• Title/Summary/Keyword: Moving Brand

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The Study on Threats of Information Security and Their Solutions in the Fourth Industrial Revolution (4차 산업혁명 시대에 정보보안의 위협요인과 대응방안에 대한 연구)

  • Cho, Sung-Phil
    • Korean Security Journal
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    • no.51
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    • pp.11-35
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    • 2017
  • The third industrial revolution, characterized by factory automation and informatization, are moving toward the fourth industrial revolution which is the era of superintelligence and supernetworking through rapid technology innovation. The most important resources in the fourth industrial revolution are information or data since the most of industrial and economic activities will be affected by information in the fourth industrial revolution. Therefore we can expect that more information will be utilized, shared and transfered through the networks or systems in real time than before so the significance of information management and security will also increase. As the importance of information resource management and security which is the core of the fourth industrial revolution increases, the threats on information security are also growing so security incidents such as data breeches and accidents take place more often. Various and thorough solutions are highly needed to protect information resources from security risks because information accidents or breaches seriously damage brand image and cause huge financial damage to organization. The purpose of this study is to research general trends on data breaches and accident that can be serious threat of information security. Also, we will provide resonable solutions to protect data from nine attack patterns or other risk factors after figuring out each characteristic of nin attack patterns in data breaches and accidents.

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Tendency of the indoor pollutants along with increased dwelling period at new apartments (거주기간 증가에 따른 신축 공동주택의 실내오염도 변화추이)

  • Jang, Seong Ki;Ryu, Jung Min;Seo, Soo Yun;Lim, Jung Yeon;Lee, Woo Seok
    • Analytical Science and Technology
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    • v.20 no.6
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    • pp.453-459
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    • 2007
  • This study is for investigation of indoor conditions with air contamination after occupation 120 households in brand-new apartments by measuring the concentration of VOCs and carbonyl compounds. It has been found that TVOC (total volatile organic compounds; TVOCs) were $688.61{\mu}g/m^3$ after moving in. And formaldehyde, toluene, m, p-xylene, acetone and ethylbenzene were $158.56{\mu}g/m^3$, $146.58{\mu}g/m^3$, $69.28{\mu}g/m^3$, $63.80{\mu}g/m^3$ and $29.65{\mu}g/m^3$, respectively. The mean concentrations of indoor air pollutants tend to decrease along an increase dwelling period. But, the mean concentration of d-limonene increased from 2 months to 10 months. Also, toluene, ethylbenzene, m, p, o-xylene amounted to 38.8 % among VOCs studied, this ratio tend to decrease along with and increased dwelling period.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

The Accuracy of the Table Movement During a Whole Body Scan (전신 영상 검사 시행 시 테이블 이동속도의 정확성에 관한 연구)

  • Lee, Ju-Young;Jung, Woo-Young;Jung, Eun-Mi;Dong, Kyung-Rae
    • The Korean Journal of Nuclear Medicine Technology
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    • v.13 no.3
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    • pp.86-91
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    • 2009
  • Purpose: The whole body scan in Nuclear Medicine is a widely accepted examination and procedure. Especially, it is mainly used in bone, I-131, MIBI, and HMPAO WBC scans. The diverse uses of the whole body scan range from the HMPAO WBC scan with a speed of 13cm/min, to a whole body bone scan using the Onco. Flash technique with a speed of 30cm/min. The accuracy of table movement has a strong correlation with the image quality, and inaccuracy of speed could negatively affect the image quality. The purpose of this study is to evaluate the accuracy of the table movement while considering the influence of the age of the equipment and the variability in the weight of the patients. Material and Methods: The study was conducted using two of Seoul Asan Medical Center's SIEMENS gamma cameras which are commonly used in our whole body study. The first one is the oldest gamma camera, an ECAM plus (installed in 2000), and the last is brand new one, a SYMBIA T2 (installed in 2008). Three trials were conducted with the tables moving at a different speed each time; 10, 15 and 30 cm/min. The tables' speeds were measured by checking how long it took for the table to move 10cm, and this was repeated every 10cm until the table reached 100 cm. With an average body weight of the patients of about 60~70 kg, the table speed was measured with weights of 0 kg, 66 kg and 110 kg placed on the table, then compared among conditions. Results: The coefficient of variance (CV) of the ECAM plus showed 1.23, 1.42, 2.02 respectively when the table movement speeds were set at 10, 15, and 30 centimeters per minute. Under the same conditions, the SYMBIA T2 showed 1.23, 1.83 and 2.28 respectively. As table movement speed more, the variance of CV as the speed increases. When the patient body weight was set to 0, 66 and 110kg, the CV values of both cameras showed 0.96, 1.45, 2.08 (0 Kg), 1.32, 1.72, 2.27 (66 Kg) and 1.37, 1.73, 2.14 (110 Kg). There was no significant difference (p>0.05) in 95 percent of confidence intervals and measured CV values were acceptable. However, the CV value of the SYMBIA T2 was relatively larger than the ECAM plus. Conclusion: The scan speed of the whole body scan is predetermined based on which examination is being performed. It is possible for the accuracy of the speed to be affected, such as the age of the equipment, the state of the bearings or the weight of a patient. These factors can have a negative impact on the diagnostic consistency and the image quality. Therefore, periodic quality control should be needed on the gamma cameras currently being used, focusing on the table movement speed in order to maintain accuracy and reproducibility.

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A Study on Classifications and Trends with Convergence Form Characteristics of Architecture in Tall Buildings (초고층빌딩의 융합적 건축형태 분류와 경향에 관한 연구)

  • Park, Sang Jun
    • Korea Science and Art Forum
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    • v.37 no.5
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    • pp.119-133
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    • 2019
  • This study is as skyscrapers are becoming increasingly taller, more constructors have decided the height alone cannot be a sufficient differentiator. As a result, atypical architecture is emerging as a new competitive factor. Also, it can be used for symbolizing the economic competitiveness of a country, city, or business through its form. Before the introduction of digital media, there was a discrepancy between the structure and form of a building and correcting this discrepancy required a separate structural medium. Since the late 1980s, however, digitally-based atypical form development began to be used experimentally, and, until the 2000s, it was used mostly for super-tall skyscrapers for offices or for industrial chimneys and communication towers. Since the 2000s, many global brand hotels and commercial and residential buildings have been built as super-tall skyscrapers, which shows the recent trend in architecture that is moving beyond the traditional limits. Complex atypical structure is formed and the formative characteristics of diagonal lines and curved surfaces, which are characteristics of atypical architecture, are created digitally. Therefore, it's goal is necessary to identify a new relationship between the structure and forms. According to the data of Council on Tall Buildings and Urban Habitat (CTBUH), 100-story and taller buildings were classified into typical, diagonal, curved, and segment types in order to define formative shapes of super-tall skyscrapers and provide a ground of the design process related to the initial formation of the concept. The purpose of this study was to identify the correlation between different forms for building atypical architectural shapes that are complex and diverse. The study results are presented as follows: Firstly, complex function follows convergence form characteristics. Secondly, fold has inside of architecture with repeat. Thirdly, as curve style which has pure twist, helix twist, and spiral twist. The findings in this study can be used as basic data for classifying and predicting trends of the future super-tall skyscrapers.