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Design and Analysis of Pseudorandom Number Generators Based on Programmable Maximum Length CA (프로그램 가능 최대길이 CA기반 의사난수열 생성기의 설계와 분석)

  • Choi, Un-Sook;Cho, Sung-Jin;Kim, Han-Doo;Kang, Sung-Won
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.2
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    • pp.319-326
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    • 2020
  • PRNGs(Pseudorandom number generators) are essential for generating encryption keys for to secure online communication. A bitstream generated by the PRNG must be generated at high speed to encrypt the big data effectively in a symmetric key cryptosystem and should ensure the randomness of the level to pass through the several statistical tests. CA(Cellular Automata) based PRNGs are known to be easy to implement in hardware and to have better randomness than LFSR based PRNGs. In this paper, we design PRNGs based on PMLCA(Programable Maximum Length CA) that can generate effective key sequences in symmetric key cryptosystem. The proposed PRNGs generate bit streams through nonlinear control method. First, we design a PRNG based on an (m,n)-cell PMLCA ℙ with a single complement vector that produces linear sequences with the long period and analyze the period and the generating polynomial of ℙ. Next, we design an (m,n)-cell PC-MLCA based PRNG with two complement vectors that have the same period as ℙ and generate nonlinear sequences, and analyze the location of outputting the nonlinear sequence.

A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability (게임 과몰입 및 중독이 게임 기업 충성도, 제품 충성도, 수익성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.133-144
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    • 2015
  • This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.

An Empirical Study on the "Effects of My Mom's Friend's Son" in the Job Search Process of Youths (청년층 직업탐색에서의 '엄친아효과'에 대한 실증연구)

  • Bai, Jin Han
    • KDI Journal of Economic Policy
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    • v.36 no.3
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    • pp.121-168
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    • 2014
  • After analyzing and finding the explaining factors about the "Effect of My Mom's Friend's Son (MMFS Effect)" with online-surveyed data, we introduce this concept into the conventional job search theory to develop it further. We try to estimate its effects on the hazard rate of youth pre-employment duration with some proxy variables such as his/her parents' schooling, living with parents dummy, increasing rate of consumer price index representing the burdens of parents, monthly temporary/daily workers ratio, relative ratio of quarterly 90th percentile urban household income, monthly average wage differentials between the workers of large and small firms, etc. The results confirm us the fact that so called "MMFS Effect" has been effective enough and strengthened up to recently. The conventional job search theory should be extended to be able to introduce the influencing effects of other person's success, for instance MMFS's success, on the job search behavior of youths, too.

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A Case Study of Children's Emotional Care Program in Combining Analysis between Children's drawings and Parenting Stress based on Web System (웹 시스템에 기반한 아동 그림과 양육스트레스 분석을 통한 정서 관리 프로그램 적용 사례 연구)

  • Lee, Seong-Oak;Kim, Byung-Chul
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.201-209
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    • 2020
  • In this paper, we perform a case study of children's emotional care program that analyzes the emotional status through the drawings of children based on web system. In order to overcome spatial and temporal environment constraints, we have developed based on web system that performs to support the whole process from the request of analysis of children 's drawings to the feedback of the final result step by step. The online platform is designed to conduct observations for the purpose of primary screening using a smartphone, and then proceed to the offline secondary care linkage process based on the results. Then according to the results of the analysis, children and parents who need deep examination are figured out and professional institutions are linked to them for help. Parental stress had been analyzed to improve the accuracy of the test and to figure out the cause of the problem. The study was conducted on 2,532 children and their parents between the ages of 3 and 5 years attending a day care center. As a result, 564 children and 223 parents were figured out to be in need of secondary institutional care, and 311 parents were educated and counseled from the professional institutions.

A Comparative Study Between Korea And Japan on Low-Carborn Vehicles Selection attributes and purchase Dates According to Consumer Characteristics (소비자 특성에 따른 저탄소자동차선택속성요인과 구매 시기에 관한 한·일 비교연구)

  • Yim, Ki-Heung
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.159-170
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    • 2019
  • This study is an online survey for consumers in the metropolitan areas of Japan and Korea, which are advanced countries in Asia, and the maturity of the automobile market. The purpose of this study is to compare the results of Korea and Japan. As a result of this study, we analyzed the differences between the consumer characteristics and the optional attribute factors of low-carbon automobiles of Korea. There was a difference. It was found that the factors of low carbon car selection attribute differed with age, and that stability was more important when selecting low carbon car as income level increased. In Japan, there were no differences in the selection attribute factors of low carbon cars by gender, age and income. In addition, there is no difference in the relationship between the future purchase timings of low-carbon car types in both Korea and Japan. Implications of this study Korea has a meaningful result that Korea tends to select low-carbon automobiles with an emphasis on economic aspects and ages, and that safety tends to emphasize safety of low-carbon automobiles according to income levels. In the case of low carbon car, there was a tendency to select a low carbon car without any difference in consumer characteristics. The relationship between the expected purchase time according to the type of low carbon car and the Korean car show that the preferred car within the next 10 years among the low carbon car types is electric car and Japan prefers hybrid car.

Creating Cultural Heritage though 'Silkroadpia' - Reconstructing the Routes of the Baekje Restoration Movement ('실크로드피아(Silkroadpia)'의 활용과 문화유산의 창출 - 백제부흥운동의 경로복원을 중심으로)

  • Cho, Daeyoun
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.343-350
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    • 2020
  • In this paper, we present the results of research on the reconstruction of ancient routes of ancient civilization exchange that were once present in the North Jeolla region, which was undertaken by adopting a convergent approach to develop 'Silkroadpia', which is an online platform for the curation and sharing of archaeological and historical spatial data, and 'MEPTA(Multiple Evidence Based Path and Territory Finding Algorithm)'. The results of the research make it possible to reconsider the region's historical identity and its important role in facilitating cultural exchange on the Korean Peninsula and in East Asia. The results can also be used to provide the theoretical basis for the government's land planning policies and for the production of cultural contents that can be used for local regeneration. The ancient route associated with the Baekje Restoration Movement, that took place after the fall of Sabi in 660 CE, was the case study examined in this paper, which discusses the academic value of reconstructing the ancient route, as well as its future use in providing cultural contents.

