• Title/Summary/Keyword: Cyber-space

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Fish Schooling Behavior Simulator for the Contents Production of Cyber Underwater Environment (가상 해저 환경 콘텐츠 제작을 위한 Fish 군중행동 시뮬레이터)

  • Kim, Jong-Chan;Cho, Seung-Il;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.2 no.1
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    • pp.25-33
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    • 2007
  • Crowd behaviors on cyber underwater environment are often produced in entertainment contents, such as films and games. It is easy for us to come in contact with the scenes appearing a lot of characters as digital films and animation works are increased gradually, owing to developing of computer graphics. Though the processing a scene of crowd and the behavior system of crowd, related to the processing techniques of crowd behavior in cyber space, have been implemented so far, the research for developing the natural crowd behavior simulator can not be still satisfying. In this paper, we designed a realistic and efficient Fish Schooling Behavior Simulator for the contents production of cyber underwater environment, which showed each type of fish behavior in cyber underwater smartly, and which generated the animating the behavior automatically, reducing the time and cost.

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On the Use Factor Analysis and Adequacy Evaluation of CyberKnife Shielding Design Using Clinical Data

  • Cho, Yu Ra;Jung, Haijo;Lee, Dong Han
    • Progress in Medical Physics
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    • v.29 no.4
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    • pp.115-122
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    • 2018
  • Although the current internationally recommended standard for the use factor (U) applied to CyberKnife is 0.05 (5%), the CyberKnife shielding standard is applied more stringently. This study, based on clinical data, was aimed at examining the appropriateness of existing shielding guidelines. Sixty patients treated with G4 CyberKnife were selected. The patients were divided into two groups, according to whether they underwent skull or spine tracking. Based on the results, the use factors for each wall ranged from 0.028 (2.8%) to 0.031 (3.1%) for the intracranial treatment and 0.020 (2.0%) to 0.022 (2.2%) for the body treatment. Excessive barrier thickness resulted in inefficient use of space and higher cost to the institutions. Furthermore, because the use factor is influenced by the position of the robot, the use factor determined based on the clinical data of this study would facilitate more reasonable treatment room design.

A Study on the Operation Concept of Cyber Warfare Execution Procedures (사이버전 수행절차 운영개념에 관한 연구)

  • Kim, Sung-Joong;Yoo, JiHoon;Oh, HaengRok;Shin, Dongil;Shin, DongKyoo
    • Journal of Internet Computing and Services
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    • v.21 no.2
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    • pp.73-80
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    • 2020
  • Due to the expansion of cyber space, war patterns are also changing from traditional warfare to cyber warfare. Cyber warfare is the use of computer technology to disrupt the activities of nations and organizations, especially in the defense sector. However, the defense against effective cyber threat environment is inadequate. To complement this, a new cyber warfare operation concept is needed. In this paper, we study the concepts of cyber intelligence surveillance reconnaissance, active defense and response, combat damage assessment, and command control in order to carry out cyber operations effectively. In addition, this paper proposes the concept of cyber warfare operation that can achieve a continuous strategic advantage in cyber battlefield.

Tangible Tele-Meeting in Tangible Space Initiative

  • Lee, Joong-Jae;Lee, Hyun-Jin;Jeong, Mun-Ho;Jeong, SeongWon;You, Bum-Jae
    • Journal of Electrical Engineering and Technology
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    • v.9 no.2
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    • pp.762-770
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    • 2014
  • Tangible Space Initiative (TSI) is a new framework that can provide a more natural and intuitive Human Computer Interface for users. This is composed of three cooperative components: a Tangible Interface, Responsive Cyber Space, and Tangible Agent. In this paper we present a Tangible Tele-Meeting system in TSI, which allows people to communicate with each other without any spatial limitation. In addition, we introduce a method for registering a Tangible Avatar with a Tangible Agent. The suggested method is based on relative pose estimation between the user and the Tangible Agent. Experimental results show that the user can experience an interaction environment that is more natural and intelligent than that provided by conventional tele-meeting systems.

Art Gallery website and content analysis on the elements of the leading marketing research (아트갤러리 웹사이트의 마케팅 요소와 컨텐츠에 관한 분석연구)

  • Lee, Woo-Chae
    • International Commerce and Information Review
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    • v.11 no.1
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    • pp.265-287
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    • 2009
  • Most of the art gallery has been running their own websites. Not only in physical space but also in cyber space, they are achieving their goals through introducing exhibition and the artist and selling the artist's works. To this end, what are considered important items to the website contents of a large art gallery are assessed. These items include the goals and the mission of the art gallery, the targets of users, the scope of the information, the payment of information fees, relationships with other resources, reliability, accuracy and objectivity. And the analysis of these assessments are to promote the content of the gallery's website, and how to further promote customer satisfaction through the help is provided.

