• Title/Summary/Keyword: policy updating

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A Study on Methods for Efficient Enterprise Software Patch Management

  • Kang, Chang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.179-188
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    • 2022
  • In this paper, we propose an efficient and procedural software patch management phases. Every year, organizations have tens of thousands of known vulnerabilities and spend tens of thousands of hours and millions of dollars or more patching them. Despite these efforts, research has shown that the time it takes for an exploit to appear for a given patched vulnerability is shortening. As various types of organizations such as companies and universities manage patches in inconsistent ways, problems such as security problems, system instability, information leakage and work delay due to patches occur. In this paper, we look at the basics required for software patch management and define the factors to be considered for patch management and the effective steps for patch management. Therefore, this study will be used as a method to efficiently and procedurally execute the organization's patch management policy in the process of updating and patching the software in the organization to a new version as a solution to software function modification and security vulnerability.

A Study on eGovFrame Security Analysis and Countermeasures (eGovFrame 보안 분석 및 대응 방안에 관한 연구)

  • Joong-oh Park
    • Journal of Industrial Convergence
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    • v.21 no.3
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    • pp.181-188
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    • 2023
  • The e-Government standard framework provides overall technologies such as reuse of common components for web environment development such as domestic government/public institutions, connection of standard modules, and resolution of dependencies. However, in a standardized development environment, there is a possibility of updating old versions according to core versions and leakage of personal and confidential information due to hacking or computer viruses. This study directly analyzes security vulnerabilities focusing on websites that operate eGovFrame in Korea. As a result of analyzing/classifying vulnerabilities at the internal programming language source code level, five items associated with representative security vulnerabilities could be extracted again. As a countermeasure against this, the security settings and functions through the 2 steps (1st and 2nd steps) and security policy will be explained. This study aims to improve the security function of the e-government framework and contribute to the vitalization of the service.

A Study of Health and Safety Management Practices of Contractors in Southern Vietnam

  • Phung, Van Manh;Manu, Patrick;Mahamadu, Abdul Majeed
    • International conference on construction engineering and project management
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    • 2015.10a
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    • pp.127-131
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    • 2015
  • In spite of the socio-economic benefits of the construction industry, it accounts for many deaths, injuries and illnesses in many countries. In developing countries like Vietnam, the situation is even worse. Health and safety (H&S) management plays a crucial role in the efforts to improve H&S performance as it contributes to mitigating the risks of occupational injuries and illnesses. However, within the wider H&S literature in Vietnam, there is no insight into the current state of affairs of H&S management, particularly in terms of the management practices that need attention in order to improve H&S management across the construction sector. This study therefore presents the findings of an inquiry into the H&S management practices of contractors in Vietnam. The study employed a questionnaire survey which yielded 58 responses from contractors, particularly those operating in Southern Vietnam. Some commonly implemented H&S management practices by the contractors are: provision of personal protective equipment (94%), allocation of H&S supervisor on site (90%), and displaying of company H&S policy on construction sites, company website, and head/branch offices (86%). Some of the less implemented practices are: networking/engaging with other companies/institutions (e.g. government offices) about H&S issues (39%), rewarding workers for safe work behaviour (39%), reviewing and updating H&S plans (48%), and displaying regulatory H&S posters on site (45%). The findings have provided some insight into the current state of affairs of the H&S management practices of contractors in Southern Vietnam and could thus inform efforts by industry stakeholders to improve the aspects of H&S management that are lagging.

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Implementation of a File System for Flash Memory (플래시 메모리를 위한 파일 시스템의 구현)

  • Park, Sang-Ho;Ahn, Woo-Hyun;Park, Dae-Yeon;Kim, Jeong-Ki;Park, Sung-Min
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.402-415
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    • 2001
  • Advantages of flash memories are their shock resistance and fast read speed, which is much faster than that of a HDD. Because of these characteristics, they are increasingly used in the traditional household electric appliance and portable handset and therefore, development of file systems which use them as storage medium is increasingly needed. But they have two problems as storage medium. First, data stored in them cannot be overwritten: it must be erased before new data can be stored. Unfortunately, this erase operation usually takes about one second. Consequently, updating data in flash memories takes long time. In this paper, their problem is solved by using a data update mechanism like LFS(Log-structured File System). Second, their erase operations are restricted. We propose novel cleaning policy in order to increase the life cycle. We implemented FAT file system, which is suitable to small storage medium and solved problems, which usually happen in implementing FAT. We evaluated the performance of sequential writes and random writes on our implemented flash file system.

