• Title/Summary/Keyword: random media

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Privacy Protection for 5G Mobile-based IoT Users (5G 이동 통신 기반의 IoT 사용자를 위한 프라이버시 보호 기법)

  • Jeong, Yoon-Su;Yoon, Deok-Byeong;Shin, Seung-Soo
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.1-7
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    • 2020
  • Recently 5G technology is one of the technologies that has been receiving much positive responses from users as it is integrated with virtual technology. However, 5G's security issues have not been fully resolved and more security is soon required. In this paper, an approach technique is proposed as a probability-based hierarchy to provide personal privacy for 5G-based IoT users more safely. The proposed technique is aimed at not exposing the privacy of IoT users to third parties by using two random keys created personally by IoT users. In order to satisfy both safety and efficiency, the proposed technology divides the privacy of IoT users into two layers. In the first stage, IoT users will control access to intermediate media using anonymous keys generated by IoT users, and in the second stage, information of IoT users registered with servers will be darkened and replicated. The proposed technique has improved the accuracy of the privacy protection of IoT users as they assign weights to layered information after layering users' privacy information on a probabilistic basis.

Wrap-around Motion Vector Prediction for 360 Video Streams in Versatile Video Coding (VVC에서 360 비디오를 위한 랩-어라운드 움직임 벡터 예측 방법)

  • Lee, Minhun;Lee, Jongseok;Park, Juntaek;Lim, Woong;Bang, Gun;Sim, Dong Gyu;Oh, Seoung-Jun
    • Journal of Broadcast Engineering
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    • v.25 no.3
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    • pp.313-324
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    • 2020
  • In this paper, we propose a motion vector prediction method that increases the coding efficiency at the boundary of an image by utilizing the 360 video characteristic. In the current VVC method, the location of a neighbor block is excluded from the candidate list for inter prediction in case that it is out of boundary. This can reduce coding efficiency as well as subject quality. To solve this problem, we construct new candidates adding the location of the neighbor block at the boundary of the picture from already decoded information based on the projection method for 360 video coding. To evaluate the performance of the proposed method, we compare with VTM6.0 and 360Lib9.1 under Random Access condition of JVET-360 CTC. As a result, the coding performance shows a BD-rate reduction of 0.02% on average in luma component and 0.05%, 0.06% on average in chroma components respectively, without additional computational complexity. The coding performance at the picture boundary shows a BD-rate reduction of 0.29% on average in luma component and 0.45%, 0.43% on average in chroma components, respectively. Furthermore, we perform subjective quality test with the DSCQS method and obtain MOS values. The MOS value is improved by 0.03 value, and we calculate BD-MOS using MOS value and bit-rate. As a result, the proposed method improved performance by up to 8.78% and 5.18% on average.

Characterization of a new cultivar of Auricularia auricula-judae 'Yong-A' (목이 신품종 '용아'의 특성)

  • Kim, Kil-Ja;Kim, Dami;Lee, Sook-Jae;An, Ho-Sub;Kim, Dong-Kwan;Kwon, Oh-Do
    • Journal of Mushroom
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    • v.16 no.3
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    • pp.198-202
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    • 2018
  • 'Yong-A' was bred by Jeollanamdo Agricultural Research and Extension Services in 2015. It was primarily selected through monospore crossing between JNM21008 and JNM21013 in 2009. The strain is named as JNM-Mi-194 and 'Yong-A', showing major characteristics with good production yield. The cultivation characteristics, yield potential, and fruiting body characteristics of 'Yong-A' are as follows; The wrinkle of the fruiting body was of branching type its shape was wave type. MCM, YM, Malt, and PDA media were suitable for growth of this cultivar. The number of effective stipes was 13 ea/0.9 kg. The minor axis of pileus was 5 cm and the major axis was 9 cm. The yield was 291 g per plastic bag (0.9 kg). Yong-A required 60 days for mycelial running at $20^{\circ}C$. The growth and primordial period required 24 days, which was shorter than that of JNM-Mi-21002 (the conventional cultivar). Somatic incompatibility was observed between parental lines and Yong-A. Analysis of genetic diversity in the new variety 'Yong-A' showed a different profile compared to that of the parent strain when Random Amplified Polymorphic DNA primers were used.

Limitations and Challenges of Game Regulatory Law and Policy in Korea (현행 게임규제정책의 한계와 과제 : 합리적인 규제를 위한 고려사항)

