• Title/Summary/Keyword: 모바일 PC

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스마트 사회의 보안위협과 정보보호 정책추진에 관한 제언

  • Lee, Gi-Ju
    • Information and Communications Magazine
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    • v.30 no.1
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    • pp.24-32
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    • 2012
  • 우리는 지금 스마트 사회에 살아가고 있다. 언제 어디서든 스마트 디바이스를 통해 기존에 PC에서 하던 작업들을 손쉽게 하고 있다. 한편 스마트폰의 확산으로 이용자 수가 급증하고 있는 소셜네트워크 서비스(SNS)는 이용자들이 자신의 일상적인 이야기를 사이버공간에 게시함으로 인해 개인의 사생활 정보들이 노출되고, 그러한 정보들이 범죄에 악용되는 사례들이 눈에 띄게 증가하고 있다. 또한 SNS를 이용한 악성코드의 유포 및 빠른 전파 등도 새로운 보안위협으로 나타나고 있다. 그 밖에 스마트 기기를 대상으로 한 해킹 및 악성코드 감염 등 위협이 증가하고 있는 형편이다. 본고에서는 스마트 사회의 주요 보안위협을 살펴보고 미국, 유럽, 일본, 호주 등 선진국의 관련 정책 동향과 국내 정책과 실태를 분석하여 새로운 정보보호 정책 수립 방향을 제언하고자 한다. 스마트 사회 위험 요소로 가장 보편적으로 사용되고 있는 스마트폰과 스마트폰을 통해 이용되고 있는 소셜네트워크 서비스, 클라우드 서비스의 보안위협을 제기하고 최근 글로벌 이슈로 떠오르고 있는 빅 데이터 환경의 보안위협을 분석하였다. 스마트 사회의 위협을 대비하고 있는 주요국 정책을 살펴보면, 미국의 경우 사회적 합의를 바탕으로한 감시와 통제를 강화하는 정책을 추진 중에 있으며 유럽의 5개국 EU5(영국, 독일, 프랑스, 스페인, 이탈리아)는 스마트폰 위협을 중심으로 공동 대응 방안을 마련하고 있다. 일본은 스마트 워크중심의 보안대책을 강구하고 있으며 호주는 스마트 사회 보안위협에 대한 국민의 인식제고에 주력하고 있다. 국내의 경우도 스마트 사회의 보안위협에 선제적 대응을 위하여 "스마트 모바일 시큐리티 종합계획"을 수립하여 추진중에 있다. 하지만 보안 실태를 보면 스마트 사회 보안위협에 대한 이용자들의 우려는 높은 반면 기업의 보안 대책 마련에 대한 투자는 여전히 미흡한 상황이다. 향후 우리 사회가 디바이스간 융합을 넘어 모든 사물이 연결되는 초(超)연결(Hyper-Connectivity) 시대로 진화되어 가면 편리성이 증대되는 만큼 더 많은 위협에 우리의 일상이 노출되는 문제가 발생하게 될 것이다. 안전한 미래 사회로 진입하기 위해서는 보다 체계적이고 종합적인 정보보호 정책마련이 필요하다. 본고에서는 이를 위한 정책수립의 방향을 제언했다.

Analysis and simulator implementation of Mighty, an advanced imperfect information game

  • Lee, Jeongwon;Kim, Kwihoon;Kim, Seung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.1
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    • pp.9-21
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    • 2022
  • Mighty is an imperfect information game, similar to the internationally popular four-player card game Bridge, but more complex in terms of game rules and operation. An environment for exploring and analyzing the strategy of the Mighty Game is required, but compared to the development of many simulators for strategy analysis of other card games such as Bridge, there is no analysis tool for the Mighty Game. Even the definition and understanding of the Mighty game at the academic level is lacking. To solve these problems, this paper systematically defined the procedures and rules of the Mighty Game. And based on this definition, we implemented a simulator that can learn Mighty game and analyze various strategies. For the usability and accessibility of the service, the simulator was developed with JavaScript, and various analysis functions are provided in the web environment. Lastly, comparative analysis with other trick-taking games dealt with in the related research domain showed that the Mighty game has its value as an incomplete information game and that there are many characteristics that make it easy to apply AI-based learning methods.

