• 제목/요약/키워드: 메타버스 이용

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FIDO Platform of Passwordless Users based on Multiple Biometrics for Secondary Authentication (암호 없는 사용자의 2차 인증용 복합생체 기반의 FIDO 플랫폼)

  • Kang, Min-goo
    • Journal of Internet Computing and Services
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    • v.23 no.4
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    • pp.65-72
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    • 2022
  • In this paper, a zero trust-based complex biometric authentication was proposed in a passwordless environment. The linkage of FIDO 2.0 (Fast IDENTITY Online) transaction authentication platforms was designed in conjunction with metaverse. In particular, it was applied with the location information of a smart terminal according to a geomagnetic sensor, an accelerator sensor, and biometric information for multi-factor authentication(MFA). At this time, a FIDO transaction authentication platform was presented for adaptive complex authentication with user's environment through complex authentication with secondary authentication based on situational awareness such as illuminance and temperature/humidity. As a result, it is possible to authenticate secondary users based on zero trust with behavior patterns such as fingerprint recognition, iris recognition, face recognition, and voice according to the environment. In addition, it is intended to check the linkage result of the FIDO platform for complex integrated authentication and improve the authentication accuracy of the linkage platform for transaction authentication using FIDO2.0.

A Study on the Factors Affecting the Intention to Use the Virtual World Metaverse: An Innovation Diffusion Perspective (가상세계 메타버스 이용 의도에 영향을 미치는 요인에 관한 연구: 혁신확산의 관점에서)

  • Cheon-Ho Park;Chae Hyun Lee;Sung Mi Jung;Jeongil Choi
    • Journal of Information Technology Services
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    • v.22 no.2
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    • pp.41-56
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    • 2023
  • Metaverse is a three-dimensional virtual space where virtual and reality interact and co-evolutionize, and social, cultural, and economic activities are carried out in it to create value. Among the types of metaverse, the virtual world metaverse is expected to bring innovation beyond time and space in all areas of industry and society following the Internet. This study empirically analyzed factors affecting consumer's intention to use the virtual world metaverse by an innovation diffusion perspective. It was analyzed as an expanded technology acceptance model by setting relative advantages, ease of use, and visibility among the attributes of the innovation diffusion, and social presence, telepresence, and interactivity among the characteristics of the virtual worlds as factors. The proposed research model and hypothesis were verified through a PLS structural equation analysis based on a survey of 216 people. Studies have shown that relative advantage, telepresence, and interactivity have a significant effect on perceived usefulness and perceived enjoyment, but visibility does not have a significant effect on perceived usefulness and perceived enjoyment. It was found that ease of use had a positive effect on perceived enjoyment, social presence had a positive effect on perceived usefulness, and perceived usefulness and perceived enjoyment had a positive effect on the intention to use, respectively. This study is meaningful in that it empirically analyzed the factors affecting the intention to use the virtual world metaverse by dividing the psychological characteristics that induce consumer behavior into perceived usefulness which is an extrinsic motivation and perceived enjoyment which is an intrinsic motivation.

A study on intelligent services using 3D modeling (3차원 모델링을 적용한 지능형 서비스에 관한 연구)

  • Eunji Kim;Lee ByongKwon
    • Journal of Digital Policy
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    • v.2 no.2
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    • pp.1-6
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    • 2023
  • This thesis was developed so that users can access tourism services more easily by utilizing Unity based on the metaverse. The core function and environment of the program were created using Unity, a game production tool, to create a virtual space. In the virtual space, it is implemented so that the tourist service can be used from various angles and positions through NPCs to which control and camera viewpoints are applied. This project is a content that allows you to visit tourist attractions in a virtual world without going to the site by using virtual reality technology. The background and goal of the project is to make it into a game form using a UI frame and fuse it into a simple game form to add fun elements to enable virtual reality tourist experience applying game for tourist attraction publicity.

Design for Proximity Voice Chat System in Multimedia Environments

  • Jae-Woo Chang;Jin-Woong Kim;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.83-90
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    • 2024
  • In this paper, we propose a solution to apply a proximity voice dialog system to voice dialog technology, one of the interaction systems in multimedia environments. A voice dialog between multiple users in a multimedia space is designed by adjusting the volume of the voice according to the distance between the user avatars and muting the user who is beyond the audible distance. The main feature of this research is a reliable UDP-based active server system that delivers low-quality voice data to users who are far away based on distance and does not transmit voice data to users who enter the inaudible area for economic development. The performance of the proposed system was measured in a previously completed project based on the Unity game engine, and it is expected that the system proposed in this research will be actively used in environments that provide interaction between multiple users such as met averse content and real-time battle action games.

