• Title/Summary/Keyword: 사이버 학습

Search Result 553, Processing Time 0.018 seconds

A Study on Ransomware Detection Methods in Actual Cases of Public Institutions (공공기관 실제 사례로 보는 랜섬웨어 탐지 방안에 대한 연구)

  • Yong Ju Park;Huy Kang Kim
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.33 no.3
    • /
    • pp.499-510
    • /
    • 2023
  • Recently, an intelligent and advanced cyber attack attacks a computer network of a public institution using a file containing malicious code or leaks information, and the damage is increasing. Even in public institutions with various information protection systems, known attacks can be detected, but unknown dynamic and encryption attacks can be detected when existing signature-based or static analysis-based malware and ransomware file detection methods are used. vulnerable to The detection method proposed in this study extracts the detection result data of the system that can detect malicious code and ransomware among the information protection systems actually used by public institutions, derives various attributes by combining them, and uses a machine learning classification algorithm. Results are derived through experiments on how the derived properties are classified and which properties have a significant effect on the classification result and accuracy improvement. In the experimental results of this paper, although it is different for each algorithm when a specific attribute is included or not, the learning with a specific attribute shows an increase in accuracy, and later detects malicious code and ransomware files and abnormal behavior in the information protection system. It is expected that it can be used for property selection when creating algorithms.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
    • /
    • v.13 no.4
    • /
    • pp.29-52
    • /
    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

  • PDF

A Discussion on the Establishment of a New Interdisciplinary Convergence Major(Lifelong Education for Disabled) based on Special Education, Rehabilitation Science, and Social Welfare at Daegu University (대구대학교 특수교육-재활과학-사회복지 기반 학제 간 융합전공(장애인평생교육) 신설 논의)

  • Kim, Young-Jun;Kim, Wha-Soo;Rhee, Kun-Yong
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.1
    • /
    • pp.147-156
    • /
    • 2022
  • The purpose of this study was to review various grounds and plans for the establishment of a convergence major in lifelong education for the disabled based on Daegu University, which establishes its status and identity as a base university for education and welfare for the disabled. Lifelong education for the disabled reflects the specificity of disability in common because it targets disabled learners, but since it constitutes two perspectives and characteristics of education and welfare, access to interdisciplinary convergence research in disabled-related fields is important. In the above dimension, Daegu University has an appropriate foundation to lead lifelong education for the disabled in Korea through various academic and practice-based infrastructures, and has sufficient leadership to improve the practical limitations of the lifelong education support system for the disabled. Accordingly, this study presented measures and related grounds to reflect lifelong education for the disabled in order to establish an interdisciplinary convergence major at Daegu University through literature review and expert advice. It was emphasized that lifelong education for the disabled, viewed as a new interdisciplinary convergence major, should be activated through professional competencies commonly accessible to the three fields rather than applied from a priority perspective between special education, rehabilitation science, and social welfare. As a result of the study, it was suggested that Korea, which failed to establish a lifelong education support system for the disabled, should gradually spread and spread to other universities starting with Daegu University's application model and plan. In addition, the necessity of systematically establishing a qualification development path for lifelong education professionals for the disabled through agreement between the three fields was also suggested.