• Title/Summary/Keyword: 가상의

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A Snoop-Based Kernel Introspection System against Address Translation Redirection Attack (메모리 주소 변환 공격을 탐지하기 위한 Snoop기반의 커널 검사 시스템)

  • Kim, Donguk;Kim, Jihoon;Park, Jinbum;Kim, Jinmok
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.5
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    • pp.1151-1160
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    • 2016
  • A TrustZone-based rootkit detecting solution using a secure timer ensures the integrity of monitoring system, because ARM TrustZone technology provides isolated environments from a monitored OS against intercepting and modifying invoke commands. However, it is vulnerable to transient attack due to periodic monitoring. Also, Address Translation Redirection Attack (ATRA) cannot be detected, because the monitoring is operated by using the physical address of memory. To ameliorate this problem, we propose a snoop-based kernel introspection system. The proposed system can monitor a kernel memory in real-time by using a snooper, and detect memory-bound ATRA by introspecting kernel pages every context switch of processes. Experimental results show that the proposed system successfully protects the kernel memory without incurring any significant performance penalty in run-time.

WBI Design and Implementation of 'Introduction to Computer Science' for Teaching-Learning Interactions (교수-학습 상호작용을 위한 전자계산일반의 WBI 설계 및 구현)

  • 이철호;배석찬
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.537-540
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    • 2004
  • Development of Learning system and learning activity based on web in accedence with development of information communication technology are active. From teaming system with web, teaching-teaming data for student's leaning level is not systematic and interactions between students and teachers are insufficiency. Only result of teaming evaluation is showed not supply reason what is correct or not and there is no relationship or linking deeping teaming. In this paper, we tried to improve the interaction between teachers and students by analyzing study system through virtual system on high school's Introduction to computer science. And we designed and implemented the WBI system Using ASP, the system is maximize the effect of study related to further study. It will improve the feedback between the teachers and the students and help the learners enlarge the faculty of comprehension ability.

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A Study on Web-based Collaborative CAD System (웹 기반 협동 CAD시스템에 관한 연구)

  • 윤보열;김응곤
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.4 no.4
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    • pp.767-773
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    • 2000
  • As computer systems and communication technologies develop rapidly, CSCW(Computer Supported Collaborative Work) system appears nowadays, through which it is available to work on virtual space without any restriction of time and place. Most of CWCS systems depend on a special network and groupware. The systems of graphics and CAD are not so many because they are specified by hardware and application software. In this paper, we propose a web-based collaborative CAD system, which can be jointly worked on Internet WWW being independent from any platforms. It can create and modify 3D objects easily using VRML and Java 3D API, and it can send, print, and store them. The interactive work for designing objects can be also carried out through chatting with each other. This system is executed in the environment of Client/server architecture. Clients connect to the CAD sewer through Java applet on WWW. The server is implemented by Java application, and it consists of three components : connection manager which controls the contact to users, work manager which keeps viewing in concurrency and provides virtual work space sharing with others, and solid modeler which creates 3D object.

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Object Picking and Concurrency for Solid Modeler in Collaborative Design System (협동설계시스템의 솔리드 모델러를 위한 오브젝트의 Picking과 Concurrency)

  • 윤보열;김응곤
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.5 no.4
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    • pp.723-729
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    • 2001
  • We are able to work on the shared virtual space in Web-based Collaborative Design System using only Internet and Web browser. The users connect to the Solid Modeler Server through m and they create 3D shape and manipulate them variously. Then the users will share 3D objects and two problems can arise. The users must be able to pick the objects effectively which they want to manipulate. When one of the users manipulates a particular object, others should not disturb with the same object. In this paper, picking is implemented not only by computing intersection of mouse pointer with the objects of the virtual world, but also by using capabilities and attributes of scene graph node, by setting bounds intersection testing instead of geometric intersection testing, by limiting the scope of the pick testing, using Java 3D. These methods can reduce the computation of picking and can pick 3D objects effectively and easily using the system of hierarchy. To have effective concurrency, we used shared lock and exclusive lock as the action in work space.

