• Title/Summary/Keyword: Cyber-space

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A Study on the Cyber Museum Organization System for Intangible Cultural Properties III - Focused on the Chungnam Province - (무형문화재를 위한 사이버뮤지엄 구성체계에 관한 연구 III - 충남지역을 중심으로 -)

  • 한영호;장중식;정용섭
    • Korean Institute of Interior Design Journal
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    • v.13 no.3
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    • pp.179-186
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    • 2004
  • The findings of this study indicate that intangible cultural properties are worth preservation and transmission and should be considered as very important as tangible cultural properties. If the studies of intangible cultural properties are continued focusing on their characteristics and formational system, they can be expressed more properly by adding new interactive elements to database and expressive requisites. New techniques introduced in this study are believed to provide people with most reasonable and developmental motives for expression of the existing intangible cultural properties. Concerning Korea's cultural properties centered on intangible cultural properties, information construction should be made with a new idea of information based on database from the previous studies. The result will be able to set an important factor to give wide publicity to our cultural identity, which is currently shown in the process of background communication, and serve as a foothold to deliver exact information to our descendants. The intangible cultural properties are our people's mental cultural heritage resources. If museums or initiator groups, which are organized to spread cultural heritages, can use them as the subjects of exhibition through information construction and visualization, it will function to maximize the educational effect of transmitting our national mental world. The development of digital environment will provide the optimum conditions and tools making it possible to visualize intangible forms and ideas in a virtual cyber space. Given these viewpoints, steady studies and efforts for the improvement of Korea's cultural image should be made in the way of intangible cultural properties as well as tangible ones. They start from the country's accurate appreciation of cultural properties and are embodied in systematic adjustment and relationship between interdependent elements.

The Analysis of Internet Literacy Effect through Education of Producing and Using Multimedia UCC (동영상 UCC 제작 및 활용 교육을 통한 인터넷 리터러시 효과 분석)

  • Ju, Yong-Wan;Hwang, Yong-Suok;Kim, Yang-Eun;Cho, Yeong-Ki
    • The Journal of Korean Association of Computer Education
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    • v.13 no.4
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    • pp.27-39
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    • 2010
  • Internet is taking up as a new culture on the cyber-space beyond a simple hobby as its utilization ratio is rapidly being spread throughout the world. However most education for internet media has been focused on cyber ethics education and internet addiction. Therefore it arises to need to educate internet literacy for positive and desirable usage of internet media raises. Previous research on media eduction doesn't have been analyzed the outcome of media education. In this study, we show the result of internet media education which performed for fostering internet literacy. For the analysis of education result we observed emotional attitude about internet, internet media recognition, efficacy of using internet, and consciousness of internet ethics for middle school student. As a result, there are many changes for emotional attitude about internet, ability of using internet media, and consciousness of internet ethics.

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A Study On The Personality And Reaction Dialogue Generation For Game NPC In MMORPG (MMORPG에서 게임 NPC의 성격과 반응대화 생성에 관한 연구)

  • Won, Il-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.74-85
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    • 2003
  • If the game characters in the cyber world speak the same dialogues as in the real world, it will give game players more fun and realism. And game players are more and more immersed into the cyber space. However, we observed that only simple and primitive dialogues are used at the market places in most MMORPGS. We introduce personality psychology theory for generating the personality of NPC in MMORPG. And we suggest how to make a conversation between PC (Playable Character) and NPC (Non - Playable Character) according to 'Extroversion - Introversion dimension' and 'Neuroticism dimension'. And we implement the personality dialogue generation program, which is composed of two parts. One is for generating personality, and the other for making dialogue. Personality generator can set a NPC's personality automatically, and Dialogue Maker can control the dialogue styles, quantities, and characteristics of NPC. Thus, the program implemented in this paper can help game designer and scenario writer to make game characters easily. The approach in this paper can be applied to generate various game characters and used to represent agents and avatars of real-time animation.

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A Study on Cybersecurity Policy in the Context of International Security (국제협력을 통한 사이버안보 강화방안 연구)

  • Kim, So Jeong;Park, Sangdon
    • Convergence Security Journal
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    • v.13 no.6
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    • pp.51-59
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    • 2013
  • Cyberspace, based on the dramatic development of information and communications technology, has brought enormous benefits to mankind. However, concerns over cyber terrorism and cyber attack are becoming serious. It is time to expand the global dialogue on international security issues in cyberspace. It is imperative to have a common understanding that cyberspace, the infrastructure for prosperity, should not be utilized as a space to create conflicts among states, and that all states agree to build confidence and peace in cyberspace. For this purpose, there are 3 tracks of international cooperations: 1)international cooperation such as UN and Conference on Cyberspace, 2)regional cooperations such as ARF and OSCE. 3)bilateral cooperations such US-Russia Cybersecurity Agreement, US-China presidential level dialogue. This paper will analyze the 1st track of international cooperations of UN and Conference on Cyberspace. With this, Korean government can prepare the forthcoming GGE activities and make our own strategy to deal with the global norms of good behaviour in cyberspace.