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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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Cost-Effective, Real-Time Web Application Software Security Vulnerability Test Based on Risk Management (위험관리 기반의 비용 효율적인 실시간 웹 애플리케이션 소프트웨어 보안취약점 테스팅)

  • Kumi, Sandra;Lim, ChaeHo;Lee, SangGon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.1
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    • pp.59-74
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    • 2020
  • The web space where web applications run is the cyber information warfare of attackers and defenders due to the open HTML. In the cyber attack space, about 84% of worldwide attacks exploit vulnerabilities in web applications and software. It is very difficult to detect web vulnerability attacks with security products such as web firewalls, and high labor costs are required for security verification and assurance of web applications. Therefore, rapid vulnerability detection and response in web space by automated software is a key and effective cyber attack defense strategy. In this paper, we establish a security risk management model by intensively analyzing security threats against web applications and software, and propose a method to effectively diagnose web and application vulnerabilities. The testing results on the commercial service are analyzed to prove that our approach is more effective than the other existing methods.

Study on the Characteristics of Media Environment of MRS (혼합현실공간(MRS)의 미디어환경 특성연구)

  • Han, Jung-Yeob;Ahn, Jin-Keun
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.169-179
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    • 2010
  • In these days, space design is evolving to the mixed reality space where fused on-line and off-line. But, standard and measure of mixed reality space has not been suggested and there has been little research about media environment and expression method as a mixed system either. That's why here I suggest four media environments and their characteristics that act not only as a critical point in the mixed reality space based on ubiquitous technology but also as a standard for spatial discerning. 1) Real space that is a media environment only seen by human visual and tactical sense is evolving using expression methods like new materials based on digital technology and LED. 2) Augmented reality space is a media environment using information instruments is expressed with diverse 2D and 3D contents. 3) Cyber Space is a environment depends totally on media instruments is produced by perfect graphic information without any spatial and physical limitations. 4) Augmented cyber space is realized only through the displays in cyber studio and is a space where real objects and graphic information are mixed. Depending on the purpose of the experience, media environment and expressional characteristics of mixed reality space can be fused, blended, and mixed, and that can be realized to the intelligent information space where one can experience without spatial, visual, informational limitations. In the future, studies on physical characteristics of contents according to the media environment characteristics are necessary.

Analysis on The Characteristics of Occupancy Prediction and The Fire Hazard in Narrow Dwelling Space (협소 거주공간 재실자 특성 및 화재위험성 분석)

  • Lee, Changwoo;Oh, Seungju;Yoo, Juyoul;Kim, Jinsung;Cho, Ahra;Cho, Yongsun
    • Journal of the Society of Disaster Information
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    • v.12 no.4
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    • pp.342-349
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    • 2016
  • The objectives of this study is analysis of the characteristics of fire risk and survey of narrow dwelling space(the Karaoke, Gosiwon etc). The narrow dwelling space has special structure characteristics; the narrow and the complex escape rote. Gosiwon have very separate and exclusive space room, so have the problem a suppression of fire. Furthermore almost Karaokes located in basement have a complex and limitary escape rote. Therefore we should research and development the exploration equipment that search a source of the fire and a emergency rescuer in the scene of the fire.

The Use of Consumer Anti-sites and Suggestions for Activating Consumer Anti-sites for Promoting Consumer Rights (소비자안티사이트의 이용실태와 소리자권리 증진을 위한 소비자안티사이트 활성화 방안)

  • Park, Young-Mi;Lee, Hee-Sook
    • Journal of the Korean Home Economics Association
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    • v.46 no.3
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    • pp.103-116
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    • 2008
  • With increasing of communication technology in cyber-space, the space of consumer complain behavior moved from off-line to on-line, so called anti-site. No researches, however, really have done how the anti-sites worked for promoting consumer rights through consumer complain behaviors in cyber space. The purpose of this research was to give some suggestions for activating anti-site for promoting consumer rights. For this purpose, questionnaire on-line survey was conducted from April, 12 to 24, 2004. And 143 samples, who were visiting anti-site during survey period, were selected. Main findings were as following: First, visitors had rather positive confidence with informations in anti-sites. Second, visitors thought that anti-sites were working rather well in implementing consumer movement by sharing their experiences, and by supporting complaining space in cyber. Visitors, however, thought that anti-sites were not working well as a space for companies, not by giving their attentions on consumers' complains. Third, the satisfaction level of visitors was found to be rather high in terms of informations in anti-sites, and to be rather low in terms of companies' attentions on anti-sites and management of anti-sites. Based on results, some suggestions of activating anti-site for promoting consumer rights were as following: First, visitors should not only get information, but support new and useful informations for others. And also it was suggested that visitors should join consumer movement through anti-site actively. Second, companies should pay attentions on anti-sites for their sake because anti-sites could give very useful information improving customer satisfaction, and finally reducing cost and increasing profit.