• Title/Summary/Keyword: Information Security Learning

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Bayesian Game Theoretic Model for Evasive AI Malware Detection in IoT

  • Jun-Won Ho
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.41-47
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    • 2024
  • In this paper, we deal with a game theoretic problem to explore interactions between evasive Artificial Intelligence (AI) malware and detectors in Internet of Things (IoT). Evasive AI malware is defined as malware having capability of eluding detection by exploiting artificial intelligence such as machine learning and deep leaning. Detectors are defined as IoT devices participating in detection of evasive AI malware in IoT. They can be separated into two groups such that one group of detectors can be armed with detection capability powered by AI, the other group cannot be armed with it. Evasive AI malware can take three strategies of Non-attack, Non-AI attack, AI attack. To cope with these strategies of evasive AI malware, detector can adopt three strategies of Non-defense, Non-AI defense, AI defense. We formulate a Bayesian game theoretic model with these strategies employed by evasive AI malware and detector. We derive pure strategy Bayesian Nash Equilibria in a single stage game from the formulated Bayesian game theoretic model. Our devised work is useful in the sense that it can be used as a basic game theoretic model for developing AI malware detection schemes.

Water/nutrient use efficiency and effect of fertigation: a review

  • Woojin Kim;Yejin Lee;Taek-Keun Oh;Jwakyung Sung
    • Korean Journal of Agricultural Science
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    • v.49 no.4
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    • pp.971-978
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    • 2022
  • Fertigation, which has been introduced in agricultural fields since 1990, has been widely practiced in upland fields as well as in plastic film houses as part of the crop production system. In accordance with demands in the agricultural sector, a huge number of scientific studies on fertigation have been conducted worldwide. Moreover, with a combination of advanced technologies such as big-data, machine learning, etc., fertigation is positioned as an indispensable tool to achieve sustainable crop production and to enhance nutrient and water use efficiency. In this review, we focused on providing valuable information in terms of crop production and nutrient/water use efficiency. A variety of fertigation studies have described that enhancement of crop production did not differ relative to conventional method or slightly increased. In contrast, fertigation significantly improved nutrient/water use efficiency, with a reduction in use ranging from 20 to 50%. Water-soluble organic resources such as livestock manure and agricultural byproducts also have been identified as useful resources like chemical fertilizers. Furthermore, the initial irrigation point was generally recommended in a range of -10 - -40 kPa, although the point differed according to the crop and crop growth stage. From this review, we suggest that fertigation, which is closely integrated with advanced technology, could be a leading technology to attain not only food security but also carbon neutrality via improvement of nutrient/water use efficiency.

A Study on the Practice of Performance Assessment in the Elementary School Mathematics - Focussing on Self-assessment and Peer-observation - (초등학교 수학과 수행평가 실천에 관한 연구 - 자기평가.동료평가.관찰평가를 중심으로 -)

  • Kim Song-Ja;Choi Chang-Woo
    • Journal of Elementary Mathematics Education in Korea
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    • v.10 no.1
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    • pp.67-87
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    • 2006
  • This study is to recognize a problem in the practice of performance assessment in elementary school, and to find out some suggestive points for improvement of teaching·learning method in elementary mathematics through assessment by reducing time restriction according to assessment through the practice of self-assessment, peer-assessment and observation, and then by reflecting the results of assessment on teaching learning plan. For that, the questions of study set up are as follows ; 1. How should self-assessment and peer-assessment be applied to in elementary mathematics assessment? 2. How should the time for 'let's play an interesting game' be managed for assessment of elementary mathematics? 3. How should the results of assessment be reflected on the Process of teaching and learning of mathematics? To solve these problems, a researcher of this thesis performed self-assessment, peer-assessment on 40 students of second grade under her charge as a class teacher, and applied observation in the time management process for 'let's play an interesting game' for a semester. self-assessment was made by mathematics journal, self-assessment chart, peer-assessment was by the analysis of conversation record among students in the situations of assessment, and observation was by observation of activity when playing with the results data of play analyzed. the concrete methods of application as follows ; First, mathematics journal was applied $1{\sim}2$ times by each unit with reconstruction into the level of second grade on the basis of the preceding-study models. Second, peer-assessment was applied to the unit-assessment time and the play-activities time by the method of recording·analyzing the contents of conversation among students in the process of assessment. Third, mathematical attitude & dispositions of students making use of the self- assessment table were examined referring to the teaching learning plan. Fourth, the time management for 'let's play an interesting game' was made through the prior recognition of play method and the joyful play-activities by use of the play-plate. Assessment depended on analysis of play-activities results of students making use of an observation form. Fifth, the results of self-assessment, peer-assessment, and observation were analyzed, and then they were made use of as self-observation data, of teacher her/his self, or teaching·learning improvement data. Students' self-assessment datum (mathematics diary, self-assessment sheets, conversation contents in the process of assessment) and observation materials (check lists, Play-activity result materials, conversation contents in the process of play) obtained in the process of application was analyzed as follows ; 1. From the practice of self-assessment in form of mathematics journal, I could obtain not only datum showing how much students was understanding the learning aims by unit time and to any degree they reached but also information about their response to learning datum and favorable type of learning. 2. Assessment by self-assessment chart was useful in planning the mathematics teaching learning process because it helps ascertain mathematical attitude & dispositions of students. 3. Through the application of peer-assessment, students had the opportunity of communicating with other students looking back on his/her explaining process, and teachers could obtain basic materials for assessment of students. 4, In case of time management for 'let's play an interesting game', there was natural extension of play made through time-security by prior looking into the method of play-activity, and then, for a remained time, by making children play a new game. 5, I could easily record the activities of students by use of the observation. form, and make use of it as basic data for descriptive assessment. 6, Each kinds of data obtained from the results of assessment was helpful for securing self-observation materials in the process of teaching learning and for their betterment in mathematics subject. However, because they were in the second grade of elementary school and there was an individual difference, some students could not make use of mathematics diary or self-assessment form properly. In case of these students, assessment data would be obtained through interview or observation. And for effective operation of play, its purpose & method and matters that demand special attention when play-acting should be clearly guided. Also, when applying an effective play in addition to play activities in textbook, to lessons, interesting mathematics lessons could be guided.

