• Title/Summary/Keyword: Network Assets

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Virtual Assets as the Newest Object of Property Rights

  • Davydova, Iryna;Zhurylo, Serhii;Tserkovna, Olena;Herasymchuk, Lidiia;Tokareva, Vira
    • International Journal of Computer Science & Network Security
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    • 제22권5호
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    • pp.115-120
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    • 2022
  • New realities of social relations are changing the understanding of certain phenomena, including the emergence of new concepts among the objects of property rights, such as: virtual assets, and the circulation of virtual assets. The rapid development of the virtual assets market involves the legislative consolidation of the status of such assets, changes in taxation, their circulation, and so on. These circumstances increase the interest in the study of virtual assets as the latest object of property rights and necessitate the study of this topic. The work aims to explore the theoretical developments and regulations on virtual assets in the modern world, as well as to summarize the conclusions about virtual assets as the latest object of property rights. The object of research is the content of the concept of "virtual asset" and its legal status. The methodology of work is represented by a set of methods and techniques that were used to achieve this goal, namely: hermeneutic, historical, extrapolation, comparative law, generalization, analysis, synthesis, and deduction. The study analyzed different approaches to understanding virtual assets, analyzed the characteristics of virtual assets, and concluded that in today's conditions there is no single unified legal regulation of virtual assets, although many countries are moving towards consolidating the status of virtual assets.

이동형 문화재 감시시스템의 플랫폼 설계 (A Design of Platform of Portable Cultural Assets Surveillance System)

  • 정무경;최창용;이호철;이동명
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2013년도 춘계학술대회
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    • pp.599-600
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    • 2013
  • 본 논문에서는 문화재의 도난을 방지하기 위한 이동형 문화재 감시시스템의 플랫폼을 설계하였다. 이동형 문화재 감시시스템의 플랫폼은 문화재의 특성을 고려하여 문화재 훼손을 최소화하도록 설계되었다. 이동형 문화재 감시시스템의 플랫폼은 이동형 문화재 감시시스템과 이들 감시시스템간 협업네트워크 프로토콜로 구성된다. 만약 침입자가 침입하여 문화재를 훔친 후 특정 경로를 따라 이동하면 이동형 문화재 감시시스템의 플랫폼은 감시카메라간 협업네트워크에 의해 연속적인 추적이 가능하기 때문에 문화재 도난방지에 매우 큰 역할을 할 것으로 예상된다.

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Cluster-Based Similarity Calculation of IT Assets: Method of Attacker's Next Targets Detection

  • Dongsung Kim;Seon-Gyoung Shon;Dan Dongseong Kim;Huy-Kang Kim
    • 한국컴퓨터정보학회논문지
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    • 제29권5호
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    • pp.1-10
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    • 2024
  • 공격자들은 공격 대상인 IT 자산을 찾을 때 자신이 가지고 있는 유사한 취약점을 사용하는 경향이 있다. 따라서 IT 자산 중 표적이 될 수 있는 유사한 운영체제, 애플리케이션이 있을 때 이를 사전에 찾아내는 것이 중요하다. 본 논문은 효율적인 취약자산 관리 및 제로데이 대응을 위한 새로운 접근 방식을 제안한다. 해당 방법론은 클러스터링과 유사도 계산 결과를 기반으로 새로운 취약점이나 이미 발견된 취약점에 의해 감염될 가능성이 있는 IT 자산을 탐지하는 기능을 제공한다. 실험 결과, 수집된 전체 자산의 86%의 정확도로 클러스터의 목적에 맞게 분류되었으며, 무작위 자산을 선정하여 유사성 계산 실험을 한 결과 동일한 운영체제 및 서비스를 사용하는 자산이 나열됐다.

네트워크분석과정(ANP) 기법을 이용한 기술기여도 산정 및 기술가치 평가 (Study on Technology Value Evaluation & Contribution of Technology Using Analytic Network Process)

  • 서장훈
    • 대한안전경영과학회지
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    • 제10권3호
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    • pp.193-201
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    • 2008
  • As The development and commercialization of advanced technologies will depend increasingly on efficient technology transfer and technology trading systems and the knowledge economics grows rapidly, the value of intangible assets is more emphasized in business nowadays. Intangible assets include intellectual capital and intellectual property. This requires the development of technology markets or exchanges and hence a reliable technology valuation methodology. Our focus is on the business aspects of technology' contribution and we propose an objective scoring system, which is implemented by ANP, for Technology valuation of enterprise. As a result, This study intends to evaluate the contribution of an individual technology in intangible assets by the Analytic Network Process(ANP).

Universal Description of Access Control Systems

  • Karel Burda
    • International Journal of Computer Science & Network Security
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    • 제24권8호
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    • pp.43-53
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    • 2024
  • Access control systems are used to control the access of people to assets. In practice, assets are either tangible (e.g. goods, cash, etc.) or data. In order to handle tangible assets, a person must physically access the space in which the assets are located (e.g. a room or a building). Access control systems for this case have been known since antiquity and are based either on mechanical locks or on certificates. In the middle of the 20th century, systems based on electromagnetic phenomena appeared. In the second half of the same century, the need to control access to data also arose. And since data can also be accessed via a computer network, it was necessary to control not only the access of persons to areas with data storage, but also to control the electronic communication of persons with these storage facilities. The different types of the above systems have developed separately and more or less independently. This paper provides an overview of the current status of different types of systems, showing that these systems are converging technologically based on the use of electronics, computing and computer communication. Furthermore, the terminology and architecture of these systems is expanded in the article to allow a unified description of these systems. The article also describes the most common types of access control system configurations.

