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Study on High-speed Cyber Penetration Attack Analysis Technology based on Static Feature Base Applicable to Endpoints (Endpoint에 적용 가능한 정적 feature 기반 고속의 사이버 침투공격 분석기술 연구)

  • Hwang, Jun-ho;Hwang, Seon-bin;Kim, Su-jeong;Lee, Tae-jin
    • Journal of Internet Computing and Services
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    • v.19 no.5
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    • pp.21-31
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    • 2018
  • Cyber penetration attacks can not only damage cyber space but can attack entire infrastructure such as electricity, gas, water, and nuclear power, which can cause enormous damage to the lives of the people. Also, cyber space has already been defined as the fifth battlefield, and strategic responses are very important. Most of recent cyber attacks are caused by malicious code, and since the number is more than 1.6 million per day, automated analysis technology to cope with a large amount of malicious code is very important. However, it is difficult to deal with malicious code encryption, obfuscation and packing, and the dynamic analysis technique is not limited to the performance requirements of dynamic analysis but also to the virtual There is a limit in coping with environment avoiding technology. In this paper, we propose a machine learning based malicious code analysis technique which improve the weakness of the detection performance of existing analysis technology while maintaining the light and high-speed analysis performance applicable to commercial endpoints. The results of this study show that 99.13% accuracy, 99.26% precision and 99.09% recall analysis performance of 71,000 normal file and malicious code in commercial environment and analysis time in PC environment can be analyzed more than 5 per second, and it can be operated independently in the endpoint environment and it is considered that it works in complementary form in operation in conjunction with existing antivirus technology and static and dynamic analysis technology. It is also expected to be used as a core element of EDR technology and malware variant analysis.

Understanding the Roles and Limitations of SNS for Network Social Movements: A Case Study of "Save Jeju Island" Movement in South Korea (네트워크 사회운동과 SNS: Save Jeju Island (SJI) 운동 사례)

  • Chae, Younggil
    • Journal of Internet Computing and Services
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    • v.15 no.1
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    • pp.89-102
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    • 2014
  • Since the Arab spring in 2010, SNS prompted discussions about the roles to organize collective actions. First of all, mobile media and SNS help to mobilize both on and offline social movement, second, to create new forms of collective actions, third, to organize social movement organizations across the world, fourth, to empower movement participants to develop new collective identities. On the other hand, the same technologies also hinder social movements from developing continuity and dedication. In addition, the problems of digital divide might aggravate the divisive process to organize collective actions across the world. This research is built on these ongoing arguments about the potentials and limitations of new media technologies. In particular, this research tries to move beyond the confrontational approaches to the media through the case study of Save The Jeju Island social movements on Facebook. The movement SNS on Facebook aims to provide as well as organize international SMOs and activists that might help deeper understandings on the potentials and limitations of online communication strategies for global social movements.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

Uniform Posture Map Algorithm to Generate Natural Motion Transitions in Real-time (자연스러운 실시간 동작 전이 생성을 위한 균등 자세 지도 알고리즘)

  • Lee, Bum-Ro;Chung, Chin-Hyun
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.549-558
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    • 2001
  • It is important to reuse existing motion capture data for reduction of the animation producing cost as well as efficiency of producing process. Because its motion curve has no control point, however, it is difficult to modify the captured data interactively. The motion transition is a useful method to reuse the existing motion data. It generates a seamless intermediate motion with two short motion sequences. In this paper, Uniform Posture Map (UPM) algorithm is proposed to perform the motion transition. Since the UPM is organized through quantization of various postures with an unsupervised learning algorithm, it places the output neurons with similar posture in adjacent position. Using this property, an intermediate posture of two active postures is generated; the generating posture is used as a key-frame to make an interpolating motion. The UPM algorithm needs much less computational cost, in comparison with other motion transition algorithms. It provides a control parameter; an animator could control the motion simply by adjusting the parameter. These merits of the UPM make an animator to produce the animation interactively. The UPM algorithm prevents from generating an unreal posture in learning phase. It not only makes more realistic motion curves, but also contributes to making more natural motions. The motion transition algorithm proposed in this paper could be applied to the various fields such as real time 3D games, virtual reality applications, web 3D applications, and etc.

