• Title/Summary/Keyword: identity Design System

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Analysis of Al-Saggaf et al's Three-factor User Authentication Scheme for TMIS

  • Park, Mi-Og
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.89-96
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    • 2021
  • In this paper, we analyzed that the user authentication scheme for TMIS(Telecare Medicine Information System) proposed by Al-Saggaf et al. In 2019, Al-Saggaf et al. proposed authentication scheme using biometric information, Al-Saggaf et al. claimed that their authentication scheme provides high security against various attacks along with very low computational cost. However in this paper after analyzing Al-Saggaf et al's authentication scheme, the Al-Saggaf et al's one are missing random number s from the DB to calculate the identity of the user from the server, and there is a design error in the authentication scheme due to the lack of delivery method. Al-Saggaf et al also claimed that their authentication scheme were safe against a variety of attacks, but were vulnerable to password guessing attack using login request messages and smart cards, session key exposure and insider attack. An attacker could also use a password to decrypt the stored user's biometric information by encrypting the DB with a password. Exposure of biometric information is a very serious breach of the user's privacy, which could allow an attacker to succeed in the user impersonation. Furthermore, Al-Saggaf et al's authentication schemes are vulnerable to identity guessing attack, which, unlike what they claimed, do not provide significant user anonymity in TMIS.

A Case Study of Configuration Strategy and Context in Everyday Artifacts - Concentrated on analysis by Creativity Template Theory and Artifact Context Model - (일상 디자인산물의 구성배치 전략과 맥락에 관한 연구 - 창조성템플릿이론과 산물맥락모델을 이용한 분석을 중심으로 -)

  • Jin Sun-Tai
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.41-50
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    • 2006
  • It is generally regarded a design system in post-industrial society, which products designed by in-house designers or design consultancy are manufactured in factory and distributed in market for the consumer. Although it is treated an old design system in traditional society, the traces of vernacular design has been remaining in the state of adopted to the periodical needs in these days, also proving the attribute of design culture to constitute human's material environment as well as existing design systems. There were discovered various design artifacts in daily surroundings vary from the established design in several manners, user modifications or manufactures in everyday lives formalized them. It was approached a case study that analyze the changes of artifact configuration and designer/user context and creation process of the non-professional design artifacts, Creativity Template Theory and ACM(Artifact Context Model) have been utilized for the analysis model. From the analysis result, It assume that the everyday artifacts may be ordinary but extra-ordinary including particular ideas and identity represented by everyday designers or users. Beside these characteristics induce the potentiality that reflect on creative motives for the designers or a complementary artifact generator filling up with drawbacks in established design system. The everyday design domain, various explorations and alternatives are made, is seems to be another design practice domain dissimilar to the one in the industry-based design. Moreover it provides an more easily accessability for the approaching user-friendly design, user customization because they conduct the reliable modeling of consumer and end-user. Finally, based on the exploratory study regarding interpretation of context and configuration in the everyday artifacts, new approach for the design process and design education through more detailed cognitive modeling of everyday designers will be a further study.

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Design and implementation of Image Content Tracking System using Fingerprinting (핑거프린팅을 이용한 이미지 콘텐츠 추적시스템 설계 및 구현)

  • 서영호;김원겸;이선화;황치정
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.5
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    • pp.99-109
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    • 2004
  • This paper proposes a new method for tracking image contents, which are re-distributed on the Internet using a web-robot and fingerprinting scheme. The fingerprinting is an extended technique of watermarking and embeds identity of the customer into the content as a fingerprint in a way that is very difficult to erase. The fingerprint in the content can be used widely in the field of the copyright protection technique because it identifies the content itself and includes the information about the original customer. In this paper we discuss an active image tracking system using a web-robot and fingerprinting scheme. In the proposed system the information of the original customer is embedded as a fingerprint into the image content before distribution and also stored into DB. The distributed contents are collected by the web-robot and fingerprinting information is extracted from the contents. Finally the identifying of contents is done by comparing the extracted fingerprint with the selling history of the content.

