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Device Mutual Authentication and Key Management Techniques in a Smart Home Environment (스마트 홈 환경에서 디바이스 상호 인증 및 키 관리 기법)

  • Min, So-Yeon;Lee, Jae-Seung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.661-667
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    • 2018
  • Recently, the smart home market is growing due to the development of wireless communication technology and sensor devices, and various devices are being utilized. Such an IoT environment collects various vast amount of device information for intelligent services, receives services based on user information, controls various devices, and provides communication between different types of devices. However, with this growth, various security threats are occurring in the smart home environment. In fact, Proofpoint and HP warned about the cases of damage in a smart home environment and the severity of security vulnerabilities, and cases of infringement in various environments were announced. Therefore, in this paper, we have studied secure mutual authentication method between smart nodes used in smart home to solve security problems that may occur in smart home environment. In the case of the proposed thesis, security evaluations are performed using random numbers and frequently updated session keys and secret keys for well-known vulnerabilities that can occur in IoT environments and sensor devices such as sniffing, spoofing, device mutual authentication, And safety. In addition, it is confirmed that it is superior in security and key management through comparison with existing smart home security protocol.

A Multicast Delivery Technique for VCR-like Interactions in Collaborative P2P Environment (협력 P2P 환경에서 VCR 기능을 위한 멀티캐스트 전송 기법)

  • Kim Jong-Gyung;Kim Jin-Hyuk;Park Seung-Kyu
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.7B
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    • pp.679-689
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    • 2006
  • Delivering multicast stream is one of the cost-saving approach in the large scale VOD environment. Because implementing VCR-like interactions for user's convenience in the multicast streaming system involves complex problems, we need the proper solutions for them. In this paper, we propose a hybrid scheme which uses the general P2P and the patching scheme with the Collaborative Interaction Streaming Scheme(CISS). CISS provides jumping functionability to the appropriate multicast session after VCR-like interaction in the environment in which multiple peers transmit VCR-like interaction streams to the VCR-like functionability request node to reduce the loads generated by frequent join or departure of peers at the multicast tree during providing VCR-like functionability. Therefore, with the proposed scheme we can distribute network traffic and reduce control overhead and latency. And to evaluate the performance of proposed scheme we compare it in the aspect of the performance of streaming delivery topology, control overhead and streaming quality with P2Cast[10] and DSL[11]. The simulation result shows that proposed P2Patching reduces about 30% of process overhead and enhances about $25{\sim}30%$ of streaming quality compared with DSL.

Internet Game Addiction and Emotional and Behavioral Characteristics in Upper Grade Elementary School Students and Middle School Students (인터넷 게임 중독에 있어서 초등학생 고학년군과 중학생군 간의 정서 및 행동특성의 차이)

  • Jeong, Hyeon;Park, Tae -Won;Lee, Seung-Ok;Lee, Sin-Hoo;Chung, Sang-Keun;Chung, Young-Chul;Yang, Jong-Chul;Cho, Eun-Cheong
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.21 no.2
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    • pp.87-94
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    • 2010
  • Objectives : This study was aimed at investigating the relationship between internet game addiction and emotional and behavioral characteristics of students both in the 5th and 6th grade of elementary school and in middle school. Methods : Two elementary schools and two middle schools were chosen to participate. The students completed selfreport questionnaires designed by the authors, called the Internet Game Addiction Scale, Korean youth self-report (K-YSR). Results : Compared to previous studies, the rates of those in the obvious game addiction group were much lower in this study. We defined the upper 10% of internet game addiction scores as a high risk user group and the lower 10% as a control group. There were significant differences between the groups with respect to the the ages at which internet gaming began, the frequency of game play per week, and the average length of each game playing session. Significant associations were also found between the level of internet game addiction and the withdrawn and delinquency subscales of the K-YSR. However, the association between game addiction and the withdrawn subscale was found only in middle school students. Conclusion : The findings from this study suggested that withdrawn and delinquent behaviors could be predictors of internet game addiction. Results also suggested the importance of early childhood intervention for preventing the development of more severe psychopathology in early adolescence.

A Secure Micro-Payment Protocol based on Credit Card in Wireless Internet (무선인터넷에서 신용카드기반의 안전한 소액 지불 프로토콜)

  • Kim Seok mai;Kim Jang Hwan;Lee Chung sei
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.12C
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    • pp.1692-1706
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    • 2004
  • Recently, there are rapid development of information and communication and rapid growth of e-business users. Therefore we try to solve security problem on the internet environment which charges from wire internet to wireless internet or wire/wireless internet. Since the wireless mobile environment is limited, researches such as small size, end-to-end and privacy security are performed by many people. Wireless e-business adopts credit card WPP protocol and AIP protocol proposed by ASPeCT. WAP, one of the protocol used by WPP has weakness of leaking out information from WG which conned wire and wireless communication. certification chain based AIP protocol requires a lot of computation time and user IDs are known to others. We propose a Micro-Payment protocol based on credit card. Our protocol use the encryption techniques of the public key with ID to ensure the secret of transaction in the step of session key generation. IDs are generated using ECC based Weil Paring. We also use the certification with hidden electronic sign to transmit the payment result. The proposed protocol solves the privacy protection and Non-repudiation p개blem. We solve not only the safety and efficiency problem but also independent of specific wireless platform. The protocol requires the certification organization attent the certification process of payment. Therefore, other domain provide also receive an efficient and safe service.

