• Title/Summary/Keyword: Virtual System

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A Countermeasure Technique for Attack of Reflection SSDP in Home IoT (홈 IoT에서 SSDP 반사체 공격에 대한 대응기법)

  • Park, Kwang-ok;Lee, Jong-Kun
    • Journal of Convergence for Information Technology
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    • v.7 no.2
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    • pp.1-9
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    • 2017
  • Recently, the DDoS attack using the amplifier method makes it difficult to distinguish the normal traffic from the normal server and it is difficult to detect even the attack detection. Since the SSDP protocol is a common protocol widely used in IoT devices, it is used as a DDoS amplification attack. In this paper, we analyze the reflector attack of SSDP which is one of the DDoS and suggest a technical proposal to detect and defend against the attack by managing the Mac address of each device. Also, we propose a control structure to protect the reflection attack of SSDP in Home IoT. The efficiency of the proposed system has been verified by performing an experimental attack on the virtual environment.

The Target Detection and Classification Method Using SURF Feature Points and Image Displacement in Infrared Images (적외선 영상에서 변위추정 및 SURF 특징을 이용한 표적 탐지 분류 기법)

  • Kim, Jae-Hyup;Choi, Bong-Joon;Chun, Seung-Woo;Lee, Jong-Min;Moon, Young-Shik
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.11
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    • pp.43-52
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    • 2014
  • In this paper, we propose the target detection method using image displacement, and classification method using SURF(Speeded Up Robust Features) feature points and BAS(Beam Angle Statistics) in infrared images. The SURF method that is a typical correspondence matching method in the area of image processing has been widely used, because it is significantly faster than the SIFT(Scale Invariant Feature Transform) method, and produces a similar performance. In addition, in most SURF based object recognition method, it consists of feature point extraction and matching process. In proposed method, it detects the target area using the displacement, and target classification is performed by using the geometry of SURF feature points. The proposed method was applied to the unmanned target detection/recognition system. The experimental results in virtual images and real images, we have approximately 73~85% of the classification performance.

A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

Ground Station Antenna Pattern Design for Network-Based UAV Command and Control Communication Systems (네트워크 기반 무인기 제어 통신시스템을 위한 지상국 안테나 패턴 설계)

  • Kim, Kyung-Ho;Kim, Hee Wook;Jung, Young-Ho
    • Journal of Advanced Navigation Technology
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    • v.25 no.5
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    • pp.384-389
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    • 2021
  • An optimal ground station (GS) antenna pattern design method for network-based UAV command and control communication systems considering complexity and performance is presented. The GS antenna consists of multiple side sectors and one upward sector. The antenna gain for each vertical/horizontal angle of the GS antenna according to the change of antenna design parameters such as the number of sectors, horizontal and vertical beam-width, and tilt-angle is modeled, and the effect of the parameter changes on the signal-to-noise ratio (SNR) distribution in the virtual three-dimensional space is analyzed. It is observed that the tilt-angle of the side sectors has the greatest effect on the performance, and the longer the distance between GSs, the higher the maximum altitude and the smaller the number of side sectors, the tilt-angle should be lower. In addition, it is observed that the wider vertical beam-width of the side sector is advantageous in maximizing the lowest SNR, but narrow vertical beam-width is advantageous in maximizing the average SNR.

Design of Distributed Hadoop Full Stack Platform for Big Data Collection and Processing (빅데이터 수집 처리를 위한 분산 하둡 풀스택 플랫폼의 설계)

  • Lee, Myeong-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.45-51
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    • 2021
  • In accordance with the rapid non-face-to-face environment and mobile first strategy, the explosive increase and creation of many structured/unstructured data every year demands new decision making and services using big data in all fields. However, there have been few reference cases of using the Hadoop Ecosystem, which uses the rapidly increasing big data every year to collect and load big data into a standard platform that can be applied in a practical environment, and then store and process well-established big data in a relational database. Therefore, in this study, after collecting unstructured data searched by keywords from social network services based on Hadoop 2.0 through three virtual machine servers in the Spring Framework environment, the collected unstructured data is loaded into Hadoop Distributed File System and HBase based on the loaded unstructured data, it was designed and implemented to store standardized big data in a relational database using a morpheme analyzer. In the future, research on clustering and classification and analysis using machine learning using Hive or Mahout for deep data analysis should be continued.

