• Title/Summary/Keyword: 4F 프로세스

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A Study on the Identification Method of Security Threat Information Using AI Based Named Entity Recognition Technology (인공지능 기반 개체명 인식 기술을 활용한 보안 위협 정보 식별 방안 연구)

  • Taehyeon Kim;Joon-Hyung Lim;Taeeun Kim;Ieck-chae Euom
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.4
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    • pp.577-586
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    • 2024
  • As new technologies are developed, new security threats such as the emergence of AI technologies that create ransomware are also increasing. New security equipment such as XDR has been developed to cope with these security threats, but when using various security equipment together rather than a single security equipment environment, there is a difficulty in creating numerous regular expressions for identifying and classifying essential data. To solve this problem, this paper proposes a method of identifying essential information for identifying threat information by introducing artificial intelligence-based entity name recognition technology in various security equipment usage environments. After analyzing the security equipment log data to select essential information, the storage format of information and the tag list for utilizing artificial intelligence were defined, and the method of identifying and extracting essential data is proposed through entity name recognition technology using artificial intelligence. As a result of various security equipment log data and 23 tag-based entity name recognition tests, the weight average of f1-score for each tag is 0.44 for Bi-LSTM-CRF and 0.99 for BERT-CRF. In the future, we plan to study the process of integrating the regular expression-based threat information identification and extraction method and artificial intelligence-based threat information and apply the process based on new data.

Case Study of Appling Customer Information and Customer Management in Fashion Merchandising Process (패션머천다이징 프로세스에서의 고객정보 활용 및 고객관리에 관한 사례 연구)

  • Ko Eun-Ju;Yun Sun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.5 s.153
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    • pp.788-799
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    • 2006
  • The purpose of this study was to analyze fashion merchandising process, to apply customer information in merchandising process and to examine customer management strategies of fashion industry in on-line and off-line channel. In depth, face to face interviews with structured questionnaires were conducted with MD and customer managers from selected 4 brands, one from each categories of men's, women's, casual and sports wear. Key findings of the study were as follows: First, they followed fashion merchandising process of 18 steps and collected trend information and sales data were applied to planning, selling/promoting process to plan season concept, design, and promotion activity. Second, commonly applied customer information types in fashion merchandising process were all from indirect information collected from sales data and forecasting companies. However, casual and sports wear conducted consumer monitoring activity f3r collecting customer data directly from customer participation. Third, in off-line channel, customers are segmented by amount of purchase they make in a specific time period and all the categories show high interest in valuable customers. However, only men's and woman's wear conducted promotion activities for valuable customers as a differentiated marketing strategy. In on-line channel, companies were interacting with the customers through internet web site to determine their demands. In conclusion, this study has significance in that it propose the necessity and strategy of differentiated customer management approaching by analyzing and comparing fashion merchandising activity process cases.

Development of a Mobile Game for Smart Education of Rebar Work (철근공사 스마트 학습을 위한 모바일 게임 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.2
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    • pp.219-228
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    • 2022
  • In this study, to improve educational motivation and learning outcomes, a mobile app using game elements was developed, and the effect of its application in rebar work education was analyzed. Using the 4F(Figure out-Focus-Fun design-Finalize) process, which is a game development model, a mobile learning app for rebar work was developed that considers the characteristics of college students familiar with smartphone use, and the app was developed in a manner that utilizes game mechanics such as learning missions and points to stimulate a learner's interest and improve educational motivation. The results show that the proposed app for rebar work is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. Therefore, it can be concluded that using the learning game app for rebar work in classes can contribute to improving a learner's performance in various aspects.

Preparation and Luminescence Optimization of CeO2:Er/Yb Phosphor Prepared by Spray Pyrolysis (분무열분해법으로 CeO2:Er/Yb 형광체 제조 및 발광특성 최적화)

  • Jung, Kyeong Youl;Park, Jea Hoon;Song, Shin Ae
    • Applied Chemistry for Engineering
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    • v.26 no.3
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    • pp.319-325
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    • 2015
  • Submicron-sized $CeO_2:Er^{3+}/Yb^{3+}$ upconversion phosphor particles were synthesized by spray pyrolysis, and their luminescent properties were characterized by changing the concentration of $Er^{3+}$ and $Yb^{3+}$. $CeO_2:Er^{3+}/Yb^{3+}$ showed an intense green and red emission due to the $^4S_{3/2}$ or $^2H_{11/2}{\rightarrow}^4I_{15/2}$ and $^4F_{9/2}{\rightarrow}^4I_{15/2}$ transition of $Er^{3+}$ ions, respectively. In terms of the emission intensity, the optimal concentrations of Er and Yb were 1.0 % and 2.0%, respectively, and the concentration quenching was found to occur via the dipole-dipole interaction. Upconversion mechanism was discussed by using the dependency of emission intensities on pumping powers and considering the dominant depletion processes of intermediate energy levels for the red and green emission with changing the $Er^{3+}$ concentration. An energy transfer from $Yb^{3+}$ to $Er^{3+}$ in $CeO_2$ host was mainly involved in ground-state absorption (GSA), and non-radiative relaxation from $^4I_{11/2}$ to $^4I_{13/2}$ of $Er^{3+}$ was accelerated by the $Yb^{3+}$ co-doping. As a result, the $Yb^{3+}$ co-doping led to greatly enhance the upconversion intensity with increasing ratios of the red to green emission. Finally, it is revealed that the upconversion emission is achieved by two photon processes in which the linear decay dominates the depletion of intermediate energy levels for green and red emissions for $CeO_2:Er^{3+}/Yb^{3+}$ phosphor.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Case Study on Functional Bike Design for Elderly and Disabled (고령자.장애인을 위한 기능성 자전거디자인 사례연구)

