• Title/Summary/Keyword: concept of hunting

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The Development of Hunting Culture and The Hunting Science (사냥 문화의 발달과 사냥학)

  • Chang, Tae-Hyun;Lee, Chan-Yong
    • Journal of Forest and Environmental Science
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    • v.13 no.1
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    • pp.57-65
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    • 1997
  • The culture of hunting is the culture of mankind and the hunting is also the mainspring of development of human culture. In our country the demand of hunting is increasing with the development of economy in 1980's. But we have no traditional hunting culture, so that the recent problem of hunting was caused and will be caused. So it is necessary that we have to establish the new culture of hunting and when we understand more exactly the concept of hunting, we can found the proper hunting culture.

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A Study on the Establishment of Threat Hunting Concept and Comparative Analysis of Defense Techniques (위협 헌팅 개념 정립 및 방어기법 비교분석에 관한 연구)

  • Ryu, Ho Chan;Jeong, Ik Rae
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.4
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    • pp.793-799
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    • 2021
  • Recently, there has been a growing interest in threat hunting presented to overcome the limitations of existing security solutions. Threat hunting is generally recognized as a technique for identifying and eliminating threats that exit inside the system. But, the definition is not clear, so there is confusion in terms with penetration testing, intrusion detection, and incident analysis. Therefore, in this paper, compare and analyze the definitions of threat hunting extracted from reports and papers to clarify their implications and compare with defense techniques.

A Study for Cyber Situation Awareness System Development with Threat Hunting (위협 헌팅을 적용한 사이버 상황인식 시스템 개발에 관한 연구)

  • Lee, Jaeyeon;Choi, Jeongin;Park, Sanghyun;Kim, Byeongjin;Hyun, Dae-Won;Kim, Gwanyoung
    • Journal of the Korea Institute of Military Science and Technology
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    • v.21 no.6
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    • pp.807-816
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    • 2018
  • Threat hunting is defined as a process of proactively and iteratively searching through networks to detect and isolate advanced threats that evade existing security solutions. The main concept of threat hunting is to find out weak points and remedy them before actual cyber threat has occurred. And HMM(Hunting Maturity Matrix) is suggested to evolve hunting processes with five levels, therefore, CSOC(Cyber Security Operations Center) can refer HMM how to make them safer from complicated and organized cyber attacks. We are developing a system for cyber situation awareness system with pro-active threat hunting process called unMazeTM. With this unMaze, it can be upgraded CSOC's HMM level from initial level to basic level. CSOC with unMaze do threat hunting process not only detecting existing cyber equipment post-actively, but also proactively detecting cyber threat by fusing and analyzing cyber asset data and threat intelligence.

A Study on the Current Rotation System of Hunting Ground (현행(現行) 순환수렵장(循環狩獵場) 제도(制度)에 관(關)한 연구(硏究))

  • Byun, Woo Hyuk
    • Journal of Korean Society of Forest Science
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    • v.74 no.1
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    • pp.47-55
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    • 1986
  • During the past 4 years, I have made a careful analysis of the present rotating system of hunting areas, on the one hand, by asking a group of hunters to fill out a questionnaire, and on the other hand, by referring to the written documents on the subject. And, as a result, it is concluded that this system, by varying the hunting grounds each year, contains in itself several problems as follows. 1. The hunters find it quite inconvenient to use a different hunting ground year after year and they also complain that the present hunting ground charge is more than it is worth. Therefore, it is expected that the number of hunters will explosively increase in the future with the betterment of hunting conditions. 2. The hunters have almost no information about game and they are, as a whole, lacking in the ethics of hunting. 3. The allotment of time in hunting training courses is not so sufficient that it is next to impossible to improve the quality of hunters. 4. As a rule, the population density of wildlife is so sparse that it falls short of the proper standard of it. 5. The present hunting system does not seem to contribute to the advancement of tourism. 6. It is absolutely necessary to make a general survey of the situation of wildlife for the legal protection of it. Besides, the interests of hunters are so closely tied up with those of farmers and foresters that dreastic measures should be taken to settle their conflicting differences. For the purpose of solving the above-mentioned problems and at the same time, of developing sound hunting practices in the long run, I hereby make two suggestions. 1. The Establishment of the Hunting License Test System It is desirable to issue a license to a prospective hunter after he has met a special qualification and then passed a test so that he may have bits of information needed for his hunting activities. 2. The Introduction of The Revier System The fundamental concept of this system is based on the assumption that the private landowner should reserve a right to the pursuit of game and take responsibility for wildlife management.

