• Title/Summary/Keyword: Virtual Exchange

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The Authentication and Security of Virtual Currency Exchange (가상화폐 거래소의 인증 및 보안 방식)

  • Kim, Do-Goan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.119-121
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    • 2018
  • IWhile the investment on virtual currency is incresing, it is needed to check the authentication and security on virtual currency exchange. Therefore, this research is to examine the elements of authentication and security on virtual currency exchange.

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ID-based group key exchange mechanism for virtual group with microservice

  • Kim, Hyun-Jin;Park, Pyung-Koo;Ryou, Jae-Cheol
    • ETRI Journal
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    • v.43 no.5
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    • pp.932-940
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    • 2021
  • Currently, research on network functions virtualization focuses on using microservices in cloud environments. Previous studies primarily focused on communication between nodes in physical infrastructure. Until now, there is no sufficient research on group key management in virtual environments. The service is composed of microservices that change dynamically according to the virtual service. There are dependencies for microservices on changing the group membership of the service. There is also a high possibility that various security threats, such as data leakage, communication surveillance, and privacy exposure, may occur in interactive communication with microservices. In this study, we propose an ID-based group key exchange (idGKE) mechanism between microservices as one group. idGKE defines the microservices' schemes: group key gen, join group, leave group, and multiple group join. We experiment in a real environment to evaluate the performance of the proposed mechanism. The proposed mechanism ensures an essential requirement for group key management such as secrecy, sustainability, and performance, improving virtual environment security.

Analysis of Distributed Cryptocurrency Exchange Model and Issues (분산 암호화폐 거래소 모델 및 이슈 분석)

  • Lee, Tae-Gyu
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.583-590
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    • 2022
  • With the release of the Bitcoin source in 2009, cryptocurrencies are continuously developing and expanding the market. Recently, new applicability is expanding centered on NFT coin and metaverse payment service. In particular, the Central Cryptocurrency Exchange actively supports relay transactions between cryptocurrencies or between traditional fiat currencies and cryptocurrencies. The cryptocurrency trading market based on such a central exchange encouraged speculative factors of cryptocurrencies, strongly arousing speculation and futility of cryptocurrencies. In addition, the central cryptocurrency exchange induces the centralization of users and virtual assets, thereby hindering the decentralization and security enhancement strategies of the block chain. Therefore, this study describes the current status and problems of centrally controlled centralized cryptocurrency exchanges in service, and presents a distributed cryptocurrency exchange modeling strategy and major issues as a decentralization model of the exchange. This research can strengthen the anonymity, decentralization, and autonomy of cryptocurrency based on blockchain.

Analysis of Two-Way Communication Virtual Being Technology and Characteristics in the Content Industry (콘텐츠 산업에서 나타난 양방향 소통 가상존재 기술 및 특성 분석)

  • Kim, Jungho;Park, Jin Wan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.507-517
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    • 2020
  • Along with the development of computer graphics, real-time rendering, motion capture, and artificial intelligence technology, virtual being that enables two-way communication has emerged in the content industry. Although the commercialization of technologies and platforms is creating a two-way communication virtual being, there is a lack of analysis of what characteristics this virtual being has and how it can be used in each field. Therefore, through technical background survey and case study for the production of virtual being, the two-way communication virtual being is analyzed on the characteristics necessary for emotional exchange. The characteristics needed for emotional exchange were divided into interaction, individuality, and autonomy, and this characteristic is classified as the focus and how two-way communication virtual being will be used in the content field. This study is expected to provide significant implications for the research of content production and utilization using virtual being as a basic study of virtual being, which analyzes the technical background and characteristics for two-way communication required for virtual being production.

Virtuality in Digital Fashion Images (디지털 패션영상에 나타난 가상성 연구)

  • Kim, Hyang-Ja;Kim, Young-Sam
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.2
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    • pp.233-246
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    • 2015
  • Focus on Digital Fashion Image, the conceptual framework for the thesis is established from Virtuality in Digital Art. Formative characteristics and aesthetic characteristics were studied by classifying the Digital Fashion Image applied and expressed by digital media and technology. A detective research method was used for a case study. A literature study for case-by-case data was analyzed with focus on the works expressing fashion that utilized digital media and technology since the 2000s. Through this study, the Digital revolution has created the socio-cultural impact of a Virtual representation to implement technology and fashion culture that finds ways to take advantage of the image shown in a Digital Fashion Media by understanding Virtuality. The results are as follows. First, it was a re-formation of the fashion culture through the experience of virtuality with mental zone parameters between the media 'Mediation Code'. Reflect the reality of the virtual environment as represented by a cultural image of fashion brands and fashion that reset the team relationship and formed a Homo Ludens cultural code. Second, 'Interactive Exchange' acts on the exchange interaction between the method of digital technology, the human and the machine as well as the technical interoperability of network elements and techniques. This exchange is applied to fashion images that express emotion. Forming personalized fashion items and the user interactively storage that expresses the interactive exchange to forward the identity of the emotional fashion by a change in the message delivery system fashion. Third, the emphasis on intuitive artistic expression 'Synesthesia Immersion' induces a sense of immersion and excitement through the fusion of the interconnected. Enhance a visual image in fashion sensory representation and maximize a tactile and visual virtual reality involvement.

