• Title/Summary/Keyword: Interaction Device

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Design of Intelligent Intrusion Context-aware Inference System for Active Detection and Response (능동적 탐지 대응을 위한 지능적 침입 상황 인식 추론 시스템 설계)

  • Hwang, Yoon-Cheol;Mun, Hyung-Jin
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.126-132
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    • 2022
  • At present, due to the rapid spread of smartphones and activation of IoT, malicious codes are disseminated using SNS, or intelligent intrusions such as intelligent APT and ransomware are in progress. The damage caused by the intelligent intrusion is also becoming more consequential, threatening, and emergent than the previous intrusion. Therefore, in this paper, we propose an intelligent intrusion situation-aware reasoning system to detect transgression behavior made by such intelligent malicious code. The proposed system was used to detect and respond to various intelligent intrusions at an early stage. The anticipated system is composed of an event monitor, event manager, situation manager, response manager, and database, and through close interaction between each component, it identifies the previously recognized intrusive behavior and learns about the new invasive activities. It was detected through the function to improve the performance of the inference device. In addition, it was found that the proposed system detects and responds to intelligent intrusions through the state of detecting ransomware, which is an intelligent intrusion type.

Two-dimensional measurements of the ELM filament using a multi-channel electrical probe array with high time resolution at the far SOL region in the KSTAR

  • Hong, Young-Hun;Kim, Kwan-Yong;Kim, Ju-Ho;Son, Soo-Hyun;Lee, Hyung-Ho;Eo, Hyun-Dong;Kim, Min-Seok;Hong, Suk-Ho;Chung, Chin-Wook
    • Nuclear Engineering and Technology
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    • v.54 no.10
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    • pp.3717-3723
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    • 2022
  • For the first time, two-dimensional temporal behavior of the edge localized mode (ELM) filament is measured in the edge tokamak plasma with a multi-channel electrical probe array (MCEP). MCEP, which has 16 floating probes (4 × 4), is mounted at the far scrape-off layer (SOL) region in the KSTAR. An electron temperature and an ion flux are measured by sideband method (SBM), which can achieve two-dimensional measurements with high time resolution. Furthermore, temporal evolutions of the electron temperature and the ion flux are obtained during the ELM occurrence. In the H-mode period, short spikes from ELM bursts are observed in measured plasma parameters, and the trend is similar to that of typical Hα signal. Interestingly, when blob-like ELM filaments crash the probe, the heat flux is significantly higher in a local region of the probe array. The results show that our probe array using the SBM can measure the ELM behavior and the plasma parameters without the effect of the stray current caused by the huge device. This study can provide valuable data needed to understand the interaction between the SOL plasma and the plasma facing components (PFCs).

Direct Microwave Sintering of Poorly Coupled Ceramics in Electrochemical Devices

  • Amiri, Taghi;Etsell, Thomas H.;Sarkar, Partha
    • Journal of Electrochemical Science and Technology
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    • v.13 no.3
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    • pp.390-397
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    • 2022
  • The use of microwaves as the energy source for synthesis and sintering of ceramics offers substantial advantages compared to conventional gas-fired and electric resistance furnaces. Benefits include much shorter processing times and reaching the sintering temperature more quickly, resulting in superior final product quality. Most oxide ceramics poorly interact with microwave irradiation at low temperatures; thus, a more complex setup including a susceptor is needed, which makes the whole process very complicated. This investigation pursued a new approach, which enabled us to use microwave irradiation directly in poorly coupled oxides. In many solid-state electrochemical devices, the support is either metal or can be reduced to metal. Metal powders in the support can act as an internal susceptor and heat the entire cell. Then sufficient interaction of microwave irradiation and ceramic material can occur as the sample temperature increases. This microwave heating and exothermic reaction of oxidation of the support can sinter the ceramic very efficiently without any external susceptor. In this study, yttria stabilized zirconia (YSZ) and a Ni-YSZ cermet support were used as an example. The cermet was used as the support, and a YSZ electrolyte was coated and sintered directly using microwave irradiation without the use of any susceptor. The results were compared to a similar cell prepared using a conventional electric furnace. The leakage test and full cell power measurement results revealed a fully leak-free electrolyte. Scanning electron microscopy and density measurements show that microwave sintered samples have lower open porosity in the electrode support than conventional heat treatment. This technique offers an efficient way to directly use microwave irradiation to sinter thin film ceramics without a susceptor.