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A Study on the Presentation of Easy-Order Prototype in the Internet Shopping Mall using the Cyber Fitting Type's 3D Avatar (Cyber Fitting형 3D Avatar를 이용한 인터넷 쇼핑몰 Easy-Order Prototype 유형 제시를 위한 연구)

  • Choi, Sung-Won;Lim, Ji-Young
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.43-52
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    • 2006
  • The most important issue the online shopping mall for clothes is facing in the rapid growth of the online shopping mali is the high rate of the return of the goods alter purchase. The high rate of the return leads to the dissatisfaction md lack of trust from the consumers in the online shopping mall for clothes, which in turn leads to the bleak prospect for the online shopping mall for clothes as a result of the consumers' dissatisfaction. Although a type of online shopping mall using the cyber-fitting technology has emerged recently, it has succeeded only in provoking a visual interest, for it is also not satisfying the demand of the consumers by falling short in providing information. Thus, this research seeks for the resolutions of the problems related to the user-oriented online shopping. First of the resolutions is the development of a new prototype which the consumers can easily access; second is the visualization of the information using the 3D virtual-reality of he prototype through interface, which will help the consumers to make more accurate judgments. In other words, this study seeks to provide a type of prototype of an online shopping mall that meets the demand of the consumers using the 3D avatars, unlike the unilateral and conventional malls out there.

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Using 3-dimensional digital smile design in esthetic restoration of anterior teeth: A case report (3차원 Digital Smile Design을 활용한 전치부 심미수복 증례)

  • Hong, Sungman;Lee, Younghoo;Hong, Seoung-Jin;Paek, Janghyun;Noh, Kwantae;Pae, Ahran;Kim, Hyeong-Seob;Kwon, Kung-Rock
    • The Journal of Korean Academy of Prosthodontics
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    • v.59 no.4
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    • pp.451-458
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    • 2021
  • Currently, digital technology is being used in various fields of dental treatment. In particular, in the case of anterior esthetic restoration, the traditional restoration method cannot contain facial information and it is difficult for the patient to predict the treatment result. However, in the case of esthetic restoration through digital design, the visualization of the prosthesis design and the ease of reflecting patient feedback, and expecting the treatment result is available. In this case, the patient confirmed the results of restoration treatment using a digital method before treatment and obtained consent for treatment in an anterior tooth trauma patient. In addition, since the conventional digital smile design method uses only the patient's facial and smile information, the design was made on a two-dimensional plane, and its application was somewhat limited. However, in this case, a three-dimensional virtual patient was created and thus the designed restoration was viewed from various angles. Through this case, it was possible to obtain a high degree of satisfaction with the ease of communication with the patient and the technician during the esthetic restoration using the digital method, the simplicity of the procedure, and the treatment result.

A Study on the Actual Condition of the Fourth Industrial Revolution and Application of Landscape Architecture (4차 산업혁명의 실태와 조경학 분야 적용방안 연구)

  • Lee, Jong-Sung
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.37 no.1
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    • pp.68-75
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    • 2019
  • This study aims to look at the application methods of landscape architecture in response to the 4th Industrial Revolution. The results of the analysis of trends in the 4th Industrial Revolution and the subsequent search for application methods to the field of landscape architecture are as follows. First, the 4th Industrial Revolution means innovative change based on digital technology and seeks to create value based on intelligent information technology, and continuous growth is being made through innovation. This requires expertise to collect large amounts of information and creatively rework it, and a strategy to flexibly cope with changes in the times. Second, the status of technological use in response to the 4th Industrial Revolution in the field of landscape architecture is generalizing the establishment of precise analysis results such as survey technology and global mapping using drones, three-dimensional design simulation, and VR. In the field of traditional landscape architecture, efforts are made to obtain accurate fact-finding data on landscape site components. Third, the application methods in the field of landscape science according to the 4th Industrial Revolution in the future are required to supply precision technology and supply programs in the technology sector, and to provide a shared platform. In addition, a systemically standardized process will need to be established for this. In addition, educational efforts should be continued to professional manpower training and provide economic support for the development of technologies.

