Recently, the Go game has been performed between the 'AlphaGo' of the DeepMind and Lee Sedol, a famous professional Go-player of Korea, which leads to arise a lot of interests in the AI (Artificial Intelligence) research area. Based on the Fuzzy logic of the AI, we have also developed another game's AI, .i.e., the Yutnori game, one of Korean traditional board games. However, it is not easy and simple to consider all the cases of the Yutnori game since it is a non-perfect information game in terms of the AI. Thus, we have developed the Fuzzy-logic-based AI which tries to simulate humans' selections, meaning that the suggested AI has focused on the humans' choices depending on diverse situations in the Yutnori. With our extensive simulations using the suggested Yutnori AI, we have analyzed its performances with respect to 10 Yutnori situations among various scenarios. In conclusion, our suggested AI have demonstrated that 6 out of 10 situations are exactly same with the humans' choices and the rest 4 cases are also similar to that of human's, which reveals that our Fuzz-logic-based Yutnori AI can effectively simulate human's choices.
This paper describes a design scheme of a system that tests or polls from the students at online class. By online test, the teacher can test the pre-knowledge level of the students and know how much students understand the lecture of the class. As the number of test increases, the burden of the preparation of setting question, evaluation of the test, and management of the test results is increased. In this environments, an online test management system make it easy to test and evaluate, and thus it would be a good tool for maintaining and managing the total procedure of the test or poll of the students. For evaluating the design of the system, we made a test system prototype and performed evaluations of the online test system. The online test and evaluation system provides a good tool for testing and evaluation of student's knowledge at the class with easy and fast way.
With the popularization of mobile devices, the number of social network service users is increasing, thereby the amount of data is also increasing accordingly. As Internet of Things environment is expanding to connect things and people, there is information much more than before. In such an environment, it becomes very important to recommend the necessary information to the user. In this paper, we propose a recommendation method that considers new users in IoT environment. In the proposed method, we recommend the information by applying the centrality-based social network analysis method to the recommendation method using the social relationships in the social IoT. We describe the seven-step recommendation method and apply them to the music circle scenario of the IoT environment. Through the music circle scenario, we show that we can recommend more suitable information to new users in the IoT environment than the existing recommendation method.
As the risk of technical leakage is increasing, technology protection support systems for small and medium-sized businesses have gained attention. This paper analyzed the perception gap of the user and policy-maker regarding technology protection support systems. First, to identify key elements of technology protection support systems and construct measurement factors, interviews with experts are conducted. Then, surveys are conducted to analyze the perception differences between the users and policy-makers. Factor analysis and ANOVA have been utilized to analyze survey results. The result shows that the perception gaps exist in the following areas: management system, cost reduction, copyright protection, customer satisfaction, leakage prevention, and awareness. To enhance the effectiveness of technology protection support systems, this paper suggests technology protection support systems should be customized in terms of the company's size and type of busines.
IoT can be connected through a single network not only objects which can be connected to existing internet but also objects which has communication capability. This IoT environment will be a huge change to the existing communication paradigm. However, the big security problem must be solved in order to develop further IoT. Security mechanisms reflecting these characteristics should be applied because devices participating in the IoT have low processing ability and low power. In addition, devices which perform abnormal behaviors between objects should be also detected. Therefore, in this paper, we proposed D-IDS technique for efficient detection of malicious attack nodes between devices participating in the IoT. The proposed technique performs the central detection and distribution detection to improve the performance of attack detection. The central detection monitors the entire network traffic at the boundary router using SVM technique and detects abnormal behavior. And the distribution detection combines RSSI value and reliability of node and detects Sybil attack node. The performance of attack detection against malicious nodes is improved through the attack detection process. The superiority of the proposed technique can be verified by experiments.
