• Title/Summary/Keyword: surfing

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Design for Position Protection Secure Keypads based on Double-Touch using Grouping in the Fintech (핀테크 환경에서 그룹핑을 이용한 이중 터치 기반의 위치 차단이 가능한 보안 키패드 설계)

  • Mun, Hyung-Jin
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.38-45
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    • 2022
  • Due to the development of fintech technology, financial transactions using smart phones are being activated. The password for user authentication during financial transactions is entered through the virtual keypad displayed on the screen of the smart phone. When the password is entered, the attacker can find out the password by capturing it with a high-resolution camera or spying over the shoulder. A virtual keypad with security applied to prevent such an attack is difficult to input on a small touch-screen, and there is still a vulnerability in peeping attacks. In this paper, the entire keypad is divided into several groups and displayed on a small screen, touching the group to which the character to be input belongs, and then touching the corresponding character within the group. The proposed method selects the group to which the character to be input belongs, and displays the keypad in the group on a small screen with no more than 10 keypads, so that the size of the keypad can be enlarged more than twice compared to the existing method, and the location is randomly placed, hence location of the touch attacks can be blocked.

The Secure Password Authentication Method based on Multiple Hash Values that can Grant Multi-Permission to a Single Account (단수 계정에 다중 권한 부여가 가능한 다중 해시값 기반의 안전한 패스워드 인증 기법 설계)

  • Hyung-Jin Mun
    • Journal of Industrial Convergence
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    • v.21 no.9
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    • pp.49-56
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    • 2023
  • ID is used as identifying information and password as user authentication for ID-based authentication. In order to have a secure user authentication, the password is generated as a hash value on the client and sent to the server, where it is compared with the stored information and authentication is performed. However, if even one character is incorrect, the different hash value is generated, authentication will be failed and cannot be performed and various functions cannot be applied to the password. In this study, we generate several hash value including imaginary number of entered password and transmit to server and perform authentcation. we propose a technique can grants the right differentially to give various rights to the user who have many rights by one account. This can defend shoulder surfing attack by imaginary password and provide convenience to users who have various rights by granting right based on password.

A Study of Mobile Content Generation System using 2-Dimensional bar code in Smart Device Environment (스마트 기기 환경에서 2차원 바코드를 활용한 모바일 콘텐츠 생성 시스템 연구)

  • Jin, Byung-Wook;Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.2349-2354
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    • 2014
  • While the number of smart phone subscribers excessing 30 million people, Korea is leaping into the 'smart powerhouse' from IT powerhouse. The popularizat+ion of smart devices so called 'PC in the hand', brought surely change to people's life style, and also it had led to a revolutionary change to and also to business and government. In several corporations of each countries, a variety of smart devices smart devices such as smart phone, tablet PC and E-books have been developing. Nowadays, the usage of the smart phone is not only the simple function calling. It has become a culture of the terminal type in the hand anywhere at any time, which makes can communicate with the others in anywhere and anytime. However, some of the subscribers who visit the website for PC version with the mobile devices screen, can feel kind of discomfort while surfing the net on a smartphone devices because the install of the existing video and flash files and the screen size for computer is not available for mobile devices. Therefore, in this paper, we studied on effective mobile contents generation program using QR code that is two dimensions bar code under the smart device environment. Also, unlike previous QR code generator that decorate standardized design, we realize an original QR code generation system from user perspective.

A Study on Development of Patent Information Retrieval Using Textmining (텍스트 마이닝을 이용한 특허정보검색 개발에 관한 연구)

  • Go, Gwang-Su;Jung, Won-Kyo;Shin, Young-Geun;Park, Sang-Sung;Jang, Dong-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.8
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    • pp.3677-3688
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    • 2011
  • The patent information retrieval system can serve a variety of purposes. In general, the patent information is retrieved using limited key words. To identify earlier technology and priority rights repeated effort is needed. This study proposes a method of content-based retrieval using text mining. Using the proposed algorithm, each of the documents is invested with characteristic value. The characteristic values are used to compare similarities between query documents and database documents. Text analysis is composed of 3 steps: stop-word, keyword analysis and weighted value calculation. In the test results, the general retrieval and the proposed algorithm were compared by using accuracy measurements. As the study arranges the result documents as similarities of the query documents, the surfer can improve the efficiency by reviewing the similar documents first. Also because of being able to input the full-text of patent documents, the users unacquainted with surfing can use it easily and quickly. It can reduce the amount of displayed missing data through the use of content based retrieval instead of keyword based retrieval for extending the scope of the search.