Effect of Unplanned Haptic Experience on Product Evaluation (계획되지 않은 햅틱 경험이 상품의 가치 평가에 미치는 영향)

  • Park, Yong Bae;Park, JuHwa;Cho, KwangSu
    • Design Convergence Study
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    • v.14 no.5
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    • pp.47-56
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    • 2015
  • People often use haptic experience as a basis for their preference decisions and value judgments, assuming that haptic experience with a product results from the properties of the products. However, research has suggested that unplanned haptic experience, which does not arise from the properties of the product itself, can also influence people's preference and value evaluation (Ackerman, Nocera, & Bargh, 2010). In this study, in order to verify (1) if such unplanned or accidental haptic experience changes user's cognitive tendency and (2) if accidental haptic experience leads to misattribution of the cause of haptic experience, two hypotheses were suggested and empirically investigated. Participants of the experiment were exposed to certain products on a display of a tablet PC and asked to decide on the maximum price they were willing to pay for each product. The products displayed on the screen were made up of either soft material or hard material. Results of the experiment revealed that accidental haptic experience had an effect on participants' value evaluation of products via altering their cognitive inclinations. Possible applicability of accidental haptic experiences that occur in various situations were discussed.

Implementation of Efficient Indoor Emotion Lighting Control System based on Bluetooth (블루투스 기반의 효율적인 실내 감성조명 제어 시스템 구현)

  • Jo, Eun-Ja;Lin, Chi-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.6
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    • pp.207-213
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    • 2014
  • In this paper, we propose Bluetooth based on efficient indoor-emotion-lighting control system. The proposed Bluetooth based on indoor-emotion-lighting control system was designed to be automatically controlled by the motion sensor light and using a Bluetooth module may be controlled to light up or mobile PC, wall pad. In addition, It was designed the LED lighting On/Off control the environment according to Humidity, the temperature, illumination, motion sensors. System based on the bluetooth is automatic control possible using the illumination sensor, and by selecting the desired lighting partial control can be designed. The experimental efficiency results of the proposed indoor-emotion-lighting control system were designed to provide an internal environment adapted to a resident, were able to maximize the energy savings, have reduced power consumption than the traditional simple On/Off control system.

SNS planning through analysis of office workers SNS use (직장인의 SNS 사용 분석을 통한 SNS 기획)

  • Kim, Eun-Ju;Hong, Soon-Geun;Hwang, Chan-Gyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.9
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    • pp.1359-1364
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    • 2013
  • After platform changed from PC-based internet to mobile, SNS became new interactive media which relaces face-to-face interaction. the SNS users have already begun to recognize SNS as daily necessity. SNS market has been subdivided. In other words, SNS has entered into a period of vertical SNS that focus on contents and specific target. Therefore, It is necessary to analyze users for SNS planners. For this reason, analyzing why office workers who have the most powerful purchasing power use SNS is meaningful for SNS planners. Therefore, in this study, we analyzed the reasons for using SNS of office workers by studying relationship among office workers' stress, social support, self-expression and the use of SNS. As a result, the use of SNS has a significantly positive correlation with social support and self-expression. The self-expression in the SNS is not associated with stress, but rather it is the characteristics of the office workers. However the social support in the SNS affects to stress.