  • Kwon, Hun-Yeong
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.149-164
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    • 2014
  • The laws and policies governing Korea's game regulations are becoming more and more topics for debate as we enter the Age of Internet. The nature of the basis for Internet regulations and policies are not rooted in freedom of speech or fundamental values of democracy, but rather focused on solving real-world problems such as protection of the youth. Furthermore, the reality is that regulatory devices for keeping the social order such as regulating gambling are being applied directly to games without consideration on the characteristics of Internet gaming, raising concerns that the expansion of constitutional values and innovative empowerment inherent to the Internet are being weakened. The Geun-Hye Park Administration which succeeded Myung-Bak Lee's Administration, even went so far as to implement the so-called "Shutdown Policy", which prohibits access to Internet games during pre-defined time zones and also instigated a time zone selection rule. In order to curb the gambling nature of Internet games, government-led policies such as the mandatory personal identification and prohibition of player selection or in other words mandatory random player selection are being implemented. These institutions can inhibit freedom of speech, which is the basis of democracy, violate the right of equality through unreasonable discrimination between domestic and foreign service providers, and infringe upon the principles of administrative law, such as laws, due process in policies, and balance in among policies and governmental bodies. Going forward, if Korea's Internet game regulations and polices is to develop in a rational manner, regulatory frameworks will need to be designed to protect the nature of the Internet and its innovative values that enable the realization of constitutional values; for example, the Internet acting as the "catalytic media for freedom of expression as a fundamental human right ", which has already been acknowledged by the Korea's Constitutional Court. At the same time, transparent procedures should be put into place that will allow diverse participation of stakeholders including game service providers, game users, the youth and parents in the legislation and enforcement process of regulatory institutions; policies will also need to be transformed to enable not only regulatory laws but also self-regulation system to be established. And in this process, scientific and empirical analysis on the expected effects before introducing regulations and the results of enforcing regulations after being introduced will need to be strengthened.

Design and Application of User Preference Information Structure and Program Information Structure (사용자 적응적 방송 수신을 위한 사용자 선호도 정보구조와 프로그램 정보구조의 설계 및 응용)

  • 윤경로;이진수;이희연
    • Journal of Broadcast Engineering
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    • v.5 no.1
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    • pp.94-101
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    • 2000
  • User adaptive reception of broadcast programs includes the functionality such as the user adaptive filtering and browsing functionality. The user adaptive filtering means that the user can limit the list of programs to include only his/her favorite programs among hundreds of available programs. The user adaptive browsing means that the user can view a short summary of his/her selection in the way that he/she prefers. When the receiving system include the random access storage device, the automatic recording functionality of users favorite programs can be included. The user adaptive reception requires support from various meta-data such as user preference data and content description data. TV Anytime forum is a standardization effort to enable user adaptive TV reception, which means that the user can watch what s/he wants when s/he want in the way s/he wants. MPEG-7 includes not only the content description for broadcast applications but also other content descriptions such as structure information. This paper addresses the relationship between MPEG-7 and TV Anytime and investigates how MPEG-7 should be designed and be used to satisfy the requirements of the user adaptive reception of broadcast program.

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Human Visual Perception-Based Quantization For Efficiency HEVC Encoder (HEVC 부호화기 고효율 압축을 위한 인지시각 특징기반 양자화 방법)

  • Kim, Young-Woong;Ahn, Yong-Jo;Sim, Donggyu
    • Journal of Broadcast Engineering
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    • v.22 no.1
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    • pp.28-41
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    • 2017
  • In this paper, the fast encoding algorithm in High Efficiency Video Coding (HEVC) encoder was studied. For the encoding efficiency, the current HEVC reference software is divided the input image into Coding Tree Unit (CTU). then, it should be re-divided into CU up to maximum depth in form of quad-tree for RDO (Rate-Distortion Optimization) in encoding precess. But, it is one of the reason why complexity is high in the encoding precess. In this paper, to reduce the high complexity in the encoding process, it proposed the method by determining the maximum depth of the CU using a hierarchical clustering at the pre-processing. The hierarchical clustering results represented an average combination of motion vectors (MV) on neighboring blocks. Experimental results showed that the proposed method could achieve an average of 16% time saving with minimal BD-rate loss at 1080p video resolution. When combined the previous fast algorithm, the proposed method could achieve an average 45.13% time saving with 1.84% BD-rate loss.

Multiple Confirmation and RAPD-genotyping of Enterobacter sakazakii Isolated from Sunsik (선식에서 분리한 Enterobacter sakazakii의 복합동정 및 RAPD를 이용한 genotyping)

  • Choi, Jae-Won;Kim, Yun-Ji;Lee, Jong-Kyung;Kim, Young-Ho;Kwon, Ki-Sung;Hwang, In-Gyun;Oh, Se-Wook
    • Korean Journal of Food Science and Technology
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    • v.40 no.1
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    • pp.101-105
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    • 2008
  • Enterobacter sakazakii is implicated in severe forms of neonatal infections such as meningitis and sepsis. This organism has been isolated from a wide range of foods, including cheese, vegetables, grains, herbs, and spices, but its primary environment is still unknown. Generally, dried infant milk formula has been epidemiologically identified as the source of E. sakazakii. Sunsik (a powdered mixture of roasted grains and other foodstuffs) is widely consumed in Korea as a side dish or energy supplement. Sunsik is consumed without heat treatment; thus, lacking an additional opportunity to inactivate foodborne pathogens. Therefore, its microbiological safety should be guaranteed. In this study, the prevalence of E. sakazakii was monitored in 23 different sunsik component flours, using FDA recommended methods; but E. sakazakii medium (Neogen) and Chromogenic E. sakazakii medium (Oxoid) were used as the selective media. In total, presumptive E. sakazakii strains were isolated from 8 different sunsik powders. Subsequently, an API 20E test was conducted, and 15 strains from 5 different sunsik flours (sea tangle, brown rice, non-glutinous rice, cheonggukjang, dried anchovy) were confirmed as E. sakazakii. Fifteen strains were again confirmed by PCR amplification, using three different primer sets (tDNA sequence, ITS sequence, 16S rRNA sequence), and compared to ATCC strains (12868, 29004, 29544, 51329). They were once again confirmed by their enzyme production profiles using an API ZYM kit. Finally, RAPD (random amplified polymorphic DNA)-genotyping was carried out as a monitoring tool to determine the contamination route of E. sakazakii during processing.

