• Title/Summary/Keyword: Virtual Reality Security

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The Future of BlockChain Technology Leading Innovation in the Industrial Ecosystem (산업 생태계의 혁신을 선도할 블록체인 기술의 미래전망)

  • Kim, Jung-Sook
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.324-332
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    • 2018
  • Blockchain technology has the potential to revolutionize trust models and business processes in a variety of industries. However, it is considered to be the initial stage of the system that pursues autonomy rather than efficiency, and it is necessary to monitor and inspect the distributed ledger technology from the price and introduction time as compared with the existing relational DB transaction technology. However, domestic and foreign private sectors have already been activated by applying block-chain technology in the national domain, and the block chain is devoid of doubt that it is an exaggerated technology, characterized by the invariance of the record, transparency, and autonomous execution of business rules. It has begun to be utilized in history, identity, certification and auditing in the financial industry as well as various industries. In this paper, we analyze the problems such as security weakness, insufficient regulatory environment, technical consensus and lack of common standard. In addition, the business sense and possibility of the block chain technology is expected to be the innovation of the industrial ecosystem by entering into the reality system from the concept through monitoring the actual introduction performance in the field of copyright, logistics, health care and environment.

PR-Management and Branding of Media Channels with the Application of Social Networks

  • Shalman, Tatiana;Dobrianska, Viktoriia;Kokhan, Marianna;Pletsan, Khrystyna;Humenchuk, Anatolii
    • International Journal of Computer Science & Network Security
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    • v.21 no.7
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    • pp.70-76
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    • 2021
  • The relevance of intelligence involves the definition of such communication systems of PR-management and branding of media channels with the use of social networks, which are already implemented in practice by modern representatives of professional PR product. The purpose of the investigation is to determine the system of implementation of technologies of PR-management and branding of media channels with the use of social networks based on a survey of PR and brand of different media channels on the basis of a survey of brand managers and PR. 980 respondents from Ukraine took part in the survey. The survey was conducted on the Google-forms platform. The results outline a list of the most popular social networks and messengers for the implementation of PR management and branding technologies, including Facebook, Twitter, Google, LinkedIn, Tumblr; Telegram, WhatsApp, Viber, Skype. It is determined that the criteria of branding analysis are informativeness, centralization/distribution, content, feedback intensity. Identified 2 prospects for the development of branding in an interactive media environment (creation of a presentation system; integration of websites of social media and companies in universal centers). The criteria of general importance of the factors influencing the behavioral intention of consumers to use social media channels are presented (satisfaction, accessibility, perceived usefulness, trust, ease of use, attitude, social influence, self-efficacy). The meaning of the content of social media channels (public, informational and communication) is indicated. The practical significance of the study was to present the links between the criteria, development prospects and the values of branding factors.

A Watermarking Algorithm of 3D Mesh Model Using Spherical Parameterization (구면 파라미터기법을 이용한 3차원 메쉬 모델의 워더마킹 알고리즘)

  • Cui, Ji-Zhe;Kim, Jong-Weon;Choi, Jong-Uk
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.1
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    • pp.149-159
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    • 2008
  • In this paper, we propose a blind watermarking algorithm of 3d mesh model using spherical parameterization. Spherical parameterization is a useful method which is applicable to 3D data processing. Especially, orthogonal coordinate can not analyse the feature of the vertex coordination of the 3D mesh model, but this is possible to analyse and process. In this paper, the centroid center of the 3D model was set to the origin of the spherical coordinate, the orthogonal coordinate system was transformed to the spherical coordinate system, and then the spherical parameterization was applied. The watermark was embedded via addition/modification of the vertex after the feature analysis of the geometrical information and topological information. This algorithm is robust against to the typical geometrical attacks such as translation, scaling and rotation. It is also robust to the mesh reordering, file format change, mesh simplification, and smoothing. In this case, the this algorithm can extract the watermark information about $90{\sim}98%$ from the attacked model. This means it can be applicable to the game, virtual reality and rapid prototyping fields.

An Analysis of the Support Policy for Small Businesses in the Post-Covid-19 Era Using the LDA Topic Model (LDA 토픽 모델을 활용한 포스트 Covid-19 시대의 소상공인 지원정책 분석)

  • Kyung-Do Suh;Jung-il Choi;Pan-Am Choi;Jaerim Jung
    • Journal of Industrial Convergence
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    • v.22 no.6
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    • pp.51-59
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    • 2024
  • The purpose of the paper is to suggest government policies that are practically helpful to small business owners in pandemic situations such as COVID-19. To this end, keyword frequency analysis and word cloud analysis of text mining analysis were performed by crawling news articles centered on the keywords "COVID-19 Support for Small Businesses", "The Impact of Small Businesses by Response System to COVID-19 Infectious Diseases", and "COVID-19 Small Business Economic Policy", and major issues were identified through LDA topic modeling analysis. As a result of conducting LDA topic modeling, the support policy for small business owners formed a topic label with government cash and financial support, and the impact of small business owners according to the COVID-19 infectious disease response system formed a topic label with a government-led quarantine system and an individual-led quarantine system, and the COVID-19 economic policy formed a topic label with a policy for small business owners to acquire economic crisis and self-sustainability. Focusing on the organized topic label, it was intended to provide basic data for small business owners to understand the damage reduction policy for small business owners and the policy for enhancing market competitiveness in the future pandemic situation.