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A System Design Method of Mine Warfare Using Information for SONAR and MDV (소나와 무인기뢰처리기 정보를 활용한 기뢰전 체계 설계 방안)

  • Kim, Jun-Young;Shin, Chang-Hong;Kim, Kyung-Hee
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39C no.12
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    • pp.1243-1249
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    • 2014
  • The naval mine is the explosives that are installed in the water in order to attack surface ships or submarines. So mine warfare is a very important component of naval operations. In this paper, first, understanding of the general concept about mine warfare. Second, introduce the mine hunting progress and mine sweeping progress. And then, suggest the system design method of mine counter measure warfare using several functions. The functions are mine area detection algorithm for side scan sonar image using Adaboost algorithm, and calculation to mine hunting progress rate and mine sweeping progress rate. And techniques that lead the mine disposal vehicle(MDV) to mine.

Conceptual Shift of Wilderness and Its Aesthetics - A Perspective on the Contradictory View of Nature in Landscape Architecture Tradition - (황야에 대한 인식과 미적 경험의 변화 - 조경의 이중적 자연관과 그 모순 -)

  • Pae Jeong-Hann
    • Journal of the Korean Institute of Landscape Architecture
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    • v.34 no.1 s.114
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    • pp.59-68
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    • 2006
  • This paper examines the conceptual shift of wilderness and its legacy to the contradictory view of nature in landscape architecture tradition. In hunting and gathering societies, there was no dichotomy between the cultivated environment and wilderness. 'Wilderness' is a word whose first usage marks the transition from a hunting-gathering economy to an agricultural society. We can identify two archetypal responses to wilderness: classical and romantic. In the classical perspective, wilderness is something to be feared-an area of waste and desolation. The conquest of wilderness and the creation of usable places is a mark of civilization. For the romantics, in contrast, untouched wilderness has the greatest significance; it has a purity that human contact tends to sully and degrade. Wilderness for the romantics is a place to revere, a place of deep spiritual significance, and an object of aesthetic experience. In the Western world, the classical position predominated until the last two hundred years when the romantic concept began to gain more ground. The shift was made possible by the change in the way nature is understood. Modernity and modern science objectified nature. The transition of the concept of wilderness exemplifies the objectification and pictorialization of nature. Wilderness in the modern era is not different from the pastoral landscape which can be controlled by landscape architects.

A Study on the Evaluation of Critical Factors for Sustainable Whale Tourism (지속가능한 고래관광을 위한 중요요인 평가에 관한 연구)

  • Kim, Su-Yeon
    • The Journal of Fisheries Business Administration
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    • v.49 no.1
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    • pp.51-66
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    • 2018
  • During the Joseon period, the East Sea would be called 'Gyeonghae' due to a large number of whales. In the Republic of Korea, whaling was locally permitted in 1946. However, the number drastically dropped because the hunting of the marine mammal had already been carried out in Russia, the U.S. and Japan since 1800s. Before a moratorium on commercial whaling was introduced by the International Whaling Commission(IWC) in 1986, whale populations in the East Sea had plunged. Furthermore, Korean gray whales and fin whales weren't found anymore in that area. With the suspension, whale hunting was banned in Korea as well. Even so, accidentally caught whales have been allowed to be distributed on the market with respect for local food culture. With the establishment of Whale Museum and hosting of the 57th Annual Meeting of the International Whaling Commission(IWC) at Jangsaengpo in 2005, whale tourism was facilitated in earnest. This whale tourism has been operated by Nam-gu Office and Nam-gu City Management Corporation in Ulsan. However, the popularity of whale tourism has increased a demand for whale meat. At the same time, there has been concern over decrease in whale populations because of illegal whaling. In addition, a conflict between the use and protection of whales has caused confusion in tourism identity. Actually, there is a serious doubt on the sustainability of whale tourism due to the decade-long deficit and excessive investments. This study attempts to define a concept of whale tourism and propose a future direction for the sustainable growth and development of Korea's whale tourism industry after developing such comprehensive assessment indicators as a basic research for the introduction of sustainable whale tourism. To achieve the aim of this study, AHP(Analytic Hierarchy Process) was chosen as a main research tool and the factors were ranked by a comprehensive analysis of principal factors and detail factors. The current study showed the following results. First, ecological environment(0.430) was indicated the most important factor of whale tourism assessment indicators. Moreover, Population(0.1302), Action for Cetacean protection(0.1031), Governance(0.0898) were critical factors. On the other hand, Accommodations(0.0085), Whale meat(0.0088) were unimportant factors than others.

A Study of Costumes Appearing in Afrasiab Mural Painting (아프라시압 벽화에 나타난 복식연구)