A Remote Teacher's Training Cyber System Operated on the Web (웹상에서 운영되는 원격교원연수 시스템)

  • Seo, Jong-Hwa;Kim, Jin-Soo;Kim, Chi-Su
    • The KIPS Transactions:PartA
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    • v.9A no.1
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    • pp.121-128
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    • 2002
  • Web-based teaching-learning systems through the internet has continuously pursued the learner-centered educational environment by promoting the interaction between leachers and students. As a result, learners haute become free of the limit of time and space and have more ways to have access to education information more easily. Consequently, the development of the internet has resulted in the changes of the educational environment. Web-based distance education through the internet is now expected to be applied widely in various fields of education. In fact, distance education through the internet has taken place in a new education paradigm. The purpose of this paper is to promote the economical and educational efficiency of all the procedures from developing the system to operating in a remote training cyber system. Therefore in developing the system, we designed it to raise the efficiency by making main modulo into components and by reducing the terms and cost by reuse. Also lute meant to raise the efficiency of education by applying constructivism as an educational basic.

[Retracted]Cyber Threat Analysis on Network Communication in Power System and Countermeasures Suggestions ([논문철회]전력계통 네트워크 통신방식 변화에 따른 사이버위협 분석 및 대응방안 제시)

  • Il Hwan Ji;Seungho Jeon;Jung Taek Seo
    • Smart Media Journal
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    • v.12 no.2
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    • pp.91-102
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    • 2023
  • The Energy Management System (EMS) communicates with power plants and substations, monitors the substations and plant operational status of the transmission and substation system for stability, continuity, real-time, and economy of power supply, and controls power plants and substations. Currently, the power exchange EMS communicates with power plants and substations based on the serial communication-based Distributed Network Protocol (DNP) 3.0 protocol. However, problems such as the difficulty of supply and demand of serial communication equipment and the lack of installation space for serial ports and modems are raised due to the continuous increase in new facilities to perform communication, including renewable power generation facilities. Therefore, this paper presents a TCP/IP-based communication method instead of the existing serial communication method of the power exchange EMS, and presents a security risk analysis that may occur due to changes in the communication method and a countermeasure to the security risk.

Cyber Threat Intelligence Traffic Through Black Widow Optimisation by Applying RNN-BiLSTM Recognition Model

  • Kanti Singh Sangher;Archana Singh;Hari Mohan Pandey
    • International Journal of Computer Science & Network Security
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    • v.23 no.11
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    • pp.99-109
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    • 2023
  • The darknet is frequently referred to as the hub of illicit online activity. In order to keep track of real-time applications and activities taking place on Darknet, traffic on that network must be analysed. It is without a doubt important to recognise network traffic tied to an unused Internet address in order to spot and investigate malicious online activity. Any observed network traffic is the result of mis-configuration from faked source addresses and another methods that monitor the unused space address because there are no genuine devices or hosts in an unused address block. Digital systems can now detect and identify darknet activity on their own thanks to recent advances in artificial intelligence. In this paper, offer a generalised method for deep learning-based detection and classification of darknet traffic. Furthermore, analyse a cutting-edge complicated dataset that contains a lot of information about darknet traffic. Next, examine various feature selection strategies to choose a best attribute for detecting and classifying darknet traffic. For the purpose of identifying threats using network properties acquired from darknet traffic, devised a hybrid deep learning (DL) approach that combines Recurrent Neural Network (RNN) and Bidirectional LSTM (BiLSTM). This probing technique can tell malicious traffic from legitimate traffic. The results show that the suggested strategy works better than the existing ways by producing the highest level of accuracy for categorising darknet traffic using the Black widow optimization algorithm as a feature selection approach and RNN-BiLSTM as a recognition model.

