• Title/Summary/Keyword: Cyber-world

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Design and Implementation of Internet Worm Spreading Prevention System (인터넷 웜 확산방지 시스템의 설계 및 구현)

  • 최양서;서동일
    • Proceedings of the Korea Information Assurance Society Conference
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    • 2004.05a
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    • pp.327-331
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    • 2004
  • The new cyber world has created by Internet that is prosperous rapidly. But with the expansion of Internet the hacking and intrusion are also increased very much. Actually there were many incidents in Internet, but the damage was restricted within a local area and local system. However, the Great 1.25 Internet Disturbance has paralyzed the national wide Internet environment. It because the Slammer Worm. The worm is a malformed program that uses both of the hacking and computer virus techniques. It autonomously attacks the vulnerability of Windows system, duplicates and spreads by itself. Jus like the Slammer Worm, almost every worms attack the vulnerability of Windows systems that installed in personal PC. Therefore, the vulnerability in personal PC could destroy the whole Internet world. So, in this paper we propose a Internet Worm Expanding Prevention System that could be installed in personal PC to prevent from expanding the Internet Worm. And we will introduce the results of developed system.

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An Analysis of Game Storytelling Structure Focused on the Characters in RPG (캐릭터 중심의 RPG 스토리텔링 구조 분석)

  • Kim, Mi-Jin;Yoon, Sun-Jung
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.17-24
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    • 2005
  • The interaction property of digital media have changed traditional storytelling into a new concept, digital-storytelling, which has been widely accepted. Nowadays open-ended game storytelling, which different from story design of movie or animation, is chosen for the development of RPG. It can make infinite stories according to player character's decision. In this paper, we propose a game storytelling structure focused on the characters for RPG, and analyze how characters designed with various story-values interact with background stories and events in the cyber game world through case studies. This research is necessary to design predictable game mechanics and provide methods to control game play in case of special-purpose game.

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Study of Policies of Major Countries on Internet of Things and Market Forecast (사물인터넷(IoT)의 주요국 정책과 시장전망에 관한 연구)

  • Ko, Yun Seung
    • International Commerce and Information Review
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    • v.16 no.5
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    • pp.27-47
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    • 2014
  • Gartner mentioned IoT (Internet of Things) as one of the ten growth engines in the world in 2014. In addition, IoT has been frequently invited as a theme by participants at CES held in the early this year. Gartner predicts that the number of devices connected will reach to 26 billion and a total of economic value added will grow to 1.9 trillion dollars until 2020. The definition of IoT has been arranged in a different way by each institution. Therefore, this study arranged the concept of IoT which has been variously defined and used together with M2M and IoE. Further, forecasts presented by research institutions which stated domestic and foreign market outlook were collected and arranged. As IoT is on the uptrend and is selected as one of the ten growth engines in the world, it was found out how policies on IoT in the US, China, Japan and Korea were established and promoted as well as how recent strategies on IoT of major large companies have been carried out. Lastly, the following countermeasures of our government and companies were discussed.

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A Study on The Protection of Intellectual Property Right about The Electronic Commerce - Focusing on the Domain Name And the Trademark Infringement - (전자상거래상(電子商去來上) 지식재산권(知識財産權)의 보호문제(保護問題)에 관한 연구(硏究) - Domain Name과 상표권(商標權) 침해여부(侵害與否)를 중심(中心)으로 -)

  • Lee, Han-Sang
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.13
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    • pp.1013-1032
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    • 2000
  • At present, the scale of Electronic Commerce through internet has been rapidly increasing due to the development of information & communication technology, and aggregated to 2.4 billion dollar in America last year (1998). The market scale of worldwide electronic commerce is also presumed to be about 130 billion dollar in 2000, and to occupy more than 20% of the whole world trade in world 2020. Since the right of trademark, despite of being effective only in registered nations on the principle of territorialism, is unified on the cyber space of internet without domestic barrier or local limitation which make it easier to conduct the distribution of information rapidly through the address-internet domain name, those are very important that the systematic dispute-solving plan on problems such as decision of its Act and international jurisdiction to be established, in an effort to prevent the newly emerging dispute instances such as trademark infringement and improper competitiveness. In addition, it is natural that on the threshold of the electronic commerce age which formed with an unified area without the worldwide specific regulation, each country including us makes haste with the enactment of "electronic commerce Act" aiming at coming into force in 1999, in keeping with getting through "non-tariff law on electronic commerce" by U. S. parliament on May, 1998. In view of the properties of electronic commerce transactions through internet, there are the large curtailment of distributive channel, surmounting of restrictions on transaction area, space and time and the easy feedback with consumer and the cheap-required capital, from which the problems may arise - registration of trademark, the trademark infringement of domain name and the protection of prestigious trademark. Therefore, it is necessary to take the counter-measure, with a view of reviewing the infringement of trademark and domain name and the instances of each national precedent and to preventing the disputes. The improvement of the persistent system should be needed to propel the harmonious protection of those holding trademark right's credit and demanders' expectant profit by way of the righteous use of trademark.