Narratives and Emotions on Immigrant Women Analyzing Comments from the Agora Internet Community(Daum Portal Site) (이주여성에 관한 혐오 감정 연구 다음사이트 '아고라' 담론을 중심으로)

  • Han, Hee Jeong
    • Korean journal of communication and information
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    • v.75
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    • pp.43-79
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    • 2016
  • An increase in the number of immigrants to Korea since the late 1980s' has signified the proliferation of globalization and global capitalism. In Korea, most married immigrants are women, as the culture emphasizes patrilineage and the stability of the institution of marriage, particularly in rural areas. Immigrant women have experienced dual ordeals. The Aogra Internet community in Korea has been one of the most representative sites that has shown the power of communities in cyberspace since 2002, leading the discussion of social issues and deliberative democracy both online and offline. This paper analyzed Koreans' writings (such as long comments) on immigrant women in the Agora community. The analysis revealed the following results: first, immigrant women were referred to using terms related to prostitution, with excessive expression of disgust, which is called a "narrative of identity." Second, anti-multiculturalists called Korean men victims of married immigrant women and expressed hatred toward immigrant women, which is called a "narrative of sacrifice." Third, anti-multiculturalists justified their emotions as just resentment based on ideas of justice, equality, and patriotism, concealing the emotion of disgust, which is called the "narrative of justice, equality." Fourth, antimulticulturalists played roles to spread the emotion of disgust, by repeatedly referring to international marriage fraud and immigrant workers' crimes, which is called "narrative of crime." Fifth, some positive writings on immigrant women were based on empathy(a concept defined in this context by Martha Nussbaum), but they can be analyzed as narratives encouraging cultural integration through the perspective of orientalism. Therefore, comments on immigrant women in the Agora represent a "catch-22" dilemma. To deal with conflicts arising from disgust and violations of human rights, civic education focusing on humanism is needed in this multicultural era.

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Design of the Copyright Protection for ePub e-Book System using Certification Information (인증 정보를 이용한 전자책 ePub의 저작권 보호 시스템 설계)

  • Jang, Seung-Ju
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.9
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    • pp.2197-2204
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    • 2015
  • In recent times, the high-tech society has become the most important issue by IT technology and publication network. Today such flows have also been the case in the e-book field. Today's electronic publication is changing day by day. But there are some problems according to the prevalence of e-book. E-book is similar to p-book(paper-book). There is a limit to have perfect feeling of a texture of p-book. In order to purchase an e-book, people use online. People having malicious intent could copy and distribute it illegally. It leads to cyber abuses. This paper aims at the copyright protection of e-book ePub writers. The proposed e-book copyright protection system is designed using e-book production Sigil environment and C program environment. This system uses client-server communication through e-book ePub as authentication information. It discerns whether to permit or not for a client to read the e-book using authentication information. Authentication information includes ID, password, IP address, limited time of authentication information, GUID(Globally Unique Identifier). If authentication information about e-book meets requirements, people can use it. But if not, it blocks people's approach by quitting program.

A Study on the Development Direction of New Media Art Using Virtual Reality (가상현실을 활용한 뉴미디어아트의 발전 방향에 관한 연구)

  • Park, Chan-Ik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.1
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    • pp.97-102
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    • 2020
  • With the advancement of technology, there are almost no constraints on expression in virtual reality (VR) art; however, it still has some limitations. VR artists can be largely classified into two groups in terms of style. The first group is artists who create their works as a live performance. In this case, a major limitation is that the artist cannot see how the audience reacts to the work because he/she wears a VR device while performing, and the audience cannot fully experience the work, since they view it only on-screen without any VR devices. This problem can be solved if all members of the audience wear VR devices; however, that requires astronomical costs and brings about another problem related to device management. If the price of VR devices decreases as technology develops, it may help solve this problem. The second group is exhibition artists who regularly display their works online. In this case, the limitation is that their work using VR remains only in the virtual digital space. In this case, a solution may be creating space in exhibition halls, and providing VR devices to audience members in existing art exhibitions.

Development of a Moving Monitor System for Growing Crops and Environmental Information in Green House (시설하우스 이동형 환경 및 생장 모니터링 시스템 개발)

  • Kim, Ho-Joon
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.9 no.3
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    • pp.285-290
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    • 2016
  • In rural area, our farmers confront decreasing benefits owing to imported crops and increased cost. Recently, the government encourage the 6th Industry that merges farming, rural resources, and information and communication technology. Therefor the government makes an investment in supplying 'smart greenhouse' in which a farmer monitor growing crops and environment information to control growing condition. The objective of this study is developing an Moving Monitor and Control System for crops in green House. This system includes a movable sensing unit, a controlling unit, and a server PC unit. The movable sensing unit contains high resolution IP camera, temperature and humidity sensor and WiFi repeater. It rolls on a rail hanging beneath the ceiling of a green house. The controlling unit contains embedded PC, PLC module, WiFi router, and BLDC motor to drive the movable sensing unit. And the server PC unit contains a integrated farm management software and home pages and databases in which the images of crops and environment informations. The movable sensing unit moves widely in a green house and gathers lots of information. The server saves these informations and provides them to customers with the direct commercing web page. This system will help farmers to control house environment and sales their crops in online market. Eventually It will be helpful for farmers to increase their benefits.