A STUDY ON THE LATERAL CEPHALOMETRIC TOMOGRAPHY OF TMJ ARTHROSIS (악관절증의 측방두부계측 단층방사선학적 연구)

  • Lee Ki Hoon
    • Journal of Korean Academy of Oral and Maxillofacial Radiology
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    • v.17 no.1
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    • pp.89-106
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    • 1987
  • The author obtained individualized lateral cephalometric tomograms from 23 young adults (46 of left and right normal TMJ) with normal occlusion and 20 patients (14 of patient asymptomatic TMJ and 26 of patient symptomatic TMJ) with clicking and painful TMJ after the analysis of submental vertex view. Individualized lateral cephlometric tomogram analysis and TMJ space analysis were performed after tracing each film. All data from these analysis was recorded and statistically processed with CYBER computer system. 1. The results were obtained as follows. In submental vertex view, the mean condylar angulation of Rt. side in normal group was 20.348°±6.358°, Lt. side was 18.870°±7.777° and Rt. side in patient group was 19.350°±7.576° Lt. side was 17.750°±6.146° respectively. The mean condylar angulation of Rt. side was larger than Lt. side in normal and patient group. 2. When the mandible was moved from centric occlusion to centric relation, condylar position relating to the glenoid fossa was placed posteriorly and superiorly in normal TMJ group and patient symptomatic TMJ group. 3. In centric relation position, the proportion of anterior space to posterior space was 1.593 for normal TMJ group, 1.604 for patient asymptomatic TMJ group and 1.671 for patient symptomatic TMJ group. In centric occlusion position, 1.390 for normal TMJ group, 1.539 for patient asymptomatic TMJ group and 1.196 for patient symptomatic group. Normal TMJ group, patient asymptomatic TMJ group and patient symptomatic TMJ group and patient symptomatic TMJ group revealed significant difference in ∠C₂ measurement. (ANOVA-test, p<0.05) 5. Normal group and patient group revealed significant difference in Fh, ∠C₁and ∠C₂ measurement. (T-test, p<0.05) 6. There were strong positive correlation (0.8771) between Fp and Fm, and strong negative correlation (-0.9039) between ∠C₂ and ∠C₁ from the lateral cephalometric tomogram analysis.

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Virtual Culture Production of Game-Focus on 'Machinima' (게임의 가상문화생산 - '머시니마'를 중심으로)

  • Han, Se-Young;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.93-103
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    • 2010
  • Game industry has been grown up with invigorating online game since 1990s and increased in the spending side by focusing on commercial business. Game, however, has displayed a role that can producing cyber culture with Machinima that is a kind of movie made by a game engine. It should be discussed that non-linear activity of game is disclosed being closely connected with the environment of online space. Accordingly, there are three ways for this study. The first, characteristics of game environment taken non-linear effect related to hypertext space is researched. The second, Machinima is discussed as expansion of hypertext literature. And the last, considering game as consumption of just playing, game is able to become the subject role that can create virtual culture with making a variety of Machinima. consequently, through dichotomy and a liner form between consumption and production in hypertext space leaded to non-liner situation, positive and active features of game that has taken the activity of virtual reality into the multimedia literature would be delivered.

Virtual Go to School (VG2S): University Support Course System with Physical Time and Space Restrictions in a Distance Learning Environment

  • Fujita, Koji
    • International Journal of Computer Science & Network Security
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    • v.21 no.12
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    • pp.137-142
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    • 2021
  • Distance learning universities provide online course content. The main methods of providing class contents are on-demand and live-streaming. This means that students are not restricted by time or space. The advantage is that students can take the course anytime and anywhere. Therefore, unlike commuting students, there is no commuting time to the campus, and there is no natural process required to take classes. However, despite this convenient situation, the attendance rate and graduation rate of distance learning universities tend to be lower than that of commuting universities. Although the course environment is not the only factor, students cannot obtain a bachelor's degree unless they fulfill the graduation requirements. In both commuter and distance learning universities, taking classes is an important factor in earning credits. There are fewer time and space constraints for distance learning students than for commuting students. It is also easy for distance learning students to take classes at their own timing. There should be more ease of learning than for students who commute to school with restrictions. However, it is easier to take a course at a commuter university that conducts face-to-face classes. I thought that the reason for this was that commuting to school was a part of the process of taking classes for commuting students. Commuting to school was thought to increase the willingness and motivation to take classes. Therefore, I thought that the inconvenient constraints might encourage students to take the course. In this research, I focused on the act of commuting to school by students. These situations are also applied to the distance learning environment. The students have physical time constraints. To achieve this goal, I will implement a course restriction method that aims to promote the willingness and attitude of students. Therefore, in this paper, I have implemented a virtual school system called "virtual go to school (VG2S)" that reflects the actual route to school.