• Title/Summary/Keyword: Online identity

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Self-esteem of Adolescents and Web Cyber Culture Style - the Users' Avatars of Online Game - (청소년의 자아존중감과 웹 사이버문화 - 온라인 게임의 아바타 사용자 중심으로 -)

  • Lee, Hyang-Jai;Han, Ji-Sook
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.197-204
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    • 2009
  • This study aims to examine the realistic self-esteem of adolescents and perception of adolescents toward avatar in an attempt to understand basic aspects of their distinctive lifestyle fundamentally relative to the cyber culture on the web, given that the adolescent which is significant in forming self-esteem period plays an important role in the psychological aspect of adolescents. As for method of research, this study analyzed the self-esteem of users, their preference for avatar, and the perception toward avatar, in order to understand their psychological and social maturity. The result of study indicated that the increased self-esteem in reality among the adolescents led to the increased preference for avatar relative to the cyber culture on the web, which in turn increased the recognition of others' avatars. Those findings suggest that adolescents tend to assign self-esteem to avatar as great as themselves. Thus, it may be important to help adolescents form their self identity from the perspective psychological maturity, so that a sound and healthy web culture can be formed depending on the formation and level of self-esteem among adolescents.

A Study on Secure Mobile Payment Service for the Market Economy Revitalization (시장 경제 활성화를 위한 안전한 모바일 전자결제 방안 연구)

  • Kim, Hyung-Uk;Jung, Yong-Hoon;Jun, Moon-Seog
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.3
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    • pp.41-48
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    • 2017
  • Recently, there has been a lot of ongoing research regarding financial transactions and payments due to the emergence of financial technology (FinTech). Payments have been processed through cash and credit cards, and payment methods have been simplified and are more convenient, with mobile payment via mobile cards and mobile phones. This study offers a new mobile payment method by using a mobile phone instead of a card reader or terminal. For payments, authentication is processed with the user's biometrics and a built-in fingerprint scanner, and the payment is processed after receiving an authentication code issued by the authorizing institution to confirm the user's identity. User biometrics and payment information is secured from any kind of malicious hacker by saving it in a Fast Identity Online (FIDO) Trusted Execution Environment (TEE) section in a smartphone. Regarding key security, every key is securely created in the FIDO TEE section, providing secure mobile payment by neutralizing various malicious attacks, including sniffing and the man-in-the middle attack.

A Study on IAM-Based Personal Data Protection Techniques in BaaS (BaaS에서 IAM을 이용한 개인정보 보호 기법에 관한 연구)

  • Mi-Hui Kim;Myung-Joe Kang
    • Journal of IKEEE
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    • v.27 no.4
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    • pp.548-555
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    • 2023
  • With the advancement of the internet, the use of personal information in online interactions has increased, underscoring the significance of data protection. Breaches of personal data due to unauthorized access can result in psychological and financial damage to individuals, and may even enable wide-ranging societal attacks aimed at those associated with the victims. In response to such threats, there is active research into security measures using blockchain to safeguard personal information. This study proposes a system that uses middleware and IAM (Identity and Access Management) services to protect personal information in a BaaS (Blockchain as a Service) environment where blockchain is provided via the Internet. The middleware operates on servers where IAM roles and policies are applied, authenticates users, and performs access control to allow only legitimate users to access blockchain data existing in the cloud. Additionally, to understand the impact of the proposed personal information protection method on the system, we measure the response time according to the time taken and the number of users under three assumed scenarios, and compare the proposed method and research related to personal information protection using blockchain in terms of security characteristics such as idea, type of blockchain, authentication, and confidentiality.

A study on hard-core users and bots detection using classification of game character's growth type in online games (캐릭터 성장 유형 분류를 통한 온라인 게임 하드코어 유저와 게임 봇 탐지 연구)

  • Lee, Jin;Kang, Sung Wook;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1077-1084
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    • 2015
  • Security issues such as an illegal acquisition of personal information and identity theft happen due to using game bots in online games. Game bots collect items and money unfairly, so in-game contents are rapidly depleted, and honest users feel deprived. It causes a downturn in the game market. In this paper, we defined the growth types by analyzing the growth processes of users with actual game data. We proposed the framework that classify hard-core users and game bots in the growth patterns. We applied the framework in the actual data. As a result, we classified five growth types and detected game bots from hard-core users with 93% precision. Earlier studies show that hard-core users are also detected as a bot. We clearly separated game bots and hard-core users before full growth.

A study of RMT buyer detection for the collapse of GFG in MMORPG (MMORPG에서 GFG 쇠퇴를 위한 현금거래 구매자 탐지 방안에 관한 연구)

  • Kang, Sung Wook;Lee, Jin;Lee, Jaehyuk;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.4
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    • pp.849-861
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    • 2015
  • As the rise in popularity of online games, the users start exchanging rare items for real money. As RMT (Real Money Trade) is prevalent, GFG (Gold Farming Group) who abuse RMT shows up. GFG causes social problems such as identity theft, privacy leaks. Because they needs many bot characters to gather game items. In addition, GFG induce RMT that makes in-game problems such as a destroying game economy, account hacking. Therefore, It is very important work to collapse GFG at the perspective of social and in-game. In this paper, we proposed a fundamental method for detecting RMT buyers for the collapse of GFG at the perspective of buyer by Law of Demand and Supply. We found two type of RMT by analyzing actual game data and detected RMT buyers with high recall ratio of 98% by ruled-based detection.

