• Title/Summary/Keyword: Game Risk

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Authing Service of Platform: Tradeoff between Information Security and Convenience (플랫폼의 소셜로그인 서비스(Authing Service): 보안과 편의 사이의 적절성)

  • Eun Sol Yoo;Byung Cho Kim
    • Information Systems Review
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    • v.20 no.1
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    • pp.137-158
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    • 2018
  • Online platforms recently expanded their connectivity through an authing service. The growth of authing services enabled consumers to enjoy easy log in access without exerting extra effort. However, multiple points of access increases the security vulnerability of platform ecosystems. Despite the importance of balancing authing service and security, only a few studies examined platform connectivity. This study examines the optimal level of authing service of a platform and how authing strategies impact participants in a platform ecosystem. We used a game-theoretic approach to analyze security problems associated with authing services provided by online platforms for consumers and other linked platforms. The main findings are as follows: 1) the decreased expected loss of consumers will increase the number of players who participate in the platform; 2) linked platforms offer strong benefits from consumers involved in an authing service; 3) the main platform will increase its effort level, which includes security cost and checking of linked platform's security if the expected loss of the consumers is low. Our study contributes to the literature on the relationship between technology convenience and security risk and provides guidelines on authing strategies to platform managers.

A Study of the Relation between Food Habits , Anthropometric and Clinical Data in a Health Promoting Elementary School in Changwon (창원시 건강증진 시범학교 일부 아동의 식습관 , 체격지수 , 혈액성상에 관한 연구)

  • Lee, Gap-Yeon;Ju, Jeong;Lee, Bu-Ok
    • Journal of the Korean Dietetic Association
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    • v.7 no.4
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    • pp.331-348
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    • 2001
  • The purpose of this study was to obtain basic data for nutrition education of the children in a health promoting elementry school. The data was collected by a questionaire of food habits, and anthropometric measurement and biochemical test in comparison with obesity index. The study subjects were boys and girls aged 10 to 12 years who participated in the “99 Children Nutrition Camp”. The average obesity index was 1.7$\pm$21.6% in boys and -11.4$\pm$12.6% in girls. After school, major leisure items were significnatly different by gender but both boys and girls played mainly computer game. In concern for body image and eating habits, girls had more concern and girls had attempted weight control more than boys. 80.2% of subjects had prejudice for special food, especially, all subjects in the severely underweight group had prejudice. But this tendency was significantly decreased with the increasing obesity index. The lowest preferency was for vegetables(64.4%). The tendency of prejudice of subjects was higher whose mother are thirties than those of subjects whose mother are in fourties. The serum GOT and GPT values were significantly higher in overweight and obese group than the other groups. The only serum T-chol was significantly higher in boys than in girls. The number of risk factors related to coronary heart disease(CHD) based on coresponding criteria of TG, T-chol, HDL-chol, and LDL-chol was not increased significantly with the degree of obesity index. The results indicated the need of nutritional management for the children. At a point of view, to educate children early who are able to change food habits and life-styles means to help heathy growth and to deliver up heathy adults. Active nutrition education for both children and mothers will be recommended with joint participation of nutritionists in community public health center and elementary school.

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Factors Influencing VDT syndrome among male adolescents with risk of digital addiction (디지털중독 위험군 남학생의 VDT 자각증상 영향요인)

  • Seomun, GyeongAe;Lee, Youngjin
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.363-370
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    • 2016
  • The purpose of this study was to determine the influential factors associated with video display terminal (VDT) syndrome of male adolescents with digital device addition. The study design was cross-sectional descriptive survey. The study participants were 169 male middle school students in Seoul. A structured questionnaire was used for data collection and data were analyzed using the SPSS program. The factors most influential for the subjective symptoms of VDT were smartphone addiction, computer use time during the week, computer use environment. These factors accounted for 28.1% of the variance in subjective symptoms of VDT. In order to prevent the occurrence of VDT syndrome in students, we suggest to establish a preventive intervention against the digital addiction.

Snowboard Injury (스노우보드 손상)

  • Seo Joong-Bae;Lee Sung-Cheol;Park Jin-Young
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.3 no.1
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    • pp.22-24
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    • 2004
  • Snowboarding has become one of the premier alpine sports. The past decade has seen the popularity of snowboarding increase dramatically and the recent Winter Olympic Game showcased the strong visual appeal of the sport and the youth-oriented lifestyle and culture that accompanies it. The injury profile of the sport has also undergone change along with technological advances in boot and binding systems and the changing demographics of the sports participants. Central to the development of injury-prevention strategies is knowledge of the profile of injuries that occur, understanding those who are at particular risk and, if possible, the biomechanical factors involved in each injury type. Snowboarding was initially considered a dangerous, uncontrolled, alpine sport - an opinion based on little or no scientific evidence. That evidence has rapidly grown over the past decade and we now know that snowboard injury rates are no different to those in skiing; however, the injury profile is different. The purpose of this review is to give some perspective to the current snowboard injury literature. It discusses not only the demographic profile of those injured and the type of injuries that occur, but also gives some insight into the progress that has occurred in determining the impact of specific prevention strategies, such as splints to prevent injuries to the wrist/forearm. As the literature indicates, however, some things will not change, e.g. injuries are more likely to occur in beginners and lessons need to be reinforced as a fundamental aspect of any injury-prevention strategy.

