• 제목/요약/키워드: Virtual Exchange

검색결과 165건 처리시간 0.027초

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

  • 김도관
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2018년도 춘계학술대회
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    • pp.119-121
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    • 2018
  • 가상화폐에 대한 투자가 활발한 가운데 가상화폐 거래소에서의 인증방식과 보안 방식을 점검할 필요성이 제기된다. 이에 본 연구에서는 가상화폐 거래소의 인증과 보안 방식을 점검하고자 한다.

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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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    • 제43권5호
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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.

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

  • 이태규
    • 문화기술의 융합
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    • 제8권1호
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    • pp.583-590
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    • 2022
  • 암호화폐는 2009년 비트코인 소스 공개와 더불어 지속적으로 기술적 발전과 시장확대가 진행되고 있다. 최근에는 NFT 코인을 비롯해 메타버스 결제 서비스를 중심으로 새로운 응용성이 확장되고 있다. 특히, 중앙암호화폐거래소는 암호화폐 간 또는 기존 법정화폐와 암호화폐 간 중계 거래를 활발히 지원하고 있다. 이러한 중앙거래소에 기초한 암호화폐 거래 시장은 암호화폐의 투기 요인을 부추겨서, 암호화폐의 투기성과 무용론을 강하게 불러 일으켰다. 또한, 중앙암호화폐거래소는 사용자 및 가상자산의 집중화를 유도해서, 블록체인의 탈중화 및 보안성 강화 전략을 저해하고 있다. 따라서 본 연구는 현재 서비스 중인 중앙통제 기반의 중앙암호화폐거래소 현황 및 문제점을 기술하고, 거래소의 분산화 모델로서 분산암호화폐거래소 모델링 전략 및 주요 이슈를 제시한다. 본 연구는 블록체인의 기초한 암호화폐의 익명성, 분산화, 자치성 등을 강화할 수 있다.

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

  • 김정호;박진완;유태경
    • 방송공학회논문지
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    • 제25권4호
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    • pp.507-517
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    • 2020
  • 컴퓨터 그래픽스, 실시간 렌더링, 모션 캡처, 인공지능 기술의 발전과 함께 양방향 소통이 가능한 가상존재가 콘텐츠 산업에 등장하였다. 기술 및 플랫폼의 상용화로 인해 양방향 소통 가상존재가 제작되고 있지만, 가상존재들이 어떤 특성이 있으며 각 분야에서 어떻게 활용될 수 있을 것인지에 대한 분석이 부족하다. 이에 본 연구에서는 가상존재 제작을 위한 기술적 배경조사와 사례연구를 통해 양방향 소통 가상존재가 감정 교류에 필요한 특성에 대해 분석한다. 감정 교류에 필요한 특성은 상호작용, 개성, 자율성으로 나누어졌으며, 이 특성들을 중심으로 가상존재를 분류하며 양방향 소통 가상존재가 콘텐츠 분야에서 어떻게 활용될 것인지에 대해 고찰한다. 본 연구는 가상존재 제작에 필요한 기술적 배경 조사와 가상존재가 양방향 소통에 필요한 특성을 분석하는 기초연구로써 앞으로 가상존재를 활용한 콘텐츠 제작 및 활용 연구에 있어 유의미한 시사점을 제공할 것이라고 기대한다.

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

  • 김향자;김영삼
    • 한국의류학회지
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    • 제39권2호
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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
    • 한국지능정보시스템학회:학술대회논문집
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    • 한국지능정보시스템학회 2004년도 추계학술대회
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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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가상현실 환경을 위한 해석데이터 변환 기술 개발 (Development of CAE Data Translation Technique for a Virtual Reality Environment)

  • 송인호;양정삼;조현제;최상수
    • 한국CDE학회논문집
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    • 제13권5호
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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.

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

  • 이강인;한석호;이용환
    • 반도체디스플레이기술학회지
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    • 제22권2호
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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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가상현실 기반 박물관의 전시특성 및 활용 가능성 연구 -세컨드라이프 내 박물관을 중심으로 (A Study on the Virtual Reality-based Museums : Exhibition Characteristics and Possibilities of Utilization)

  • 손희주;최진원
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.862-867
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    • 2009
  • 박물관의 개념을 새롭게 변화시키고 있는 가상현실 기반 박물관의 전시 특성을 분석하고, 분석 결과를 토대로 활용 가능성을 제시하고자 한다.

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

  • 이경휘;오상봉
    • Journal of Information Technology Applications and Management
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    • 제14권2호
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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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