• Title/Summary/Keyword: Digital Play

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A Study on the Transaction Security of Electronic Payment (전자결제의 보안성에 관한 연구)

  • 홍선의
    • The Journal of Information Technology
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    • v.1 no.1
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    • pp.173-188
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    • 1998
  • In this paper we discussed various types of electronic payment schemes that are emerging. Threats vary from malicious hackers attempting to crash a system, to threats to data or transaction integrity. An understanding of the various types of threats can assist a security manager in selecting appropriate cost-effective controls to protect valuable information resources. An overview of many of today's common threats presented in this paper will be useful to mangers studying their own threat environments with a view toward developing solutions specific to their organization. To ensure security on the Internet, several methods have been developed and deployed. They include authentication of users and servers, encryption, and data integrity. Transaction security is critical : without it, information transmitted over the Internet is susceptible to fraud and other misuse. So computer systems represents an Intermediary with the potential to access the flow of information between a user. Security is needed to ensure that intermediaries cannot eavesdrop on transactions, or copy/modify data. Online firms must take additional precautions to prevent security breaches. To protect consumer information, they must maintain physical security of their servers and control access to software passwords and private keys. Techniques such as secret and public-key encryption and digital signatures play a crucial role in developing consumer confidence in electronic commerce.

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A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

Development of Texture Neutralization System for the Invisible e-Performance (투명 e-퍼포먼스를 위한 텍스쳐 중화 시스템 개발)

  • Lee, Dong-Hoon;Yun, Tae-Soo
    • Journal of Korea Multimedia Society
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    • v.14 no.4
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    • pp.585-594
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    • 2011
  • On live performance such as play and musical, various stage effects are utilized to attract a diverse audience. These stage effects include traditional direction techniques, striking display effects and all kinds of ways of being immersed in the scene. In this paper, we propose a novel digital visual effects(digilog) for controlling the surface texture of objects based on spatial augmented reality. For this purpose, we present a method of neutralizing the appearance of an arbitrary object using a projector-camera system. To make the object appear as if it is a transparent object by projecting a carefully determined compensation image onto the surface of objects, we use the homography method for a simple and effective off-line projector-camera calibration. The successful uses of the basic algorithm of Smart Projector for measuring radiometric parameters led us believe that this method may be used for temporal variation of plays and musicals.

Analysis of Isomorphic Keyboard Layouts (동형 건반 배치의 분석)

  • Jho, Cheung Woon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.167-174
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    • 2018
  • The homogeneous key arrangement is a method of consistently arranging notes in a tile-shaped keyboard musical instrument, and arranging them in the same direction in the same direction on the neighboring keys in the same direction to enable a consistent musical arrangement. It has been used for a long time, but recently it has attracted attention by applying it to various modern musical instrument design and software instrument interface. There have been many different methods of deployment, but there are few studies on the existence of some or none of them. In this paper, we propose a classification method for such a key arrangement and analyze the relationship between them. This shows that there are far fewer types of homologous key arrangement than the known ones, and provided the basis of the study on the homogeneous key arrangement by providing a classification framework. Based on this, it is expected that more systematic analysis and research will be done and it will be used to develop various music interfaces. These studies will play a very important role in training students to understand the basic elements of pitch, harmony, harmony, and scales in music education games.

Educational examples of game development methodology and paper prototyping for effective digital game creation

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.59-66
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    • 2021
  • This study is to verify the effectiveness of initial planning verification using paper prototyping while methodologies are being developed to verify the direction of game planning in a short time at low cost since it is having a hard time to verify the direction and fun of the game by taking a lot of capital and time in the initial planning process as the game development becomes larger. It conducted paper prototyping production for about 40 students who are learning game planning for a semester, and trained them on how to motivate using core mechanical diagrams, scrums, and basic psychological needs that can effectively materialize the ideas of their early game planning. Through this curriculum, board games were completed with eleven paper prototyping, and it was confirmed that students who participated in the class were meaningful in verifying fun and securing gameability through cross-play.

Natural bioceramics: our experience with changing perspectives in the reconstruction of maxillofacial skeleton

