• Title/Summary/Keyword: 가상의

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1H NMR Kinetic Studies for Degradation of Nitramine Explosives Using PdO Nanoparticle (PdO 나노입자를 이용한 니트라민 폭발물 분해반응에 대한 1H NMR 반응속도연구)

  • Kye, Young-Sik;Kumbier, Mathew;Kim, Dongwook;Harbison, Gerard S.;Langell, Marjorie A.
    • Applied Chemistry for Engineering
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    • v.33 no.3
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    • pp.302-308
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    • 2022
  • The PdO nanoparticle with large surface area was selected to solve the environmental pollution problem at fire range caused by high energy explosives research department explosive (RDX) and high melting explosive (HMX). By simulating water pollution, RDX and HMX nitramine explosives were dissolved in water, followed by the degradation reaction at 313 K by adding PdO. In order to measure the degradation reaction rate of explosives, 1H NMR was used, which can monitor the reaction rate without losing sample during reaction, and observe the progress of the reaction through the spectrum. The results showed that the degradation of RDX and HMX by PdO nanoparticles are pseudo-first order reaction. The degradation of explosives compounds were observed via the chemical shift and peak intensity analysis of NMR peaks. The measured rate constants for these reactions of RDX and HMX were 2.10 × 10-2 and 6.35 × 10-4 h-1, respectively. This study showed that the application of PdO nanoparticles for explosives degradation is a feasible option.

Analysis of Anti-Reversing Functionalities of VMProtect and Bypass Method Using Pin (VMProtect의 역공학 방해 기능 분석 및 Pin을 이용한 우회 방안)

  • Park, Seongwoo;Park, Yongsu
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.11
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    • pp.297-304
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    • 2021
  • Commercial obfuscation tools (protectors) aim to create difficulties in analyzing the operation process of software by applying obfuscation techniques and Anti-reversing techniques that delay and interrupt the analysis of programs in software reverse engineering process. In particular, in case of virtualization detection and anti-debugging functions, the analysis tool exits the normal execution flow and terminates the program. In this paper, we analyze Anti-reversing techniques of executables with Debugger Detection and Viralization Tools Detection options through VMProtect 3.5.0, one of the commercial obfuscation tools (protector), and address bypass methods using Pin. In addition, we predicted the location of the applied obfuscation technique by finding out a specific program termination routine through API analysis since there is a problem that the program is terminated by the Anti-VM technology and the Anti-DBI technology and drew up the algorithm flowchart for bypassing the Anti-reversing techniques. Considering compatibility problems and changes in techniques from differences in versions of the software used in experiment, it was confirmed that the bypass was successful by writing the pin automation bypass code in the latest version of the software (VMProtect, Windows, Pin) and conducting the experiment. By improving the proposed analysis method, it is possible to analyze the Anti-reversing method of the obfuscation tool for which the method is not presented so far and find a bypass method.

A Study on the Metaverse as an Arts Educational Medium - Focusing on ifland of the SKT Metaverse Platform (예술교육 매체로서 메타버스 사례 연구 - SK텔레콤 ifland를 중심으로)

  • KIM, JOY
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.391-396
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    • 2021
  • The purpose of this study is to study the possibilities and limitations of arts education by utilizing SKT's ifland metaverse Platform for arts majors. To summarize the performance of the study, it is as follows. The subjects of the study were 50 students(25 experimental group, 25 control group) in Performing Arts, Entertainment and Music department of D University located at Gyeonggi, Korea. As a result of analyzing the difference between the pre-test and the post-test between the experimental group and the control group, it was found that there was a statistically significant effect on the effectiveness of the arts education method using the metaverse of the control group. It is hoped that the results of this study will be a case study that cannot be overlooked in the development of the today's arts educational medium as well as the virtual world in the field of arts and in cultural technology research, arts education is no longer a latecomer, but a leading pioneer and main agent, and I hope that it will become a new perspective for various studies connected with industry like the WAVE.

