• Title/Summary/Keyword: Game Analysis

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A Study on Vulnerability of Cyber Electronic Warfare and Analysis of Countermeasures for swarm flight of the NBC Reconnaissance Drones (화생방 정찰 드론의 군집비행 시 사이버전자전 취약점 및 대응방안 분석)

  • Kim, Jee-won;Park, Sang-jun;Lee, Kwang-ho;Jung, Chan-gi
    • Convergence Security Journal
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    • v.18 no.2
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    • pp.133-139
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    • 2018
  • The 5 Game changer means the concepts of the army's operation against the enemy's asymmetric threats so that minimize damage to the public and leads to victory in war in the shortest time. A study of network architecture of Dronebot operation is a key study to carry out integrated operation with integrated C4I system by organically linking several drones battle groups through ICT. The NBC reconnaissance drones can be used instead of vehicles and humans to detect NBC materials and share situations quickly. However, there is still a lack of research on the swarm flight of the NBC reconnaissance drones and the weaknesses of cyber electronic warfare. In this study, we present weaknesses and countermeasures of CBRNs in swarm flight operations and provide a basis for future research.

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The impact of major league baseball on the incidence of operative hand and facial trauma at a level 1 trauma center

  • Ricci, Joseph A.;Vargas, Christina R.;Ho, Olivia A.;Lin, Samuel J.;Lee, Bernard T.
    • Archives of Plastic Surgery
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    • v.46 no.3
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    • pp.198-203
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    • 2019
  • Background Professional affiliation between medical centers and professional sports teams can be mutually beneficial in the provision of healthcare and marketing strategy. Anecdotal evidence suggests a link between trauma volume and sporting events; however, there is limited data. This study aims to characterize the incidence of operative hand and facial trauma during professional baseball home games. Methods A retrospective review of surgical cases for traumatic hand or facial injuries at a level 1 center between 1999 and 2012 was performed. Demographic information including date of injury, admission status, and operative repair were collected. Patients were grouped based on whether their trauma occurred on the date of a home game. Results Operative hand and facial trauma occurred at a rate of 33.4 injuries per 100 days with home games, compared to 22.2 injuries per 100 days (incidence rate ratios, 1.50; 95% confidence interval, 1.34-1.69). When home games were played, patients were more likely to present as a result of motorcycle accidents (3.1% vs. 1.5%; P=0.04) or bicycle accidents (5.0% vs. 2.6%; P=0.01). Other mechanisms of trauma were not statistically different. There was an increase incidence of injuries during home games in August; weekly variability showed an increased incidence during the weekends. Conclusions There was an increased rate of operative hand and facial injuries on dates with professional home games. The incidence of injuries during home games was higher in the late summer and on the weekends. Further analysis may allow improved resource allocation and strategies for injury prevention and treatment.

Analysis of Current Use Smartphone of 3 to 5 Years old Children and Parents' Perception

  • Choi, Dea-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.293-298
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    • 2020
  • The purpose of this study is to confirm the use of smartphones by children aged 3 to 5 years old and to propose a plan for prevention of overdependence. To this end, the data of 909 people aged 3 to 5 years old were used in the study from the raw data of the '2019 Smartphone Overdependence Survey' conducted by the National Information Society Agency. The research results are as follows : Infants aged 3 to 5 were using their smartphone for an average of more than an hour a day, it was found that smartphones were used in the order of video services and games, listening to music, educational contents and search services. Parents were found to be tolerant of their children's smartphone usage time and dependence. In particular, despite the fact that most infants and toddlers use smartphones to watch videos and use game content, they are not concerned. Therefore, parental education content for the use of smartphones by infants and toddlers needs to include comprehensive content on media use.

A Watermarking Algorithm of 3D Mesh Model Using Spherical Parameterization (구면 파라미터기법을 이용한 3차원 메쉬 모델의 워더마킹 알고리즘)

  • Cui, Ji-Zhe;Kim, Jong-Weon;Choi, Jong-Uk
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.1
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    • pp.149-159
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    • 2008
  • In this paper, we propose a blind watermarking algorithm of 3d mesh model using spherical parameterization. Spherical parameterization is a useful method which is applicable to 3D data processing. Especially, orthogonal coordinate can not analyse the feature of the vertex coordination of the 3D mesh model, but this is possible to analyse and process. In this paper, the centroid center of the 3D model was set to the origin of the spherical coordinate, the orthogonal coordinate system was transformed to the spherical coordinate system, and then the spherical parameterization was applied. The watermark was embedded via addition/modification of the vertex after the feature analysis of the geometrical information and topological information. This algorithm is robust against to the typical geometrical attacks such as translation, scaling and rotation. It is also robust to the mesh reordering, file format change, mesh simplification, and smoothing. In this case, the this algorithm can extract the watermark information about $90{\sim}98%$ from the attacked model. This means it can be applicable to the game, virtual reality and rapid prototyping fields.

A Study on the Detection of Malware That Extracts Account IDs and Passwords on Game Sites and Possible Countermeasures Through Analysis (게임 사이트의 계정과 비밀번호 유출 악성코드 분석을 통한 탐지 및 대응방안 연구)

  • Lee, Seung-Won;Roh, Young-Sup;Kim, Woo-Suk;Lee, Mi-Hwa;Han, Kook-Il
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.2
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    • pp.283-293
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    • 2012
  • A new type of malware that extracts personal and account data over an extended period of time and that apparently is resistant to detection by vaccines has been identified. Generally, a malware is installed on a computer through network-to-network connections by utilizing Web vulnerabilities that contain injection, XSS, broken authentication and session management, or insecure direct-object references, among others. After the malware executes registration of an arbitrary service and an arbitrary process on a computer, it then periodically communicates the collected confidential information to a hacker. This paper is a systematic approach to analyzing a new type of malware called "winweng," a kind of worm that frequently made appearances during the first half of 2011. The research describes how the malware came to be in circulation, how it infects computers, how its operations expose its existence and suggests improvements in responses and countermeasures. Keywords: Malware, Worm, Winweng, SNORT.