A Study of Subjectivity about Virtual Fashion

  • Su-Joung Cha
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.189-202
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    • 2024
  • The purpose of this study was to apply the Q methodology to type subjective perceptions of virtual clothing and to examine the characteristics of each type. Perceptions of virtual clothing were analyzed into four types. The first type was the "virtual clothing trusting fit grasping type," who preferred to use virtual clothing and believed that virtual clothing would help them grasp the fit. The second type was the shopping mall adoption-positive design understanding type, which believes that virtual clothing is useful for design understanding and that all shopping malls should have a virtual clothing system. The third type was the environmental pollution reduction virtual clothing purchase type, where the virtual clothing reduces environmental pollution and the user wants to purchase virtual clothing that cannot actually be worn. The fourth type was the actual clothing-like fun-seeking type, in which the virtual clothing resembles actual clothing and the shopper believes that the virtual clothing will make shopping more enjoyable. Depending on the type, the avatar was required to adjust the dimensions of the avatar, enhance the design expression of the garment, equip the avatar with decorative items, and produce virtual clothing for sale.

Research on art contents based on 4th industrial technology -Focusing on artificial intelligence painting and NFT art- (4차 산업 기술 기반의 예술 콘텐츠 연구 -인공지능 회화와 NFT 미술을 중심으로-)

  • Bang Jinwon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.613-625
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    • 2024
  • This study analyzed the convergence case of AI painting and NFT art, art content created based on digital technology, an innovative technology of the 4th industrial technology, and explored its characteristics. Digital technology that innovates the paradigm of life in the 21st century is being used in creative art, and AI painting and NFT art that use it as an expression tool are changing the way they perceive and accept art. AI painting using big data and artificial intelligence technology is evolving into interactive daily art, and NFT art using blockchain and NFT technology is becoming the art of the metaverse with economic and cultural values. Therefore, this study attempted to explore various aspects and values of these digital convergence arts. For the study, representative examples of AI painting and NFT art were classified into cognitive creative AI painting and language generative AI, art economic NFTs, and art and cultural NFTs, and their characteristics, contents, and meanings were analyzed. It is hoped that the results of this study will contribute to the development of AI painting and NFT art, which are digital convergence arts.

Development of Dynamic Passenger-Trip Assignment Model of Urban Railway Using Seoul-Incheon-Gyeonggi's Transportation Card (대중교통카드기반 수도권 도시철도 통행수요배정모형)

  • Sohn, Jhieon
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.36 no.1
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    • pp.105-114
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    • 2016
  • With approximately 20 million transportation card data entries of the metropolitan districts being generated per day, application of the data to management and policy interventions is becoming an issue of interest. The research herein attempts a model of the possibility of dynamic demand change predictions and its purpose is thereby to construct a Dynamic Passengers Trip Assignment Model. The model and algorithm created are targeted at city rail lines operated by seven different transport facilities with the exclusion of travel by bus, as passenger movements by this mode can be minutely disaggregated through card tagging. The model created has been constructed in continuous time as is fitting to the big data characteristic of transport card data, while passenger path choice behavior is effectively represented using a perception parameter as a function of increasing number of transfers. Running the model on 800 pairs of metropolitan city rail data has proven its capability in determining dynamic demand at any moment in time, in line with the typical advantages expected of a continuous time-based model. Comparison against data measured by the eye of existing rail operating facilities to assess changes in congestion intensity shows that the model closely approximates the values and trends of the existing data with high levels of confidence. Future research efforts should be directed toward continued examination into construction of an integrated bus-city rail system model.

Digital Transformation: Using D.N.A.(Data, Network, AI) Keywords Generalized DMR Analysis (디지털 전환: D.N.A.(Data, Network, AI) 키워드를 활용한 토픽 모델링)

  • An, Sehwan;Ko, Kangwook;Kim, Youngmin
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.129-152
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    • 2022
  • As a key infrastructure for digital transformation, the spread of data, network, artificial intelligence (D.N.A.) fields and the emergence of promising industries are laying the groundwork for active digital innovation throughout the economy. In this study, by applying the text mining methodology, major topics were derived by using the abstract, publication year, and research field of the study corresponding to the SCIE, SSCI, and A&HCI indexes of the WoS database as input variables. First, main keywords were identified through TF and TF-IDF analysis based on word appearance frequency, and then topic modeling was performed using g-DMR. With the advantage of the topic model that can utilize various types of variables as meta information, it was possible to properly explore the meaning beyond simply deriving a topic. According to the analysis results, topics such as business intelligence, manufacturing production systems, service value creation, telemedicine, and digital education were identified as major research topics in digital transformation. To summarize the results of topic modeling, 1) research on business intelligence has been actively conducted in all areas after COVID-19, and 2) issues such as intelligent manufacturing solutions and metaverses have emerged in the manufacturing field. It has been confirmed that the topic of production systems is receiving attention once again. Finally, 3) Although the topic itself can be viewed separately in terms of technology and service, it was found that it is undesirable to interpret it separately because a number of studies comprehensively deal with various services applied by combining the relevant technologies.