In recent years, cyber terror that break into major institution's information system and destroy and paralyzed important information occurs frequently. Some countries do dangerous acts such as train hackers and order hackers to hack important industrial confidential documents which are core of national competitiveness to reduce the competitiveness of the country and cause social confusion. In this thesis, it will study problems of cyber terror to help people to use Internet in web environment that safe from cyber terror and to avoid the risk from cyber terror such as malware and DDos. This thesis is organized as following. In second chapter, it will look thorough the research that are related to cyber terror. In third chapter, it will study attack types of cyber terror. In fourth chapter, to defend from cyber violence, it will suggest safe solution. In fifth chapter, it will end with conclusion. Finally, to prevent urgent incidents like North Korean Cyber-attack, every Internet user must indicate their recognition on Internet security and it is significant to make a quick response treatment to create the safe online environment.
As the smartphone-based devices are diffused and developed rapidly, they provide the convenience to the users. The abovementioned sentence technologies are being used not only in the existing sensor and wireless network technology but also in the application services of the diverse fields application services such as smart appliance, smart car, smart health care, etc. and the new fusion paradigm from the industry is presented by undertaking the researches in diverse area by the enterprises and research institutions. However, the smart environment exposes its weaknesses in the mobile terminal area, existing wireless network and IT security area. In addition, due to new and variant ways of attack, not only the critical information are disclosed However also the financial damages occur. This paper proposed the protocol to perform the smartphone-based safe device monitoring and safe communication. The proposed protocol designed the management procedure of registration, identification, communication protocol and device update management protocol and the safety against the attack techniques such as the an-in-the-middle-attack, impersonation attack, credential threat, information leaks and privacy invasion was analyzed. It was observed that the proposed protocol showed the performance improved by approximately 52% in the communication process than the existing system.
Vehicular ad-hoc networks (VANETs) cause link disconnection problems due to the rapid speed and the frequent moving direction change of vehicles. Link disconnection in vehicle-to-vehicle communication is an important issue that must be solved because it decreases the reliability of packet forwarding. From the characteristics of VANETs, greedy forwarding protocols using the position information based on the inter-vehicle distance have gained attention. However, greedy forwarding protocols do not perform well in the urban environment where the direction of the vehicle changes greatly. It is because greedy forwarding protocols select the neighbor vehicle that is closest to the destination vehicle as the next transmission vehicle. In this paper, we propose a greedy anycast forwarding (GAF) protocol to improve the reliability of the inter-vehicle communication. The proposed GAF protocol combines the greedy forwarding scheme and the anycast forwarding method. Simulation results show that the GAF protocol can provide a better packet delivery rate than existing greedy forwarding protocols.
As people increasingly rely on mobile networks in modern society, mobile communication security is becoming more and more important. In the Long Term Evolution/System Architecture Evolution (LTE/SAE) architecture, the 3rd Generation Partnership (3GPP) team has also developed the improved Evolved Packet System Authentication and Key Agreement (EPS AKA) protocol based on the 3rd Generation Authentication and Key Agreement (3G AKA) protocol in order to provide mutual authentication and secure communication between the user and the network. Unfortunately, the EPS AKA also has several vulnerabilities such as sending the International Mobile Subscriber Identity (IMSI) in plain text (which leads to disclosure of user identity and further causes location and tracing of the user, Mobility Management Entity (MME) attack), man-in-middle attack, etc. Hence, in this paper, we analyze the EPS AKA protocol and point out its deficiencies and then propose an Efficient and Security Enhanced Authentication and Key agreement (ESE-EPS AKA) protocol based on hybrid of Dynamic Pseudonym Mechanism (DPM) and Public Key Infrastructure (PKI) retaining the original framework and the infrastructure of the LTE network. Then, our evaluation proves that the proposed new ESE-EPS AKA protocol is relatively more efficient, secure and satisfies some of the security requirements such as confidentiality, integrity and authentication.
Recently, new variants of Ransomware are becoming a new security issue. Ransomware continues to evolve to avoid network of security solutions and extort users' information to demand Bitcoin using social engineering technique. Ransomware is damaging to users not only in Korea but also in all around the world. In this thesis, it will present research solution to prevent and cope from damage by new variants Ransomware, by studying on the types and damage cases of Ransomware that cause social problems. Ransomware which introduced in this paper, is the most issued malicious code in 2016, so it will evolve to a new and more powerful Ransomware which security officers cannot predict to gain profit. In this thesis, it proposes 4 methods to prevent the damage from the new variants of Ransomware to minimize the damage and infection from Ransomware. Most importantly, if user infected from Ransomware, it is very hard to recover. Thus, it is important that users understand the basic security rules and effort to prevent them from infection.