Lie Puzzle Dressed up as the Real---Analysis of Reversal Narrative in Hong Kong Film "Project Gutenberg" (거짓으로 진실을 은폐한 거짓 미스터리 - 홍콩영화<무쌍>의 반전서사 분석)

  • Liu, Ruobing
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.107-116
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    • 2020
  • The Hong Kong film "Project Gutenberg" has obtained the great achievements at the box office and public reputation due to such multiple factors as realistic counterfeit banknote production process, breathtaking gunfight scenes, brain-burning plot, unexpected reversal ending, personal charm of Chow Yun-Fat and so on. In terms of film narrative, the director utilized the narrator, Li Wen, to guide the police and audience in the limited angle of perspective into the scheme, and make the symbolic meaning image of the actor Chow Yun-Fat stengthen the audience's confirmation for the imagination of "painter", with the introduction of multiple narratives and flashback of different characters and scenes, and then finally, used the narrative structure with multiple lines and layers to uncover the truth. There are three great reversals in the film, each of which is overthrow for the film plot, and every overthrow is a disavowal of the audience's cognition for the previous story; therefore it brings the greatly emotional tension, making the audience get complete release and relief in the process of the psychological game of cognition, identification and decision-making at the end.

A Case analysis of NFT digital art works (NFT 디지털아트 작품 사례분석)

  • Yoon, Heesun;Chung, Jeanhun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.55-61
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    • 2022
  • With the rapid development of information technology, Metaverse and Non-Fungible Token (hereinafter referred to as NFT) technology will not only create new supply and demand markets for digital art creators, but also for existing art writers. As interest in and trading of virtual assets and coins increases, so does the demand for digital art trading in the NFT market. This study examines the theoretical content of NFTs, blockchains, and Metaverse, and analyzes various expressions of NFT art that are currently popular. As the case study, 100 projects were selected and analyzed in the overall OpenSea ranking, which included 2D graphics, 3D graphics and motion graphics works. Then, from the perspective of creators, the graphic styles of NFT digital art are divided into 4 types: 2D graphics, 3D graphics, 2D dynamic graphics, 3D dynamic graphics, and analyzed and studied. It is hoped that in the future, this study can suggest the direction of creating graphic styles to digital art NFT creators.

A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

The Negotiation Implication in Entertainment Industry : Nexon M&A Failure Case Analysis (엔터테인먼트 산업에서의 협상 교훈 : 넥슨 인수 실패 사례 분석)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.43-54
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    • 2020
  • Negotiation has been an important topic of M&A within entertainment industry. This research is aimed to investigate the process of M&A and related negotiation theories review and to analyze the Nexon sales failure case. M&A is a significant strategic decision-making made to ensure the sustainable competitiveness of Nexon. Nexon is generally more competitive action in negotiation context than rival game corporations. As a result, the negotiation about M&A is not completely succeeded. Nexon need to overcome the distributive strategy based on high anchoring (sales price). Also, Nexon need to be aware that negotiators who focus on the BATNA are more effective in claiming resources. Netmarble have low status and so is expected to be poor negotiation result. Because Nexon is perceived to be of higher status than Netmarble in an M&A process, Nexon is given the power to propose agreements. The practical and academic lessons of the present study are discussed.

A semi-supervised interpretable machine learning framework for sensor fault detection

  • Martakis, Panagiotis;Movsessian, Artur;Reuland, Yves;Pai, Sai G.S.;Quqa, Said;Cava, David Garcia;Tcherniak, Dmitri;Chatzi, Eleni
    • Smart Structures and Systems
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    • v.29 no.1
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    • pp.251-266
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    • 2022
  • Structural Health Monitoring (SHM) of critical infrastructure comprises a major pillar of maintenance management, shielding public safety and economic sustainability. Although SHM is usually associated with data-driven metrics and thresholds, expert judgement is essential, especially in cases where erroneous predictions can bear casualties or substantial economic loss. Considering that visual inspections are time consuming and potentially subjective, artificial-intelligence tools may be leveraged in order to minimize the inspection effort and provide objective outcomes. In this context, timely detection of sensor malfunctioning is crucial in preventing inaccurate assessment and false alarms. The present work introduces a sensor-fault detection and interpretation framework, based on the well-established support-vector machine scheme for anomaly detection, combined with a coalitional game-theory approach. The proposed framework is implemented in two datasets, provided along the 1st International Project Competition for Structural Health Monitoring (IPC-SHM 2020), comprising acceleration and cable-load measurements from two real cable-stayed bridges. The results demonstrate good predictive performance and highlight the potential for seamless adaption of the algorithm to intrinsically different data domains. For the first time, the term "decision trajectories", originating from the field of cognitive sciences, is introduced and applied in the context of SHM. This provides an intuitive and comprehensive illustration of the impact of individual features, along with an elaboration on feature dependencies that drive individual model predictions. Overall, the proposed framework provides an easy-to-train, application-agnostic and interpretable anomaly detector, which can be integrated into the preprocessing part of various SHM and condition-monitoring applications, offering a first screening of the sensor health prior to further analysis.