A Study on the Space Innovation of Public Libraries Belonging to Chungcheongnam-do Office of Education (충남교육청 소속 공공도서관의 공간혁신에 관한 연구)

  • Lim, Jeong-Hoon;Oh, Hyoung-Seok;Lee, Byeong-Ki
    • Journal of Korean Library and Information Science Society
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    • v.52 no.4
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    • pp.103-126
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    • 2021
  • This study aims to propose a plan to restructure libraries as a complex space for education and culture for 19 public libraries belonging to the Chungcheongnam-do Office of Education. For the purpose of this, case surveys and user surveys of complex facilities of domestic and foreign public institutions were conducted. Based on the findings, a space restructuring strategy was suggested by dividing the library space into the following ways: a space to learn (a comprehensive data room, a theme data inquiry room, a future classroom, a blended learning center, a STEAM training room, and an online lecture learning room), a space to express (a foyer, a maker room, a digital media creation room and an online lecture production room), a space to share (a club room, a group study room, a well-being complex culture space, a convenient living space, rest area, and a browsing area), and a space to enjoy (a performance-thought playground, infant and child archives, a digital virtual experience room, a specialized alcove room, and an outdoor reading room). In addition, a restructuring model of public libraries belonging to the Office of Education was proposed, such as a leading model, a basic model, a joint model, and a minimum model, in consideration of the size of the building, the size of the library, and the level of service and space.

A Study on the Types of Crime and Scalability in Metaverse (메타버스 내 범죄발생 유형과 확장성에 관한 연구)

  • Song, HyeJin;Nam, Wanwoo
    • Journal of the Society of Disaster Information
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    • v.18 no.1
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    • pp.218-227
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    • 2022
  • Purpose: In the case of cavity discovered by ground penetrating radar exploration, it is necessary to accurately predict the filling amount in the cavity in advance, fill the cavity sufficiently and exert strength to ensure stability and prevent ground subsidence. Method: The cavity waveform analysis method by GPR exploration and the method using the cavity shape imaging equipment were performed to measure the cavity shape with irregular size and shape of the actual cavity, and the amount of cavity filling of the injection material was calculated during rapid restoration. Result: The expected filling amount was presented by analyzing the correlation between the cavity size and the filling amount of injection material according to the cavity scale and soil depth through the method by GPR exploration and the cavity scale calculation using the cavity shaping equipment. Conclusion: The cavity scale measured by the cavity imaging equipment was found to be in the range of 20% to 40% of the cavity scale by GPR exploration. In addition, the filling amount of injection material compared to the cavity scale predicted by GPR exploration was in the range of about 60% to 140%, and the filling amount of the injection material compared to the cavity size by the cavity shaping equipment was confirmed to be about 260% to 320 Purpose: The purpose of this study is to examine the types of crimes taking place in the metaverse, and to establish a crime prevention strategy and find a legal deterrent against it. Method: In order to classify crime types in the metaverse, crime types were analyzed based on the results of previous studies and current incidents. Result: Most of the crimes taking place in the metaverse are done in games such as Roblox or Zeppetto. Most of the game users were teenagers. Looking at the types, there are many teens for sexual crimes, violent crimes, and defamation, but professional criminals are often included in copyright infringement, money laundering using virtual currency, and fraud. Conclusion: Since the types of crimes in the metaverse are diverse, various institutional supplementary mechanisms such as establishment of police crime prevention strategies, legal regulations, and law revisions will have to be prepared.

2D Interpolation of 3D Points using Video-based Point Cloud Compression (비디오 기반 포인트 클라우드 압축을 사용한 3차원 포인트의 2차원 보간 방안)

  • Hwang, Yonghae;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.26 no.6
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    • pp.692-703
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    • 2021
  • Recently, with the development of computer graphics technology, research on technology for expressing real objects as more realistic virtual graphics is being actively conducted. Point cloud is a technology that uses numerous points, including 2D spatial coordinates and color information, to represent 3D objects, and they require huge data storage and high-performance computing devices to provide various services. Video-based Point Cloud Compression (V-PCC) technology is currently being studied by the international standard organization MPEG, which is a projection based method that projects point cloud into 2D plane, and then compresses them using 2D video codecs. V-PCC technology compresses point cloud objects using 2D images such as Occupancy map, Geometry image, Attribute image, and other auxiliary information that includes the relationship between 2D plane and 3D space. When increasing the density of point cloud or expanding an object, 3D calculation is generally used, but there are limitations in that the calculation method is complicated, requires a lot of time, and it is difficult to determine the correct location of a new point. This paper proposes a method to generate additional points at more accurate locations with less computation by applying 2D interpolation to the image on which the point cloud is projected, in the V-PCC technology.