• 제목/요약/키워드: Virtual Reality Security

검색결과 60건 처리시간 0.021초

가상현실 서비스 환경에서의 보안 고려사항 (Security Consideration of Virtual Reality Service)

  • 임상혁;전준현;이영숙
    • 융합보안논문지
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    • 제18권3호
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    • pp.11-17
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    • 2018
  • 가상현실 산업의 성장으로 인해 이용자 수가 급격히 증가하면서 가상현실환경에서 보안이 중요시 되고 있다. 가상현실 서비스를 안전하게 사용하기 위해서는 사용자가 보안취약점과 보안 위협의 심각성을 인지하고 보안 대책을 갖추어야 한다. 하지만 취약점 및 보안 위협에 대한 정보부족뿐만 아니라 사용자들의 보안 의식 또한 미흡하다. 이러한 점을 돌이켜 생각해 볼 때 가상현실환경에서 보안 가이드라인이 필요하다. 본 논문에서는 가상현실 서비스를 보다 안전하게 제공하기 위해 고려해야 할 보안 요구사항을 제시한다.

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An Account of Virtual and Augmented Reality in Educational Institutions

  • Al-Salami, Sami Ben Shamlan Bakhit
    • International Journal of Computer Science & Network Security
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    • 제22권9호
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    • pp.137-142
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    • 2022
  • This paper argues for modern technologies in the educational process. It specifically outlines issues germane to virtual and augmented reality. It begins with an account on virtual reality and augmented reality, and touches on their characteristics, the advantages, obstacles and applications. It also discusses some relevant studies that emphasized the role of virtual and augmented reality in education, the difference between two terms. The paper ends with a note of vision on how to activate them in educational institutions.

Trends and Prospects for the Development of Virtual Reality and Digital Property

  • Kirillova, Elena Anatolyevna;Blinkov, Oleg Evgenyevich;Blinkova, Elena Victorovna;Vrazhnov, Aleksey Sergeevich;Magomedov, Firdousi Bilyamudinovich
    • International Journal of Computer Science & Network Security
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    • 제22권11호
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    • pp.284-290
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    • 2022
  • The study considers trends and prospects for developing virtual (augmented) reality and civil transactions in relation to digital property. In jurisprudence, there is a need to determine the legal status of virtual and augmented reality to regulate legal relations in the digital environment. Legal relations using new digital technologies require the creation of new legislative approaches and rules of their legal regulation. The article dwells on the legal status of virtual (augmented) reality and determines the methods of regulating legal relations in the sphere of digital property. The study utilized methods for collecting single and multiple facts in order to identify the main trends in the civil circulation of digital assets, as well as private law methods. The methods of generalization, concreteness, induction and deduction reveal the legal nature and main features of virtual (augmented) reality and digital property. The paper highlights the specifics of virtual reality and civil transactions in relation to digital assets. The research has concluded that the sale, exchange and other actions with digital objects in virtual reality have distinctive features, while digital property has also unique characteristics since it is involved in civil circulation and legal relations.

Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

  • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
    • International Journal of Computer Science & Network Security
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    • 제22권5호
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    • pp.375-380
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    • 2022
  • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.

VR 기기와 게임 시스템의 정보보증을 위한 VR 위협 분석 (VR Threat Analysis for Information Assurance of VR Device and Game System)

  • 강태운;김휘강
    • 정보보호학회논문지
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    • 제28권2호
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    • pp.437-447
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    • 2018
  • 가상현실(Virtual Reality, VR)은 게임 업계의 새로운 표준이 되고 있다. PokeMon GO는 가상현실 기술을 적용한 대표적인 사례이다. PokeMon GO는 출시 후 다음날 미국에서 가장 많은 iOS App Store 다운로드 수를 기록하였다. 이는 가상현실의 위력을 보여주는 사례이다. 가상현실은 자이로스코프, 가속도, 촉감 센서 등으로 구성되며 사용자가 게임을 깊이 몰입할 수 있게 한다. 새로운 기술이 등장함에 따라 새롭고 다양한 위협요소가 생긴다. 그래서 우리는 가상현실 기술과 게임 시스템에 대한 보안 연구가 필요하다. 본 논문에서 가상현실 기기(Oculus Rift)와 게임 시스템(Quake)의 정보보증을 위해 위협 분석을 진행한다. STRIDE, attack library, attack tree 순서로 체계적으로 분석한다. DREAD를 통해 보안 대책을 제안한다. 또한 VCG(Visual Code Grepper) 도구를 사용하여 소스 코드의 논리 오류 및 취약한 함수를 파악하고 해결 방법을 제안한다.

Experience in Using Peer-to-Peer Platforms and Immersive Technologies in the Training of Future Masters of Pharmacy in Medical Lyceum

  • Volodymyrovych, Tsekhmister Yaroslav;Tetiana, Konovalova;Yaroslavovych, Tsekhmister Bogdan
    • International Journal of Computer Science & Network Security
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    • 제22권2호
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    • pp.23-28
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    • 2022
  • The present study has been conducted to evaluate the experience in using peer-to-peer platforms and immersive technologies in the training of future masters of pharmacy from the Pharmaceutical Faculty of Bogomolets National Medical University, Ukraine. The selected participants were given the pre- and post-test containing multiple choice questions to assess the effectiveness of immersive technologies. Further, a self-designed structured questionnaire contained 10 questions with 5 options was delivered to consented participants through email and WhatsApp. The results of test presented that students attained an average of 26% in their pre-test while the average attained score post-test was 74% that showed a significant improvement with peer-to-peer platforms and virtual reality technology. The results of survey questions also showed an overall 86.73% satisfaction for the use of peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy. These results demonstrated that 90.81% showed agreement that they gained a high level of confidence through peer-to-peer platforms and virtual reality to handle patients in clinical practice. It can be concluded that participants of this study showed a strong agreement with positive experience in using peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy in medical lyceum.

