• 제목/요약/키워드: cyberspace

검색결과 348건 처리시간 0.02초

사이버공간을 이용한 가구디자인의 조형적 특성에 관한 연구 (A Study on The Plastic Characteristic of Furniture Design Using Cyberspace)

  • 김건수
    • 한국가구학회지
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    • 제21권4호
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    • pp.326-337
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    • 2010
  • The invention and development of digital computer networks since the post-modern culture and creating new ideas, and in nearly all areas since the industrial revolution has had the greatest impact. A new paradigm for the 21st century, the Internet and ubiquitous, and mobile devices are being created by the new culture is being created. Rapidly being replaced by digital and analog, and 'Digilog' fusion concept has appeared. In addition, the development of computer cyberspace culture, art, design and structure are changing. In the field of furniture design, changing design processes and innovative design philosophy that change is now occurring. These symptoms experienced at the same time, almost every country on Earth is a phenomenon. Since the 20th century, computer network design based on the relationship between digital and cyber culture espoused by philosophers studied society and organic modernism and organic design of digital-based differences are confirmed through the case. Using digital technology, modeling case study of a furniture designer in cyber space and the creation of human capabilities and the fusion of computing power will be studied in modern furniture design.

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Detecting Malicious Social Robots with Generative Adversarial Networks

  • Wu, Bin;Liu, Le;Dai, Zhengge;Wang, Xiujuan;Zheng, Kangfeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권11호
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    • pp.5594-5615
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    • 2019
  • Malicious social robots, which are disseminators of malicious information on social networks, seriously affect information security and network environments. The detection of malicious social robots is a hot topic and a significant concern for researchers. A method based on classification has been widely used for social robot detection. However, this method of classification is limited by an unbalanced data set in which legitimate, negative samples outnumber malicious robots (positive samples), which leads to unsatisfactory detection results. This paper proposes the use of generative adversarial networks (GANs) to extend the unbalanced data sets before training classifiers to improve the detection of social robots. Five popular oversampling algorithms were compared in the experiments, and the effects of imbalance degree and the expansion ratio of the original data on oversampling were studied. The experimental results showed that the proposed method achieved better detection performance compared with other algorithms in terms of the F1 measure. The GAN method also performed well when the imbalance degree was smaller than 15%.

What is meaning of internet game to the University students?

  • Kim, Jung-Ae
    • International Journal of Internet, Broadcasting and Communication
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    • 제8권2호
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    • pp.75-80
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    • 2016
  • Objectives : The objective of this study is to examine the experiences of Internet game experience targeting to University students in Korea. Research topics was "What is meaning of internet game to the University students?" Methods : Classical phenomenology underpinned this study. Seven qualitative studies of University students were conducted between 20 and 23 years old. Semi-structured interviews were conducted. Interviews were audio recorded and transcribed verbatim. Phenomenological thematic analysis of data was undertaken. Results : The findings pivot around three interconnected themes :[Expectations for the emotional needs], [Spend time in the cyberspace], [Relieve stress throughout the game], [Instead of satisfaction from virtual reality], [Internet gaming repeat and desires]. The basic need for getting into internet game was [satisfaction from virtual reality was identified]. While internet games was eliminated stress, [Expectations for the emotional needs] and [Spend time in the cyberspace] were the catalyst that makes them repeatedly getting into Internet the game. Based on the result, I suggest that Internet gaming should be recognized as a tool to relieve stress for college students, But it is not satisfied with the reality in virtual space. Therefore, the strategy must be to recognize reality accompanying. And Using a lot of time in cyberspace make them cause of internet game addiction. Therefore, it requires a systematic strategy for the Internet using time limits. Also the emotional needs met were motivated to repeat an Internet game. So another way to meet the emotional needs to college students should be sought.

