• Title/Summary/Keyword: Conference on Cyberspace

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A Generation Method of Comic Facial Expressions for Intelligent Avatar Communications (지적 아바타 통신을 위한 코믹한 얼굴 표정의 생성법)

  • ;;Yoshinao Aoki
    • Proceedings of the IEEK Conference
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    • 2000.11d
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    • pp.227-230
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    • 2000
  • The sign-language can be used as an auxiliary communication means between avatars of different languages in cyberspace. At that time, an intelligent communication method can also be utilized to achieve real-time communication, where intelligently coded data (joint angles for arm gestures and action units for facial emotions) are transmitted instead of real pictures. In this paper, a method of generating the facial gesture CG animation on different avatar models is provided. At first, to edit emotional expressions efficiently, a comic-style facial model having only eyebrows, eyes, nose, and mouth is employed. Then generation of facial emotion animation with the parameters is also investigated. Experimental results show a possibility that the method could be used for the intelligent avatar communications between Korean and Japanese.

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A Study on EPG Internet Data Base System for Pulse Diagnosis Objectification (맥진 객관화를 위한 인터넷 DB구축 시스템에 관한 연구)

  • Lee, J.Y.;Seo, H.W.;Kim, J.H.;Lee, J.W.;Lee, M.H.
    • Proceedings of the KIEE Conference
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    • 2000.11d
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    • pp.851-853
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    • 2000
  • The rapid expansion of the medical information super-highway through the internet with the sophistication of computer engineering and its application has made telemedicine in the cyberspace possible. Recent progress in the medical informatics enables us to use the medical information regardless on the time or place limit, to make a diagnostic and therapeutic plan. according to increasing need about health of general population. There are many database oriented sites on the web, which provide medical common senses, hospital information, and medical counselling on the web. But there are few oriental pulse database on the web. The purpose of this study is to develope the Clinical Oriental Pulse Database Management System over the WWW.

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The Visual Guide to over 800 species of the Cyber Sea-Shell Museum on the Web using an Animation Technology

  • Lim, Eun-Im;Hong, Sung-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10b
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    • pp.1345-1348
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    • 2000
  • Computers and communication technologies have been brought tremendous change to various aspects of an ever-fast changing world at present. Particularly, the use of internet and cyberspace is widespread in every comer of our life. We developed a cyber shell museum using an animation technology. It was developed for educational purposes, and accessible through the world wide web of internet. Cyber shell museum is consisted of five compartment including rare shells, marvelous shells, shell of the world, the shell of Korea and its story of shells. The database contains the pictures and related information of the shell and it implies not only animation display but also text information. The files of database were classified depending on the species, genus, family, order, and class and division of the shell. Picture of shells is displayed and user may reach the image and virtual view information by clicking through the object displayed. This provides multiple techniques to user may manipulate, visualize and interact with image on the web. And every such transformation as translation, rotation, and scaling can be applied in the picture interactively for the convenient and effective viewing.

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Development on the 3D Station Management System for Urban Transit (도시철도 역사시설물의 효율적인 관리를 위한 삼차원 역사관리시스템 개발)

  • Ahn, Tae-Ki;Lee, Woo-Dong;Park, Kee-Jun;Shin, Jeong-Ryol
    • Proceedings of the KSR Conference
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    • 2006.11b
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    • pp.310-315
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    • 2006
  • In several years, the geographic information system has been being applied into various departments, i.e. estate, transportation, prevention against disasters, agriculture, environment, etc. Especially, it is very useful for us to manage the infrastructures of urban transit which are scattered and located in the vast areas of city. But, in the 2D geographic information system, it is impossible to manage the various inner facilities of stations which are in the same spatial location on GIS. Then, the 3D station management system has been developed for the efficient management of station facilities in urban transit. Through this system, from the virtual cyberspace of station on PC, we can move and go to any places of station we want without going to the station fields. So, we can manage the various information of location information, basis information, maintenance information about the inner facilities such as architectural structures, machinery facilities, electronic equipments. And, this system is also connected with the drawings and technical documents in each facilities. So, we're sure, this system will improve the efficiency of maintenance work and information management of stations.

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A Study on the Worm.Virus Attack Technique of Cyber Warfare (사이버 정보전 웜.바이러스 공격 기술 연구)

  • 김환국;서동일;이상호
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.776-779
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    • 2004
  • With the rapid progress of information technique, it is getting more difficult to protect information systems from cyber terrorism, because of bugs and vulnerabilities of software and the properties of cyberspace such as anonymity. furthermore cyber terror techniques are highly developed and complicated and their use for a malicious intent and a military purpose are increasing recently. Therefore a study of warfare attack technology on the cyber space is necessary for establishing trusted society and further national security. Specially, worms/viruses are becoming a more common occurrence on the cyber space. Also, The worm caused a great deal of damage to the large number of networks around the world in a very short period of time. Therefore, we will describe worms/viruses in the warfare attack technique in this paper.

