• Title/Summary/Keyword: 가상의

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Protection Plan of Trustee Personal Credit Information for Credit Card Company Using Cloud Computing (클라우드컴퓨팅 이용 신용카드사의 영세수탁자 개인신용정보 보호방안)

  • Kim, Shi-in;Kim, In-suk
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.29 no.4
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    • pp.885-895
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    • 2019
  • As seen in recent cases of hacking in financial services, attackers are attempting to hacking trustee with poor security management, rather than directly hacking a financial company. As a result, the consignor is strengthening the security check and control of the trustee, but small trustee has difficulties to invest in information security with the lack of computer facilities and the excessive cost of security equipment. In this paper I investigate the vulnerability of personal information processing life cycle standards in order to enhance the security of small consignee that receive personal information form the credit card company. To solve the vulnerability the company should use litigation management system constructed on cloud computing service and install VPN to secure confidentiality and intergrity in data transfer section. Also, to enhance the security of users, it is suggested to protect personal credit information by installing PC firewall and output security on user PC.

Vest Design Development of Fashion Culture Products based on Korean Style - Application of Traditional Lattice Pattern of Doors - (한국적 디자인을 기본으로 한 패션문화상품 조끼디자인 개발 - 전통 창살문양 응용 -)

  • Choi, Eunjoo
    • Fashion & Textile Research Journal
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    • v.21 no.4
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    • pp.412-419
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    • 2019
  • This study is to help maintain the identity of traditional Korean culture and develop fashion culture products by applying images and composition forms of traditional lattice patterns for vest designs. Lattice can be distinguished as a shape created through intersecting vertical and horizontal lines, in the form of oblique lines in vertical and horizontal structures, and in the form of an oblique line. Lattice patterns represent the overall unity and order as well as the beauty of small spaces created by simple lines. Traditional lattice patterns of the Joseon Dynasty were examined theoretically through the literature. Based on theoretical grounds, there is study illustrates vest designs using Adobe Illustrator CS6 as well as works on a 3D virtual costume using CLO Trial 4.2, a 3D virtual dressing system of CLO Virtual Fashion. This study developed an easy to wear vest design categorized as clothes for both men and women. The geometric formality of the lattice pattern has been applied to fashion culture products. In this study, the design was developed focusing on lattice, kotsal (flower pattern), sosulbitsal (diagonal), sotdaesal, tisal (horizontal & vertical). This study can be used as basic data in the domestic fashion cultural product market that can help maintain the originality of Korean culture in the global era that also assists in the successful promotion of Korean culture and traditions.

A Study on Realtime Cost Estimation Model of PC Laboratory Service based on Public Cloud (공용 클라우드 기반 PC 실습실 서비스의 실시간 비용 예측 모델 연구)

  • Cho, Kyung-Woon;Shin, Yong-Hyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.3
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    • pp.17-23
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    • 2019
  • IaaS is well known as a very cost effective computing service which enables required infrastructures to be rented on demand without ownership of real hardwares. It is very suitable for price sensitive services due to pay-per-use style. Operators of such services would want to adjust utilization policy quickly by estimating costs for cloud infrastructures as soon as possible. However, swift response is not possible due to that cloud service providers provide a dozen or so hours delayed billing information. Our work proposes a realtime IaaS cost estimation model based on usages monitored by virtual machine instance. We operate PC laboratory service on a public cloud during full semester to validate our suggested model. From that experiment, an averaged disparity between estimation and actual cost is less than 5.2%.

Improving development environment for embedded software (내장 소프트웨어를 위한 개발 환경의 개선)

  • AHN, ILSOO
    • Journal of Software Engineering Society
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    • v.25 no.1
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    • pp.1-9
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    • 2012
  • RFID systems have been widely used in various fields such as logistics, distribution, food, security, traffic and others. A RFID middleware, one of the key components of the RFID system, perform an important role in many functions such as filtering, grouping, reporting tag data according to given user specifications and so on. However, manual test data generation is very hard because the inputs of the RFID middleware are generated according to the RFID middleware standards and complex encoding rules. To solve this problem, in this paper, we propose a black box test technique based on RFID middleware standards. Firstly, we define ten types of input conversion rules to generate new test data from existing test data based on the standard specifications. And then, using these input conversion rules, we generate various additional test data automatically. To validate the effectiveness of generated test data, we measure coverage of generated test data on actual RFID middleware. The results show that our test data achieve 78% statement coverage and 58% branch coverage in the classes of filtering and grouping, 79% statement coverage and 64% branch coverage in the classes of reporting.

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Design of a DMA Controller for Augmented Reality in Embedded System (증강현실을 위한 임베디드 시스템의 DMA 컨트롤러 설계)

  • Jang, Su Yeon;Oh, Jung Hwan;Yoon, Young Hyun;Lee, Seong Mo;Lee, Seung Eun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.7
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    • pp.822-828
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    • 2019
  • An Augmented Reality(AR) provides virtual information with a real environment, and the processor needs to access the memory for the AR system. However, the processor has the heavy workload as the technology improvement leads to increase the size of data. We need a specific module to reduce the workload to overcome the limitation. In this paper, we propose a Direct Memory Access(DMA) controller displaying image instead of the processor. We implemented the proposed DMA controller on a Field Programmable Gate Array(FPGA) and demonstrated the functionality of the DMA controller based on an Avalon Memory Mapped(Avalon-MM) interface. Also, the DMA controller is fabricated by using Magnachip/Hynix 0.35um CMOS technology and verified the feasibility of the embedded system.