A Study on Metaverse Educational Culture Content : Focusing on the Case of Metaverse Moonshin Art Museum (문화 콘텐츠를 활용한 메타버스 교육 콘텐츠 연구 : 메타버스 문신 미술관 사례를 중심으로)

  • Nam, SangHun
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.728-737
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    • 2022
  • Metaverse is gaining worldwide interest, and related industries are developing rapidly. In the field of education, students' interest in metaverse is increasing, and education on metaverse-related technologies and services is required. However, since metaverse classes in universities mainly consist of theoretical education and domestic/overseas case analysis education, practical education that can apply metaverse technology to the real world is also necessary. In the cultural field, event contents such as entrance ceremonies and exhibitions are mainly produced for metaverse contents, and it is also necessary to study metaverse contents that can be sustained for a long time by people visiting regularly. In this study, educational contents that can link cultural participation in the real world with cultural participation in the metaverse were studied using the local cultural space as a medium to produce sustainable metaverse contents. The 'Metaverse Moonshin Art Museum commemorating the 100th anniversary of Moonshin's birth' program reinterpreted the real world of Changwon Moonshin Art Museum into a virtual world by collaborating with students on the Roblox. The 'Expanded Reality Moonshin Art Museum' program created an expanded Metaverse art museum that transcends time by augmenting the deceased Moonshin artist in the museum's exhibition space using HoloLens. For students studying culture-related majors, an educational program that combines metaverse education and practical training was conducted, and it is planned to be supplemented and used as a teaching plan.

Why do People Play P2E (Play-to-Earn) Games?: Focusing on Outcome Expectation and Social Influence (P2E(Play-to-Earn) 게임 지속이용의도에 대한 연구)

  • Jang, Moonkyoung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.23-44
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    • 2022
  • With the development of blockchain technology, play-to-earn (P2E) games, one of the decentralized applications (dApps), are receiving great social attention. P2E games are positively evaluated as areas with high growth potential based on blockchain technology, and at the same time, they are negatively evaluated as speculative as people can cash P2E game items in the form of cryptocurrency. In this situation, the purpose of this study is to investigate factors affecting the intention to use P2E games. Along with the discussion of hedonic system adoption, we consider the factors with perceived enjoyment, economic incentive, and social influence. In order to verify our research model, data were collected from 350 adults with P2E game experience or recognition, and a structural equation model was carried out. The analysis results find that perceived enjoyment and subjective norm have a significant positive effect on the intention to use P2E games, and economic incentive does not have a significant effect. In addition, peer influence and external influence have a significant positive effect on subjective norm. Drawing on these findings, we present several academic and practical implications for future research.

An Exploratory Study for the Application of Metaverse in Church Education (메타버스의 교회교육 적용을 위한 탐색적 연구)

  • Nam, Sunwoo
    • Journal of Christian Education in Korea
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    • v.71
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    • pp.241-276
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    • 2022
  • Due to the 4th industrial revolution, which started with the Smart Revolution in the early 21st century, Hyper-Connectivity, Hyper-Convergence and Hyper-Intelligence of our society is accelerating. These changes induced formation of Metaverse as a fused new space that crosses the perimeter of the physical space and virtual(digital) spaces beyond time and place. The characteristics of Metaverse are continuously spread by engaging with the characteristics of the MZ generation, which collects both Millennial generation (M Generation) and Z Generation. With outburst of Covid-19 pandemic, a variety of attempts have been made to utilize Metaverse, even in church education when it was impossible to worship directly. In other words, the usefulness of the Metaverse was confirmed as a new community space of the education of the church. In addition, Metaverse may provide a substantial, experiential and evolving space for church education. However, in order for church education to further develop, the development in the method of education is also required to move beyond mere concept of space. In particular, when the learner-centered education method, one of the common characteristics of the Metaverse and MZ generation, it is thought that the church education in the Metaverse era will be able to go in a more evolving direction.

A Study on the Techniques of Path Planning and Measure of Effectiveness for the SEAD Mission of an UAV (무인기의 SEAD 임무 수행을 위한 임무 경로 생성 및 효과도 산출 기법 연구)

  • Woo, Ji Won;Park, Sang Yun;Nam, Gyeong Rae;Go, Jeong Hwan;Kim, Jae Kyung
    • Journal of Advanced Navigation Technology
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    • v.26 no.5
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    • pp.304-311
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    • 2022
  • Although the SEAD(suppression to enemy air defenses) mission is a strategically important task in modern warfare, the high risk of direct exposure to enemy air defense assets forces to use of unmanned aerial vehicles. this paper proposes a path planning algorithm for SEAD mission for an unmanned aerial vehicle and a method for calculating the mission effectiveness on the planned path. Based on the RRT-based path planning algorithm, a low-altitude ingress/egress flight path that can consider the enemy's short-range air defense threat was generated. The Dubins path-based Intercept path planning technique was used to generate a path that is the shortest path while avoiding the enemy's short-range anti-aircraft threat as much as possible. The ingress/intercept/egress paths were connected in order. In addition, mission effectiveness consisting of fuel consumption, the survival probability, the time required to perform the mission, and the target destruction probability was calculated based on the generated path. The proposed techniques were verified through a scenario.

