• Title/Summary/Keyword: cyber money

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An Analysis of Relationship between Industry Security Education and Capability: Case Centric on Insider Leakage (보안교육과 보안관리 역량의 상관관계 분석: 인가된 내부자 기밀유출사례를 중심으로)

  • Lee, Chi-Seok;Kim, Yanghoon
    • The Journal of Society for e-Business Studies
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    • v.20 no.2
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    • pp.27-36
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    • 2015
  • Current leakage of industrial technologies with revealing state secret against nation is gradually increasing and scope of the spill is diversified from technology-oriented leakage to new economic security sector like information and communication, electrical and electronic, defense industry, illegal export of strategic material, economic order disturbance by foreign country, infringement of intellectual property, etc. So the spill damage can affect not only leaked company but also national interests and entire domestic industry. According to statistics from National Industrial Security Center of National Intelligence Service, a major cause of technology leakage is not only by external things about hacking and malignant code, but internal leakage of former and current employees account for about 80%. And technology leakage due to temptation of money and personal interests followed by technology leakage of subcontractor is steadily increased. Most studies in the field of security have tended to focus on measuring security capability of company in order to prevent leakage core assets or developing measurement Indicators for management rather than security activities of the company members that is most important. Therefore, this study analyzes the effect of most underlying security education in security activities on security capabilities of enterprise. As a result, it indicates that security education have a positive(+) correlation with security capabilities.

A Relationship Study of Adolescents' Various Stress, School-life Adjustment, and Happiness: mediating effects (남녀청소년의 다양한 스트레스(부모, 학업, 친구, 외모, 경제), 학교생활적응과 행복감의 관계성 연구: 매개관계를 중심으로)

  • Kim, Sunah
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.9
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    • pp.161-169
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    • 2020
  • This study investigated the effects and relationships of various stress, school life adjustment and happiness factors among middle school and high school adolescents. The structural model group effects between boy and girl groups were also investigated. Data was employed from the 'Korean Children and Youth Well-Being Index Survey, 2018' while subjects of the analysis included 5,144 students. Based on the education statistics data, the sample was collected by probability proportional to size. Results utilizing structural equation modeling and multigroup analysis showed that first, school stress, friend stress, and look stress had significant effects on adolescent happiness. School life adjustment had positive significant effects on adolescents' happiness. Parent stress, money stress and school stress had significant effects on school life adjustment. Second, the mediating effect of school life adjustment between stress and happiness was significant with parent, school stress, and financial stress. Third, results of the multi-group analysis by level and gender showed that the structure was similar between boys and girls, with the only differences among mediating effects. Boys had significant mediating effects by school stress, and financial stress, while girls had significant mediating effects by school stress, financial stress, and parent stress. Finally, based on the results of the study, practice and policy implications were suggested to support the promotion of adolescents' happiness.

Proposal on for Response System to International Terrorism (국제 테러리즘의 대응체제 구축방안)

  • Suh, Sang-Yul
    • Korean Security Journal
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    • no.9
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    • pp.99-131
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    • 2005
  • Terrorism which became today's common phenomena over the world is one of the most serious threats the world confront. Although International society make and operate outstanding anti-terrorism system, terror would never end without solving fundamental problems. The main body of terrorism converts from nation to organization and from organization to cell, which makes it difficult for us to recognize the main body. Since the target of today's new terrorism is many and unspecified persons, terrorists will never hesitate to use mass destruction weapons such as nuclear, biological, chemical weapons, and also use cyber-technique or cyber-terrorism. So, effective counter-terrorism measures should be performed as follows. First, it must be better for international society should make long-time plan of solving fundamental problems of terrorism other than to operate directly on terror organization and its means. Second, preventive method should be made. The most effective method of eradicating terrorism is prevention. For this, it is necessary to remove environmental elements of terrorism and terrorist bases, and to stop inflow of money and mass destruction weapons to terrorists. Third, integrated anti-terror organization should be organized and operated for continuous counter-terrorism operations. Also international alliance for anti-terrorism should be maintained to share informations and measures. Fourth, concerned department in the government should prepare counter-terrorism plans in their own parts as follows and make efforts to integrate the plans. - Ministry of Government Administration and Home Affairs : conventional terror - Ministry of Health and Welfare : bio-terror - Ministry of Science and Technology : nuclear-terror Especially, they should convert their policy and operation from post-terror actions to pre-terror actions, designate terror as national disaster and organize integrated emergency response organization including civil, government, and military elements. In conclusion, pre-terror activities and remedy of fundamental causes is the best way to prevent terror. Also, strengthening of intelligence activities, international cooperations, and preventive and comprehensive counter-measures must not ignored.

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A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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