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Card Battle Game Agent Based on Reinforcement Learning with Play Level Control (플레이 수준 조절이 가능한 강화학습 기반 카드형 대전 게임 에이전트)

  • Yong Cheol Lee;Chill woo Lee
    • Smart Media Journal
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    • v.13 no.2
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    • pp.32-43
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    • 2024
  • Game agents which are behavioral agent for game playing are a crucial component of game satisfaction. However it takes a lot of time and effort to create game agents for various game levels, environments, and players. In addition, when the game environment changes such as adding contents or updating characters, new game agents need to be developed and the development difficulty gradually increases. And it is important to have a game agent that can be customized for different levels of players. This is because a game agent that can play games of various levels is more useful and can increase the satisfaction of more players than a high-level game agent. In this paper, we propose a method for learning and controlling the level of play of game agents that can be rapidly developed and fine-tuned for various game environments and changes. At this time, reinforcement learning applies a policy-based distributed reinforcement learning method IMPALA for flexible processing and fast learning of various behavioral structures. Once reinforcement learning is complete, we choose actions by sampling based on Softmax-Temperature method. From this result, we show that the game agent's play level decreases as the Temperature value increases. This shows that it is possible to easily control the play level.

Development of Game management system suitable for mobile games (모바일 게임에 적합한 게임운영 시스템 개발)

  • Lee, Dong-Seong;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Dong-Yeop;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.371-377
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    • 2016
  • In the area of mobile game, the job of data analysis is very important. As the mobile game market is being expanded, the characteristics of the market have been so much changed, that the contents updating and marketing strategy should be built on thorough understanding and analysis result of the gamers' needs and their play pattern. Thus the importance of the mobile game management system can not be overemphasized. However, in practice, most of the mobile game companies are small scale, and they have intrinsic problem to provide successful game service to user with a dedicated operating team. To overcome these problems, this paper suggests an efficient mobile game management system based on our already developed mobile game. And the effectiveness of our system is illustrated by our case examples such as prompt response to user question or refund request. Our proposed system also played an important role to plan additional contents update, providing scientific data analysis result on user's play pattern and purchase trend.

Impact of IT Exploration & Exploitation Capability upon Organizational Agility: Evidence from Small and Medium Sized Logistics Firms in South Korea (IT 탐색 및 활용 역량이 조직 민첩성에 미치는 영향: 국내 중소 물류기업을 대상으로 한 실증 연구)

  • Nam, Seunghyeon;Kim, Taeha
    • Knowledge Management Research
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    • v.21 no.4
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    • pp.287-300
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    • 2020
  • We investigate empirically the impact of IT exploration & exploitation capability and operational capability upon organizational agility, especially small and medium sized firms in the logistics industry in South Korea. Based on literature on the bilateral relationship between organizational agility and IT capability, we follow the established research model and propose hypotheses. This work takes an empirical methodology to test the hypotheses: design survey questionnaires, collect data, test reliability and validity of data, and finally test the hypotheses. Our results based on the data collected in 2018 present that IT exploration & exploitation capability significantly increases operational capability, and operational capability increases organizational agility. We find our contribution in updating previous research findings with recent data and in expanding the domain of research more specifically into small and medium sized firms in logistics industry in South Korea. Practically our work suggests that managers and policy makers should consider both fostering newly emerging IT exploration and existing IT resource exploitation capability in order to enhance organizational agility of those small and medium sized firms in logistics industry.