Hansel and Gretel : GFG Detection Scheme Based on In-Game Item Transactions (헨젤과 그레텔 : 게임 내 아이템 거래를 기반으로 한 GFG 탐지 방안)

  • Lee, Gyung Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.6
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    • pp.1415-1425
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    • 2018
  • MMORPG genre is based on the belief that all users in virtual world are equal. All users are able to obtain the corresponding wealth or status as they strive under the same resource, time. However, game bot is the main factor for harming this fair competition, causing benign gamers to feel a relative deprivation and deviate from the game. Game bots mainly form GFG(Gold Farming Group), which collects the goods in the game indiscriminately and adversely affects the economic system of the game. A general game bot detection algorithm is useful for detecting each bot, but it only covers few portions of GFG, not the whole, so it needs a wider range of detecting method. In this paper, we propose a method of detecting GFG based on items used in MMORPG genre. Several items that are mainly traded in the game were selected and the flows of those items were represented by a network. We Identified the characteristics of exchanging items of GFG bots and can identify the GFG's item trade network with real datasets from one of the popular online games.

Effects of Waveform Distribution of Tsunami-Like Solitary Wave on Run-up on Impermeable Slope (고립파(지진해일)의 파형분포가 불투과 경사면의 처오름에 미치는 영향)

  • Lee, Woo-Dong;Kim, Jung-Ouk;Hur, Dong-Soo
    • Journal of Ocean Engineering and Technology
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    • v.33 no.1
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    • pp.76-84
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    • 2019
  • For decades, solitary waves have commonly been used to simulate tsunami conditions in numerical studies. However, the main component of a tsunami waveform acts at completely different spatial and temporal distributions than a solitary waveform. Thus, this study applied a 2-D numerical wave tank that included a non-reflected tsunami generation system based on Navier-Stokes equations (LES-WASS-2D) to directly simulate the run-up of a tsunami-like solitary wave on a slope. First, the waveform and velocity due to the virtual depth factor were applied to the numerical wave tank to generate a tsunami, which made it possible to generate the wide waveform of a tsunami, which was not reproduced with the existing solitary wave approximation theory. Then, to validate the applied numerical model, the validity and effectiveness of the numerical wave tank were verified by comparing the results with the results of a laboratory experiment on a tsunami run-up on a smooth impermeable 1:19.85 slope. Using the numerical results, the run-up characteristics due to a tsunami-like solitary wave on an impermeable slope were also discussed in relation to the volume ratio. The maximum run-up heights increased with the ratio of the tsunami waveform. Therefore, the tsunami run-up is highly likely to be underestimated compared to a real tsunami if the solitary wave of the approximation theory is applied in a tsunami simulation in a coastal region.

Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.

Soil Volume Computation Technique at Slope Failure Using Photogrammetric Information (영상정보를 활용한 사면 붕괴 토사량 산정 기법)

  • Bibek, Tamang;Lim, Hyuntaek;Jin, Jihuan;Jang, Sukhyun;Kim, Yongseong
    • Journal of the Korean GEO-environmental Society
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    • v.19 no.12
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    • pp.65-72
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    • 2018
  • The uses of unmanned aerial vehicles (UAV) have been expanding in agriculture surveys, obtaining real time updates of dangerous facilities where human access is difficult, disaster monitoring, and 3D modeling. In reality, there is an upsurge in the application of UAVs in fields like, construction, infrastructure, imaging, surveying, surveillance and transportation. Especially, when the slope failure such as landslide occurs, the uses of UAVs are increasing. Since, the UAVs can fly in three dimensions, they are able to obtain spatial data in places where human access is nearly impossible. Despite of these advantages, however, the uses of UAVs are still limited during slope failure. In order to overcome these limitations, this study computes the soil volume change during slope failure through the computation technique using photogrammetric information obtained from UAV system. Through this study, it was found that photogrammetric information from UAV can be used to acquire information on amount of earthworks required for repair works when slope collapse occurs in mountainous areas, where human access in difficult.

Interactive ADAS development and verification framework based on 3D car simulator (3D 자동차 시뮬레이터 기반 상호작용형 ADAS 개발 및 검증 프레임워크)

  • Cho, Deun-Sol;Jung, Sei-Youl;Kim, Hyeong-Su;Lee, Seung-gi;Kim, Won-Tae
    • Journal of IKEEE
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    • v.22 no.4
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    • pp.970-977
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    • 2018
  • The autonomous vehicle is based on an advanced driver assistance system (ADAS) consisting of a sensor that collects information about the surrounding environment and a control module that determines the measured data. As interest in autonomous navigation technology grows recently, an easy development framework for ADAS beginners and learners is needed. However, existing development and verification methods are based on high performance vehicle simulator, which has drawbacks such as complexity of verification method and high cost. Also, most of the schemes do not provide the sensing data required by the ADAS directly from the simulator, which limits verification reliability. In this paper, we present an interactive ADAS development and verification framework using a 3D vehicle simulator that overcomes the problems of existing methods. ADAS with image recognition based artificial intelligence was implemented as a virtual sensor in a 3D car simulator, and autonomous driving verification was performed in real scenarios.