Design and Development of Multi-Media Data Download System for GSM Mobile Phones (GSM 휴대단말기를 위한 멀티미디어 데이터의 다운로드 시스템 설계 및 구현)

  • OK Kyoung-Dal;Lee Sang-Bum
    • Journal of Internet Computing and Services
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    • v.5 no.3
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    • pp.63-72
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    • 2004
  • Recently the range of mobile phone's usage has become more widely since phone has the function of data communication and voice communication. In addition, the request of users who wish to represent their identity on their mobile phones by storing some kinds of multimedia data such as images and melody has increased. There are two different methods for downloading the multimedia data; one method accesses a wireless internet server to download the data and another method downloads the data from PC directly. While the first one requires extra fee for downloading the data, the second method has weakness to modify the original data and it cannot be used in GSM phone yet since it is developed for CDMA phone. In this paper, we introduce a PC-based download application system that enables the users to download multimedia data from PC to GSM phone very easily.

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Rapid Implementation of 3D Facial Reconstruction from a Single Image on an Android Mobile Device

  • Truong, Phuc Huu;Park, Chang-Woo;Lee, Minsik;Choi, Sang-Il;Ji, Sang-Hoon;Jeong, Gu-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.5
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    • pp.1690-1710
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    • 2014
  • In this paper, we propose the rapid implementation of a 3-dimensional (3D) facial reconstruction from a single frontal face image and introduce a design for its application on a mobile device. The proposed system can effectively reconstruct human faces in 3D using an approach robust to lighting conditions, and a fast method based on a Canonical Correlation Analysis (CCA) algorithm to estimate the depth. The reconstruction system is built by first creating 3D facial mapping from a personal identity vector of a face image. This mapping is then applied to real-world images captured with a built-in camera on a mobile device to form the corresponding 3D depth information. Finally, the facial texture from the face image is extracted and added to the reconstruction results. Experiments with an Android phone show that the implementation of this system as an Android application performs well. The advantage of the proposed method is an easy 3D reconstruction of almost all facial images captured in the real world with a fast computation. This has been clearly demonstrated in the Android application, which requires only a short time to reconstruct the 3D depth map.

New Platform of Orientalism-Based Design Education (동양성 기반의 디자인 교육의 새로운 플랫폼)

  • Choi, Kyung Ran
    • Korea Science and Art Forum
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    • v.20
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    • pp.455-464
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    • 2015
  • As the recognition toward the Korean design education development to nurture creative talents for the future society has been expanded recently, various supports and promoting strategies are being suggested. This study suggests the orientalism-based new design education platform in design education field to nurture creative talents. To have the competitiveness of creative talent nurturing, the system and education programs to rear creative talents are required. The purpose of this study is to suggest the new platform for the change of direction in design education and search for the methods in detail. The research process can be described as following: First, this study stated about the research background and its boundary. Based on the literature review and the condition of the crisis of Korean design education (Korean Industrial Statistic Investigation), it described the current condition and the characteristics. Second, this study stated about the education which will be disappeared in the information society, the change of direction in design education, and the new platform. In the current study, the change toward the strategies that give priority to the growth strategies on the knowledge-based industry was stated. Third, this study stated about that the future design education should be centered on the orientalism-based creativity in the trend changing to the six conditions for the future talents and the beliefs and values toward Asia, and what methods should be sought to achieve this trend. It suggested focusing on the aim for the direction for College education and its program curriculums as the solutions in detail. Fourth, based on the contents stated earlier in this study, it stated synthetically the direction of practice through the network of the design cluster and derived the implications. In conclusion, based on the recent orientalism-based mind, this study suggested the ways to find the identity of Korean design education itself and have the competitiveness in design education programs. The ways to secure them is to come from the integrated system innovation of the network. By actively applying the design clusters, colleges and universities, designers, studios, government policy organizations, design institutes, corporates, media, and fairs, this study suggests the sustainable education system and the practical methods.