  • Hong, Jung-Pyo;Hyoung, Sung-Eun;Jin, Hye-Ryeon;Seo, Seung-Hyun;Lee, Se-Hee;Yu, Mi;Kwon, Tae-Kyu
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.17-26
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    • 2011
  • Health care service's added value and sustainability has been formed, through the product developing about sports equipment and special equipment for disabled in order to improve the life quality, with the increasing population of elderly and the attention about health care. This research's design and 3 testing sections has been done according to design process for design development of functional bike. 1st test is done through researching from 4 aspects: structure, aesthetic, function and using. In the 2nd testing, 10 universal design items were used to evaluate 10 modeling samples, and sample F which has high evaluation overall was chosen. In 3rd test, evaluation was done from the user service scene about the mock-up with 1/4 scale size. PPP (product performance program) which is constructed with 60 evaluation items about functional bike's service was tested, and these items were fixed through discussing with experts. Through the result we knew the aesthetic elements had relationship with proportion, unity and typicality. In 10 items (55 survey items), the scores of items with physical exposure's minimization, simple and intuitively usage showed high, on the contrary, the other items' scores was very low, such as information delivery's consideration and thought, failure preventing. The evaluation will be done once more by health care experts, designers and elderly together if the physical model could be made for getting accurate measurement about above test result in the future.

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Recovery of Valuable Metals from the Desulfurizing Spent Catalyst Used in Domestic Petrochemical Industry (국내 석유공장의 탈황 폐촉매로부터 유가금속의 회수에 관한 연구)

  • 김종화;양종규
    • Resources Recycling
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    • v.4 no.3
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    • pp.2-9
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    • 1995
  • The rccoverg and separation pracess of nikcl, vanadium and molybdenum from spent dcsulfilrizing catalyst ofpetrochemical rndustries was studied. Tnis process was canied out wet process which is consist of roasting, ammonialeaching and solve111 exDaction techniqcs. The metal ions of NI, V and Mo as vduable compollents were treated byroasting them a1 low lernperatuc, 400$^{\circ}$C in first dep, and then dlssah'ed nu1 at 80$^{\circ}$C wlth ammonium cabonate mlulion.Aftcr cooling them a1 room tempertaure, vanadium wa rccavered from mathcr iiquur in thc f n m of precipitate, sodiumvanadales The Secand slep, roasting the catalyst which is added sodium carbonate ul IOOO"C, was employed. Leachingwith distilled ~ a l e rga ve a iwo phase resultant, solutio~c~a ntaning Ni, V and Mo and solid residue containing sibca,alurmniu~n and iron. A solvcnt exlclction technique uslng vvriuus extractanls, MSP-8, TOIUC, LIX64Pi was eflecnve farthc extraclion and scparation ol thrcc mcfals from thc ammonical 11qou1 thc ammonical 11qou1.

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Development of an Intelligent Illegal Gambling Site Detection Model Based on Tag2Vec (Tag2vec 기반의 지능형 불법 도박 사이트 탐지 모형 개발)

  • Song, ChanWoo;Ahn, Hyunchul
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.211-227
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    • 2022
  • Illegal gambling through online gambling sites has become a significant social problem. The development of Internet technology and the spread of smartphones have led to the proliferation of illegal gambling sites, so now illegal online gambling has become accessible to anyone. In order to mitigate its negative effect, the Korean government is trying to detect illegal gambling sites by using self-monitoring agents or reporting systems such as 'Nuricops.' However, it is difficult to detect all illegal sites due to limitations such as a lack of staffing. Accordingly, several scholars have proposed intelligent illegal gambling site detection techniques. Xu et al. (2019) found that fake or illegal websites generally have unique features in the HTML tag structure. It implies that the HTML tag structure can be important for detecting illegal sites. However, prior studies to improve the model's performance by utilizing the HTML tag structure in the illegal site detection model are rare. Against this background, our study aimed to improve the model's performance by utilizing the HTML tag structure and proposes Tag2Vec, a modified version of Doc2Vec, as a methodology to vectorize the HTML tag structure properly. To validate the proposed model, we perform the empirical analysis using a data set consisting of the list of harmful sites from 'The Cheat' and normal sites through Google search. As a result, it was confirmed that the Tag2Vec-based detection model proposed in this study showed better classification accuracy, recall, and F1_Score than the URL-based detection model-a comparative model. The proposed model of this study is expected to be effectively utilized to improve the health of our society through intelligent technology.