User Acceptance Enablers according to the types of identity on Virtual Community

  • Han, In-Goo;Kim, Min-Soo;Lee, Hyoung-Yong
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2004.11a
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    • pp.375-383
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    • 2004
  • Despite the fact that virtual communities on the Internet have been growing at an exponential rate in recent years, little research has been done on the characteristics of virtual communities. In order to better understand and manage the activities of virtual communities, a theoretical model is proposed in this paper. The objective of this paper is to clarify the factors as they are related to the Technology Acceptance Model. In particular the relationship among identities, trust, and other factors are hypothesized. Using the Technology Acceptance Model, this research showed that the importance of identity and trust in virtual communities. The members of virtual communities interact continuously and share an identity. According to the identity type, different ways of stimulating the members are necessary in order to facilitate participation in activities of virtual communities. The virtual communities of a more utilitarian identity are more sensitive to trust in members than trust in the service provider, and members of a more utilitarian identity are inclined to exchange information with each other.

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Development of CAE Data Translation Technique for a Virtual Reality Environment (가상현실 환경을 위한 해석데이터 변환 기술 개발)

  • Song, In-Ho;Yang, Jeong-Sam;Jo, Hyun-Jei;Choi, Sang-Su
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.5
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    • pp.334-341
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    • 2008
  • Computer-aided engineering (CAE) analysis is considered essential for product development because it decreases the simulation time, reduces the prototyping costs, and enhances the reusability of product parts. The reuse of quality-assured CAE data has been continually increasing due to the extension of product lifecycle management; PLM, which is widely used, shortens the product development cycle and improves the product quality. However, less attention has been paid to systematic research on the interoperability of CAE data because of the diversity of CAE data and because the structure of CAE data is more complex than that of CAD data. In this paper, we suggest a CAE data exchange method for the effective sharing of geometric and analysis data. The method relies on heterogeneous CAE systems, a virtual reality system, and our developed CAE middleware for CAE data exchange. We also designed a generic CAE kernel, which is a critical part of the CAE middleware. The kernel offers a way of storing analysis data from various CAE systems, and, with the aid of a script command, enabling the data to be translated for a different system. The reuse of CAE data is enhanced by the fact that the CAE middle-ware can be linked with a virtual reality system or a product data management system.

Implementation of Metaverse Virtual World using Unity Game Engine (유니티 게임엔진을 활용한 메타버스 가상세계 구현)

  • Gang In Lee;Seok Ho Han;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.2
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    • pp.120-127
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    • 2023
  • Recently, metaverse has attracted great attention worldwide with the development of related technologies and the demand for on-tact systems. The ideal metaverse should constitute a virtual world more similar to the realistic society with physical interactions. However, there are many constraints when we construct a virtual world using the existing commercialized metaverse platform. In this paper, we design and implement a university campus-based metaverse which minimizes the constraints, and create a virtual environment maps very similar to the real-world using Unity engine, Photon cloud and Playfab SDK for multi-user accessible to virtual world as a personal avatar. Also, this work includes attractive interaction based on exchange between users. Lastly, we illustrate our implemented metaverse works on Android phone, and it works without difficulty in terms of performance.

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A Study on the Virtual Reality-based Museums : Exhibition Characteristics and Possibilities of Utilization (가상현실 기반 박물관의 전시특성 및 활용 가능성 연구 -세컨드라이프 내 박물관을 중심으로)

  • Son, Hee-Joo;Choi, Jin-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.862-867
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    • 2009
  • The development of internet has changed the realm of life from off-line to on-line, causing not only the overall change in society but also urgently demanding change in the basic concept of museum. Virtual Museums have appeared in line with such changes, and they utilize space regardless of real time and space unlike the traditional museums that collected and preserved works for exhibition in physical space thereby playing a role of catalyst for exhibition in virtual space and for direct exchange with the public. Through relevant literatures and case studies, the present research particularly investigated the exhibition characteristics of virtual reality-based museums out of all types of cyber museum, in an effort to make a comparison with those of offline museums, and eventually to suggest a direction of virtual reality museums that would be established in the future and to consider the possibilities of utilizing them.

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Context-Driven Framework for High Level Configuration of Virtual Businesses (가상기업의 형성을 위한 컨텍스트 기반 프레임워크)

  • Lee, Kyung-Huy;Oh, Sang-Bong
    • Journal of Information Technology Applications and Management
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    • v.14 no.2
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    • pp.11-26
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    • 2007
  • In this paper we suggest a context-driven configuration model of virtual businesses to form a business network model consisting of role-based, interaction-centered business partners. The model makes use of the subcontext concept which explicitly represents actors and interactions in virtual business (VB) context. We separate actors who have capacities on tasks in a specific kind of role and actor subcontext which models requirements in specific interaction subcontext. Three kinds of actors are defined in virtual service chains, service user, service provider, and external service supporter. Interaction subcontext models a service exchange process between two actor subcontexts with consideration of context dependencies like task and quality dependencies. Each subcontext may be modeled in the form of a situation network which consists of a finite set of situation nodes and transitions. A specific situation is given in a corresponding context network of actors and interactions. It is illustrated with a simple example.

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