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Reusing Technique of Primitive Motions for Effective Implementation of Complex Action (복합적 행동들을 효율적으로 구현하기 위한 기본 동작의 재활용 기법)

  • Choi, Jun-Seong;Park, Jong-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.1-13
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    • 2014
  • Apart from the physical realism, the implementation of various physical actions of an agent to respond to dynamically changing situations is essential for the design of an agent in a cyber world. To achieve a maximum diversity in actions, we develop a mechanism that allows composite actions to be constructed by reusing a set of primitive motions and enables an agent to instantly react to changes in the ambient states. Specifically we model an agent's body in terms of joints, and a primitive or composite motion is performed in a real time. To implement this mechanism, we produce an animation for basic joint movements and develop a method to construct overall motions out of the primitive motions. These motions can be assembled into a plan by which an agent can achieve a goal. In this manner, diverse actions can be implemented without excessive efforts. This approach has conspicuous advantages when constructing a parallel action, e.g., eating while walking, that is, two or more parallel actions can be naturally merged into a parallel action according to their priority. We implement several composite and parallel actions to demonstrate the viability of our approach.

Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.

Smart Office Implementation for Korea m-Government (한국전자정부의 Smart Office 구현)

  • Park, Yongsuk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.68-70
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    • 2014
  • Korean e-goverment has shown its development phase upgrade following the world' e-government evolution. By United Nations, Korea was ranked number one in e-government yet it was not even in top ten for past years. Even now, a number of Korean government organizations such as Ministry of Security and Public Administration and Ministry of Science, ICT and Future Planning have presented and executed various directions and strategies (for example, e-gov 3.0). On the other hand, World Economic Forum put Korea out of top 10 in Networked Readiness Index and hence wireless mobile communication of Korea is a weak point making difficulties for smart office and Bring Your Own Device (BYOD) implementation. This paper details the analysis of leading countries' strategies and policies on m-Government and provides some suggestions for Korean m-government.

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Thesis of the Metaverse Concept and Proposing Research Direction (메타버스 개념 및 현황에 대한 논의와 향후 연구 방향 제안)

  • Ryu, Sunghan;Yun, Haejung;Park, Jaehyun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.1-13
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    • 2022
  • Metaverse has been encountering in our daily lives, and it has dynamically changed people's way of working, educating, and entertaining. During the Covid-19, people has been more immersed with virtual world. For example, the virtual environments have created new form and features of our remote work, online education, entertainment, and so on. Also, some people make a strong tie with their avatar to live in a virtual world. Indeed, it became a new normal life now. With this radical social and technological change, the metaverse has become a core issue for the communities of researchers and practitioners as well, and a variety of meaningful research and products have been conducted so far. Nevertheless, it still is lack of diverse theoretical, empirical, and practical studies, dealing with this huge socio-technical shift with the metaverse. Therefore, in this special issue commentary, we suggest potential metaverse research issues and topics, which highlight how management, organization, and information systems researchers could dance with the ongoing metaverse ecosystem for creating more productive research performances.

Characteristics of 'Modern Cyborg' in Animation - Focused on Animations of and - (애니메이션에 나타난 '현대 사이보그' 특성 - <공각기동대>와 <이노센스>를 중심으로-)

  • Seo, Soo-Jung
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.150-159
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    • 2007
  • The remark by Andy Clark that the cleverer our world is, the more difficult we perceive our world and ourselves, is very significant to us living in digital world. As the huge power of Technology are dominating the world, the people are drifting with their body fragmented in diverse kinds of chaos, being are faced with the situation that they should reorganize themselves about personal life and ways of thinking in a new technological environment. This paper approach some characteristics of contemporary society through 'Cyborg' which is the product of limitless human desire and technology. The characteristics in modern times, such as boundary disjoint, hybridity, transformation, fusion, communication with image, digital sensitivity, womanness correspond to those of the Cyborg. This paper also investigates the history of modern Cyborg through animation, one of the remarkable medium in digital age and analyze the cyber punk animation, and by Oshii Mamoru, which provoked the extension of the concept of Cyborg. This paper will give a moment to diagnose what this age is like and to present a reference line of our contemporaries exposed to the surplus images and technology.

A Study on the Images of Gold Color in Contemporary Fashion (현대 패션에 나타난 금색이미지에 관한 연구)

  • Kim, Ju-Yeon;Lee, Hyo-Jin
    • Journal of the Korean Society of Costume
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    • v.58 no.3
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    • pp.123-130
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    • 2008
  • Symbolizing holiness, wealth and power, golden color was most effective to express the absolute power of royal family and aristocratic society as well as the beauty of magnificent and brilliant authority. Such golden color was understood as the artistic color formed in the dictatorial society as well as the society under the rule of absolute monarch. Thus, it has been used in the costume that symbolizes nobleness, holiness, brilliancy, ethnicity and future-oriented property. In this sense, the image of golden color shown in contemporary fashion was analyzed as follows in this research: First, showing the future-oriented image, golden color expresses avant-garde, cyber and cosmic future-oriented image by using diverse new materials which introduce the state-of-the-art technology sense in addition to metallic textile. Second, getting hint from the ethnic costume of many countries around the world such as brilliant embroidery using golden-thread, ornament with exaggerated technique such as gold foil, mark and character in peculiar tint, the ethnic image of golden color expressed the peculiar color or materials of ethnic costume, handicraft details, etc in golden color. Third, since golden color is expressed in ostentatious image to which elegance and luxuriousness that looks like the work of haute-couture costume of royal family or sensuality that voluptuously expresses the beautiful body line of women are added, the viewers are enchanted or attracted.