Natural Language Processing Model for Data Visualization Interaction in Chatbot Environment (챗봇 환경에서 데이터 시각화 인터랙션을 위한 자연어처리 모델)

  • Oh, Sang Heon;Hur, Su Jin;Kim, Sung-Hee
    • KIPS Transactions on Computer and Communication Systems
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    • v.9 no.11
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    • pp.281-290
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    • 2020
  • With the spread of smartphones, services that want to use personalized data are increasing. In particular, healthcare-related services deal with a variety of data, and data visualization techniques are used to effectively show this. As data visualization techniques are used, interactions in visualization are also naturally emphasized. In the PC environment, since the interaction for data visualization is performed with a mouse, various filtering for data is provided. On the other hand, in the case of interaction in a mobile environment, the screen size is small and it is difficult to recognize whether or not the interaction is possible, so that only limited visualization provided by the app can be provided through a button touch method. In order to overcome the limitation of interaction in such a mobile environment, we intend to enable data visualization interactions through conversations with chatbots so that users can check individual data through various visualizations. To do this, it is necessary to convert the user's query into a query and retrieve the result data through the converted query in the database that is storing data periodically. There are many studies currently being done to convert natural language into queries, but research on converting user queries into queries based on visualization has not been done yet. Therefore, in this paper, we will focus on query generation in a situation where a data visualization technique has been determined in advance. Supported interactions are filtering on task x-axis values and comparison between two groups. The test scenario utilized data on the number of steps, and filtering for the x-axis period was shown as a bar graph, and a comparison between the two groups was shown as a line graph. In order to develop a natural language processing model that can receive requested information through visualization, about 15,800 training data were collected through a survey of 1,000 people. As a result of algorithm development and performance evaluation, about 89% accuracy in classification model and 99% accuracy in query generation model was obtained.

Design and Implementation of a Similarity based Plant Disease Image Retrieval using Combined Descriptors and Inverse Proportion of Image Volumes (Descriptor 조합 및 동일 병명 이미지 수량 역비율 가중치를 적용한 유사도 기반 작물 질병 검색 기술 설계 및 구현)

  • Lim, Hye Jin;Jeong, Da Woon;Yoo, Seong Joon;Gu, Yeong Hyeon;Park, Jong Han
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.6
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    • pp.30-43
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    • 2018
  • Many studies have been carried out to retrieve images using colors, shapes, and textures which are characteristic of images. In addition, there is also progress in research related to the disease images of the crop. In this paper, to be a help to identify the disease occurred in crops grown in the agricultural field, we propose a similarity-based crop disease search system using the diseases image of horticulture crops. The proposed system improves the similarity retrieval performance compared to existing ones through the combination descriptor without using a single descriptor and applied the weight based calculation method to provide users with highly readable similarity search results. In this paper, a total of 13 Descriptors were used in combination. We used to retrieval of disease of six crops using a combination Descriptor, and a combination Descriptor with the highest average accuracy for each crop was selected as a combination Descriptor for the crop. The retrieved result were expressed as a percentage using the calculation method based on the ratio of disease names, and calculation method based on the weight. The calculation method based on the ratio of disease name has a problem in that number of images used in the query image and similarity search was output in a first order. To solve this problem, we used a calculation method based on weight. We applied the test image of each disease name to each of the two calculation methods to measure the classification performance of the retrieval results. We compared averages of retrieval performance for two calculation method for each crop. In cases of red pepper and apple, the performance of the calculation method based on the ratio of disease names was about 11.89% on average higher than that of the calculation method based on weight, respectively. In cases of chrysanthemum, strawberry, pear, and grape, the performance of the calculation method based on the weight was about 20.34% on average higher than that of the calculation method based on the ratio of disease names, respectively. In addition, the system proposed in this paper, UI/UX was configured conveniently via the feedback of actual users. Each system screen has a title and a description of the screen at the top, and was configured to display a user to conveniently view the information on the disease. The information of the disease searched based on the calculation method proposed above displays images and disease names of similar diseases. The system's environment is implemented for use with a web browser based on a pc environment and a web browser based on a mobile device environment.