A Study on the Co-orientation of Internet Portal News Providers and Users (포털뉴스 제공자와 이용자간 상호지향성 연구)

  • Park, Sung-Hee;Park, Su-Mi
    • Korean journal of communication and information
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    • v.30
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    • pp.143-174
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    • 2005
  • This study aims at applying Chaffee & McLeod's co-orientation model to Internet portal news providers and users to find out their mutual understanding toward various features of online news. Included in those features are interactivity, expansion of user role, larger choices(user characteristics), real time update of news, limitless quantity, contextualized contents through hypertext, data base service, and multimedia contents(contents characteristics). To test the level of agreement, accuracy and congruency between the parties, a survey was conducted among 105 portal news providers from 11 online news media, and 105 portal news users between ages 20 and 40. The result indicated that both portal news providers and users showed agreement for user characteristics, but by and large displayed either ignorance or partial congruency toward contents characteristics. Communication between portal news providers and users are thus exported to increase until it reaches the point where the internet's newly born identity as a news medium gets finally stabilized.

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A Study on Traditional Art Expression in Chinese Myth Martial MMORPG Character Design (중국 신화 무협 MMORPG 캐릭터 디자인에서 전통예술 표현에 관한 연구)

  • Jin, Chun-Ji;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.119-130
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    • 2013
  • The purpose of this study is to analyze the characteristics of traditional art expressions in recent Chinese online games, which are now most popular in Chinese game market. Designing the MMORPG game character reflecting users' psychological preferences for aesthetic characteristic of the traditional Chinese culture allows the users to feel more visual satisfaction while they are enjoying a game. The selected characters for this analysis were chosen from the traditional myth chivalry game to utilize the traditional art expressions that are peculiar in Chinese MMORPG. The analysis was conducted within the context of an ideal character figure and operation, and social nature reflecting a personal user. This analysis suggested the representation technique reflecting traditional clothing, color, and life style, and the reconstruction of subject matter, and the development of the characteristics of ideal group character. Even though Chinese MMORPG history is short, this study will help the user understand more effectively the identity of the myth martial MMORPG game in connection with the Chinese traditional culture and art. And this study will also increase the user's satisfaction of the Chinese online-game.

Digital Marketing Tools for Managing the Development of Park and Recreation Complexes

  • Chaikovska, Maryna;Mashika, Hanna;Mankovska, Ruslana;Liulchak, Zoreslava;Haida, Pavlo;Diakova, Yana
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.154-162
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    • 2022
  • Digital marketing tools are actively used in managing the development of park and recreation complexes to familiarize the population with the objects of natural heritage. This article aims to empirically evaluate digital marketing tools for popularizing the park and recreational complexes. The methodology was based on the concept of ecosystem value of park and recreation complexes as a natural heritage site. These methods included: identifying and selecting websites with information about park and recreation complexes in Slovakia and Ukraine. structural analysis of the main channels of online details about natural parks. Assessing the current state of online identity of the studied sites from the perspective of Internet users. The results indicate that to manage the development of park and recreational complexes developed their driven official websites in the Internet space, on which sections structure the information with the allocation of data on tourism and recreational potential. The article identifies additional digital marketing tools for managing the development of park and recreation complexes, particularly social networks and tourist websites. There is a sufficient amount of information about tourist recreation sites within these natural parks and tourist routes. Among the main problems of the websites: the information on the websites is entirely textual, there is a lack of sufficient data on social networks, despite the created official pages, there is no video content, which was more attracted tourists and visitors, allowing a visual assessment of the tourist potential; there is a problem of many communication channels to present the natural heritage of the countries. The research proves that the website is the primary and most common digital marketing tool for natural heritage, structuring information about tourism potential and recreation.

The Validation of Korean Student Career Construction Inventory: Focusing on emerging adulthood (한국판 학생 진로구성척도(Korean Student Career Construction Inventory)의 타당화 연구: 초기 성인기를 중심으로)

  • Pyo, Sohwi;Yang, Eunjoo
    • Korean Journal of School Psychology
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    • v.17 no.2
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    • pp.145-164
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    • 2020
  • This study aims to validate the Korean Student Career Construction Inventory, a translated measure of career adaptation responses, with Korean college students. In order to do so, this study examines the relevant factor structure, internal consistency, test-retest reliability, criterion-related validity and measurement invariance between Korean undergraduate and graduate students. An online survey was completed by 294 participants, including the questions from the translated Korean Student Career Construction Inventory, in addition to measures of career adaptability and vocational identity. One hundred twenty five among the initial participants were tested again in three months for the examination of test-retest reliability. The results supported the four-factor structure of 18 items suggested by the original measure, as well as measurement invariance. The internal consistency and test-retest reliability were adequate. The Korean Student Career Construction Inventory was positively correlated with career adaptability, unidimensional vocational identity, and the dimensions of exploration and commitment of multidimensional vocational identity, but negatively with the dimension of reconsideration. The findings indicate that the Korean Student Career Construction Inventory has psychometric properties similar to the original form and can be used for both undergraduate and graduate students.

A Study on the Influential Factor of the Formation of Psychological Ownership on Personal Information (개인정보 소유감을 형성하는 영향 요인에 관한 연구)

  • Minjung Park;Sangmi Chai
    • Information Systems Review
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    • v.20 no.3
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    • pp.33-49
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    • 2018
  • Since there are growing concerns regarding personal information, users have perceived the importance of it. It makes users try to manage and control personal information by their own intentions. Therefore, we assume users now have begun to perceive psychological ownership on personal information. A main objective of this study is to identitythe relationship between accountability, self-identity, self-efficacy and sense of belongingness and psychological ownership on personal information. We conduct an online-basedsurvey and establish a structural equation model for testing hypothesis. The results show that users' accountability, self-identity and sense of belongingness positively influence to psychological ownership on personal information. Additionally, users' perceived psychological ownership on personal information increase their concern for information privacy. This study suggests a new concept as 'perceived psychological ownership on personal information' to explain for intentions of their psychological possessions toward personal information. The findings of this study can provide a way for how firms have to require clients' personal information with increasing their satisfactions.