• Title/Summary/Keyword: Cyber-Spaces

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New Text Steganography Technique Based on Part-of-Speech Tagging and Format-Preserving Encryption

  • Mohammed Abdul Majeed;Rossilawati Sulaiman;Zarina Shukur
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.1
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    • pp.170-191
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    • 2024
  • The transmission of confidential data using cover media is called steganography. The three requirements of any effective steganography system are high embedding capacity, security, and imperceptibility. The text file's structure, which makes syntax and grammar more visually obvious than in other media, contributes to its poor imperceptibility. Text steganography is regarded as the most challenging carrier to hide secret data because of its insufficient redundant data compared to other digital objects. Unicode characters, especially non-printing or invisible, are employed for hiding data by mapping a specific amount of secret data bits in each character and inserting the character into cover text spaces. These characters are known with limited spaces to embed secret data. Current studies that used Unicode characters in text steganography focused on increasing the data hiding capacity with insufficient redundant data in a text file. A sequential embedding pattern is often selected and included in all available positions in the cover text. This embedding pattern negatively affects the text steganography system's imperceptibility and security. Thus, this study attempts to solve these limitations using the Part-of-speech (POS) tagging technique combined with the randomization concept in data hiding. Combining these two techniques allows inserting the Unicode characters in randomized patterns with specific positions in the cover text to increase data hiding capacity with minimum effects on imperceptibility and security. Format-preserving encryption (FPE) is also used to encrypt a secret message without changing its size before the embedding processes. By comparing the proposed technique to already existing ones, the results demonstrate that it fulfils the cover file's capacity, imperceptibility, and security requirements.

A Leverage Strategy of the Cyber warfare Security Policy Based on systems Thinking (시스템 사고를 이용한 사이버전 보안 정책 레버리지 전략 연구)

  • Yang, Ho-Kyung;Cha, Hyun-Jong;Shin, Hyo-Young;Park, Ho-Kyun;Ryou, Hwang-Bin
    • Convergence Security Journal
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    • v.13 no.4
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    • pp.77-83
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    • 2013
  • As the network composed of numerous sensor nodes, sensor network conducts the function of sensing the surrounding information by sensor and of the sensed information. The concept of the battlefield is also changing to one that includes not only physical spaces but all areas including the networks of the nation's key industries and military facilities, energy facilities, transportation, and communication networks. In light of the changing warfare in terms of how it is conducted and what form it takes, the Korea military has to seek ways to effectively respond to threats of cyber warfare. In the past, although partial strategies on cyber warfare were studied, no research was done through the overall system flow. In this paper, key variables related to cyber warfare security are classified into personnel, management, and technology. A simple model and an extended model are suggested for each area, and based on the technology area of the extended model, formal methods are used to verify the validity and a detailed response strategy is suggested according to the identified leverage.

A Study on the Usability test and Space Syntax analysis in Web Museum (Museum Web 공간의 사용성 평가와 구조분석에 관한 연구)

  • 최성욱;황미영;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2002.04a
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    • pp.99-104
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    • 2002
  • The main concept of this thesis is to research about how to express the interface element of the virtual museum on tile cyber space and how to evaluate its organization. In addition, the basis of this thesis is to help people build their efficient spaces on the current virtual museum. My understanding about the interface element and its structural evaluation is grounded on Usability evaluation and Syntax thesis. For the survey, I utilize two different methods. One is regular questionnaire; the other is heuristic evaluation which is derived from empirical study and practical experience. The survey is mainly composed of contents, design, usability and overall impression. The main concept of this research is to establish the initial foundation of the virtual museum on cyber space by suggesting an objective evolutional norm including esthetic orientation.

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Adolescents' Spatial Perception in the 3-Dimension Cyberspace (3차원 사이버공간에 표현된 청소년의 공간의식)

  • Park Kyoung-Ok;Kim Hyo-Young
    • Journal of the Korean housing association
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    • v.17 no.2
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    • pp.97-106
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    • 2006
  • The purpose of this study is to provide basic data for the planning of adolescents preferred space, and fur the purpose of the study analyzed the spaces made by them in the web site where 3-dimension space manipulating is possible and captured their consciousness of space. The study was to interview 60 adolescents in the web-site by video chatting and observation by video ethnography. The results are as follows. 1) Three-dimension space is where adolescents express their present preference for spaces of residence, leisure and outer activities, and where they reveal their desire to be realized in the future. 2) Adolescents foster friendship in the cyberspace, where they meet friends and enjoy talking and share their desire for space creation which is hardly come true in reality. 3) It is possible to grasp their latent preference of space, and actualization of the cyber preference would give them more satisfaction.

Association Between the Addiction of SNS and Ego-Identity of Youth's in Both Reality and Cyber Space (청소년의 SNS중독과 현실공간 및 가상공간에서의 자아정체감의 관계)

  • Shin, Hye-Sun;Yun, Seok-Hee
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.225-234
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    • 2017
  • This study was conducted with male/female teenagers to examine the interaction between their attachment to social media and their self-identity in both real space and cyberspace. Among the subjects, male teenagers tended to use social media more than female teenagers. Also, the more friends/followers they have, the more they would use the service itself. In the subordinate correlation of the subjects' self-identity in both cyberspace and real space, most areas showed positive correlation. And each subregion of the areas of real-space ego-identity and social media addiction showed positive correlation with them as well. On the other hand, in areas of social media addiction and cyberspace ego-identity, all areas showed negative correlation except the area of dominance. Through this experiment, it was proven apparent that there needs to be proper management of teenagers that are overusing and are addicted to social media, and that programs should be developed to mediate the subjects in regards to each subregion of real space and cyberspace ego-identity.