Measures for the Job Creation in the Convergence Content Industry : Focused on the VR/AR Game Industry (융합 콘텐츠 산업의 일자리 창출방안:VR/AR 게임 산업을 중심으로)

  • Kim, Ji-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1110-1116
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    • 2019
  • With the rapid development of scientific technologies and the appearance of new industrial areas, the 4th industrial revolution is rapidly progressed while new values are created and realized by the conversion between industries. The researcher wrote the main questions through the preceding research on domestic and overseas major new technology convergence products and services. The researcher planned the in-depth interview, which is one of the qualitative research methodologies, and conducted the Kano method questionnaire that can embody multidimensional and strategic judgment rather than grasp fragmentary preference trends. According to the results, In addition to strengthening the technical capabilities of the VR/AR game industry, policy needs to raise professional manpower have been raised. Practical workforce development through close collaboration between industry and educational institutions, and continuous supply of human resources through retraining of existing game contents personnel. It gave direction to the creation of new jobs in the VR/AR game industry.

Learning Assistant System Using Geofencing Technology (지오펜싱 기술을 이용한 학습 지원 시스템에 관한 연구)

  • Park, Hee-Sook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.6
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    • pp.631-636
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    • 2019
  • In recently, various kinds of services utilizing the location information of the user's smart phone have appeared. Based on this trend, we designed a new type of learning assistant system that utilizes geofencing technology, which is a field of location information technology. This system identifies the location of the classroom using the location information of learner's the smart phone and automatically provides the necessary learning contents to the learner's smart phone when the learner enters the classroom set as the virtual fence area while carrying the smart phone respectively. Our system provides learning contents in a form similar to the form of a message or a mobile coupon and learners are used to such mobile service environments very much. So the use of learning contents provided by our system is expected to help improve the learning effect of learners.

Evaluation on Applicability of Finite Element Analysis in Model Test of Pile Pullout (말뚝 인발모형실험에 대한 유한요소해석의 적용성 평가)

  • You, Seung-Kyong;Shin, Heesoo;Lee, Kwang-Wu;Park, Jeong-Jun;Choi, Choong-Lak;Hong, Gigwon
    • Journal of the Korean Geosynthetics Society
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    • v.18 no.2
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    • pp.11-21
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    • 2019
  • This paper describes the applicability of FEA(Finite Element Analysis) to the simulation of pile pullout behavior under various soil conditions (relative density and fines content), in order to evaluate reasonably the pullout resistance of pile. That is, the results of previous research (You et al., 2018) were analyzed by FEA under the same conditions. The FEA results showed that axisymmetric analysis using virtual ground was able to evaluate the skin friction of the pile. Also, axisymmetric analysis, which can apply the shear resistance characteristics of the pile-soil interface in various soil conditions, could be used as an analytical method that can simulate a reasonable pile pullout behavior. Therefore, the analytical model proposed in this study was able to simulate appropriately the pullout behavior based on the stress-strain relationship of the pile-soil interface.

Digital Acting Method (디지털 연기 연구)

  • Park, Hoyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.205-212
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    • 2018
  • Learning how to express and express the characteristics of acting expressions required by different media is easy to express the acting required in various mediums. The style of acting required by each medium is different depending on the characteristics of the medium. In particular, digital acting using computer graphics technology expresses actors as if they are in the space by imagining the imaginary space. Through computer graphics post-production, the actual space that will be visible on the final screen is completed and creates a story based on the actual situation. The role of digital actors in applying motion capture to movies is becoming increasingly important. Natural cross-reaction acting between live-action actors and digital character actors has become a trend in animation films where only digital actors appear. In animation films, a real actor plays a major role in connecting the characters of a digital actor. The core of a digital actor is the realization of a unique character performance. In the era of trans-media, the importance of digital acting is increasing day by day.

Development of Quest-Based Mobile STEAM Content for Scientific Experiments in Middle Schools (중학교 과학실험을 위한 퀘스트 기반 모바일 STEAM 콘텐츠 개발)

  • Lee, Hyunju;Kim, Yuri;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.88-98
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    • 2019
  • As the 2015 revised curriculum is being implemented from 2018, efforts are being made to cultivate scientific literacy among students in the field of science. Scientific experiments help students to develop their interest in Science and their scientific attitudes. Learning through experimentation rather than learning scientific facts increases learners' understanding, and can be remembered longer. Therefore, experiments in Science subject are very important. However, in middle schools, scientific experiments are not performed due to the lack of time, budget and experimental material. In this research, we analyze middle school science textbooks, conduct questionnaires for students of science pre-service teachers, select the most important science experiments, and develop a mobile App to simulate and experience scientific experiments with the App. The proposed App is developed in a game format using quest-based learning methods to gain learning enhancement. It is also made using Unity. In this paper, after developing the app, we propose the direction of STEAM contents development through analyzing the difference from existing apps and the feedback from users.