Exploring the Influence of Virtual Reality and Augmented Reality on User Satisfaction in Virtual Tourism

  • Thich Van NGUYEN;Tho Van NGUYEN;Dat Van NGUYEN
    • 유통과학연구
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    • 제22권6호
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    • pp.33-44
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    • 2024
  • Purpose: This study aims to measure how information quality, system quality, security, usefulness, and ease of use of Augmented Reality (VR) and Virtual Reality (AR) influence user satisfaction, motivating intelligent travel technology developers to improve VR/AR quality to meet customer requirements. Research design, data and methodology: This study investigates users interested in travelling in Ho Chi Minh City and Nha Trang City, Vietnam. The research model was implemented using an online questionnaire and face-to-face from 405 valid samples. To evaluate the scale's reliability, the study used the software SPSS 20. Test research hypotheses and evaluate measurement and structural models. This research uses AMOS 20 software. The proposed model is firmly grounded in the Information System Success model (ISS) and the Technology Acceptance Model (TAM), providing a solid theoretical foundation for our research. Results: Results show that consumer perceptions of information quality, system quality, security, usefulness, and ease of use have a positive impact on the perceived quality of VR/AR, thereby influencing tourists' travel intention. Conclusions: The results of this research enrich the theoretical understanding of consumer behaviour toward intelligent technology products in tourism, providing management implications for manufacturers to improve the quality of tourism products and satisfy user requirements in experience before considering choosing a destination.

가상현실 기반 실전적 정밀사격훈련 구현 연구 (A study on the actual precision shooting training based on virtual reality)

  • 이병학;김종환;신규용;김동욱;이원우;김남혁
    • 융합보안논문지
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    • 제18권4호
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    • pp.62-71
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    • 2018
  • 4차 산업혁명 시대에 가상현실 기술의 급속한 성장은 국방 분야에서도 ICT 융합과 더불어 군사훈련체계의 과학화를 가속 시키고 있다. 최근 육군에서는 사격장 소음문제에 따른 민원증가, 사격장 안전사고 예방, 그리고 훈련비용 절감과 같은 민감한 사안을 해결하기 위해 모의 사격훈련 시뮬레이터 연구개발이 활발하게 진행되고 있다. 본 논문에서는 기존의 사격훈련시뮬레이터의 기술적 한계점을 살펴보고 이를 극복하기 위해 훈련자 중심의 공간 동기화 기법과 미소각 근사 수정질점탄도모델을 제안한다. 자체 개발한 정밀사격 시뮬레이터 MARS(medium range assault rifle shooting simulator)에 조성된 혼합현실(mixed reality) 환경에서 반응조끼(haptic vest)를 착용한 훈련자는 가상적군과 양방향 교전간 실시간 피격을 경험할 뿐만 아니라 실제 탄도궤도가 적용된 정밀사격훈련을 수행하게 되어 훈련 결과에 따른 신뢰 높은 훈련평가를 받을 수 있게 되었다.

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VR을 이용한 인터넷 기반 원격 제어 시스템 (Internet-Based Remote Control System Using Virtual Reality)

  • 차주헌;이순걸;전희연
    • 한국CDE학회논문집
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    • 제5권1호
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    • pp.88-94
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    • 2000
  • This paper presents new type remote home automation that can control and manage hi-directionally and efficiently home appliances and home security systems in home through Internet. The system is used virtual reality technology to construct very easy user interface and used Internet as network for remote control. Here, the user interface is 3D GUI which gives user feeling to be at his home on web-browser, and also shows him present state of control objects at home. This system has been implemented on the basis of Java and VRML. In this paper we propose the internet-based remote control system, and show usefulness of the suggested system by applying to home automation system.

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메타버스 환경에서 사이버보안 위협과 취약점 분석 (Analysis of Cybersecurity Threats and Vulnerabilities in Metaverse Environment)

  • 최진원;권재우;이세희;박원형;조태경
    • 융합보안논문지
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    • 제22권3호
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    • pp.19-24
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    • 2022
  • 메타버스는 '가상', '초월' 등을 뜻하는 영어 단어 '메타'(Meta)와 우주를 뜻하는 '유니버스'(Universe)의 합성어로, 현실세계와 같은 사회·경제·문화 활동이 이뤄지는 3차원의 가상세계를 가리킨다. 메타버스는 가상현실(VR, 컴퓨터로 만들어 놓은 가상의 세계에서 사람이 실제와 같은 체험을 할 수 있도록 하는 최첨단 기술)보다 한 단계 더 진화한 개념으로, 아바타를 활용해 단지 게임이나 가상현실을 즐기는 데 그치지 않고 실제 현실과 같은 사회·문화적 활동을 할 수 있다는 특징이 있다. 하지만, 이에 대한 보안 이슈가 많아 발생하고 있어 사이버보안 안전성 여부를 확인할 필요가 있다. 본 논문은 메타버스 환경에서 발생할 수 있는 사이버보안의 위협과 취약점을 분석하여 안전성을 확인 한다.