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An Optimum-adaptive Intrusion Detection System Using a Mobile Code (모바일 코드를 이용한 최적적응 침입탐지시스템)

  • Pang Se-chung;Kim Yang-woo;Kim Yoon-hee;Lee Phil-Woo
    • The KIPS Transactions:PartC
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    • v.12C no.1 s.97
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    • pp.45-52
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    • 2005
  • A damage scale of information property has been increasing rapidly by various illegal actions of information systems, which result from dysfunction of a knowledge society. Reinforcement in criminal investigation requests of network security has accelerated research and development of Intrusion Detection Systems(IDSs), which report intrusion-detection about these illegal actions. Due to limited designs of early IDSs, it is hard for the IDSs to cope with tricks to go around IDS as well as false-positive and false-negative trials in various network environments. In this paper, we showed that this kind of problems can be solved by using a Virtual Protocol Stack(VPS) that possesses automatic learning ability through an optimum-adaptive mobile code. Therefore, the enhanced IDS adapts dynamically to various network environments in consideration of monitored and self-learned network status. Moreover, it is shown that Insertion/Evasion attacks can be actively detected. Finally, we discussed that this method can be expanded to an intrusion detection technique that possesses adaptability in the various mixed network environments.

A Study on Development of the Digital Competence Measurement Tool for University Student

  • Kim, Dong-Man;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.191-199
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    • 2019
  • In this paper, we propose to develop a diagnosis tool for measuring digital competence for university student. To this end, 223 students participated for the survey research. Based on the survey by 6 domain and 40 questions, 6 factors and 18 questions for digital competence measurement were drawn throughout the factors analysis. The results of the confirmatory factor analysis showed the fact that 6 factors and 18 questions that satisfied the model-fit indexes statistically were finally confirmed. And the developed tool demonstrated good results in reliability and validity verification, which were suitable for measuring digital competence for university students. The developed measurement tool of digital competence for university students consisted of 6 sub-components such digital device operation, communication and collaboration, information searching, processing, and management, problem solving and learning, security, digital ethics. The digital competence measuring tool developed in this study is expected to be used to identify the current level of competences for university student, and to enhance their own digital competences through educational supports.

Modeling and Selecting Optimal Features for Machine Learning Based Detections of Android Malwares (머신러닝 기반 안드로이드 모바일 악성 앱의 최적 특징점 선정 및 모델링 방안 제안)

  • Lee, Kye Woong;Oh, Seung Taek;Yoon, Young
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.11
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    • pp.427-432
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    • 2019
  • In this paper, we propose three approaches to modeling Android malware. The first method involves human security experts for meticulously selecting feature sets. With the second approach, we choose 300 features with the highest importance among the top 99% features in terms of occurrence rate. The third approach is to combine multiple models and identify malware through weighted voting. In addition, we applied a novel method of eliminating permission information which used to be regarded as a critical factor for distinguishing malware. With our carefully generated feature sets and the weighted voting by the ensemble algorithm, we were able to reach the highest malware detection accuracy of 97.8%. We also verified that discarding the permission information lead to the improvement in terms of false positive and false negative rates.