디지털 의류[Digital Clothing]의 시대적 개발 경향 연구 (The Study on the Development Trend of the Times toward Digital Clothing)

  • 곽태기
    • 복식
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    • 제59권4호
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    • pp.111-125
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    • 2009
  • The period from the early years of the 21st Century, when the birth of Digital Clothing received as a kind of digital cultures in the modern information society, to the present time, the period is studied on as a social transition in the revolutionary digital technology in parallel with the fashion changes which have an effect on our thoughts and our life style. After the 2000's, when digital was perceived as a culture, information technology came into being owing to the technological development in the network and informative and communicative technology. This study tried to grasp the tendency of the times to Digital Clothing, which occurred in the new situation of Digital Technology, and then on the base of it, tried to classify the expressive characteristics in the Digital Clothing as the Cyberspace, Global Network, high functionality Smart Textiles and digital technology. The social reformation by the revolutionary digital technology is coming forth in the New Fashion of the digital Clothing, with the development of technology and network in the Cyberspace and real space. the Digital Clothing which led to the revolutionary change in New Fashion occurred, and by the same time, gradually the phenomena of Digital Consuming Culture is expansive.

Quantum Secret Sharing Scheme with Credible Authentication based on Quantum Walk

  • Li, Xue-Yang;Chang, Yan;Zhang, Shi-Bin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권7호
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    • pp.3116-3133
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    • 2020
  • Based on the teleportation by quantum walk, a quantum secret sharing scheme with credible authentication is proposed. Using the Hash function and quantum local operation, combined with the two-step quantum walks circuit on the line, the identity authentication and the teleportation of the secret information in distribution phase are realized. Participants collaborate honestly to recover secret information based on particle measurement results, preventing untrusted agents and external attacks from obtaining useful information. Due to the application of quantum walk, the sender does not need to prepare the necessary entangled state in advance, simply encodes the information to be sent in the coin state, and applies the conditional shift operator between the coin space and the position space to produce the entangled state necessary for quantum teleportation. Security analysis shows that the protocol can effectively resist intercept/resend attacks, entanglement attacks, participant attacks, and impersonation attacks. In addition, the quantum walk circuit used has been implemented in many different physical systems and experiments, so this quantum secret sharing scheme may be achievable in the future.

사이버공간과 사회조사:온라인 사회조사의 쟁점과 과제 (Cyberspace and survey research: The methodological implications and issues of online survey research)

  • 조동기
    • 한국조사연구학회지:조사연구
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    • 제1권1호
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    • pp.73-108
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    • 2000
  • 사이버공간이 독특한 사회적 공간으로 자리잡고 이에 대한 경험적 자료의 필요성이 중대됨에 따라 컴퓨터 통신망을 이용한 사회조사가 늘어나고 있다. 본 연구는 사이버공간이 보여주는 기술적 기능성을 방법론적으로 검토해 봄으로써 온라인 사회조사의 발전가능성을 탐색하고 있다. 온라인 사회조사는 표집틀, 응답자 접촉방식, 질문지 형태 등에 따라 회원 조사, 방문자조사, 전자우편조사, 전자설문조사로 구분될 수 있으며 기존의 조사방법에 비하여 조사비용의 저렴하고 조사의 실행이 용이하다는 특징을 가지고 있다. 그러나 체계적 오차와 관련하여 온라인 사회조사는 표본설계(모집단의 규정, 표집틀 오차, 추출오차), 측정(측정도구의 구성, 시스템의 안정성과 충실성, 비 응답 및 응답오차) 조사윤리의 측면에서 많은 과제를 안고 있다. 이러한 방법론적인 쟁점에 대한 충분한 고려가 이루어질 때 온라인 사회조사는 본격적인 조사연구의 한 방법으로 자리잡을 수 있을 것이다.

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UEPF:A blockchain based Uniform Encoding and Parsing Framework in multi-cloud environments

  • Tao, Dehao;Yang, Zhen;Qin, Xuanmei;Li, Qi;Huang, Yongfeng;Luo, Yubo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권8호
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    • pp.2849-2864
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    • 2021
  • The emerging of cloud data sharing can create great values, especially in multi-cloud environments. However, "data island" between different cloud service providers (CSPs) has drawn trust problem in data sharing, causing contradictions with the increasing sharing need of cloud data users. And how to ensure the data value for both data owner and data user before sharing, is another challenge limiting massive data sharing in the multi-cloud environments. To solve the problems above, we propose a Uniform Encoding and Parsing Framework (UEPF) with blockchain to support trustworthy and valuable data sharing. We design namespace-based unique identifier pair to support data description corresponding with data in multi-cloud, and build a blockchain-based data encoding protocol to manage the metadata with identifier pair in the blockchain ledger. To share data in multi-cloud, we build a data parsing protocol with smart contract to query and get the sharing cloud data efficiently. We also build identifier updating protocol to satisfy the dynamicity of data, and data check protocol to ensure the validity of data. Theoretical analysis and experiment results show that UEPF is pretty efficient.