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A Design of Analyzing effects of Distance between a mobile device and Cloudlet (모바일 장치와 구름을 사이에 거리의 효과 분석설계)

  • Eric, Niyonsaba;Jang, Jong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.11
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    • pp.2671-2676
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    • 2015
  • Nowadays, Mobile devices are now capable of supporting a wide range of applications. Unfortunately, some of applications demand an ever increasing computational power and mobile devices have limited resources due to their constraints, such as low processing power, limited memory, unpredictable connectivity, and limited battery life. To deal with mobile devices' constraints, researchers envision extending cloud computing services to mobile devices using virtualization techniques to shift the workload from mobile devices to a powerful computational infrastructure. Those techniques consist of migrating resource-intensive computations from a mobile device to the resource-rich cloud, or server (called nearby infrastructure). In this paper, we want to highlight on cloudlet architecture (nearby infrastructure with mobile devices), its functioning and in our future work, analyze effects of distance between cloudlet and mobile devices.

Detection of Inflection Point of Waveform by Wavelet Threshold Denoising (웨이브릿 임계치 잡음제거에 의한 파형의 변곡점 검출)

  • Kim, Tae-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.10
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    • pp.2205-2210
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    • 2009
  • In this paper, the proposed method is a denoising technology by tangent curve interpolation of zero points. The problem of the hard threshold method is improved by the proposed method. The quantity of time fluctuation of the electromagnetic signal as the quantity of electric fluctuation of the natural world or the curve of motion waveform of the fast movement of human extracted using virtual reality is, in fact, complex. Therefore it is important to decide exactly the signal properties as the inflection point for observation signal. In particular, it is necessary to extract the properties after denoising, since the measurement signal of the natural world include some noises. It shows that the noise of the inflection point signal with noise II, noise factor 5, is eliminated by the proposed method, and the result of SNR for the signal is improved 3.4dB than that by the conventional hard threshold.

A Study on the VR Simulation Program for the Sport of Realistic Trees (운동경기 VR Simulation을 위한 나무 사실감 연구 "가상현실 나무의 그림자와 거리감을 중심으로")

  • Shin, Hwa-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.378-382
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    • 2010
  • Horseback riding, shooting, golf and other sports that make up the visuals, the background graphics in the game is an important factor influencing the outcome. But they need to play directly from the site is limited, and sports simulation games and the realistic representation of real-time operation since the fall of the background. In this paper, to overcome the limitations in the field for the game by converting pictures 3d graphic modeling. z-depth by using a special technique for expressing the perspective of the analysis of the sport and VR (virtual reality) simulation to study the background to the development. In this study, background realistic VR implementation of sport Journal of Sports Science and will contribute to the development.

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Local Fine Grid Sea Wind Prediction for Maritime Traffic (해상교통을 위한 국지정밀 해상풍 예측)

  • Park, Kwang-Soon;Jun, Ki-Cheon;Kwon, Jae-Il;Heo, Ki-Young
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2009.06a
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    • pp.449-451
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    • 2009
  • Sea level rise and increase of the typhoon/hurricane intensity due to global warming have threaten coastal areas for residential and industrial and have been widely studied. In this study we showed our recent efforts on sea wind which is one of critical factors for safe maritime traffic and prediction for storm surges and waves. Currently, most of numerical weather models in korea do not have sufficient spatial and temporal resolutions, therefore we set up a find grid(about 9km) sea wind prediction system that predicts every 12 hours for three day using Weather Research and Forecasting(WRF). This system covers adjacent seas around korean peninsula Comparisons of two observed data, Ieodo Ocean Research station(IORS) and Yellow Sea Buoy(YSB), showed reasonable agreements and by data assimilation we will improve better accurate sea winds in near future.

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3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

Lane Departure Detection Using a Partial Top-view Image (부분 top-view 영상을 이용한 차선 이탈 검출)

  • Park, Han-dong;Oh, Jeong-su
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.8
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    • pp.1553-1559
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    • 2017
  • This paper proposes a lane departure detection algorithm using a single camera equipped in front of a vehicle. The proposed algorithm generates a partial top-view image for a small ROI (region of interest) designated on the top-view space form the image acquired by the camera, detects lanes on the small partial top-view image, and makes a decision on the lane departure by checking overlap between the pre-assigned virtual vehicle and the detected lanes. The proposed algorithm also includes the removal of lines occurred by road symbols (noises) disturbing the lane departure detection between lanes and the prediction of lost lanes using lane information of previous fames. In lane departure detection test using real road videos, the proposed algorithm makes the right decision of 99.0% in lane keeping conditions and 94.7% in lane departure conditions.