Application of ECVAM as a Indicator for Monitoring National Environment in Korea (국토환경 모니터링 지표로서의 국토환경성평가지도 활용방안)

  • Kim, Eunyoung;Jeon, Seong-Woo;Song, Wonkyong;Kwak, Jaeryun;Lee, June
    • Journal of Environmental Policy
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    • v.11 no.2
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    • pp.3-16
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    • 2012
  • Objectives of the Korean Environmental Conservation Value Assessment Map (ECVAM) is to evaluate environmental value used in comprehensive environmental information in order to encourage eco-friendly land use and management. The first research was conducted in 2001 to establish the evaluation items and the criteria of the ECVAM, and the first nationwide map was established in the period of 2003 to 2005. The maps are updated annually to reflect environmental changes of land. The evaluation items and the criteria have been modified based on feasibility studies to improve the accuracy of the maps. This study re-evaluated the ECVAMs from 2005 to 2010 with criteria used in current environment and analyzed the changes in the area of the maps in 6 years. This is also an investigation on the maps whether they are appropriate as an index for sustainable environmental monitoring. The result shows that the 1st grade level of the ECVAM area with the highest conservation value had been expanding since 2005. These changes were analyzed in terms of updating the 4th Forest Map (2008) produced once every 10 years, reflecting the new legal protected areas such as Baekdudaegan Protected Area(2010), and the environmental/ecological assessment items such as the National Ecological Network (2009). This mean the ECVAM are a monitoring index that integrates individual environmental indexes including the increase of forest age and diameter due to sustainable management of forest areas, and the change of conservation areas. Therefore, ECVAM can be used as a new index integrating national environmental indicators for monitoring changes of national environment and policy. In order to utilize the ECVAM, improving accuracy and reducing renewal cycle time of thematic maps are required.

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The Macroeconomic Impacts of Korean Elections and Their Future Consequences (선거(選擧)의 거시경제적(巨視經濟的) 충격(衝擊)과 파급효과(波及效果))

  • Shim, Sang-dal;Lee, Hang-yong
    • KDI Journal of Economic Policy
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    • v.14 no.1
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    • pp.147-165
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    • 1992
  • This paper analyzes the macroeconomic effects of elections on the Korean economy and their future ramifications. It measures the shocks to the Korean economy caused by elections by taking the average of sample forecast errors from four major elections held in the 1980s. The seven variables' Bayesian Vector Autoregression Model which includes the Monetary Base, Industrial Production, Consumption, Consumer Price, Exports, and Investment is based on the quarterly time series data starting from 1970 and is updated every quarter before forecasts are made for the next quarter. Because of this updating of coefficients, which reflects in part the rapid structural changes of the Korean economy, this study can capture the shock effect of elections, which is not possible when using election dummies with a fixed coefficient model. In past elections, especially the elections held in the 1980s, $M_2$ did not show any particular movement, but the currency and base money increased during the quarter of the election was held and the increment was partly recalled in the next quarter. The liquidity of interest rates as measured by corporate bond yields fell during the quarter the election and then rose in the following quarter, which is somewhat contrary to the general concern that interest rates will increase during election periods. Manufacturing employment fell in the quarter of the election because workers turned into campaigners. This decline in employment combined with voting holiday produce a sizeable decline in industrial production during the quarter in which elections are held, but production catches up in the next quarter and sometimes more than offsets the disruption caused during the election quarter. The major shocks to price occur in the previous quarter, reflecting the expectational effect and the relaxation of government price control before the election when we simulate the impulse responses of the VAR model, imposing the same shocks that was measured in the past elections for each election to be held in 1992 and assuming that the elections in 1992 will affect the economy in the same manner as in the 1980s elections, 1992 is expected to see a sizeable increase in monetary base due to election and prices increase pressure will be amplified substantially. On the other hand, the consumption increase due to election is expected to be relatively small and the production will not decrease. Despite increased liquidity, a large portion of liquidity in circulation being used as election funds will distort the flow of funds and aggravate the fund shortage causing investments in plant and equipment and construction activities to stagnate. These effects will be greatly amplified if elections for the head of local government are going to be held this year. If mayoral and gubernatorial elections are held after National Assembly elections, their effect on prices and investment will be approximately double what they normally will have been have only congressional and presidential elections been held. Even when mayoral and gubernatorial elections are held at the same time as congressional elections, the elections of local government heads are shown to add substantial effects to the economy for the year. The above results are based on the assumption that this year's elections will shock the economy in the same manner as in past elections. However, elections in consecutive quarters do not give the economy a chance to pause and recuperate from past elections. This year's elections may have greater effects on prices and production than shown in the model's simulations because campaigners' return to industry may be delayed. Therefore, we may not see a rapid recall of money after elections. In view of the surge in the monetary base and price escalation in the periods before and after elections, economic management in 1992 should place its first priority on controlling the monetary aggregate, in particular, stabilizing the growth of the monetary base.