Virtual reality technology is recognized as a next-generation technology and can create realistic environments like the real world and reproduce sensory experiences. And it is a cutting-edge technology that allows humans to experience the same real-world experience in a virtual world by computing the five senses with computers. Also Virtual reality is a technology that has the advantage of experiencing reality in cyberspace and is applied to content such as movies and games. However, many users who use virtual reality can feel cybersickness. And it especially in virtual reality games. This is an important issue for the virtual reality game industry to be resolved. Main symptoms of cyberscickness include dizziness, headache, and vomiting. Existing motion sickness and symptoms are similar, but the cause of cybersickness is different from traditional sickness. Therefore, this study uses virtual reality games and data from various organizations to determine the causes of cybersickness. Also, it intends to contribute to the development of the virtual reality game industry by presenting methods to supplement these problems.
Color in an image is determined by illuminant and surface reflectance. So, to recover unique color of object, estimation of exact illuminant is needed. In this study, the illumination models suggested to get the object color constancy with the physical illumination model based on physical phenomena. Their characteristics and application limits are presented and the necessity of an extended illumination model is suggested to get more appropriate object colors recovered. The extended illumination model should contain an additional term for the ambient light in order to account for spatial variance of illumination in object images. Its necessity is verified through an experiment under simple lighting environment in this study. Finally, a reconstruction method for recovering input images under standard white light illumination is experimented and an useful method for computing object color reflectivity is suggested and experimented which can be induced from combination of the existing illumination models.
Distribution of online media sharply accelerated in the modern society, leading to robust increase in the time where individuals spend their leisure time on the Internet. One of the most popular entertainments among this is the video game industry, which gradually came to possess the characteristics like violence, cruelty, gambling, and sexuality, in order to gain attention. This study aims to investigate the addiction characteristics of users of domestic online games and to verify the causal relationship of these factors on the factors that affect impulsive crimes through Self-control. For practical verification of this study, survey was conducted for students of W High School in Incheon. This study is meaningful in that it prepared a theoretical foundation in the process of inferring criminal intent for impulsive crimes based on the effects of online games on impulsiveness, aggression, and addiction. It is also significant in that it presented a new mechanism that ego control, which occurred in the process of presenting a new variable of negative effect of online game on the criminal intent of impulsive crime, affects impulsive crime.
Internet is changing the way consumers shop and buy goods and services, and has rapidly evolved into a global phenomenon. The primary purpose of this study is to investigate the influence of consumer's on-line shopping values on satisfaction and intention to re-use. Economic value, emotional value, convenience value, social value, product variety were identified as affecting factors of satisfaction and intention to re-use of on-line shopping purchasing based on prior studies of on-line shopping behavior. This study tested the hypothesized model using the data from 132 consumers who have purchased products in on-line shopping mall. According to the result, economic value, emotional value, product variety are significantly related to the consumer satisfaction but convenience value, social value are not. Consumer satisfaction of online purchasing was also shown to be related to the intention to re-use. It can provide practical guidelines on effective operation strategies for consumer loyalty.
The purpose of this study is to investigate the effects of e - commerce technology characteristics and personal values on purchasing behavior by information security importance. The results of the empirical study that examined the university students in 2006 and 2016 are as follows. First, personal value is centered on personal values, such as self - esteem and self - esteem in 2006. In 2016, however, personal values such as self - fulfillment and personal relationship with others are important. Transactional ease and product service serve as the main value of the fun and pleasure of life, but the sense of accomplishment as the core value of information protection. Second, the technical characteristics of e-commerce are as follows. In terms of ease of transaction and product service, technology characteristics are simplified and directly effected over time. On the other hand, information protection works very closely with individual value, There was a strong tendency to enjoy benefits. Especially in 2006, if you want to enjoy transactional convenience through transaction information security or benefit from product service, it has been changed to recognize the importance of information security through payment in 2016.