  • Kattimani, Vivekanand Sabanna;Lingamaneni, Krishna Prasad
    • Journal of the Korean Association of Oral and Maxillofacial Surgeons
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    • v.45 no.1
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    • pp.34-42
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    • 2019
  • Objectives: Various bone graft substitute materials are used to enhance bone regeneration in the maxillofacial skeleton. In the recent past, synthetic graft materials have been produced using various synthetic and natural calcium precursors. Very recently, eggshell-derived hydroxyapatite (EHA) has been evaluated as a synthetic bone graft substitute. To assess bone regeneration using EHA in cystic and/or apicectomy defects of the jaws through clinical and radiographic evaluations. Materials and Methods: A total of 20 patients were enrolled in the study protocol (CTRI/2014/12/005340) and were followed up at 4, 8, 12, and 24 weeks to assess the amount of osseous fill through digital radiographs/cone-beam computed tomography along with clinical parameters and complications. Wilcoxon matched pairs test, means, percentages and standard deviations were used for the statistical analysis. Results: The sizes of the lesions in the study ranged from 1 to 4 cm and involved one to four teeth. The study showed significant changes in the formation of bone, the merging of material and the surgical site margins from the first week to the first month in all patients (age range, 15-50 years) irrespective of the size of the lesions and the number of teeth involved. Bone formation was statistically significant from the fourth to the eighth week, and the trabecular pattern was observed by the end of 12 weeks with uneventful wound healing. Conclusion: EHA showed enhancement of bone regeneration, and healing was complete by the end of 12 weeks with a trabecular pattern in all patients irrespective of the size of the lesion involved. The study showed enhancement of bone regeneration in the early bone formative stage within 12 weeks after grafting. EHA is cost effective and production is environment friendly with no disease transfer risks. Thus, natural bioceramics will play an important role in the reduction of costs involved in grafting and reconstruction.

The Exploration of the New Model of the Committee for Viewers in PBS (방송사 시청자위원회의 새로운 모델 탐색)

  • Hong, Kyung Soo
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.213-221
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    • 2018
  • As the mobilization of audience' media consumption getting escalating, terrestrial broadcasting, especially public broadcasting is severely affected in Korea. After 9 years' downfall, public broadcasting is trying to aim for citizen platform. Even though the Korean broadcasting law already has the articles of protecting viewer's right and profit, it has some contradictory limits also. Implied by Japanese magazine Taberutsushin, which was originated from CSA model, I suggest the new model of committee for viewers. The new committee for viewers has various planning committees and evaluation committees to ensure citizen's participation on planning, programming, and production. The new committee for viewers would function as minimum system to prompt the public broadcasting to play it's role in rapidly changing digital era.

A Secure License Sharing Scheme for Domain DRM System Against Replay Attack (재생 공격에 안전한 Domain DRM 시스템을 위한 License 공유 방식)

  • Choi, Dong-Hyun;Lee, Yun-Ho;Kang, Ho-Gab;Kim, Seung-Joo;Won, Dong-Ho
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.17 no.1
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    • pp.97-101
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    • 2007
  • The purpose of DRM is to protect the copyrights of content providers and to enable only designated users to access digital contents. From the consumers' point of view, they have a tendency to go against complex and confusing limitations. Moreover, consumers' rights of use of the content obtained legally were frequently harmed by arbitrary limitations. The concept of Authorized Domain (AD) was presented to remove such problems. However, the previous work on authorized domain has two problems. The first is that it requires a rather expensive revocation mechanism for withdraw process. The second is that the modules still can play contents which are previously obtained even though they are currently out of the authorized domain. On the contrary, our scheme presents the content from being played by modules which are out of the domain for better security. Furthermore our scheme does not need to maintain a revocation list and prevent replay attack.

An Exploratory Study on News Perception of YouTube Current Affairs and Political Channel Users (유튜브 시사정치채널 이용자의 뉴스 관점에 관한 탐색적 연구)

  • Ryu, Yongmin
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.628-644
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    • 2021
  • The main purpose of this study is to search for variables that influence the perception of news of YouTube current affairs and political channel users. Existing studies have focused on providing normative criticism by examining the public opinion influence of YouTube channels, which play a role similar to the media, in terms of political polarization, fake news, and confirmation bias. However, this study attempts to examine the changes and meanings of users' perception of news with the advent of YouTube. To this end, an online survey was conducted for users with experience in using YouTube's current affairs and political channels. As a result of the study, it was found that the news perception of YouTube current affairs and political channel users was mixed with the perception of news from the perspective of professional journalism and the perception of newly added news in the digital environment. Based on these results, the researcher examined the implications of the professional news media's response direction to the platform environment.

Emotional Expression Technique using Facial Recognition in User Review (사용자 리뷰에서 표정 인식을 이용한 감정 표현 기법)

  • Choi, Wongwan;Hwang, Mansoo;Kim, Neunghoe
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.23-28
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    • 2022
  • Today, the online market has grown rapidly due to the development of digital platforms and the pandemic situation. Therefore, unlike the existing offline market, the distinctiveness of the online market has prompted users to check online reviews. It has been established that reviews play a significant part in influencing the user's purchase intention through precedents of several studies. However, the current review writing method makes it difficult for other users to understand the writer's emotions by expressing them through elements like tone and words. If the writer also wanted to emphasize something, it was very cumbersome to thicken the parts or change the colors to reflect their emotions. Therefore, in this paper, we propose a technique to check the user's emotions through facial expression recognition using a camera, to automatically set colors for each emotion using research on existing emotions and colors, and give colors based on the user's intention.