Web 3.0 Business Model Canvas of Metaverse Gaming Platform, The Sandbox

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • 제13권2호
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    • pp.119-129
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    • 2024
  • We look at Web 3.0 business model canvas (BMC) of metaverse gaming platform, The Sandbox (TS). As results, the decentralized, blockchain-based platform, TS benefits its creators and players by providing true ownership, tradability of decentralized assets, and interoperability. First, in terms of the governance and ownership, The SAND functions a governance token allowing holders to participate in decision and SAND owners can vote themselves or delegate voting rights to other players of their choice. Second, in terms of decentralized assets and activities, TS offers three products as assets like Vox Edit as a 3D tool for voxel ASSETS, Marketplace as NFT market, and Game Maker as a visual scripting toolbox. The ASSETS made in Vox Edit, sold on the Marketplace, can be also utilized with Game Maker. Third, in terms of the network technology, in-game items are no longer be confined to a narrow ecosystem. The ASSETS on the InterPlanetary File System (IPFS) are not changed without the owner's permission. LAND and SAND are supported on Polygon, so that users interact with their tokens in a single place. Last, in terms of the token economics, users can acquire in-game assets, upload these assets to the marketplace, use for paying transaction fees, and use these as governance token for supporting the foundation.

유비쿼터스 센서네트워크를 활용한 학교자산관리시스템 (A study on School Assets Management System based on Ubiquitous Sensor Network)

  • 박민식;전태현
    • 한국조명전기설비학회:학술대회논문집
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    • 한국조명전기설비학회 2009년도 춘계학술대회 논문집
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    • pp.277-280
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    • 2009
  • In this paper, the method to apply the RFID technology to schools will be presented in order to effectively integrate and manage various assets in school. The proposed system may be seemed to be very useful of individual school to grasp the status of their assets and also the central government to control and manage the assets scattered far and wide around the country. We also propose the OSN/PMS server based on EPC global standard could be appropriate especially in schools. In addition the proposed system can acquire simultaneously the information from several RFID readers at real time so that it is possible and easy to track the position, the path of moving and the status of assets in the school. To show the usefulness of the proposed system, the prototype of the system has been implemented and conducted. The proposed system seems to be applicable to various fields such as factories, farms, or homes as well as school.

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사후 디지털 자산 관리 시스템에 관한 연구 (ADAM: An Approach of Digital Asset Management system)

  • 문정경;김황래;김진묵
    • 한국정보통신학회논문지
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    • 제16권9호
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    • pp.1977-1982
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    • 2012
  • 컴퓨터나 스마트폰 사용자들은 최근에 다양한 소셜 네트워크 서비스가 제공되어 매우 편리하다. 소셜 네트워크 서비스는 사이버 공간에서 사용자가 원하는 멀티미디어 자료들을 저장해 두고 편리하게 이용할 수 있어서 좋다. 하지만, 서비스 사용자가 증가하면서 클라우드 저장소의 공간이 급격하게 증가하고, 서비스 사용자가 사망한 경우에는 빅-테이블이나 상속 문제가 발생하게 된다. 대표적으로 사망자가 남긴 디지털 자산들에 대한 게시, 유포, 보관, 그리고 상속에 관한 문제가 발생할 수 있다. 현재는 디지털 자산을 상속자가 서비스 제공자에게 사망자와 가족관계임을 밝히고, 사실 여부를 확인 받은 후에 디지털 자산에 대한 부분적인 사용, 저장, 그리고 백업만이 가능하다. 그러므로, 우리는 본 논문에서 상속자가 사망자가 남긴 디지털 자산을 쉽고 편리하게, 그리고 안전하게 상속할 수 있도록 하는 ADAM을 제안하고자 한다. ADAM을 사용하면 상속자는 정당한 상속절차를 거쳐서 일반적인 재산과 마찬가지로 디지털 자산에 대해서 자유롭고 편리하게 상속 받을 수 있다.

IT자산 안전성과 정보보호 서비스가 정보보호 품질 및 만족도에 미치는 영향에 관한 실증연구 (An Empirical Approach to the Influence of IT Assets Security and Information Security Service on Information Security Qualify and Satisfaction)

  • 권순재;이건창;김창현
    • 한국경영과학회지
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    • 제32권2호
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    • pp.149-162
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    • 2007
  • In the era of the internet and ubiquitous computing, IS users are still facing a variety of threats. Therefore, a need of more tightened information security service increases unprecedentedly. In this sense, this study is aimed at proposing a new research model in which IT assets (i.e., network, system, and information influence) Security and Information Security Service (i.e., confidentiality, integrity, nonrepudiation, authentication) affect information security quality positively, leading to users' satisfaction eventually. To prove the validity of the proposed research model, PLS analysis is applied with valid 177 questionnaires. Results reveal that both IT assets Security and Information Security Service influence informations security qualify positively, and user satisfaction as well. From the results, it can be concluded that Korean government's recent orchestrated efforts to boost the IT assets Security and Information Security Service helped great improve the information security quality and user satisfaction.

The Future of Science Parks and Areas of Innovation: Science and Technology Parks Shaping the Future

  • Parry, Malcolm
    • World Technopolis Review
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    • 제7권1호
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    • pp.44-58
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    • 2018
  • The successful development of science parks is dependent on the relevance and delivery of a range of value propositions they offer to their stakeholders. Experience has shown that the benefits of these value propositions are 'place based' and 'time dependent', influenced by the prevailing technology, social and business environments in which they operate, and the relationship that is developed between entrepreneurs, corporates, academia and government in creating these projects, and their performance is dependent on economic, physical and networking assets they create and deploy. This paper looks at some of the history that has influenced the development of parks, lessons learnt from their planning, development and operation. It reviews these details in the context of delivering value propositions in the context of temporal, spatial, technology and entrepreneurial profile of the new idea of 'innovation districts', influencing 'city planning' and supporting 'smart specialisation strategies'.