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Design The User Authentication Framework Using u-health System (u-health 시스템을 이용한 사용자 인증 프레임워크 설계)

  • Choo, Yeun-Su;Jin, Byung-Wook;Park, Jae-Pyo;Jun, Moon-Seog
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.219-226
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    • 2015
  • OTP(One Time Password) is for user authentication of Internet banking and users should carry their security card or OTP generator to use OTP. If they lost their security card or OTP generator, there is at risk for OTP leak. This paper suggests a new User Authentication Framework using personal health information from diverse technology of u-Health. It will cover the problem of OTP loss and illegal reproduction A User Authentication Framework is worthy of use because it uses various combinations of user's physical condition which is inconstant. This protocol is also safe from leaking information due to encryption of reliable institutes. Users don't need to bring their OTP generator or card when they use bank, shopping mall, and game site where existing OTP is used.

A Systematic Review of School-bullying Interventions for Children and Adolescents in Korea (국내 학령기 아동·청소년 대상 집단따돌림 중재에 관한 체계적 문헌고찰)

  • Hwang, Ji-Hye;Seok, Yoonhee;Park, Hyo Gyeong;Lee, Ji Yeon
    • Perspectives in Nursing Science
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    • v.17 no.1
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    • pp.12-27
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    • 2020
  • Purpose: Bullying is a global problem, and various programs are under way to prevent it. The purpose of this study was to review school bullying interventions for Korean school-age children and adolescents. Methods: Online databases such as RISS, KISS, DBpia, NDSL and KMBASE were searched, identifying 32 intervention studies published from January 2009 to November 2018. Results: Thirty-two intervention studies were identified: 23 included school bullying prevention and 9 included school bullying treatment for victims or youth at high risk for bullying. The main purpose of preventive intervention was to decrease the bystander's attitude toward group bullying and treatment program was to improve the psychosocial adaptation of bullying victims. The school bullying interventions varied from group counseling, social skills training, art therapy, bibliotherapy using role-play, game & activities. Classroom environment variables and self-esteem, peer-related variables improved significantly after the school bullying prevention programs and school bullying treatment programs, respectively. Conclusion: There is potential for enhancing the outcomes of the behavioral, interpersonal psychological variable. Integrated interventions considering the individuality, gender and physical health of children and adolescents will also be needed. However, a rigorous study design is required to compensate for the methodological limitations.

The IOA-Based Intelligent Information Protection System for Response of Advanced Persistent Threats (IOA 기반의 지능형지속위협 대응 위한 지능형 정보보호시스템)

  • Ryu, Chang-su
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2067-2072
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    • 2016
  • Recently, due to the development of attack techniques that can circumvent existing information protection systems, continuous threats in a form unrecognized by the user have threatened information assets. Therefore, it is necessary to support the prompt responses to anticipated attempts of APT attacks, bypass access attacks, and encryption packet attacks, which the existing systems have difficulty defending against through a single response, and to continuously monitor information protection systems with a defense strategy based on Indicators of Attack (IOA). In this paper, I suggest a centralized intelligent information protection system to support the intelligent response to a violation by discerning important assets through prevention control in a performance impact assessment about information properties in order to block the attack routes of APT; establishing information control policies through weakness/risk analyses in order to remove the risks in advance; establishing detection control by restricting interior/exterior bypass networks to server access and monitoring encrypted communications; and lastly, performing related corrective control through backup/restoration.

VR Simulator Industry Promotion Issue (VR 시뮬레이터 산업 촉진 쟁점)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.197-198
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    • 2017
  • The purpose of this study is to investigate the problems of the VR simulator industry represented by the 4th industrial revolution and to examine measures for industrial promotion. For this purpose, we consider the VR simulator regulation and examine the problems. Since the VR simulator has the features of existing arcade games and amusement facilities, it should be classified as game or inspected with amusement facilities depending on the viewpoint. This can be a dual regulation, and before the VR simulator industry starts, there is a risk that the industry itself can be damaged by existing legal limitations. For this purpose, it is necessary to provide a unique legal system for VR simulator and it is necessary to examine the contents to be included in such laws and systems. It is expected that the legal system of VR simulator will lead to promotion of new industry.

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Automatic Container Placard Recognition System (컨테이너 플래카드 자동 인식 시스템)

  • Heo, Gyeongyong;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.6
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    • pp.659-665
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    • 2019
  • Various placards are attached to the surface of a container depending on the risk of the cargo loaded. Containers with dangerous goods should be managed separately from ordinary containers. Therefore, as part of the port automation system, there is a demand for automatic recognition of placards. In this paper, proposed is a system that automatically extracts the placard area based on the shape features of the placard and recognizes the contents in it. Various distortions can be caused by the surface curvature of the container, therefore, attention should be paid to the area extraction and recognition process. The proposed system can automatically extract the region of interest and recognize the placard using the feature that the placard is diamond shaped and the class number is written just above the lower vertex. When the proposed system is applied to real images, the placard can be recognized without error, and the used techniques can be applied to various image analysis systems.

Interactive Interface Design Through VR Hand Tracking (VR 핸드트레킹을 통한 상호작용 인터페이스 설계)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.213-218
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    • 2023
  • In order to use the VR HMD, operation through separate controllers in both hands is required. Methods for text input in VR include a method of selecting virtual keyboard keys on the screen one by one using a controller, a method of inputting through a keyboard that is a resource of a computer by connecting a computer and VR, or a method of inputting through a keyboard that is a resource of a computer by purchasing a wireless keyboard in VR and wireless keyboard connection method. As such, the text input method in current VR equipment causes inconvenience and additional costs to users. For these reasons, most of the VR-related contents are limited to simple functions such as games or viewers, and there is a risk that VR equipment will be recognized as a simple game machine. Therefore, in this study, a multi-input interface using hand tracking provided by the Oculus Quest2 device is designed and partially implemented. Through this, it is expected that various tasks such as document work and business processing as well as games can be conveniently used using VR equipment.