• Title/Summary/Keyword: cyber money

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Learning Diagnosis & Prescription Service in Cyber Home Learning System : Improvements on User Experience by doing Usability Evaluation (사이버가정학습 진단처방학습관리시스템 사용성 평가 및 학습 경험 개선 방향 도출)

  • Cha, Hyun-Jin;Ahn, Mi-Lee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.876-883
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    • 2009
  • Learning Diagnosis & Prescription Service(LDPS) in Cyber Home Learning System is a educational service which provides customized learning contents based on student's academic level and individualized counseling and comments after diagnosing learner's study habits beyond the past e-Learning systems which offer the same contents to different students. For a national point of view, it is a crucial project in public education to achieve the goals of the next-generation e-Learning service by making a lot efforts both in time and money. However, those efforts has been made, not in terms of providing a better quality of service and a better user experience in a effective and enjoyable way, but in terms of developing the technology-driven system. Therefore, in this study, two types of usability evaluations has been conducted in order to enhance a user experience on the LDPS. One is the expert reviews by utilizing the usability evaluation tools (heuristics) which was focused on educational contexts developed by Suh Young-suhk(2007). The other is the user testing with students who have done think-aloud during the evaluation, remembering their retrospective experience with LDPS, and the interview with teachers & service operators were conducted. As the implications on the research, this is an effort to provide an user-friendly educational system for the students nationwide.

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The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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A Study on the Eating Out Behavior Patterns of Youth: Junior High and Senior High School Students from Different Regions (청소년의 외식 경향 실태 조사: 중.고생 지역별 비교 연구)

  • Kim, Sun-Ah;Jo, Hye-Young
    • Journal of the Korean Society of Food Culture
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    • v.19 no.3
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    • pp.336-347
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    • 2004
  • This study was conducted to investigate eating-out behavior patterns of youths, especially junior high and senior high school students. 1600 questionnaire surveys were distributed and 1487 were used for analysis. In order to consider regional differences as well as overall characteristics of youths' eating-out behaviors, the subjects were evenly sampled from north Seoul, south Seoul, big cities, middle/small cities and small towns. As for the frequency of eating-out, 62.7% of respondents answered once to twice per week. For the can of more than 5 times of eating-out per week, the respondents from south Seoul showed the highest frequency. For the case of no eating-out, the highest frequency was shown from the small towns. As for the most frequently visited place for eating-out, 33.6% of respondents answered Korean style restaurants, and 17.6% Boon-sik(Sanck-bar). Regarding the preference of Korean style restaurants, the highest rate was shown from the residents of big cities. For the question of when they eat out, 89.6% answered dinner and 6.3% lunch. For the question about reason of choosing particular restaurants, 61.5% of respondents referred to tastes and 16.6% price. For the question of the most important reason of eating out, 52.6% point out 'meal solution' and 25.6% 'for meeting.' As for the people accompanied when eating out, 67.2% of the respondents answered family. For the cost of eating out per person, 45.7% of the respondents spent 2000-4000 won for lunch; 31.1% spent 5000-10,000 won for dinner; 33.7% of the respondents spent more than 20,000 won for the special events. Regarding the regional differences of eating-out cost, respondents from south Seoul tended to spend the biggest amount of money for lunch, dinner and special day.

Ransomware attack analysis and countermeasures of defensive aspects (랜섬웨어 공격분석 및 방어적 측면의 대응방안)

  • Hong, Sunghyuck;Yu, Jin-a
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.139-145
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    • 2018
  • Ransomeware is a kind of malware. Computers infected with Ransomware have limited system access. It is a malicious program that must provide a money to the malicious code maker in order to release it. On May 12, 2017, with the largest Ransomware attack ever, concerns about the Internet security environment are growing. The types of Ransomware and countermeasures to prevent cyber terrorism are discussed. Ransomware, which has a strong infectious nature and has been constantly attacked in recent years, is typically in the form of Locky, Petya, Cerber, Samam, and Jigsaw. As of now, Ransomware defense is not 100% free. However, it can counter to Ransomware through automatic updates, installation of vaccines, and periodic backups. There is a need to find a multi-layered approach to minimize the risk of reaching the network and the system. Learn how to prevent Ransomware from corporate and individual users.

Design and Implementation for Presentation Animation Contents Based on the Mobile (모바일 기반의 표현 애니메이션 컨텐츠의 설계 및 구현)

  • Hong, Sung-Soo;Kim, Woo-Sung
    • Journal of Korea Multimedia Society
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    • v.7 no.7
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    • pp.956-966
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    • 2004
  • The Korean animation has enjoyed the brisk formation and establishment of its world-class infra for the last several years without unified titles or concepts, under the name of a national strategic project in the age of digital image. It also enjoys its new evaluation as digital animation that it's one of the greatest money making business in the non-education and frivolous culture and has the closest relations with the modern time. A great portion of popular image media has been taken by animation for the last 30 years. In this paper we propose a motion algorithm using an animation technology. It was developed for education purposed and accessible through the internet. For instance, in Cyber Clam Museum, 1000 gesture contents, the visual processes were used to design a screen with a realistic image and create an animation that makes possible show at 360 and every such transformation as translation, rotation, and scaling can be applied in the image interactively for the convenient and effective viewing.