A Home-Based Remote Rehabilitation System with Motion Recognition for Joint Range of Motion Improvement (관절 가동범위 향상을 위한 원격 모션 인식 재활 시스템)

  • Kim, Kyungah;Chung, Wan-Young
    • Journal of the Institute of Convergence Signal Processing
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    • v.20 no.3
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    • pp.151-158
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    • 2019
  • Patients with disabilities from various reasons such as disasters, injuries or chronic illness or elderly with limited body motion range due to aging are recommended to participate in rehabilitation programs at hospitals. But typically, it's not as simple for them to commute without help as they have limited access outside of the home. Also, regarding the perspectives of hospitals, having to maintain the workforce and have them take care of the rehabilitation sessions leads them to more expenses in cost aspects. For those reasons, in this paper, a home-based remote rehabilitation system using motion recognition is developed without needing help from others. This system can be executed by a personal computer and a stereo camera at home, the real-time user motion status is monitored using motion recognition feature. The system tracks the joint range of motion(Joint ROM) of particular body parts of users to check the body function improvement. For demonstration, total of 4 subjects with various ages and health conditions participated in this project. Their motion data were collected during all 3 exercise sessions, and each session was repeated 9 times per person and was compared in the results.

Empirical study on BlenderBot 2.0's errors analysis in terms of model, data and dialogue (모델, 데이터, 대화 관점에서의 BlendorBot 2.0 오류 분석 연구)

  • Lee, Jungseob;Son, Suhyune;Shim, Midan;Kim, Yujin;Park, Chanjun;So, Aram;Park, Jeongbae;Lim, Heuiseok
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.93-106
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    • 2021
  • Blenderbot 2.0 is a dialogue model representing open domain chatbots by reflecting real-time information and remembering user information for a long time through an internet search module and multi-session. Nevertheless, the model still has many improvements. Therefore, this paper analyzes the limitations and errors of BlenderBot 2.0 from three perspectives: model, data, and dialogue. From the data point of view, we point out errors that the guidelines provided to workers during the crowdsourcing process were not clear, and the process of refining hate speech in the collected data and verifying the accuracy of internet-based information was lacking. Finally, from the viewpoint of dialogue, nine types of problems found during conversation and their causes are thoroughly analyzed. Furthermore, practical improvement methods are proposed for each point of view, and we discuss several potential future research directions.

Analysis on Characteristics of Therapeutic Factors of VRAT(Virtual Reality Art Therapy) Contents (가상현실 미술치료 (VRAT) 콘텐츠의 치료적 요인 특성에 대한 분석)

  • Rim, Sung-Ryun
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.1-12
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    • 2022
  • Since the early 20th century, along with the interest and development of alternative psychotherapy, the field of art therapy has also been developed and expanded. In particular, the recent development of technology and the untact era brought about by the COVID-19 Pandemic is accelerating the development of new digital art therapy contents. Among them, the hot interest in virtual reality is raising expectations and questions about the effectiveness of psychotherapy given by new media beyond traditional art therapy. In this study, the characteristics of VRAT (Virtual Reality Art Therapy) content therapeutic factors were investigated through qualitative literature analysis based on the conceptual framework and therapeutic components of ETC (Expressive Therapies Continumm), an integrated art therapy theory. As a result of the study, VRAT contents showed mostly therapeutic factors in the left hemisphere that triggered the user's dynamic, perceptual, and cognitive factors, and the therapeutic factors in the right hemisphere, which focused on sensory, emotional, and symbolic factors, were relatively few. The reason seems to be due to the nature of the experimental stage, the absence of active intervention by the therapist and long-term session composition, and the fear, clumsiness, and unfamiliarity of users about VRAT in addition to the characteristics and technical limitations of the VRAT medium. The limitations of the study include the small number of documents to be analyzed and the insufficient form of current VRAT to be called art therapy. It is expected that the characteristics of the therapeutic factors of VRAT content media and environment derived as a result of this study will be usefully used for the appropriate development of VRAT content in the future.

