• Title/Summary/Keyword: The Sandbox

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Effect of Game based Learning Utilized Sandbox Game on Creative Problem-solving Ability and Learning Flow (샌드박스형 게임을 활용한 게임기반학습이 창의적 문제해결력과 학습몰입도에 미치는 영향)

  • Jeon, Inseong;Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.313-322
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    • 2016
  • The effect on creative problem solving ability and learning flow is analyzed by applying game-based learning using sandbox game, Minecraft Edu for elementary school students. It appeared to be effective when applied to sand box utilizing game-based learning than traditional lecture teaching method on creative problem solving ability and learning flow. It is found to be a significant difference observed in all sub-elements on Creative problem solving ability and it is found to be a significant difference in all sub-elements on learning flow except sense of control and transformation of time.

The Study on the Intention of the Use of Fintech Digital Sandbox (D-Testbed) (핀테크디지털샌드박스(D-테스트베드) 이용의도에 관한 연구)

  • Lee, Munrak;Lee, Won-Boo;Son, Youngdoo
    • Journal of Korean Society for Quality Management
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    • v.49 no.4
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    • pp.505-525
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    • 2021
  • Purpose: The purpose of this study was to investigate factors influencing the intention to use Fintech Digital Sand(D-Testbed), which facilitate digital innovation in the financial sectors and allow fintech startups to simulate the PoC their innovative ideas before starting a business. Methods: This study used the Extended Technology Acceptance Model (TAM2), with independent variables such as social influence, personal innovativeness, service quality, relative advantage, and security concerns used in previous studies, for analysis. For mediator variables, the perceived usefulness and perceived ease of use were used in this study. Results: The results indicated that social influence and perceived usefulness have a positive effect on the intention to use. It was also analyzed that relative advantage has a mediating effect on perceived usefulness whereas service quality nor personal innovativeness are not statistically significant mediation. On the other hand, perceived ease of use on the intention is not statistically significant. By this, it was confirmed that the intention to use Fintech Digital Sand(D-Testbed) was to improve the business performance of fintech companies, but not because it was easy to learn and take less effort. Conclusion: The finding of the study provides valuable implications for invigorating the use of fintech digital sandbox(D-testbed) and identifying the factors that affect the perception and intention to use among employees in fintech companies in advance.

Design and Implementation of Psychological Diagnosis Expert System based on the SandTray (모래 상자 놀이 기반 심리 진단 전문가 시스템 설계 및 구현)

  • Son, Se-Jin;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.11
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    • pp.235-244
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    • 2017
  • This paper aims to design a system for psychological diagnosis in sandbox play by applying rule based expert system. Sandbox play is one of play therapy and it is a technique that can be combined with psychological diagnosis and treatment using sand and various kinds of figures. In this technique, we focus on psychological diagnostic factors and try to implement a system that automatically diagnoses psychological types when input values are given. Therefore, six kinds of language objects are set and the rules are created according to the types of figures, arrangement of figures, and production time in the sand box used as a reference element in the diagnosis method. In this system, it is assumed that the client recognizes the finished sandbox as a sensor device. Then, when the recognized state enters the input value, the rules based on the language object are ignited in order. Through this, the client is diagnosed with one of 26 types of psychology. As a result, the diagnostic process is simplified and automated. Accordingly, a more detailed psychological diagnosis and treatments are provided.

