.6-years old, respectively. A classification based on BMI showed the following: the low-weight student group was comprised of 10.3% boys and 31.6% girls; the normal-weight group 68.4% boys and 67.5% girls; and the overweight group 21.3% boys and 0.9% girls, whereby showing a significant difference between boys and girls. Vegetable intake showed the following: the ratio of the response of 'taking it once a day' was more than 70%, which showed the low frequency of fruit intake; the ratio of 'taking it more than five times a week' was 53.0% for boys and 68.4% for girls, which showed a higher intake frequency for girls over boys; and the daily dietary fiber per 1,000kcal was 7.1g for boys and 8.2g for girls, whereby showing a significant difference between boys and girls. The meals that contributed most to dietary fiber intake were the school meals, whereas the dietary fiber intake rate through breakfast was the lowest among the three daily meals. The food groups that contributed to dietary fiber intake were vegetable, grains and flavoring matters for boys and vegetable, grains and fruits for girls. Conclusions: In order to increase the daily dietary intake for growing adolescents, who are in an important stage for building the foundation of health, it's recommended that, in addition to the supplement for insufficient dietary fiber through a regular breakfast consisting of high dietary fiber content foods, nutrition-related education about the effects of dietary fiber on the human body be conducted.
Using grounded theory method, this study analyzed the in-depth interviews with 11 parents of institutionalized children in order to find out how the experience of the parents on the process of the children's family reunification. According to the results, it was 'leaving one's child' that composed causal conditions, and also it was 'sentenced life' and 'adapting to a life without child' that composed existing conditions. Thus, the contextual condition was found out as 'a belief of family' and 'a belief of child caring' and the mediation conditions were 'power to recover' and 'not being as one's intentions'. Also, reaction/interaction strategies turned out as 'preparing a basis of child-care', 'playing a parent', 'standing against being adapted' and 'adjusting as their children back to family'. Finally, the analysis showed 'burdens on caring', 'wanting to leave one' child again', 'having stronger family membership' and 'being hopeful in a future' as results. The specific levels of the process were found out as following 4 steps, as time goes by. 1)Fostering children at institutions: become harsh parents(or a harsh parent), 2)After fostering: rebuild collapsed family in order to take the children back, 3)Family reunification: become aboveboard to oneself, family and the world, 4)After family reunification: try to keep the family taking precautions against resending. While taking their children back, the parents turned out to experience long, unremitting tension. Reflecting results of the analysis above, and in order to promote sending institutionalized children back to their families this article suggests practical alternatives for parents who left their children in institutions.
Game technologies are now applied in various engineering areas such as the simulation of surgical operation or the implementation of a cyber model house. One of the essential and important technology in these applications is cutting of the 3D polygon model in real time. Real-time cutting technology is an essential technology needed to implement the simulation of a building demolition or a car assembly for training or educational purpose. Previous cutting method using the conventional BSP-Tree structure has some limitations in that they divide the whole world including the 3D model and its environment, only into two parts with respect to an infinite plane. In this paper, we show a technique cutting the 3D model in a finite extent in order to solve this problem. Specifically, we restricted the cut surface in a finite rectangular area and constructed the mesh for the divided surface. To show the usefulness of our partial cutting technique, an example of the dismantling process simulation of a nuclear reactor polygon model was illustrated.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.8
no.2
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pp.175-185
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2013
This study is conducted in the form of purposive sampling among 215 social workers working in social welfare and living facilities located in the metropolitan area. The purpose of this study is to understand how organizational commitment and psychological empowerment affects job satisfaction and investigate the mediating effect of psychological empowerment when it comes to the relationship between organizational commitment and job satisfaction. In this study, it is observed that there is a significant impact of psychological empowerment on job satisfaction. The higher the level of psychological empowerment is, social workers tend to have a higher level of organizational commitment and job satisfaction. The result of investigation on mediating effect supports a mediating effect of psychological empowerment on the relationship between emotional/continuance/normative commitment and job satisfaction. In addition, the self-authority appears to have a mediating effect on the relationship between emotional/continuance/normative commitment and job satisfaction. Finally, competence also has a mediating effect on the relationship. The result supports the significant effect of the four hypotheses presented in this study. The result of this study implies that social workers' psychological empowerment has a positive effect on their organizational commitment and job satisfaction. Therefore, it can be used by an organization as an effective management technique.
Companies consider customers as an equity, which is expected to increase customer loyalty. However, customer loyalty does not linearly increase in real world by the customer equity always. This research investigates a mediating variable which influence the relationship between customer equity drivers and customer loyalty. We focus on customer value as a customer equity driver which is the most basic factor among customer equity drivers. We examine that online trust as a mediator between the customer value and customer loyalty in on online shopping mall context. Customer value consists of perceived convenience, quality, and price. Findings indicate that online trust mediates the relationship between customer value and customer loyalty. Especially, online trust perfectly mediates the perceived convenience and the perceived quality. The perceived convenience influences online trust most significantly and perceived quality and perceived price are following in the order of strength. Our results implicate that online trust is an important mediator of the relationship between customer equity and customer loyalty in online shopping mall context and need to be managed as a customer relationship management index to increase customer loyalty. In addition, perceived convenience is the most important factor to increase online trust in matured online market.
The purpose of this study is to examine the concept of civic journalism and the contents of Korean Internet newspapers that might reflect the possibilities of this new medium for civic journalism practices. This study examined how far and deep civic journalism practices have extended into Korean Internet newspapers as journalism's new tradition. More specifically, this study analyzed news articles of Korean Internet newspapers to uncover any differences among civic journalism Internet newspapers with different citizen reporter systems. The composite measure based upon ten elements of civic journalism practices was used as indicator of civic journalism practices. To obtain systematic data on news offered by Korean Internet newspapers on the World Wide Web, four major Internet newspapers, including Ohmynews, Ngotimes, Netpinion and Pressian were examined by a content analysis in April and May of 2003. Findings of this study reveal that many Korean newspapers do not fully exploit the opportunities and advantages offered by the new medium for civic journalism practices in online environments. Both aggregate and individual level of analysis for the civic journalism index reveal that there are some differences between non-civic journalism and civic journalism Internet newspapers using citizen reporter systems. However, overall performances of civic journalism Internet newspapers are not good enough to support the argument that civic journalism is well practiced in Korean Internet newspapers. Nonetheless, it would not be fair to conclude that Korean Internet newspapers have totally ignored the Internet's potential to increase the civic journalism performance in online environments.
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