Exploring Differences in the Way of Dealing with Social Relationships in Metaverse and Reality according to Social Inclinations and Behavioral Aspect (사회적 성향과 행동 양상에 따른 현실과 메타버스 내 관계 맺기에 대한 태도 차이 탐구)

  • Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.375-387
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    • 2022
  • During the pandemic, social distancing continued for a long period of time, and as a result, this situation raised the possibility of the online space as a place for serious social relationships. In particular, metaverse platforms are adding to the reality of virtual space by expanding their functions so that users can provide various online events and have a variety of new experiences. This study attempted to examine the social relationship between reality and the metaverse according to social inclinations and behavior patterns. As a result of this study, the group with a high sense of inferiority in their usual relationship and the group with low satisfaction with their usual social interaction felt high discomfort at a similar level in both real and metaverse relationships. The group with the opposite inclination felt more uncomfortable in the metaverse relationship than in reality. In addition, whether the behavior patterns in the metaverse and in reality were different or same did not significantly affect the difference in attidudes between the metaverse and reality. In the case of group with different behavior patterns, however, if they were satisfied with how they look in the metaverse, their intimacy with social relationships was also high. This results implicate that we need to make an special effort for the development of social relationships in the metaverse era.

Meta-analysis of the Effects of Untact Convergence Exercise Programs on Balance, Gait, and Falls Efficacy of Parkinson's Disease Patients (비대면 방식을 융합한 운동 프로그램이 파킨슨 환자의 균형, 보행, 낙상 효능감에 미치는 효과에 관한 메타분석)

  • Roh, Hyo-Lyun;Jang, Se-Hyun
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.39-50
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    • 2021
  • In this study, a meta-analysis was conducted to find out the effects of convergent "untact" exercise programs on the balance, gait, and falls efficacy of Parkinson's patients. In this study, the PICO were Parkinson's disease, virtual reality program and an e-exercise program intervention, a comparative intervention with the contact interventions applied, and without any interventions applied, outcomes were balance, gait, and fall efficacy. The survey period was between January and February 2021, and five papers were selected and subjected to meta-analysis. Risk of bias, a tool commonly used for randomized control trial studies, was used. Furthermore, RevMan program was used to investigate effect size of untact exercise programs. The result of the meta-analysis showed that the effect size of balance of the untact exercise program group was 1.27 (SMD=1.27; 95% CI 0.72 to 1.83) (Z=4.51, p<0.001), the effect size of fall efficacy was 0.52 (SMD=0.52; 95% CI -0.000 to 1.03) (Z=1.96, p=0.05), and the effect size of gait was -0.40 (SMD=-0.40; 95% CI -1.00 to 0.10)(Z=1.32, p>0.05). A total of 5 literature analysis showed that untact exercise program is more effective in improving balance and falls efficacy than contact exercise program, but no difference in effectiveness was shown on gait.

A Study on Next-Generation Data Protection Based on Non File System for Spreading Smart Factory (스마트팩토리 확산을 위한 비파일시스템(None File System) 기반의 차세대 데이터보호에 관한 연구)

  • Kim, Seungyong;Hwang, Incheol;Kim, Dongsik
    • Journal of the Society of Disaster Information
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    • v.17 no.1
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    • pp.176-183
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    • 2021
  • Purpose: The introduction of smart factories that reflect the 4th industrial revolution technologies such as AI, IoT, and VR, has been actively promoted in Korea. However, in order to solve various problems arising from existing file-based operating systems, this research will focus on identifying and verifying non-file system-based data protection technology. Method: The research will measure security storage that cannot be identified or controlled by the operating system. How to activate secure storage based on the input of digital key values. Establish a control unit that provides input and output information based on BIOS activation. Observe non-file-type structure so that mapping behavior using second meta-data can be performed according to the activation of the secure storage. Result: First, the creation of non-file system-based secure storage's data input/output were found to match the hash function value of the sample data with the hash function value of the normal storage and data. Second, the data protection performance experiments in secure storage were compared to the hash function value of the original file with the hash function value of the secure storage after ransomware activity to verify data protection performance against malicious ransomware. Conclusion: Smart factory technology is a nationally promoted technology that is being introduced to the public and this research implemented and experimented on a new concept of data protection technology to protect crucial data within the information system. In order to protect sensitive data, implementation of non-file-type secure storage technology that is non-dependent on file system is highly recommended. This research has proven the security and safety of such technology and verified its purpose.