Effects of smartphone app-based oral muscle strength training on functional improvement in the elderly (노인 대상 스마트폰 앱 콘텐츠를 이용한 구강 근력 강화 훈련의 기능 개선 효과)

  • Kyeong-Hee Lee;Yoon-Young Choi;Eun-Seo Jung;Hyun-Young Moon;Mi-Sook Yoon;Kyeong-Jin Lee
    • Journal of Korean society of Dental Hygiene
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    • v.24 no.3
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    • pp.209-218
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    • 2024
  • Objectives: This study aimed to develop educational content for a smartphone app on oral muscle training and examine its effects on the elderly population. Methods: A total of twelve training sessions were delivered through the smartphone app over a six-week period, from late August to early October 2023. Each session lasted approximately 60 minutes. Participants were followed up after the program. Results: The experimental group showed significant improvements in oral health before and after using the smartphone app. These improvements included decreased dental plaque (p<0.05) by 0.69 units, decreased gingivitis (p<0.001) by 0.99 units, decreased tongue plaque (p<0.01) by 1.11 units, increased salivary secretion rate (p<0.001) by 0.73 units, increased hard palate strength (p<0.001) by 5.25 units, and increased soft palate strength (p<0.01) by 6.82 units. Compared to the control group, the experimental group showed significant improvements in dental plaque (p<0.001), gingivitis (p<0.001), and tongue coating (p<0.01). Conclusions: This study found that oral muscle strengthening training using the smartphone app effectively improved oral health in the elderly. The developed app content has the potential to be a valuable tool for promoting oral health in this population within their daily routines. However, further efforts are needed to ensure clear communication and effective utilization of the training program through user training or educational materials.

Visualizing the Results of Opinion Mining from Social Media Contents: Case Study of a Noodle Company (소셜미디어 콘텐츠의 오피니언 마이닝결과 시각화: N라면 사례 분석 연구)

  • Kim, Yoosin;Kwon, Do Young;Jeong, Seung Ryul
    • Journal of Intelligence and Information Systems
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    • v.20 no.4
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    • pp.89-105
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    • 2014
  • After emergence of Internet, social media with highly interactive Web 2.0 applications has provided very user friendly means for consumers and companies to communicate with each other. Users have routinely published contents involving their opinions and interests in social media such as blogs, forums, chatting rooms, and discussion boards, and the contents are released real-time in the Internet. For that reason, many researchers and marketers regard social media contents as the source of information for business analytics to develop business insights, and many studies have reported results on mining business intelligence from Social media content. In particular, opinion mining and sentiment analysis, as a technique to extract, classify, understand, and assess the opinions implicit in text contents, are frequently applied into social media content analysis because it emphasizes determining sentiment polarity and extracting authors' opinions. A number of frameworks, methods, techniques and tools have been presented by these researchers. However, we have found some weaknesses from their methods which are often technically complicated and are not sufficiently user-friendly for helping business decisions and planning. In this study, we attempted to formulate a more comprehensive and practical approach to conduct opinion mining with visual deliverables. First, we described the entire cycle of practical opinion mining using Social media content from the initial data gathering stage to the final presentation session. Our proposed approach to opinion mining consists of four phases: collecting, qualifying, analyzing, and visualizing. In the first phase, analysts have to choose target social media. Each target media requires different ways for analysts to gain access. There are open-API, searching tools, DB2DB interface, purchasing contents, and so son. Second phase is pre-processing to generate useful materials for meaningful analysis. If we do not remove garbage data, results of social media analysis will not provide meaningful and useful business insights. To clean social media data, natural language processing techniques should be applied. The next step is the opinion mining phase where the cleansed social media content set is to be analyzed. The qualified data set includes not only user-generated contents but also content identification information such as creation date, author name, user id, content id, hit counts, review or reply, favorite, etc. Depending on the purpose of the analysis, researchers or data analysts can select a suitable mining tool. Topic extraction and buzz analysis are usually related to market trends analysis, while sentiment analysis is utilized to conduct reputation analysis. There are also various applications, such as stock prediction, product recommendation, sales forecasting, and so on. The last phase is visualization and presentation of analysis results. The major focus and purpose of this phase are to explain results of analysis and help users to comprehend its meaning. Therefore, to the extent possible, deliverables from this phase should be made simple, clear and easy to understand, rather than complex and flashy. To illustrate our approach, we conducted a case study on a leading Korean instant noodle company. We targeted the leading company, NS Food, with 66.5% of market share; the firm has kept No. 1 position in the Korean "Ramen" business for several decades. We collected a total of 11,869 pieces of contents including blogs, forum contents and news articles. After collecting social media content data, we generated instant noodle business specific language resources for data manipulation and analysis using natural language processing. In addition, we tried to classify contents in more detail categories such as marketing features, environment, reputation, etc. In those phase, we used free ware software programs such as TM, KoNLP, ggplot2 and plyr packages in R project. As the result, we presented several useful visualization outputs like domain specific lexicons, volume and sentiment graphs, topic word cloud, heat maps, valence tree map, and other visualized images to provide vivid, full-colored examples using open library software packages of the R project. Business actors can quickly detect areas by a swift glance that are weak, strong, positive, negative, quiet or loud. Heat map is able to explain movement of sentiment or volume in categories and time matrix which shows density of color on time periods. Valence tree map, one of the most comprehensive and holistic visualization models, should be very helpful for analysts and decision makers to quickly understand the "big picture" business situation with a hierarchical structure since tree-map can present buzz volume and sentiment with a visualized result in a certain period. This case study offers real-world business insights from market sensing which would demonstrate to practical-minded business users how they can use these types of results for timely decision making in response to on-going changes in the market. We believe our approach can provide practical and reliable guide to opinion mining with visualized results that are immediately useful, not just in food industry but in other industries as well.