An Action Information Management Method for Creating Adaptive NPC (적응형 NPC를 생성하는 행동 정보 관리 기법)

  • Kim, Na-Ra;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.103-113
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    • 2008
  • Although people have had more opportunities to enjoy various types of game, most of players have felt less satisfaction with the games. This is the reason that since most Non-player Characters (NPCs) are simple and uniform, they have some limitations for competing with a variety of players. Thus, technologies for creating intelligent NPCs that can compete with each player at a similar level are required. In this paper, we present an action information management method for creating adaptive NPCs based on the algorithm for calculating their action efficiency. This algorithm is useful to the adaptation method for saving and controlling player-appropriate action. In our method, adaptive NPCs observe the actions of players and collect the relationship data between status and action. The efficiency value of the action data is calculated and data of similar status are grouped, and finally stored at the action database. The game system of NPC updates the action database and stores diverse actions. Then, NPC selects action with high efficiency value. We have tested our algorithm on an action game. A random test subject performed a one-on-one game against an adaptive NPC in real-time. As a result, the action dispositions of both the subject and NPC are analyzed in a log file to determine whether or not the disposition of the subject is similar to that of the NPC. The statistics of the diverse test results shows that NPCs become adaptive to players with error rate within less than 6%.

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Detection of Salmonella Using the Loop Mediated Isothermal Amplification and Real-time PCR (등온 증폭법과 Real-time PCR을 이용한 Salmonella 검출)

  • Ahn, Young-Chang;Cho, Min-Ho;Yoon, Il-Kyu;Jung, Duck-Hyun;Lee, Eun-Young;Kim, Jin-Ho;Jang, Won-Cheoul
    • Journal of the Korean Chemical Society
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    • v.54 no.2
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    • pp.215-221
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    • 2010
  • Salmonella is an important food-and water-borne pathogen associated with acute gastrointestinal illnesses around the world. The most common serotypes isolated from humans are Salmonella enterica serotype Typhimurium (S. Typhimurium) and S. Enteritidis. Traditional detection methods for Salmonella are based on cultures using selective media and characterization of suspicious colonies by biochemical and serological tests. These methods are generally time-consuming and not so highly sensitive. Recently, the Loop Mediated Isothermal Amplification and real-time PCR has been used as a highly sensitive, specific, and rapid test for the presence of pathogenic bacteria. In this study, a LAMP and real-time PCR was used to detect S. Typhimurium and S. Enteritidis. We selected target genes, which were the in invA and a randomly cloned sequence specific for the genus Salmonella. With LAMP and real-time PCR, random sequence was detected from Salmonella spp, invA were detected from all strain of S. Typhimurium and S. Enteritidis. This assay indicate that the specificity, sensitivity and rapid of the LAMP and real-time PCR make them potentially valuable tools for detection of S. Typhimurium and S. Enteritidis.

A Comparative Study of Emotional Response to Korean Drama among Countries: With Drama 'Goblin' (한국 드라마 수용에 있어서 국가별 감정 반응 분석: 드라마 <도깨비>를 중심으로)

  • Lee, Yewon;Woo, Sungju
    • Science of Emotion and Sensibility
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    • v.20 no.4
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    • pp.31-40
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    • 2017
  • This research aims to investigate 'Hallyu' contents consumption tendency of consumers from Korea, Japan, and the United States by analyzing their emotional responses. With the development of social media, research on emotion analysis by reviewing text materials has grown. Whereas environmental variables affect consumer demand towards 'Hallyu' contents, little comparative analyses have been conducted on the emotional responses of consumers from different countries. In this research, the emotional prototype model proposed by Russell(1980) used to extract and distinguish emotional words to clarify how people in the three countries differently perceive the Korean drama "Goblin". First of all, the SNS reviews were collected during a two-month period (February 12 to April 12). Second, significant factors were identified in the collected data according to Russell's emotion model. Third, random forest was applied to organize the selected variables in the order of variable importance. Fourth, the correlations among the emotional words were compared. Lastly, the accuracy of the trained model was measured using the test dataset. The results show that "Happy" was found to be the greatest factor in Korea and in the United States and "Pleased" in Japan. Emotional words correlations showed that when watching the drama "Goblin", "passive unpleasure" was the main factor associated with individual's interest in Korea whereas "passive pleasure" was associated with individual's interest in Japan and in the United States. Based on the results, this research suggests the possibility of developing evaluation guidelines for emotional responses of different countries towards 'Hallyu' contents.