The purpose of this study is to find out the difference of sense of self-efficacy and stress encountering strategy of university students under the stress situation depending on the smart-phone user group (addiction group, general user group). For this purpose, the study issues are established as follows. First, it has analyzed what is the correlation of smart-phone addiction, sense of self-efficacy, and stress encountering strategy. Second, it has studied if there is any difference of sense of self-efficacy and stress encountering strategy for the smart-phone user group. In order to verify such study issues, For 1,670 university students in the Chungcheong area, smart-phone addiction scale, sense of self-efficacy scale, and stress encountering method scale were administered. Looking into the study result, first, as a result of the relativity analysis, it displayed the correlation of preference of test difficulty, self-control efficacy and important negative from the smart-phone addiction and sense of self-efficacy. In addition, all sub-variables of smart-phone addiction and avoidance orientation from the stress encountering strategy displayed the important positive correlation, and from the smart-phone addiction, the virtual world orientation and pursuit of social-support displayed the important negative correlations, and all sub-variables (interference with ordinary living, virtual world striving direction, withdrawal, resistance) of smart-phone addiction and problem solving-orientation displayed the negative correlation. Second, as a result of verification for the difference of the smart-phone addiction group and general use group following the sense of self-efficacy, the general use group is shown to have higher self-control efficacy sense than the addiction group. And third, as a result of verifying the difference of stress encountering following the smart-phone addiction group and general use group, the addiction group is shown to be lower than the general use group in terms of social support pursuit and problem solution orientation with the avoidance orientation shown to be higher. This type of result is expected to provide the base data when developing the smart-phone addiction preventive education program by finding out in details for the characteristics of smart-phone addiction group for university students.
Today, companies and social actors at the beginning of the Fourth Industrial Revolution are focusing on active innovation and efforts to adapt to rapidly changing environmental changes. Design thinking refers to creative strategies designers utilize during the process of designing. Design thinking is also an approach that can be used to consider issues and resolve problems more broadly than within professional design practice, and has been applied in business and to social issues. However, there are some limitations in the design thinking methodology during the project in the field. This paper presents a novel design - thinking process that incorporates a lean start - up based business model into the design thinking process. We conducted a case study to verify the effectiveness of our new design thinking process in social innovation projects. In this paper, it is meaningful to suggest and verify a new process that combines business model Zen to complement the limit of design thinking. It will also provide guidelines for design thinking projects as tools for social innovation.
In recent years, it is natural that the development and the maintenance of information systems are strongly dependent on outside service providers for economic reasons, especially in public sector. There has been an unexpected growth in the number of selection activities for outsourcing related works. At this time, selection of the contractor generally considers the proposals received based on the RFP(requested for proposal) and determines the ranking by experts committee. However, it is difficult even for expert giving a specific numeric score in weighting criteria or rating alternatives. In this context, an extended fuzzy TOPSIS method is applied for selection problem of IT proposals. A numerical illustration is also provided to demonstrate the applicability of the approach. This approach is very practical to help decision makers in assessing proposals during the selection phase under uncertainties.
The recent entry into information society as well as the development and universalization of the Internet through rapid development of ICT technology produced a new educational method called PMP learning. PMP learning overcomes restrictions of previous education methods in terms of time and space and allows the learners to customize their learning environments according to their leads, providing voluntary education that centers on the learners. This study aims to verify the causal relationship in academic achievement of PMP learners through the theory of basic psychological desire, learning satisfaction, and learning metastasis. In order to accomplish this, a study model which applies perceived autonomy, perceived competence, and perceived relationship, which are major variables of the theory of basic psychological desire, was presented. For practical verification of the study model, survey analysis was conducted for students of R High School in Hamyang. Through this, the study aims to provide basic materials for improving the academic achievement of learners in PMP learning. It also plans to suggest educational effects that can be obtained by supporting intrinsic motivation of learners.
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