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Watermarking Technique for the Digital Contents Protection (영상 콘텐츠 지적재산권 보호 워터마킹 기술)

  • 송학현;김윤호;류광렬
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.144-148
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    • 2004
  • Beyond the digital world from the analog age, the contents are very easily copied under the illegal conditions and these are rapidly distributed by the information super highway. The increase of illegal usage and conflict in digital content market would diminish motivation of creators for their work, furthermore break down digital content market on cyberspace. Watermarking technology support to the legal users by the protection technique based on the digital content copyright protection method(DRM). Most of previous digital watermarking have embeded to the content. In this paper, we researched the standardization of digital rights management and developed more efficient watermark embedding method.

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Research on National Cybersecurity Policy Preparing for the Reunification of North Korea and South Korea (남북통일을 대비한 국가사이버안보 정책 연구)

  • Ham, Seung-hyeon;Park, Dae-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.358-361
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    • 2016
  • The North and South Korea for the peaceful reunification of the Republic of Korea, to lead the transformation and reform, and to complement the policy making and negotiations, there is a need for cyber security policy to practice. This paper explores the definition and overseas cyber terrorism and cyber warfare correspondence, correspondence between the versions of the technology between versions. Analysis of cyber security activities in the North and South confrontation, and research the cyber security policy against the unification. In this study, we compared the unification to build and operate a secure cyberspace from cyber threats and cyber security policy suggestions for ways of rational and legal.

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Narrative Strategies for Learning Enhanced Interface Design "Symbol Mall"

  • Uttaranakorn, Jirayu;McGregor, Donna-Lynne;Petty, Sheila
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.417-420
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    • 2002
  • Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.

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The Mobile Game Using a Jeju's Traditional Raft 'Tewoo': 'TewooGwang' (제주 전통 떼배인 '테우'를 이용한모바일 게임 : 테우광)

  • Oh, Jae-Hyuk;Lim, Ji-Hoon;Ko, Seok-Ha;Kim, Dong-Yun;Kim, Keun-Hyung;Kim, Seong-Baeg
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.176-179
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    • 2006
  • Tewoo refers to a traditional group of Jeju's rafts for fishing in the rough Jeju sea in the past. We propose a mobile game called 'TewooGwang' based on a fishing boat called 'Tewoo', which has a scenario of conquering the Jeju sea using unique characters symbolizing the Jeju's ocean culture. This game is a new game, which uses a character of the fishing boat 'Tewoo', the background based on only Jeju's features, the high portability of PDA, and multimedia technology. It is different from simple sports games and has various game scenarios according to interactions of Tewoo character. The structure of this game represents a storytelling, which integrates Jeju culture into cyberspace. There are stories in this game and users also can make their own stories. Thus, this game enables hi-directional communications. It presents an imaginative space, which can induce a conflictive structure made by each user, and spatial provability. Many young Jeju tourists will enjoy it because this game provides a dynamic story. Furthermore, we can contribute to serving the value-added Jeju culture of being upgraded one step through this Jeju culture based game.

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Multi-dimensional Security Threats and Holistic Security - Understanding of fusion-phenomenon of national security and criminal justice in post-modern society - (다차원 안보위협과 융합 안보)

  • Yun, Min-Woo;Kim, Eun-Young
    • Korean Security Journal
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    • no.31
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    • pp.157-185
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    • 2012
  • Today, the emergence of cyberspace and advancement of globalization caused not only the transformation of our productive and conventional life but also the revolutionary transition of use of destructive violence such as crime and warfare. This transition of environmental condition connects various security threats which separatedly existed in individual, local, national, and global levels in the past, and transformed the mechanical sum of all levels of security threats into the organic sum of multi-dimensional security threats. This article proposes that the sum of multi-dimensional security threats is caused by the interconnectivity of various different levels of security threats and the integrated interdisciplinary perspective is essential to properly understand the fundamental existence of today's security problem and the reality of fear that we face today. The holistic security, the concept proposed here, is to suggest the mode of networked response to multi-dimensional security threats. The holistic security is suggested to overcome the conventional divisional approach based on the principle of "division of labor" and bureaucratic principles, which means more concretely that national security and criminal justice are divided and intelligence, military, police, prosecution, fire-fighting, private security, and etc. are strictly separated into its own expertise and turf. Also, this article introduces integrated security approaches tried by international organization and major countries overseas with the respect of the holistic security. The author have spent some substantial experience of participant observation, meetings, seminar, conference, and expert interviews regarding the issues discussed in the article in various countries including the United States, Russia, Austria, Germany, Canada, Mexico, Israel, and Uzbekistan for the last ten years. Intelligence and information on various levels of security threats and security approaches introduced in this paper is obtained from such opportunities.

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