Concept Design of Download Over-the-Air functions for IoF-Cloud based distributed IoT device (IoF-Cloud 기반 분산된 IoT 장비들을 위한 Download Over-the-Air 기능의 개념 설계)

  • Cha, ByungRae;Choi, MyeongSoo;Park, Sun;Kim, HyeongGyun;Kim, YongIl;Kim, JongWon
    • Smart Media Journal
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    • v.5 no.4
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    • pp.9-17
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    • 2016
  • Over the next 20 years it will begin the exodus from the Internet and smart phones to the Internet of Things. The heart of IoT gives new utility and value with connectivity among things around people to the human. In future, Industrial environment will be intimately connect all among machines and machines or factories and factories in all processing, and by digitizing of all goods and production life-cycle, which is a combination of virtual world and real world, the digital factory will become reality eventually. The proposed IoT or IIoT based Download OTA (Over-the-Air) provides a flexible mechanism for downloading Media objects of any type and size from a network. Moreover, proposed IoT based DLOTA provides a part of security by lightweight encryption, OTP, and CapBAC technique.

A Study on the Policy Measures for the Prevention of Industrial Secret Leakage in the Metaverse (메타버스 내 산업기밀 유출 대응을 위한 정책 및 제도에 관한 연구)

  • Jeon, So-Eun;Oh, Ye-Sol;Lee, Il-Gu
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.377-388
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    • 2022
  • Metaverse, realistic virtual space technology has become a hot topic. However, due to the lack of an institutional system to the metaverse environment, concerns are rising over the leakage of industrial confidentiality, including digital assets produced, stored, processed, and transferred within the metaverse. Digital forensics, a technology to defend against hacking attacks in cyberspace, cannot be used in metaverse space, and there is no basis for calculating the extent of damage and tracking responsibility, making it difficult to respond to human resources leakage and cyberhacking effectively. In this paper, we define the scope of industrial confidentiality information and leakage scenario and propose policy and institutional measures based on problems in each metaverse scenario. As a result of the study, it was necessary to prepare a standardized law on Extra-territorial search and seizure issues and a system for collecting cryptocurrency evidence to respond to industrial confidentiality leaks in the metaverse. The study expects to contribute to industrial technology development by preparing in advance for problems that may arise in metaverse technology.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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A Study on Exercise Intervention for Improving Physical Activity for the Disabled: From the Perspective of Convergence Device (장애인 신체활동 증가를 위한 운동중재에 관한 연구: 융합형 디바이스 활용 관점에서)

  • Kang, Sunyoung
    • Convergence Security Journal
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    • v.19 no.5
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    • pp.85-90
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    • 2019
  • The purpose of this study is to analyze the trend of exercise intervention applying various devices to increase the physical activity of the disabled, and to suggest the exercise intervention using converged devices that meet the needs of the times due to the increase of elderly people with disabilities. Exercise intervention using converged devices applicable to the disabled is divided into two types: first, exercise intervention using virtual reality-based gamification, and second, exercise intervention based on wearable devices of wearable or body-attached such as bands and watches. For exercise intervention using converged devices that can be enjoyed by the elderly with disability, minimize of environmental limitations, and easy to personalize, there is a need for configuration requirements such as easy operation and simple rules of operation, easy device installation and wearing, a trainer who can complement immature device utilization. In order to maintain and improve the daily living performance of the elderly with disabilities who experience a significant decrease in their cognitive and physical functions, it is necessary to use a physical activity game that can be experienced and can be interested in everyday life or a variety of devices to increase the amount of physical activity.

An Empirical Study on Future New Technology in Defense Unmanned Robot (국방 무인로봇 분야 미래 신기술에 관한 실증연구)

  • Kim, DoeHun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.4
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    • pp.611-616
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    • 2018
  • With the recent increase in awareness of the diversification of patterns of warfare and security, technological evolution is occurring in the field of autonomous defense robots. As defense science and technology develops with the development of the concept of military utilization focusing on human lives and economic operation, the importance of autonomous robots in the effect-oriented future battlefield is increasing. The major developed countries have developed core technologies, investment strategies, priorities, data securing strategies and infrastructure development related to the field of autonomous defense robots, and research activities such as technology planning and policy strategy for autonomous defense robots in Korea have already begun. In addition, the field of autonomous defense robots encompasses technologies that represent the fourth industrial revolution, such as artificial intelligence, big data, and virtual reality, and so the expectations for this future area of technology are very high. It is difficult to predict the path of technological development due to the increase in the demand for new rather than existing technology. Moreover, the selection and concentration of strategic R&D is required due to resource constraints. It is thought that a preemptive response is needed. This study attempts to derive 6 new technologies that will shape the future of autonomous defense robots and to obtain meaningful results through an empirical study.

A Design of Hybrid Implementation Server System for Network Game (네트워크 게임을 위한 하이브리드 분산 서버 시스템 설계에 관한 연구)

  • 배재환
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.455-459
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    • 2003
  • In the great motive power which promotes the Game of future to develop. three main factors focus on 3D Graphics, Network and Virtual Reality. the Network technique as necessary elemental technique in Next-generation on-line game is being researched largely. However, from viewing the features of on-line game, if many users meet in same server, it not only causes heavy load to the server and brings inconvenience to the users, but also increases expense to the service provider and creates a problem which is to put up server or not. A proposal is going to do hybrid distributed system a client hardly depends on server for this paper, and to be able to enjoy a network game through information alternating current between clients. depended on the existing server, and the most message processing did a design in order to achieve between clients. A design way to propose is as follows. Primarily it was done in order proposed a message grade anger process way, and to be able to manage server or a client according to importance of message, and, with the second, did a Client-Server method and a Pear-to-Pear method at the same time, and a chase did efficiency. Third is going to propose other problem solving way by message grade anger in multi-anger and a security section of a message cue.

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