Internet Users' Willingness to Expression and Perception of Public Opinion: The Comparison between Real Space and Cyber Space (인터넷 이용자의 여론 지각과 의견 표현: 현실공간과 사이버공간의 비교)

  • Han, Hye-Kyoung
    • Korean journal of communication and information
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    • v.23
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    • pp.189-221
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    • 2003
  • This study compares the influence of perceived public opinion on Internet users' willingness to expression in real space with in cyber space. In real space, people who perceive their opinions as minority opinion are reluctant to express theirs publicly because of fear of isolation. But cyber space is the anonymous world. So we can expect that people express their opinions freely without the fear of isolation in this space. This study's results provide the support for our expectation. In cyber space, the minority perception group has as the high willingness to expression of their opinion about the abrogation of the Korean Family Rights Raw as the majority perception group. Both of in cyber space and in real space, it is the perception failure group that makes discrepancy in the willingness to expression. This group has the lowest willingness to expression in both space. However, the other predictors of willingness to expression in cyber space are similar to those in real space. Issue salience, Communication apprehension, and Age are the very significant predictors of willingness to expression in both spaces. Sex and ideology are significant predictors in real space, while the frequency of online conversation is the significant predictor in cyber space.

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Analyzing the Positive and the Negative SNS Behaviors of the Elementary and Middle School Students (초.중학생의 SNS에서의 긍정적.부정적 행동 분석)

  • Lee, Soojung;Yeon, Jeong-Hwa
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.1-8
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    • 2013
  • SNS is a social networking service that removes the barrier between cyber spaces and the real world and helps people who have common interests to have a two-way communication, manage their interpersonal relationships and share information. The domestic and international SNS markets have attained a steady growth, and their growth is being more accelerated in recent days. However, studies on SNS have just examined adults, and it's required to research the use of SNS and cyber behaviors via SNS among elementary and middle school students. This study attempted to analyze the relationship of the use of SNS, motivation of using SNS, the use of active SNS functions, SNS-dependent tendency and SNS awareness to cyber behaviors via SNS among elementary and middle school students. As a result, regardless of gender and grade, stealing private information was the most frequent activity and the frequency of 'contacting strangers' activity increased most rapidly with the usage time and grade. SNS dependency turned out to be the most highly correlated with the negative cyber behavior. Moreover, the difference of gender was not significant to the overall negative cyber behavior, whereas that of grade was.

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A Interactive Virtual Reality for 3D Avatar Community Representation (3D 아바타 커뮤니티 표현을 위한 인터렉티브 가상현실)

  • Won, Yong-Tae;Lee, Malrey;Kwa, Hoon-Sung
    • Journal of Advanced Navigation Technology
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    • v.11 no.1
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    • pp.99-104
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    • 2007
  • On-line avatar community service requires natural representation of communication, emotional expression, and popular dances and various kinds of services. The space should be dynamic, and the interaction between the motions of avatars and the space is required. The avatars with their national, interesting, and various motions should be implemented togetherwith interaction with virtual spaces, in order to have competition in developing 3D avatars. It is expected for 3D avatars to be broadly applied for 3D shopping malls for e-commerce, cyber model houses, 3 D simulations, and 3D virtual reality game. Therefore, for one line 3D avatar community services, we try to provide the scheme for making interactive virtual spaces, together with 3D avatar animations.

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Birth of artificial nature and the humanities of coexistence (인공자연의 탄생과 공존의 인문학 -90년대 사이버문학론을 중심으로)

  • Lee, yongwook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.449-460
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    • 2021
  • The development process of cyber literature theory in the 1990s clearly shows the duality of the pursuit of symbolic power and desire through the formation and conflict of literary fields, collective intelligence. All desires are bound to be power-oriented, and cyber literature is meaningful in that network-space critics developed while advocating the humanities of coexistence. The failure of cyber literature theory is due to the conflicting desire of critical power between real and virtual spaces. Cyber literature theory in the 1990s was the first literary response to the birth of artificial nature, although the contradiction of desires revealed in symbolic power and the limitations of barking are clear. Literature discourse has always explored the relationship between the social conditions of the time (including technological progress) and art texts. Producing a new critical discourse encompassing the whole within the literary field of artificial nature is an important task in literature in the era of technology compilation, and humanities and technology must coexist. Through this paper, we examined the impact of the birth of artificial nature on humanities. This study is an important achievement of humanities engineering that understands, interprets, and leads technology.

Developing a Visual Programming Language-based Three-dimensional Virtual Reality Authoring Tool to Compose Virtual Interior Space (실내공간구성을 위한 시각 프로그래밍 언어 기반 3차원 가상현실 저작도구 개발에 관한 연구)

  • Park Hyeon-Soo;Park Sungjun;Kim Jee-in;Park Jae Wan
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.254-261
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    • 2005
  • This paper presents an attempt to develop a visual programming language-based 3D virtual reality authoring tool intended to compose virtual interior space. The rapid development of digital technology and the wide spread of the Intenet have expanded the different uses of virtual reality in a number of applications ranging from interior design to building maintenance. In particular, the construction of cyber spaces based on existing interior spaces is becoming increasingly important. Current research, however, remains at the level of converting 3D models into virtual reality models, despite practitioners' needs for structural space models. Moreover, commercial tools to build virtual reality space have the disadvantage of targeting people who have professional knowledge of computer programs and computer graphics. Accordingly, the 3D virtual reality authoring tool developed in this research - called the VESL system - enables virtual and structural space to be easily composed using intuitive and interactive visual interfaces, which are based on visual programming techniques. The VESL system also provides an XML based semantic description of interior space, to be used to describe interior space information. We anticipate that the virtual reality spaces composed by this system will be of considerable use in the fields of architecture and interior design. Further research issues identified at the end of the research include developing a converter/filter for transforming Internet virtual reality standard language, or VRML, and evaluating the application of the system for practical use.