KSII Transactions on Internet and Information Systems (TIIS)
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v.18
no.5
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pp.1273-1300
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2024
In the complex virtual environment of cyberspace, comprised of digital and communication networks, ensuring the security of information is being recognized as an ongoing challenge. The importance of 'Cyber Situation Awareness (CSA)' is being emphasized in response to this. CSA is understood as a vital capability to identify, understand, and respond to various cyber threats and is positioned at the heart of cyber security strategies from a defensive perspective. Critical industries such as finance, healthcare, manufacturing, telecommunications, transportation, and energy can be subjected to not just economic and societal losses from cyber threats but, in severe cases, national losses. Consequently, the importance of CSA is being accentuated and research activities are being vigorously undertaken. A systematic five-step approach to CSA is introduced against this backdrop, and a deep analysis of recent research trends, techniques, challenges, and future directions since 2019 is provided. The approach encompasses current situation and identification awareness, the impact of attacks and vulnerability assessment, the evolution of situations and tracking of actor behaviors, root cause and forensic analysis, and future scenarios and threat predictions. Through this survey, readers will be deepened in their understanding of the fundamental importance and practical applications of CSA, and their insights into research and applications in this field will be enhanced. This survey is expected to serve as a useful guide and reference for researchers and experts particularly interested in CSA research and applications.
Studies have found that people with higher social status pay little attention to other people's emotions and facial expressions. However, only a few studies have made similar observations on adolescents with high cyberspace social status. Therefore, this study sought to identify how adolescents with different online game character social statuses interpreted the smile emoticons in negative and positive situations, that is, did they perceive the emoticon to be positive (smile, encouragement, and consolation) or negative (derision, ridicule, and sarcasm). In Experiment 1, the participants were separated into three groups; those who had a lower than global average online game character status, those who had the same as the global average, and those who had higher than the global average. The participants were then asked to judge the meaning of the smile emoticon received in various positive or negative situations. In Experiment 2, the game character levels of the participants were set to be either higher or lower than the others' characters, and they were again asked to judge the meaning of the smile emoticon received in the positive or negative situations. In Experiment 3, the participants were separated into four groups; lower level than the average game character status (no information on the level of acquaintance's game character), lower than the average but higher than the character of the other, higher than the average status (no information on the other's character level), and higher than the average but lower than the character of the other, and asked to judge the meaning of the smile emoticon in positive or negative situations. It was found that when participants had a lower-level character compared to the average, had a lower-level character than the other, and had higher than the average but lower than the other's character, they interpreted the smile emoticon as derision, ridicule, or sarcasm. However, participants with higher level characters, higher than that of the other, and lower than the average but higher than the other interpreted the emoticon as a smile or consolation. This study was significant because it demonstrated the impact of an adolescent's social cyberspace status on their online communication.
The purpose of this study was to examine the perception of cyber community participants on reconciliation of divorced couple and find reasons for pros and cons concerning reconciliation after divorce. The data were collected through searching for website or Internet cafe related to 'reconciliation after divorce' on Internet. The contents of 7 cases for asking for advice on reuniting and opinions of cyber community participants on them were analyzed. Cyber community participants expressed their approval of divorced couple's reuniting for following reasons: 'strong motive for reunion', 'sexual relation with ex-partner', 'parental responsibility', 'regarding reconciliation as a better choice than remarriage', 'regarding as a good choice for child' etc. But cyber community members were opposed to divorced couple's reuniting for following reasons: 'doubt about real intention to reuniting', 'no self-reflection on previous marriage and ex-spouse', 'concern for recurrence of former marital conflict', 'reuniting only for child not for couple', 'no prior settlement of former marital conflict', 'no forgiveness and tolerance for ex-spouse', 'no reflection and change', 'no effort on ex-spouse's side' etc. Though these results were restrictive, this study identified issues surrounding reconciliation after divorce through asking and giving advices by anonymous members on cyberspace. These findings implied that we should take more interest in reconciliation as an realistic alternative marriage pattern after divorce and consider what is important to successful reuniting after divorce.
Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.
Proceedings of the Korea Contents Association Conference
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2006.11a
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pp.176-179
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2006
Tewoo refers to a traditional group of Jeju's rafts for fishing in the rough Jeju sea in the past. We propose a mobile game called 'TewooGwang' based on a fishing boat called 'Tewoo', which has a scenario of conquering the Jeju sea using unique characters symbolizing the Jeju's ocean culture. This game is a new game, which uses a character of the fishing boat 'Tewoo', the background based on only Jeju's features, the high portability of PDA, and multimedia technology. It is different from simple sports games and has various game scenarios according to interactions of Tewoo character. The structure of this game represents a storytelling, which integrates Jeju culture into cyberspace. There are stories in this game and users also can make their own stories. Thus, this game enables hi-directional communications. It presents an imaginative space, which can induce a conflictive structure made by each user, and spatial provability. Many young Jeju tourists will enjoy it because this game provides a dynamic story. Furthermore, we can contribute to serving the value-added Jeju culture of being upgraded one step through this Jeju culture based game.