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Effects of Self Concept of Children Consumers on Irrational Consumption Propensity according to gender - Focused on Purchase of Online Items - (성별에 따른 아동소비자의 자아개념이 비합리적 소비성향에 미치는 영향 - 온라인 아이템 구매를 중심으로 -)

  • Nam, Su-Jung;Park, Sang-Mi;Lee, Eun-Hee
    • Korean Journal of Human Ecology
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    • v.18 no.2
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    • pp.381-395
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    • 2009
  • This study was conducted to investigate effects of self concept of children consumers on consumption propensity of online items according to gender by considering that self, which means a thought on ownself, is expressed as online items in cyber space. Totally, 760 copies of the questionnaire were distributed and 716 ones were finally used as data for analysis in this study. The data were analyzed by using SPSS 14.0 and factorial analysis, Cronbach' ${\alpha}$, t-test, cross tabulation analysis and multiple regression were conducted. The results of this study could be summarized as follows. First, the factorial analysis performed to examine types of self concept found four factorial structures - justness, social, academic and family self. In addition, the factorial analysis done to determine compositional factors of irrational consumption propensity of children consumers showed three factorial structures - impulse buying, conspicuous consumption and imitative consumption. When the effects of personal variables, item-transaction variables and self concept on irrational consumption propensity of children consumers were investigated according to gender, significant factors affecting consumption propensity of both of the males and females were a monthly pocket money, time using the Internet and major transaction items. In addition, parents' permission for purchasing items, justness self and family self were found to be variables affecting consumption propensity in the male children. On the contrary, self concept of female children did not affect irrational consumption propensity.

Designing an Efficient and Secure Credit Card-based Payment System with Web Services Based on the ANSI X9.59-2006

  • Cheong, Chi Po;Fong, Simon;Lei, Pouwan;Chatwin, Chris;Young, Rupert
    • Journal of Information Processing Systems
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    • v.8 no.3
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    • pp.495-520
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    • 2012
  • A secure Electronic Payment System (EPS) is essential for the booming online shopping market. A successful EPS supports the transfer of electronic money and sensitive information with security, accuracy, and integrity between the seller and buyer over the Internet. SET, CyberCash, Paypal, and iKP are the most popular Credit Card-Based EPSs (CCBEPSs). Some CCBEPSs only use SSL to provide a secure communication channel. Hence, they only prevent "Man in the Middle" fraud but do not protect the sensitive cardholder information such as the credit card number from being passed onto the merchant, who may be unscrupulous. Other CCBEPSs use complex mechanisms such as cryptography, certificate authorities, etc. to fulfill the security schemes. However, factors such as ease of use for the cardholder and the implementation costs for each party are frequently overlooked. In this paper, we propose a Web service based new payment system, based on ANSI X9.59-2006 with extra features added on top of this standard. X9.59 is an Account Based Digital Signature (ABDS) and consumer-oriented payment system. It utilizes the existing financial network and financial messages to complete the payment process. However, there are a number of limitations in this standard. This research provides a solution to solve the limitations of X9.59 by adding a merchant authentication feature during the payment cycle without any addenda records to be added in the existing financial messages. We have conducted performance testing on the proposed system via a comparison with SET and X9.59 using simulation to analyze their levels of performance and security.

Application of C Language Based Cryptographic Module with KCMVP in Java Environment (C언어로 개발된 검증필 암호모듈을 자바환경에서 활용하기 위한 방안)

  • Choi, Hyunduk;Lee, Jaehoon;Yi, Okyeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.398-401
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    • 2014
  • Due to recent arise of cybercrime, importance of cyber security is highlighted more than ever. Korean government has been running Korea Cryptographic Module Validation Program, namely KCMVP, to validate security level of cryptographic modules for public organizations: indeed, many are achieving the validation. According to the program, operating environments for any specific cryptographic module are fixed. In other words, running validated module in other software environment is strictly prohibited. However, this paper asserts that it is possible for a C language based module to operate in Java based environment as long as the module is running on a validated environment. We expect this paper to help saving great amount of money and time for developing another cryptographic modules for the same operating environment. Also, this method will provide an idea for developing faster modules.

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VPN technology analysis: How to protect against network attacks in a Linux environment (리눅스 서버 환경에서 네트워크 침해 대비를 위한 VPN 기술 분석)

  • Lee, Jae-Ung;Jung, Sung-Jae;Bae, Yu-Mi;Lee, Kwang-Yong;Jang, Rae-Young;Soh, Woo-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.326-328
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    • 2016
  • While hackers in early days intended to disable and devastate the system, these days people hack and attack the network in order to steal customer's private information from the big corporate, which changes the nature of the crime to cyber attack for money, eventually causing a lot of damages. One of the most efficient ways to protect this kind of network attack is VPN, referring to Virtual Private Network. VPN is a private networking technology that makes the public network available for only those who are concerned. This paper will suggest the VPN technology that can be applied to Linux server and related protocols and figure the applicable VPN out.

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A Study on Object Recognition Technique based on Artificial Intelligence (인공지능 기반 객체인식 기법에 관한 연구)

  • Yang Hwan Seok
    • Convergence Security Journal
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    • v.22 no.5
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    • pp.3-9
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    • 2022
  • Recently, in order to build a cyber physical system(CPS) that is a technology related to the 4th industry, the construction of the virtual control system for physical model and control circuit simulation is increasingly required in various industries. It takes a lot of time and money to convert documents that are not electronically documented through direct input. For this, it is very important to digitize a large number of drawings that have already been printed through object recognition using artificial intelligence. In this paper, in order to accurately recognize objects in drawings and to utilize them in various applications, a recognition technique using artificial intelligence by analyzing the characteristics of objects in drawing was proposed. In order to improve the performance of object recognition, each object was recognized and then an intermediate file storing the information was created. And the recognition rate of the next recognition target was improved by deleting the recognition result from the drawing. In addition, the recognition result was stored as a standardized format document so that it could be utilized in various fields of the control system. The excellent performance of the technique proposed in this paper was confirmed through the experiments.