  • Kim, Yong-Mun
    • Journal of the Korean Society of Costume
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    • v.60 no.7
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    • pp.117-130
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    • 2010
  • The four walls of mural paintings in Afrasiab, Samarkand, have discovered: the indian-concept east wall, the west with the paintings of envoys from a number of countries bringing in King's letters or gifts, the south describing traditional ceremony celebrating the new year, the north with a picture of a Chinese princess on board beside hunting scenes. Overall, Sogdians in Afrasiab mural paintings of 7th century had following costume codes: a very short haircut or the Turkic queue, a rather-narrow-sleeved caftan with round-neck, a belt and boots. The west wall showed various costume style of a set of envoys from countries. First, a Turkic envoy had 3-6 rows of long plaits, wearing a caftan with two lapels and a belt - interestingly, Sogdian and Turkic nobles didn't wear pochettes. Second, a Chaganiyan had a hairband on his short hair, and his colorful round-neck caftan is decorated with animal-patterned medallions and a golden belt. Third, a Chach wore a jewelled hairband, putting gaiters on his pants. Forth, a Chinese was in putou with a round-neck caftan, and with a belt and sword around his waist. Lastly, also appeared a Koguryo envoy in white putou with a double-bird-feathered crown on top, wearing a long-sleeved yellow v-neck top, a belt, narrow-cuffed pants and boots. Identical to the Sogdian statues excavated in various regions of China are the appearance of big eyes and nose -similar to the warrior stone in Korea- a hairband, and a pochette down from the waist line. During this period, white and red were considered as prevailing colors for clothing: red and yellow among Turks. The costumes of characters in Afrasiab mural paintings were preferably made with the animal-patterned, sophiscated samite Zandanachi of Sogdiana.

Empty Time, Empty Space, and Non(非)-Place in World of Warcraft: The Accumulated Experience and the Recovery in Reality (<월드 오브 워크레프트>(World of Warcraft)의 빈 시간, 빈 공간, 비(非) 장소: 축적된 체험과 실감의 회복)

  • Song, Kyong-Won
    • Cartoon and Animation Studies
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    • s.19
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    • pp.127-143
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    • 2010
  • The purpose of this study is to aesthetically approach a game, which was popular at home, through microscopic analysis on World of Warcraft. World of Warcraft(hereunder called WOW), which improved a game method of MMORPG that had been popular conventionally at home, from several angles, is suggesting new paradigm of MMORPG game. This study aims to propose new vision on game analysis by approaching this new method from the perspective of player. For this, it divided WOW into shift method, instruction implementation method, and communication configuration method, and analyzed this, respectively, by introducing a concept of empty time, empty space, and non-place, which was borrowed from Zygmunt Bauman's "Liquid Modernity". WOW's shifting method rather extends empty time, that is, the waiting time, contrary to the conventional MMORPG, which used a method of removing. Instead of maximally reducing boring, which becomes disturbance of a game, it is what overwhelmingly enlarges time that needs to be waited, thereby being what induces a sense of time, which a player experiences daily life, to the inside of a game. WOW's instruction implementation method offers one of hugely single map instead of zone-system necessary for map loading in the discontinued form. This minutely implements even a greatly insignificant place in playing a game, thereby stirring up a sense of travel, which explores there in reality. Finally, WOW's community configuration method makes a hunting-targeted group clear, which added a concept of hunting called the raid to the existing gild system. The raid, which is a large party of being bound to the inside of Instant Dungeon, clearly gives a performance role to each of party members, thereby allowing the identity in character to be connected directly to the identity of player. Through this, the player filled the suggested 'space' with experience, thereby being able to change it into 'place' that is significant to an individual.

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Effect of the Spportive Project for the Priority Region of Educational Welfare Investment[SPPREWI] on School Children's Psychosocial and Cognitive Adjustment (교육복지투자우선지역 지원사업이 아동.청소년의 사회.정서 및 인지적 발달에 미치는 효과)

  • Jung, Yeon-Jung;Um, Mung-Yong
    • Korean Journal of Social Welfare
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    • v.61 no.4
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    • pp.5-33
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    • 2009
  • This study attempted to evaluate the effectiveness of the Supportive Project for the Priority Region of Educational Welfare Investment(SPPREWI) which has been put into action in Korea as a part of national policies for poor school children. In so doing this study aimed to test SPPREWI's legitimacy as well as whether we have to continue this program or not. In order to fulfill this research purpose researchers identified several outcome indicators of SPPREWI, which represent psychosocial and cognitive adjustment. The variables pertaining to psychosocial adjustment domain are: self-concept; depression, anxiety, and suicidal impulse; inclination of assault and indignation; delinquency; school life adjustment; and change in social relations. The variables of cognitive adjustment include recognition of self-control in learning; control strategy of learning behavior; and preparedness for job hunting. In this study the quasi-experimental group contained students from schools which are under the SPPREWI. The control group was composed of students from schools which were free from SPPREWI but under the influence of deteriorating school environment. The quasi-experimental group and the control group were compared in terms of outcome indicators presented earlier. Within the quasi-experimental group both the students below poverty-line and the students above poverty-line were divided into two groups each by the level of service use, and were compared in terms of the outcome variables presented earlier. Study results supported the argument that SPPREWI was effective generally in improving students' school adjustment. Study results also showed that the variable of 'school nurturance' played a significant role in moderating the effect of SPPREWI on a couple of outcome variables specially when schools' overall educational environment was in poor condition. Implication as well as suggestion were presented on the basis of study findings.

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