Analysis on the Degree of Preference and Participation in Leisure Sports : PPA Based on Priorities for Financial Investment (정책투자우선순위 도출을 위한 레저스포츠 선호도와 참여도 분석)

  • Kim, Kyong-Sik;Koo, Kyong-Ja;Jin, Eun-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.407-415
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    • 2009
  • In this research, to identify the degree of preference and participation in leisure sports, over 19-year-old adults living in the capital region were collected as subjects, and among them, 250 persons were chosen by purposive sampling method. Using SPSSWIN 16.0, I analyzed the collected data by reliability analysis, paired sample t-test, PPA(preference performance analysis) method. The conclusion is the following. First, the first quadrant showed wind surfing, skins-cuba, water-ski, and yacht, and as a result of this, it is necessary to improve the degree of participation in this field, the second quadrant showed golf, racketball snow board, ski, fishing, and climbing, and these field need to specific attention to maintain continuous attention, for they have a great deal of attendance, the third quadrant, showed water sleigh, cart, balloon, sky-diving, orienteering, hang gliding, model plane, and survival game. As the degree of preference and participation in these sports is low, it is recommended that more effort should be made for these sports. Finally, in the forth quadrant, there are tracking, mountain bike, inline skates, rafting, and cycling. As it's the participation is high, while that of preference is low, it is important to maintain the policy of the participation in leisure sports. Sencondly, the degree of preference and participation in leisure sport activicties acording to socio demographic characteristics differentiate.

The Analysis on the Degree of Preference and Participation in Leisure Sports : Using IPA (IPA을 이용한 레저스포츠참가 선호도와 참여도 분석)

  • Kim, kyong-sik;Koo, kyong-ja;Jin, eun-he;Song, kang-young
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.420-424
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    • 2009
  • In this research, to identify the degree of preference and participation in leisure sports, over 19-year-old adults living in the capital region were collected as subjects, and among them, 250 persons were chosen by sampling. Using SPSSWIN 16.0, I analyzed the collected data by Reliability Analysis, Paired Sample T-Test, and IP A method. The conclusion is the following. First, the first quadrant showed skins-cuba, water-ski, wind surfing, and clay-pigeon shooting, and as a result of this, it is necessary to improve the degree of participation in this field. Secondly, the second quadrant showed golf, snow board, ski, fishing, and climbing, and these field need to specific attention to maintain continuous attention, for they have a great deal of attendance. Thirdly, in the third quadrant, there are water sleigh, cart, balloon, sky-diving, orienteering, hang gliding, model plane, and survival game. As the degree of preference and participation in these sports is low, it is recommended that more effort should be made for these sports. Finally, in the forth quadrant, there are tracking, mountain bike, inline skates, rafting, and cycling. As it's the participation is high, while that of preference is low, it is important to maintain the policy of the participation in leisure sports. In conclusion, for the sports which is preferred that is difficult to join right now, most of all, it is necessary that we should pay attention to and invest the social infrastructure in which main items cannot be joined now.

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The Effects of Cyber Education in RN-BSN's Courses (RN-BSN 과정에서 사이버교육의 효과)

  • Kim, Hee-Soon;Oh, Ka-Sil;Lee, Kyung-Ja;Chang, Hwa-Kyoung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.9 no.2
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    • pp.212-221
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    • 2003
  • The purpose of this study was to evaluate the effects and define the educational strategies of the cyber education offered to students for Bachelor of Science degree program(RN-BSN). The participants in this study were 67 students in two courses, Growth and Development, and Nursing Process. The main components of the cyber classes were the electronic board and on-line discussion board. The study was conducted from March 4, 2001 to July 23, 2001 at Y University in Seoul, Korea. To examine the effects of the cyber education, learning motivation, and learning satisfaction were measured by questionnaires to the students before the initial class and after completing the class. Learning achievement was measured by the grades for each course. The data were analyzed using frequencies, t-test, and paired t-test. The specific results of the course evaluation were compared and analysis was done to examine differences between traditional classroom teaching and cyber teaching. The study results are as follows: 1. There were no significant differences on total scores for learning motivation between pre-cyber education and post-cyber education. However, there were significant decreases in the post test compared to the pre test for the items, ' I'd like to get as high a score as possible compared to other students (t=-2.20, p=.03)' and ' I'm sure to acquire good grades(t=-5.22, p=.00) '. 2. The average score for learning satisfaction using cyber education was high at 3.52. 3. To define learning achievement using cyber education, grades for students taking cyber classes this year were compared to student grades for a class using traditional lassroom teaching last year. The score was significantly higher for classroom students in the 'Growth and Development' course (t=-3.5, p<.001), and the score was significantly higher for the cyber education students in the 'Nursing Process' course (t=4.3, p<.000). 4. The average of post scores on computer competency was significantly higher on six items, general knowledge about computers, data management and data research, ability to communicate using computer, and internet surfing. On the basis of the above findings, this study suggests that cyber education in nursing courses is effective and readily available. However, it is recommended that consideration be given to characteristics of the course when developing cyber education programs for nursing courses.