A Comparative Study on the Korean Type Regulatory Sandbox System : the Industrial Fusion Promotion Act, the Information and Communication Convergence Act, the Financial Innovation Act, A Study on the Regional Special Districts Act (한국형 규제 샌드박스 제도에 대한 비교분석 연구 : 산업융합촉진법, 정보통신융합법, 금융혁신법, 지역특구법을 중심으로)

  • Choi, Ho-Sung;Kim, Jung-Dae
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.73-78
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    • 2019
  • Recently, there is a need to introduce a Korean-style restriction sandbox system that exempts or suspends existing regulations so that new products or services based on new technologies can be commercialized without restrictions. In response, the government reorganized the relevant statutes to promptly check regulations centering on four fields, including industrial convergence, ICT, FinTech, and regional innovation growth, and to allow experimental, proof and market releases by setting certain conditions(zone, period, scale, etc.). However, despite the same regulatory sandbox application, depending on the nature of the field applied, differences in application subject, whether application of regulatory specifics, system of push ahead decision-making and whether support of financial and taxation are shown. This research is intended to present efficient operation measures for successful settling of Korean-style regulation sandboxes by comparing and analyzing, centering on the Industrial Fusion Promotion Act in the Industrial Convergence Field, ICT field's Information and Communication Convergence Act, FinTech field's Financial Innovation Act and Regional Special Zone Act in the Regional Innovation and Growth Sector.

Development of Standard Analysis Methods for Physical Properties on Korean bedsoil 1. Particle density and Bulk density (우리나라 상토의 물리적 표준분석법 설정 연구 1. 입자밀도 및 용적밀도)

  • Kim, Lee-Yul;Cho, Hee-Kee
    • Korean Journal of Soil Science and Fertilizer
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    • v.35 no.6
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    • pp.327-334
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    • 2002
  • Method of besoil analysis were difficult to be applied universally since the use and the source material of bedsoils are diverse from country to country. Korean Standard Methods for Bedsoil Analysis was developed to measure the particle and bulk density. Fifty-three samples for horticultural bedsoil and nine samples for paddy rice bedsoil in the current market were collected. Particle density was measured by electrical pyconometer with He gas, and bulk density by the sandbox method, free fall method, plunger compaction method, free fall and plunger method, and sample weight compaction method. While the use of glass pycnometer which measures particle density to fill blank space with water was inappropriate due to floating organic and calcined inorganic materials in the water, the electrical pycnometer with gas type was suitable considering speed and accuracy. For bulk density, the sandbox method recommended as European Standard Method was more reasonable in principle than other methods. However, this method requires expensive apparatus and intricate process. Plunger compaction method was proposed as standard method, since it had higher consistence with the sandbox method than other methods, as well as an advantage of easy and prompt measurement. Particle density of bedsoil ranged $1.48{\sim}2.67Mg\;m^{-3}$(mean $1.93Mg\;m^{-3}$) for horticultural bedsoil and $2.33{\sim}2.67Mg\;m^{-3}$ (mean $2.43Mg\;m^{-3}$) for paddy rice bedsoil by the electrical pycnometer with He gas. Bulk density of bedsoil ranged $0.11{\sim}0.40Mg\;m^{-3}$ (mean $0.22Mg\;m^{-3}$) for horticultural bedsoil and $0.84{\sim}1.26Mg\;m^{-3}$(mean $1.01Mg\;m^{-3}$) for paddy rice bedsoil by plunger compaction method.

Analysis of the change of the characters according to the change of the media -A Study on Composite Representation of Game Character in Sandboxed Indy Game (매체의 변화에 따른 캐릭터의 시대적 변화분석 -샌드박스형 인디 게임에 있어 게임 캐릭터 융복합적 표현법에 대한 고찰)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.335-340
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    • 2019
  • With the development of the media, pirate platforms and technologies are critical to the design of video content. Games based on online platforms and networking can help you develop games and expand your game as games are developed. Better yet. This paper is a major feature of the growth of the sandbox game that leads the game of InGame. Phenotypical 3D Dress Graphics You can study the usefulness of graphics based on doubles, the advantages of game characters, and space game graphics.