사이버 명예훼손 피해자의 외상 후 스트레스가 대처행동에 미치는 영향 : 합리적 행동 이론을 중심으로 (Effects of Cyber Defamation Victims' Post-Traumatic Stress on Coping behaviour : Focusing on the Theory of Reasoned Action)

  • 김영수;변상해
    • 디지털산업정보학회논문지
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    • 제15권1호
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    • pp.29-41
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    • 2019
  • The purpose of this study examined how post-traumatic stress, caused when internet users in web portal or social media are defamed in cyberspace, influence on coping behaviour, through the Theory of Reasoned Action's two major factors: Attitude on behaviour and subjective norm. In so doing, it aims to provide a technical and political solution that would fundamentally prevent future victims in cyberspace. In an effort to examine its research theory, a survey was conducted on people who have had the experience of being defamed in cyberspace. The results showed, first, hypersensual has no significant influence over attitude on behaviour and subjective norm. Second, intrusion has no significant influence over attitude on behaviour and subjective norm. Third, avoidance showed significant influence over attitude on behaviour and subjective norm. Fourth, attitude on behaviour and subjective norm showed significant influence on behaviour. This study has both theoretical and practical significance; Unlike previous studies on cyber defamation with qualitative research method, this study employed quantitative method through theory-based approach. In other words, the researcher did not arbitrarily set variables, but utilized the Theory of Reasoned Action for examination.

User Identification Using Real Environmental Human Computer Interaction Behavior

  • Wu, Tong;Zheng, Kangfeng;Wu, Chunhua;Wang, Xiujuan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권6호
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    • pp.3055-3073
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    • 2019
  • In this paper, a new user identification method is presented using real environmental human-computer-interaction (HCI) behavior data to improve method usability. User behavior data in this paper are collected continuously without setting experimental scenes such as text length, action number, etc. To illustrate the characteristics of real environmental HCI data, probability density distribution and performance of keyboard and mouse data are analyzed through the random sampling method and Support Vector Machine(SVM) algorithm. Based on the analysis of HCI behavior data in a real environment, the Multiple Kernel Learning (MKL) method is first used for user HCI behavior identification due to the heterogeneity of keyboard and mouse data. All possible kernel methods are compared to determine the MKL algorithm's parameters to ensure the robustness of the algorithm. Data analysis results show that keyboard data have a narrower range of probability density distribution than mouse data. Keyboard data have better performance with a 1-min time window, while that of mouse data is achieved with a 10-min time window. Finally, experiments using the MKL algorithm with three global polynomial kernels and ten local Gaussian kernels achieve a user identification accuracy of 83.03% in a real environmental HCI dataset, which demonstrates that the proposed method achieves an encouraging performance.

디지털리터러시 교육이 개인 정보 보안 인식에 미치는 영향 연구 (A Study on the Effect of Digital Literacy Education in Personal Information Security Perception)

  • 권정인
    • 융합보안논문지
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    • 제20권4호
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    • pp.161-167
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    • 2020
  • 사이버공간 속 디지털문화의 융복합 윤리교육은 개인정보, 저작권 등 특정 영역에만 국한되고 있어 사이버 공간의 사용자인 디지털 네이티브들이 소통하고 공유하고 교류하는 사이버공간 속 정보수용능력과 정보 제공능력에 관한 교육은 미비한 상태이다. 이로 인해 정보보안의 중요성을 인지하지 못하고 타인의 개인정보를 남용하는 역기능이 최근 사회문제로 대두 되고 있다. 본 연구에서는 사이버공간에서 가장 많이 정보를 소통하고 교류하는 디지털네티즌들 가운데 대학교 1~2학년 학생들을 대상으로 디지털 리터러시 교육을 실시한 후 이들이 정보보안 인식의 변화를 조사하였다. 이를 바탕으로 디지털 문화사회회에 필요한 디지털 리터러시 교육의 체계적 양성의 근원적인 대책의 마련하고자 한다.