• 제목/요약/키워드: cyber electronic

검색결과 304건 처리시간 0.021초

Effect of Social Network Service (SNS) Users' Object Relations Factors on User Satisfaction through Pleasure and Self-efficacy (소셜네트워크서비스(SNS) 이용자의 대상관계 요인이 즐거움과 자기효능감을 통해 이용자 만족에 미치는 영향)

  • Chae, Su-in;Choi, Hyo-geun;Kwon, Do-Soon;Park, Dong-cheol
    • Journal of Convergence for Information Technology
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    • 제12권2호
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    • pp.1-16
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    • 2022
  • Social network service (SNS) using mobile or web is growing rapidly, and the emergence of various platform services is causing innovative changes in social network service (SNS). This study is to identify the target relation factors of social network users and to empirically study the causal relationship of how much these factors affect user satisfaction through pleasure and self-efficacy. To present an effective and efficient development plan in. In order to empirically verify the research model of this study, a survey was conducted with the general public who had experience using social network services (SNS). Path analysis was performed. As a result, it was possible to verify the correlation of the object relational factors on user satisfaction through pleasure and self-efficacy.First, non-excluded had a significant effect on pleasure, but did not significantly affect self-efficacy. Second, stability attachment did not significantly affect both enjoyment and self-efficacy. Third, social ability did not significantly affect both enjoyment and self-efficacy. Fourth, self-centeredness did not have a significant effect on both enjoyment and self-efficacy. Fifth, pleasure had a significant effect on both self-efficacy and user satisfaction. Sixth, self-efficacy had a significant effect on user satisfaction.

Fraud Detection System Model Using Generative Adversarial Networks and Deep Learning (생성적 적대 신경망과 딥러닝을 활용한 이상거래탐지 시스템 모형)

  • Ye Won Kim;Ye Lim Yu;Hong Yong Choi
    • Information Systems Review
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    • 제22권1호
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    • pp.59-72
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    • 2020
  • Artificial Intelligence is establishing itself as a familiar tool from an intractable concept. In this trend, financial sector is also looking to improve the problem of existing system which includes Fraud Detection System (FDS). It is being difficult to detect sophisticated cyber financial fraud using original rule-based FDS. This is because diversification of payment environment and increasing number of electronic financial transactions has been emerged. In order to overcome present FDS, this paper suggests 3 types of artificial intelligence models, Generative Adversarial Network (GAN), Deep Neural Network (DNN), and Convolutional Neural Network (CNN). GAN proves how data imbalance problem can be developed while DNN and CNN show how abnormal financial trading patterns can be precisely detected. In conclusion, among the experiments on this paper, WGAN has the highest improvement effects on data imbalance problem. DNN model reflects more effects on fraud classification comparatively.

Enhancing Throughput and Reducing Network Load in Central Bank Digital Currency Systems using Reinforcement Learning (강화학습 기반의 CBDC 처리량 및 네트워크 부하 문제 해결 기술)

  • Yeon Joo Lee;Hobin Jang;Sujung Jo;GyeHyun Jang;Geontae Noh;Ik Rae Jeong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • 제34권1호
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    • pp.129-141
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    • 2024
  • Amidst the acceleration of digital transformation across various sectors, the financial market is increasingly focusing on the development of digital and electronic payment methods, including currency. Among these, Central Bank Digital Currencies (CBDC) are emerging as future digital currencies that could replace physical cash. They are stable, not subject to value fluctuation, and can be exchanged one-to-one with existing physical currencies. Recently, both domestic and international efforts are underway in researching and developing CBDCs. However, current CBDC systems face scalability issues such as delays in processing large transactions, response times, and network congestion. To build a universal CBDC system, it is crucial to resolve these scalability issues, including the low throughput and network overload problems inherent in existing blockchain technologies. Therefore, this study proposes a solution based on reinforcement learning for handling large-scale data in a CBDC environment, aiming to improve throughput and reduce network congestion. The proposed technology can increase throughput by more than 64 times and reduce network congestion by over 20% compared to existing systems.

Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game- (가상게임에 나타나는 소프트웨어 사이보그특징에 대한 고찰 -PS4 <언틸던> 게임을 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • 통권41호
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    • pp.279-306
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    • 2015
  • This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.