Mediating Effects of Self-Respect and Cognitive Needs on the Relationship between Adolescents' Media Utilization and Critical Media Understanding (청소년의 미디어 활용 능력과 비판적 미디어 이해 능력의 관계에서 자아존중감과 인지욕구의 매개효과)

  • Kim, Dasol
    • Korean Educational Research Journal
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    • v.43 no.1
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    • pp.29-57
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    • 2022
  • This study was conducted to determine the effects of adolescents' media literacy, self-esteem, and cognitive related to on critical media understanding ability using data from the Korea Media Panel Survey 2020. As a result of the study, PC literacy and smart device literacy influenced adolescents' critical media literacy. The mediating effect of cognitive needs between Internet literacy and critical media understanding ability using PCs and smart devices was significant, and the mediating effect of self-esteem between email literacy using PCs and smart devices and critical media understanding ability was significant. Therefore, to improve adolescents' critical media understanding ability, it is necessary to educate them to use PCs and smart devices as tools for interaction. To this end, it is desirable for information and technology subjects to focus on media literacy to increase cognitive needs, and for other subjects, cooperative learning using media is desirable.

Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot (가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼)

  • Park, Chang-Hyun;Lee, Chang-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.8 no.2
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    • pp.283-297
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    • 2014
  • The future of human life is expected to be innovative by increasing social, economic, political and personal, including all areas of life across the multi-disciplinary skills. Particularly, in the field of robotics and next-generation games with robots, by multidisciplinary contributions and interaction, convergence between technology is expected to accelerate more and more. The purpose of this study is that by new interface model beyond the technical limitations of the "human-robot interface technology," until now and time and spatial constraints and through fusion of various modalities which existing human-robot interface technologies can't have, the research of more reliable and easy free "human-robot interface technology". This is the research of robot game system which develop and utilizing real time synchronization engine linking between biped humanoid robot and the behavior of the position value of mobile device screen's 3D content (contents), robot (virtual robots), the wireless protocol for sending and receiving (Protocol) mutual information and development of a teaching program of "Direct Teaching & Play" by the study for effective teaching.

Air-Processed Efficient Perovskite Solar Cell via Antisolvent Additive Engineering (안티솔벤트 첨가제 공정에 의한 대기 중 고효율 페로브스카이트 태양전지 제작)

  • Se-Yeong Baek;Seok-Soon Kim
    • Applied Chemistry for Engineering
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    • v.35 no.2
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    • pp.128-133
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    • 2024
  • Although antisolvent-assisted crystallization is one of the promising processes to produce high-quality perovskite films, general antisolvents such as chlorobenzene (CB) have toxic and volatile properties. In addition, CB is not suitable to control the crystallization of perovskite in the atmospheric air. In this work, isopropyl acetate (IA) is used as an eco-friendly antisolvent to demonstrate air-processed perovskite solar cells, and ethyl-4-cyanocinnamate (E4CN) with a cyano group, carbonyl group, and aromatic ring is introduced in IA to improve the performance and stability of devices. Defects at the surface and grain boundaries of the perovskite layer, such as un-coordinated Pb2+ and iodine, can be decreased resulting from the interaction of E4CN and perovskite, and thus reduced recombination and enhanced carrier transport can be expected. As a result, the perovskite device with E4CN achieves a high maximum power conversion efficiency (PCE) of 18.89% and outstanding stability, maintaining 60% of the initial efficiency for 300 h in the air without any encapsulation.