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ICT Utilization and Recognition by Home Economics Teachers in Secondary schools (중등학교 가정과 교사의 ICT 활용수업의 실태와 인지도)

  • Kim Mi-Young;Kim Kyung-Ae;Wee Eun-Hah
    • Journal of Korean Home Economics Education Association
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    • v.16 no.3
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    • pp.63-80
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    • 2004
  • The purpose of this study was to investigate the actual ICT utilization and recognition, to identify the effective and relevant chapters of home economics which can be taught using ICT in teaching and learning method. There were 372 secondary school teachers being participated in the survey. The results of this study can be summarized as follows 1. The reason why they have ICT utilization Instruction is to help the learners improve the academic accomplishment in the development stage through providing data from web-surfing and presentational data such as developed CD, animation and presentations. 2. Regarding ICT utilization capability. teachers have the capability to send and receive E-mail, make a presentation data. practical use of Internet. In addition, the group with less than 10 years experience have a higher capability in information technology. 3. Concerning ICT utilization recognition, this result shows that ICT Instruction is the most effective to motivate learners, and teachers anticipate ICT Instruction would improve the quality of the teaching & learning. 4. The chapter such as 'how to make clothing and recycling'(database). 'the foundation of cooking and its application' (database). 'gender and acquaintance of the opposite sex', 'nutrition of during adolescence' (simulation program) should be the first priority in the development.

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An Incremental Elimination Method of EEG Samples Collected by Single-Channel EEG Measurement Device for Practical Brainwave-Based User Authentication (실용적 뇌파 기반 사용자 인증을 위한 단일 채널 EEG 측정 장비를 통해 수집된 EEG 샘플의 점진적 제거 방법)

  • Ko, Han-Gyu;Cho, Jin-Man;Choi, Daeseon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.2
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    • pp.383-395
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    • 2017
  • Brainwave-based user authentication technology has advantages such as changeability, shoulder-surfing resistance, and etc. comparing with conventional biometric authentications, fingerprint recognition for instance which are widely used for smart phone and finance user authentication. Despite these advantages, brainwave-based authentication technology has not been used in practice because of the price for EEG (electroencephalography) collecting devices and inconvenience to use those devices. However, according to the development of simple and convenient EEG collecting devices which are portable and communicative by the recent advances in hardware technology, relevant researches have been actively performed. However, according to the experiment based on EEG samples collected by using a single-channel EEG measurement device which is the most simplified one, the authentication accuracy decreases as the number of channels to measure and collect EEG decreases. Therefore, in this paper, we analyze technical problems that need to be solved for practical use of brainwave-based use authentication and propose an incremental elimination method of collected EEG samples for each user to consist a set of EEG samples which are effective to authentication users.

A Study on the Practical Use of Rich-Media in the Internet Advertisement (인터넷 광고에서의 리치미디어 활용에 관한 연구)

  • 임은정;손은미;이현주
    • Archives of design research
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    • v.14 no.2
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    • pp.187-196
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    • 2001
  • Today's internet advertisement market is growing rapidly placing great importance on banner advertisements. Still, banner advertisements are being ignored by the users because most of these banners are exaggerated, visually distracted and they usually interfere with internet surfing. These banners make the agents and the users feel displeased and furthermore, make internet market unstable. 'Rich-Media'came in sight as the new way of advertising means in the internet market as the users demand for more dynamic and interactive media. In Rich-Media, sound and animation interact with former animated banner advertisements. Internet advertising businesses inducing web agencies have positive views about Rich-Media, because more information and ideas are shared through aural and visual integration and it is very effective way to draw attentions from the users. In this study, we have examined the effects of Rich-Media advertisements through surveys. As a result, Rich-Media advertisements are superior to ordinary banner advertisements in visual effect, leading interests of users, inducing mouse did(s and providing of information. The recent uses of Rich-Media is just a mere beginning, but we expect to make the Rich-Media an essential medium of internet advertisement as we continue studying the uses and effects of Rich-Media.

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