Stop-start wave condition에서 연속류 모델의 개발 -단속연속류 모델에 유한한 가속도를 도입하는 방법-

  • 박지영;박창호
    • Proceedings of the KOR-KST Conference
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    • 1998.10b
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    • pp.295-295
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    • 1998
  • 고속도로에서 교통류의 특성에 파악하여 교통류의 특성을 파악하여 동적행태로 교통상황을 분석하고 효과적인 제어전략, 시뮬레이션, 그리고 기하구조 개선등의 효율적이고 실용적인 적용을 위해서는 교통류의 정확한 모사가 필요하다. 시공간으로 표현되는 상태방정식을 포함하는 거시적 시뮬레이션 모델에 사용되는 연속류 모델은 이러한 교통류 특성을 모사하는데 적절하다. Lighthill과 Whitham(1955), Richard(1956)에 의해 일계도함수의 형태를 가지는 단순모델이 제시된 이후 모델의 결점을 보완하기 위해 많은 고계도 모델이 제시되었지만 고계도 모델이 가진 이론적인 결점에 대해서는 여러 연구들이 제시되어 있다. 또한 고계도 모델은 운동량 방정식의 유도, 정산, 구현의 어려움으로 널리 사용되기 힘들다는 단점을 가지고 있다. 만일 적절히 구현할 수 있다면 적용이 간단한 단순모델로도 보다 정확한 교통류 상황 모사가 가능하다. Ansorge는 혼잡교통류상황을 보다 정확하게 모사하기 위해 단순모델에 엔트로피 조건을 결합시킨 모델을 제시했다. Bui는 이 제안된 모델이 적절한 시뮬레이션 결과를 나타낸다는 것을 밝혔다. 그러나 이 모델은 차량의 재가속이 이루어지는 교통상황-stop-start wave의 경우 비현실적인 값을 가진다. 엔트로피조건에 의해 구해진 해는 실제보다 과다한 교통량을 추정하게 되는데 이런 결과는 위와 같은 교통상황에서 중요한 요소로 작용하는 가속효과가 무시되고 있기 때문이다. 따라서 본 연구에서는 stop-start wave 조건에서 가속도에 경계치를 부여하여 교통류율을 상한경계조건을 제시함으로써 교통상황에 맞는 교통류율을 산정하는 방법에 대해 제안하고자 한다.환승이라는 특정대안변수(Specific alternative variable)를 첨가하여 그것이 수단선택에 미치는 영향을 분석한다. 또한, 대중교통의 속성을 가지고 있는 지하철과 버스를 하나의 대안으로 묶어서 효용함수를 구한 다음 다시 승용차, 택시, 대중교통을 독립된 대안으로 두고 모형을 정립하는 NESTED LOGIT모형으로 파라메타를 추정하여 대중교통의 효용에 관해 분석·비교하였다. 본 논문에 이용된 자료는 공항을 이용하는 이용객들을 대상으로 직접 설문·면접조사한 자료이며 대상 교통수단은 승용차, 택시, 지하철, 버스로 설정하였다. 결과 적응형 알고리즘이 개개인의 최단시간 경로를 제공하는 사용자 평형 경로안내전략에 비해 교통혼잡도와 정체시간의 체류정도에 따라 3%에서 10%까지 전체통행시간을 절약할 수 있다는 결론을 얻었다.출발참, 구성대외개방선면축심, 실현국제항선적함접화국내항반적전항, 형성다축심복사식항선망; 가강기장건설, 개피포동제이국제기장건설, 괄응포동개발경제발전적수요. 부화개시일은 각 5월 26일과 5월 22일이었다. 11. 6월 중순에 애벌레를 대상으로 처리한 Phenthoate EC가 96.38%의 방제가로 약효가 가장 우수하였고 3월중순 및 4월중순 월동후 암컷을 대상으로 처리한 Machine oil, Phenthoate EC 및 Trichlorfon WP는 비교적 약효가 낮았다.>$^{\circ}$E/$\leq$30$^{\circ}$NW 단열군이 연구지역 내에서 지하수 유동성이 가장 높은 단열군으로 추정된다. 이러한 사실은 3개 시추공을 대상으로 실시한 시추공 내 물리검층과 정압주입시험에서도 확인된다.. It was result

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Crystal structural property and chemical bonding nature of cellulose nanocrystal formed by high-pressure homogenizer (고압 균질기를 이용하여 형성된 셀룰로오스 나노결정의 결정 구조 및 화학적 결합 특성 연구)

  • Chel-Jong Choi;Nae-Man Park;Kyu-Hwan Shim
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.34 no.3
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    • pp.79-85
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    • 2024
  • We investigated the crystal structural property and chemical bonding nature of cellulose nanocrystal extracted directly from cotton cellulose using high-pressure homogenizer. The nanowire-like cellulose nanocrystals were randomly distributed in the form of a dense mesh. Based on calculating the interplanar distance of the Bragg-diffracted crystal plane observed through X-ray diffraction (XRD) analysis, it was found that the cellulose nanocrystals formed by high-pressure homogenizer had a monoclinc crystal structure, corresponding to the cellulose Iβ sub-polymorph. Solid-state nuclear magnetic resonance (NMR) analysis for the quantitatively evaluation of the amorphous region in cellulose nanocrystals revealed that the crystallinity index of cellulose nanocrystals was calculated to be 53.06 %. The O/C ratio of the surface of cellulose nanocrystal was estimated to be 0.82. Further analysis showed that chemical bonds of C-C bond or C-H bond, C-O bond, O-C-O bond or C=O bond, and O-C=O bond were the main chemical bonding states of the cellulose nanocrystal surface.