A Model of User Adoption of Mobile Games (모바일게임 플레이 의도의 영향요인 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.2
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    • pp.123-141
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    • 2006
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

A Study on User behavior-based multi-attribute attitude models and based on cross-correlation (사용자 행동 기반 다속성 태도 모델 기반의 유사도 측정 연구)

  • Ahn, Byung-IK;Jung, Ku-Imm;Choi, Hae-Lim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.554-557
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    • 2016
  • 2015년 우리나라 스마트폰 보급률이 83%에 다다르고 인터넷 정보 검색은 PC보다 모바일이 추월한지 오래다. 범람하는 정보 안에서 편하고 빠른 것에 익숙해진 사용자들은 이제 개인화된 맞춤형 추천 정보의 제공을 원한다. 맞춤형 추천을 위해서는 사용자의 행동을 이해하고 추천하는 것이 필요하다. 현재 대중화된 개인 추천 서비스는 책과 영화가 있는데 생활에 많은 부분을 차지하고 있는 음식점 방문에 대해서도 맞춤형 추천 서비스를 제공해 줄 수 있다. 본 논문에서는 음식점 방문에 대한 비슷한 태도를 보인 사용자를 추출한 후 방문했던 장소를 비교하여 추천하는 사용자 행동 기반 다속성 태도 모델 기반의 장소 추천 모델을 연구한다. 다속성 태도점수를 산출하기 위해 피쉬바인(Fishbein) 방정식을 활용하고 피어슨 상관계수를 이용하여 사용자들간의 유사한 장소를 추출했다. 그리고 그룹렌즈의 선호도 예측 알고리즘을 활용하여 추천 대상 장소를 선정하고 유클라디안 거리법으로 사용자의 거리기반 장소를 추천하였다. 또한 본 논문에서는 실제 데이터를 이용한 실험을 통해 본 논문에서 제시한 시스템의 우수성도 입증하였다.

전자금융 통합인증기술의 국내외 표준화 동향

  • Jeong, Yeong-Gon;Kim, Geun-Ok;Sim, Hui-Won
    • Information and Communications Magazine
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    • v.31 no.5
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    • pp.27-33
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    • 2014
  • 오늘날 사람들은 PC, 테블릿, 스마트폰 등 다양한 모바일기기를 이용하여 시간과 공간의 제약 없이 인터넷에 접속하여 전자금융 서비스를 편리하게 이용하고 있다. 이렇게 전자금융 서비스를 편리하게 이용하고 있지만, 사용자의 금융정보도 온라인을 통해 전송되고 있어서 이를 노린 다양한 해킹위협에 노출 되어 있다. 더욱이 금전적 이득을 노리고 불법적으로 금융정보를 탈취하는 등의 전자금융 이용자를 대상으로 하는 악의적인 목적의 다양한 해킹공격이 발생하고 있다. 이러한 해킹위협에 대응하기 위하여 OTP, 보안카드 등의 인증매체를 사용하고 있으나, 여러 서비스 제공자에 접속하기 위하여 다수의 인증매체 를 발급해야 하는 불편이 뒤따르고 있어 통합인증기술에 대한 요구가 증가하고 있다. 국내외 표준화 기구에서 활발하게 추진하고 있는 전자금융 통합인증기술은 스마트환경에 적합한 다양한 인증기술을 통합하여, 사용자와 여러 서비스 제공자가 공동으로 이용할 수 있도록 하는 것을 목표로 한다. 통합인증기술은 크게 여러 사용자와 서비스 제공자를 통합하여 서비스를 제공할 수 있는 프레임워크와 사용자인증 등에 필요한 OTP, BIO 등 다양한 요소 인증기술, 그리고 서비스 제공에 필요한 보안 요구사항으로 구분할 수 있다. 본 논문에서는 통합인증 프레임워크, 요소 인증기술, 보안 요구사항의 국내외 표준을 분석하고 표준화의 동향을 알아봄으로써 다양한 환경에서 안전하고 편리하게 사용할 수 있는 통합인증기술을 전망해본다.