Real-Time Detection on FLUSH+RELOAD Attack Using Performance Counter Monitor (Performance Counter Monitor를 이용한 FLUSH+RELOAD 공격 실시간 탐지 기법)

  • Cho, Jonghyeon;Kim, Taehyun;Shin, Youngjoo
    • KIPS Transactions on Computer and Communication Systems
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    • v.8 no.6
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    • pp.151-158
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    • 2019
  • FLUSH+RELOAD attack exposes the most serious security threat among cache side channel attacks due to its high resolution and low noise. This attack is exploited by a variety of malicious programs that attempt to leak sensitive information. In order to prevent such information leakage, it is necessary to detect FLUSH+RELOAD attack in real time. In this paper, we propose a novel run-time detection technique for FLUSH+RELOAD attack by utilizing PCM (Performance Counter Monitor) of processors. For this, we conducted four kinds of experiments to observe the variation of each counter value of PCM during the execution of the attack. As a result, we found that it is possible to detect the attack by exploiting three kinds of important factors. Then, we constructed a detection algorithm based on the experimental results. Our algorithm utilizes machine learning techniques including a logistic regression and ANN(Artificial Neural Network) to learn from different execution environments. Evaluation shows that the algorithm successfully detects all kinds of attacks with relatively low false rate.

Kiosk training strategies based on IT educational App for older adults

  • Jee, Sung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.239-245
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    • 2021
  • Due to the fourth industrial revolution and the Corona19, the availability of digital devices such as kiosks is a matter directly related to survival for older adults with digital divide. This paper analyzes the problems of existing information service education for older adults and proposes an IT education strategy tailored to aging and life cycle of older adults. The proposed in this study is an educational application-based IT training method that supports repetitive learning regardless of time and place, developing kiosk function as a functional game-type educational application and experimenting with post-training effectiveness. The research method proposed UI usability evaluation frame for older adults, and developed educational applications based on proposed evaluation frame, and conducted kiosk education. As a result of the experiment, the mission success rate after using the IT application was 80.6%, which is a 55.1%P improvement compared to the pre-use(25.5%). This study confirmed that the proposed education for older adults is a way to overcome the limitations of existing IT education in the current situation.

Design and Implementation of Side-Type Finger Vein Recognizer (측면형 지정맥 인식기 설계 및 구현)

  • Kim, Kyeong-Rae;Choi, Hong-Rak;Kim, Kyung-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.159-168
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    • 2021
  • As the information age enters, the use of biometrics using the body is gradually increasing because it is very important to accurately recognize and authenticate each individual's identity for information protection. Among them, finger vein authentication technology is receiving a lot of attention because it is difficult to forge and demodulate, so it has high security, high precision, and easy user acceptance. However, the accuracy may be degraded depending on the algorithm for identification or the surrounding light environment. In this paper, we designed and manufactured a side-type finger vein recognizer that is highly versatile among finger vein measuring devices, and authenticated using the deep learning model of DenseNet-201 for high accuracy and recognition rate. The performance of finger vein authentication technology according to the influence of the infrared light source used and the surrounding visible light was analyzed through simulation. The simulations used data from MMCBNU_6000 of Jeonbuk National University and finger vein images taken directly were used, and the performance were compared and analyzed using the EER.

Detection The Behavior of Smartphone Users using Time-division Feature Fusion Convolutional Neural Network (시분할 특징 융합 합성곱 신경망을 이용한 스마트폰 사용자의 행동 검출)

  • Shin, Hyun-Jun;Kwak, Nae-Jung;Song, Teuk-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.9
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    • pp.1224-1230
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    • 2020
  • Since the spread of smart phones, interest in wearable devices has increased and diversified, and is closely related to the lives of users, and has been used as a method for providing personalized services. In this paper, we propose a method to detect the user's behavior by applying information from a 3-axis acceleration sensor and a 3-axis gyro sensor embedded in a smartphone to a convolutional neural network. Human behavior differs according to the size and range of motion, starting and ending time, including the duration of the signal data constituting the motion. Therefore, there is a performance problem for accuracy when applied to a convolutional neural network as it is. Therefore, we proposed a Time-Division Feature Fusion Convolutional Neural Network (TDFFCNN) that learns the characteristics of the sensor data segmented over time. The proposed method outperformed other classifiers such as SVM, IBk, convolutional neural network, and long-term memory circulatory neural network.