Host-Based Malware Variants Detection Method Using Logs

  • Joe, Woo-Jin;Kim, Hyong-Shik
    • Journal of Information Processing Systems
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    • v.17 no.4
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    • pp.851-865
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    • 2021
  • Enterprise networks in the PyeongChang Winter Olympics were hacked in February 2018. According to a domestic security company's analysis report, attackers destroyed approximately 300 hosts with the aim of interfering with the Olympics. Enterprise have no choice but to rely on digital vaccines since it is overwhelming to analyze all programs executed in the host used by ordinary users. However, traditional vaccines cannot protect the host against variant or new malware because they cannot detect intrusions without signatures for malwares. To overcome this limitation of signature-based detection, there has been much research conducted on the behavior analysis of malwares. However, since most of them rely on a sandbox where only analysis target program is running, we cannot detect malwares intruding the host where many normal programs are running. Therefore, this study proposes a method to detect malware variants in the host through logs rather than the sandbox. The proposed method extracts common behaviors from variants group and finds characteristic behaviors optimized for querying. Through experimentation on 1,584,363 logs, generated by executing 6,430 malware samples, we prove that there exist the common behaviors that variants share and we demonstrate that these behaviors can be used to detect variants.

The Busan Financial Center: Evaluation and Future Direction (부산금융중심지에 대한 평가와 향후 과제)

  • Lee, Ho-Sun
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.10-19
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    • 2016
  • In this paper, I evaluate national and regional policies for financial centers and Busan Fiancial Center and find the way of the future development of Busan Financial Center. And I found that national policies for financial centers was focused on general improvements of financial industry, so a little tasks for Busan Financial Centers were listed. Therefore I suggest that central government should have more national policies for enhancing Busan Financial Center and promoting participation of private financial firms. And I propose the broader incentive schemes for financial firms moving to Busan, and expect that combining national deregulation policies like Regulation-Free Zone and Regulatory Sandbox and Moonhyun-North Port financial free zone and FinTech cluster plans of Busan will make a big progress of Busan Financial Center.

A Sandbox Mechanism against Trojan Horses and Its Implementation (트로이목마 방지 샌드박스 메커니즘과 구현)

  • 김중완;김형찬;이동익
    • Proceedings of the Korea Institutes of Information Security and Cryptology Conference
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    • 2002.11a
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    • pp.48-52
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    • 2002
  • 본 논문에서는 자바의 샌드박스 개념을 이용하여 실행되는 프로그램에 제한을 가하고 모니터링을 수행함으로써 악의적인 행위를 방지하는 샌드박스 메커니즘을 제안한다. 또한 시스템 자원을 논리적 자원과 물리적 자원으로 분리하여 트로이목마 프로그램의 자원에 대한 불법적인 접근을 감시하여 기밀성(Confidentiality)과 무결성(Integrity)을 보장할 뿐만 아니라 물리적인 자원 사용량을 제한하여 DOS 공격에 대한 방지와 같이 가용성(Availability)까지 고려하는 샌드박스 메커니즘을 제안하고, 리눅스 커널 2.4.19에 샌드박스 메커니즘을 구현한다.

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Code Rewriting Technique to Detect Script-based Malicious Mobile Codes (코드 수정을 통한 스크립트 형태의 악성 이동 코드 대응 기법)

  • 윤영태;예홍진;조은선;고재영
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10a
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    • pp.727-729
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    • 2001
  • 현재의 스크립트 형태의 악성코드에 대한 대응 기법으로는 자바의 샌드박스(Sandbox) 모델과 흡사한 자원 제한 기법이 주로 사용된다. 하지만 이 기법의 경우 악의가 없는 스크립트 또한 제한되어 있는 자원을 사용할 수 없으며 이로 인하여 스크립트 본연의 취지인 전송된 스크립트를 통한 편의성 제공의 기능이 많은 제약을 받고 있다. 따라서 각각의 스크립트 코드의 유해 여부를 코드 수행 중에 결정하여 자원사용의 허용 여부를 결정하는 기법이 절실이 요구되며 본 논문에서는 전송되어온 코드치 위험 요소 부위를 자체 면역성을 가지도록 코드를 수정하는 기법을 제안하고자 한다.

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