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A Qualitative Study on Facilitating Factors of User-Created Contents: Based on Theories of Folklore (사용자 제작 콘텐츠의 활성화 요인에 대한 정성적 연구: 구비문학 이론을 중심으로)

  • Jung, Seung-Ki;Lee, Ki-Ho;Lee, In-Seong;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.19 no.2
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    • pp.43-72
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    • 2009
  • Recently, user-created content (UCC) have emerged as popular medium of on-line participation among users. The Internet environment has been constantly evolving, attracting active participation and information sharing among common users. This tendency is a significant deviation from the earlier Internet use as an one-way information channel through which users passively received information or contents from contents providers. Thanks to UCCs online users can now more freely generate and exchange contents; therefore, identifying the critical factors that affect content-generating activities has increasingly become an important issue. This paper proposes a set of critical factors for stimulating contents generation and sharing activities by Internet users. These factors were derived from the theories of folklores such as tales and songs. Based on some shared traits of folklores and UCC content, we found four critical elements which should be heeded in constructing UCC contents, which are: context of culture, context of situation, skill of generator, and response of audience. In addition, we selected three major UCC websites: a specialized contents portal, a general internet portal, and an official contents service site, They have different use environments, user interfaces, and service policies, To identify critical factors for generating, sharing and transferring UCC, we traced user activities, interactions and flows of content in the three UCC websites. Moreover, we conducted extensive interviews with users and operators as well as policy makers in each site. Based on qualitative and quantitative analyses of the data, this research identifies nine critical factors that facilitate contents generation and sharing activities among users. In the context of culture, we suggest voluntary community norms, proactive use of copyrights, strong user relationships, and a fair monetary reward system as critical elements in facilitating the process of contents generation and sharing activities. Norms which were established by users themselves regulate user behavior and influence content format. Strong relationships of users stimulate content generation activities by enhancing collaborative content generation. Particularly, users generate contents through collaboration with others, based on their enhanced relationship and specialized skills. They send and receive contents by leaving messages on website or blogs, using instant messenger or SMS. It is an interesting and important phenomenon, because the quality of contents can be constantly improved and revised, depending on the specialized abilities of those engaged in a particular content. In this process, the reward system is an essential driving factor. Yet, monetary reward should be considered only after some fair criterion is established. In terms of the context of the situation, the quality of contents uploading system was proposed to have strong influence on the content generating activities. Among other influential factors on contents generation activities are generators' specialized skills and involvement of the users were proposed. In addition, the audience response, especially effective development of shared interests as well as feedback, was suggested to have significant influence on contents generation activities. Content generators usually reflect the shared interest of others. Shared interest is a distinct characteristic of UCC and observed in all the three websites, in which common interest is formed by the "threads" embedded with content. Through such threads of information and contents users discuss and share ideas while continuously extending and updating shared contents in the process. Evidently, UCC is a new paradigm representing the next generation of the Internet. In order to fully utilize this innovative paradigm, we need to understand how users take advantage of this medium in generating contents, and what affects their content generation activities. Based on these findings, UCC service providers should design their websites as common playground where users freely interact and share their common interests. As such this paper makes an important first step to gaining better understand about this new communication paradigm created by UCC.