Enhancement of aberrantly modified integrin-mediated cell motility in multicellular tumor spheroids

  • BYOUNGJAE KIM;NU-RI IM;TAESEOK DANIEL YANG;JIAN KIM;KWANG-YOON JUNG;TAE HOON KIM;SEUNG-KUK BAEK
    • International Journal of Oncology
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    • v.56 no.6
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    • pp.1490-1498
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    • 2020
  • Multicellular tumor spheroids (MTSs) of malignant cells can display cell-cell and cell-matrix interactions, different from monolayer cultures. The objective of the present study was to examine difference in intercellular and cell-matrix interaction between monolayered cultures and spheroid cultures. Expression levels of cell adhesion molecules (CAMs) and epithelial-mesenchymal transition (EMT) signaling molecules in monolayered cells and MTS cells were compared. The motility of single cells dispersed from each culture was evaluated using a live-cell imaging device. The effect of an E-cadherin neutralizing antibody, DECMA, was also compared between the two cultures. Among various CAMs, only E-cadherin was increased in MTSs. The motility of single cells dispersed from MTSs was higher than that from monolayered cells. Compared with monolayered cells, the molecular weight (MW) of β1 integrin was decreased during MTS formation, particularly during the early stage. This notable reduction was maintained when DECMA was used to treat MTSs. Additionally, the expression levels of the EMT signaling molecules Snail and ILK increased more in MTSs than in monolayered cells. The blocking of E-cadherin elicited increased expression levels of EMT molecules and cellular motility only in MTSs. In conclusion, the alteration of E-cadherin expression and presence of low-MW β1 integrin in MTS may enhance cell motility via the upregulation of EMT signaling molecules that may be intensified by blocking E-cadherin.

An Extended Reality-based Data Visualization Supporting Heterogeneous Remote Collaboration (이기종 원격협업을 지원하는 확장현실 기반 데이터 시각화)

  • Hyoji Ha;Hyeonwoo Kim;Yongseo Kim;Sanghun Park
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.87-97
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    • 2024
  • This study aims to develop a system that enables users employing PC and VR devices to collaboratively analyze data visualizations in a remote environment. The system provides a task-oriented node-link control interface to aid users in understanding the visualization analysis process and effectively distributing roles. Additionally, it offers a network environment where multiple users can collaborate and receive feedback on visualization analysis even when physically separated. To elucidate the collaborative analysis method implemented in the system, we designed a scenario. Furthermore, we conducted a pilot experiment to evaluate the system's usability with participants majoring in related fields. The experimental results confirmed that users can freely analyze data through easily comprehensible interface manipulations in an extended reality space, and efficiently conduct real-time collaborative analysis in a remote environment.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.

A study on the preference between emotion of human and media genre in Smart Device (스마트 디바이스 기반의 인간의 감정과 미디어 장르 사이의 선호도 연구)

  • Lee, Jong-Sik;Shin, Dong-Hee
    • Science of Emotion and Sensibility
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    • v.18 no.1
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    • pp.59-66
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    • 2015
  • To date, contents' usability of most multimedia devices has been focused on developer not on user, which made difficult in solving the problems or fulfilling the needs while people using real system. Although user-centered UX and UI researches have been studied and have resulted in innovation in some part, it does not show great effect on usability as it is not easy to interpret human emotions and needs and to apply those to system. Usability is the matter on how deeply smart devices can interpret and analyze human mind not on how much functions and technologies are improved. This study aims to help with usability improvement based on user when people use smart devices in multimedia environment. We studied the interaction between human and contents by analyzing the effect of human emotions and personalities on preference and consumption of contents' type. This study was done by assuming that proper analysis on human emotions may increase user satisfaction on multimedia environment. We analyzed contents preference by gender and emotion. The results showed that there is significant relationship between 'Happy' emotion and 'Comedy Program' preference and men are more prefer it than women. However, it does not reveal any significant relationship between 'Sad' emotion and contents preferences but women are slightly more prefer 'Comedy Program' than men. This result supports the Zillmann's 'mood based management', which suggests that the needs for pleasant contents are revealed to relieve sadness when people are in a sad mood. In addition, our finding corresponds with Oliver's insistence on meeting all four factors, insight, meaningfulness, understanding and reflection, rather than just pleasure for more satisfaction. This study focused on temporary emotional factors and contents and additionally on effect of users' emotion, personality and preference on type of contents consumption. This relationship between emotions and contents study would suggest the better direction for developing smart devices with great contents usability and user satisfaction in the future.