Journal of the Korea Academia-Industrial cooperation Society
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v.21
no.11
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pp.728-739
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2020
Using webometric big data, this study examines the diversity of online information sources about the novel coronavirus causing the COVID-19 pandemic. Specifically, it focuses on some 28 countries where confirmed coronavirus cases occurred in February 2020. In the results, the online visibility of Australia, Canada, and Italy was the highest, based on their producing the most relevant information. There was a statistically significant correlation between the hit counts per country and the frequency of visiting the domains that act as information channels. Interestingly, Japan, China, and Singapore, which had a large number of confirmed cases at that time, were providing web data related to the novel coronavirus. Online sources were classified using an N-tuple helix model. The results showed that government agencies were the largest supplier of coronavirus information in cyberspace. Furthermore, the two-mode network technique revealed that media companies, university hospitals, and public healthcare centers had taken a positive attitude towards online circulation of coronavirus research and epidemic prevention information. However, semantic network analysis showed that health, school, home, and public had high centrality values. This means that people were concerned not only about personal prevention rules caused by the coronavirus outbreak, but also about response plans caused by life inconveniences and operational obstacles.
Journal of the Korea Institute of Information Security & Cryptology
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v.28
no.5
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pp.1119-1127
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2018
Most of the cyber attacks are caused by malicious codes. The damage caused by cyber attacks are gradually expanded to IoT and CPS, which is not limited to cyberspace but a serious threat to real life. Accordingly, various malicious code analysis techniques have been appeared. Dynamic analysis have been widely used to easily identify the resulting malicious behavior, but are struggling with an increase in Anti-VM malware that is not working in VM environment detection. On the other hand, static analysis has difficulties in analysis due to various packing techniques. In this paper, we proposed malware classification techniques regardless of known packers or unknown packers through the proposed model. To do this, we designed a model of supervised learning and unsupervised learning for the features that can be used in the PE structure, and conducted the results verification through 98,000 samples. It is expected that accurate analysis will be possible through customized analysis technology for each class.
The focus of this study is on the elements of structure design that facilitate u user interaction with applications within cyberspace Structure design entails decisions regarding the optimal classification and hierarchical organization of information into s successively higher units. i.e .. the grouping of highly related information in the form of nodes of a site and the subsequent connection of nodes that are inter-related. The decisions are based on the designer's subjective classification framework. which is not always compatible with that of the user. We propose that the ensuing cognitive dissonance can be reduced via the employment of multiple hierarchies and cross-referencing links. Multiple hierarchies represent a single information space in terms of a number of single hierarchies. each of which represent a different perspective Cross-referencing refers to the inter-connection between the constituent hierarchies by providing a link to the alternate hierarchy for information that is most likely to be categorized in diverse manners by users with differing perspectives. In this study we conducted two empirical studies to gauge the effectiveness of multiple hierarchies and Cross-referencing links in the domain of cyber shopping malls. In the first phase. an experiment was conducted to determine how subjects classified given products with respect to two different perspectives for categorization. Experimental cyber malls were developed based on the results from the first phase to test the effectiveness of multiple hierarchies and cross-referencing links. Results show that the ease of navigation was higher for cyber malls that had implemented cross-referencing links are of greater value when used in conjunction with single hierarchical designs rather than multiple hierarchies. Users satisfaction with and ease of navigation was higher for cyber malls that had not implemented multiple hierarchies. This paper concludes with discussion of these results and their implications for designers of cyber malls.
This study is to think a new arena of collective play culture at the university campus festival for digital generation used to be individually consuming play in cyberspace. While cyberia is virtual cultural space by providing gigantic platforms in which producers and consumers meet, this space has characterized as individuality and disembodiment, that is why recalling the collective play culture at the off-line. This article is to examine the characteristics and meaning of the recent campus festivals during the history of Korean college festivals, and to analyze proposals of play-contents applied by various theories. The 2016-7' proposals include several kind of board game and experimental theatre sublimed philosophical reflection, which shows a kind of attempt to escape from the cultural industrial logic, however they are characterized by Ilinx(drinking culture) and Alea(board game) emphasized more than Agon, and Mimicry combined with paidia rule strongly. Under the neoliberalism, college students' gloomy reality is represented emasculating of the structure of competitions in the context of an unreal world and Mimicry of experience stay in front of the limen before entering the embodiment.
This study aims to examine the relation between opinion perception and opinion expression by issue types by analyzing online poll results and respective bulletin boards. To find out how opinion poll results affect the public opinion perception cues and opinion expression through the internet, the study applied a method of content analysis to the online contents provided by Naver.com, one of the most popular portal sites in Korea. A total of four issue types, along with 2,250 messages were chosen for analysis. The study results revealed that internet users perceived opinion atmosphere through the poll results and expressed their opinions depending on the issue types. In case of an issue where majority views are manifested as online poll results, users tended to follow that majority views by retaining their initial opinion. Majority opinion by the poll results held a dominant position in bulletin board. The results partially support Noelle-Neuman(1994)'s spiral of silence theory in the context of computer-mediated communication contrary to the belief that anonymity in the cyberspace tends to encourage participation of minority opinion group. According to the findings, people when they perceive their opinion as that of minority are discouraged to express their views even when they are online.
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