Research on Consumer Recognition of Korean Traditional Costume, Hanbok (한복의 소비자 인식에 관한 연구)

  • Cho, Woo-Hyun;Kim, Mun-Young
    • Journal of the Korean Society of Costume
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    • v.60 no.2
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    • pp.130-143
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    • 2010
  • Hanbok industry is not based on a consumer-oriented market system, which is related to poor competitiveness in various areas, such as product planning, marketing, and flow of raw materials. The purpose of this paper is to design and conduct an empirical study on important aspects of consumers. experiences and perspectives about Hanbok, and thereby aims to provide much-needed guidance about ways to promote the Hanbok market. Out of 1065 questionnaires distributed, a total of 1039 was returned with responses and used for analyses. The respondent sample included consumers of various background characteristics in their residential areas, age, gender, education levels, and income levels. Cronbach's alpha and a factor analysis were employed for the reliability and the construct validation of the survey instrument. One-way ANOVA associated with post-hoc comparison tests was used to investigate differences across different demographic subgroups of consumers. The results show that consumers generally view Hanbok as one of the formal dresses, worn one or two times per year for traditional events or ceremonies. Consumers tend to show negative opinions about the pricing, and the inconvenience in cleaning and wearing Hanbok. However, consumers think very highly of the aesthetic values, the gracious styles, and the iconic identity of nationalism of Hanbok. This study suggests that Hanbok for modern consumers should be considered as clothing for a ritual, rather than clothing to reconstruct to be fitted to modern daily lives. Hanbok should be promoted as part of up-scaled and differentiated traditional cultures, as clothing that represents and enhances the traditional elegance and beauty unique to the Korean people.

Virtuality in Digital Fashion Images (디지털 패션영상에 나타난 가상성 연구)

  • Kim, Hyang-Ja;Kim, Young-Sam
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.2
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    • pp.233-246
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    • 2015
  • Focus on Digital Fashion Image, the conceptual framework for the thesis is established from Virtuality in Digital Art. Formative characteristics and aesthetic characteristics were studied by classifying the Digital Fashion Image applied and expressed by digital media and technology. A detective research method was used for a case study. A literature study for case-by-case data was analyzed with focus on the works expressing fashion that utilized digital media and technology since the 2000s. Through this study, the Digital revolution has created the socio-cultural impact of a Virtual representation to implement technology and fashion culture that finds ways to take advantage of the image shown in a Digital Fashion Media by understanding Virtuality. The results are as follows. First, it was a re-formation of the fashion culture through the experience of virtuality with mental zone parameters between the media 'Mediation Code'. Reflect the reality of the virtual environment as represented by a cultural image of fashion brands and fashion that reset the team relationship and formed a Homo Ludens cultural code. Second, 'Interactive Exchange' acts on the exchange interaction between the method of digital technology, the human and the machine as well as the technical interoperability of network elements and techniques. This exchange is applied to fashion images that express emotion. Forming personalized fashion items and the user interactively storage that expresses the interactive exchange to forward the identity of the emotional fashion by a change in the message delivery system fashion. Third, the emphasis on intuitive artistic expression 'Synesthesia Immersion' induces a sense of immersion and excitement through the fusion of the interconnected. Enhance a visual image in fashion sensory representation and maximize a tactile and visual virtual reality involvement.

A Study on the Post-Evaluation of Landscape Design Competition based on Ground Theory - Case of Gwanggyo Lake Park in Korea - (근거이론을 활용한 조경현상설계의 사후평가 - 광교호수공원을 사례로 -)

  • Hong, Youn-Soon;Park, Jae-Min
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.5
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    • pp.92-102
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    • 2016
  • While there have many completions of large parks recently under development, there has been a dearth of quality assessments. Studies focused on post-evaluation have been made to resolve this, but most of these are biased toward user satisfaction after completion and therefore behaviour analysis has limitations on solving problemsduring the actual design implementation processes. Therefore, this study examined the internal phenomenon and structure of the implementation process of design competition through the ground theory and microscopic independent perspective. As a result, maintaining the identity and differentiation of parks derived from the preserved design competition scheme contributed greatly to completeness and satisfaction. Outcomes were mainly caused by the trust of public officials as the ordering organization, the will of policy decision-makers, and the competence of operational enterprises, etc. Negative factors such as undermining the whole concept of the park and landscape occurred as external pressure and related subjects intruded on change design factors due to variations in social conditions. Additionally, illogical construction processes occurred, such as a reinvestigation of the budget for restoration after damaging on original landscape. There have been needs for the improvement of the work processing system. On balance, an interventional role is very important in the park construction process, especially the PA and operation committee in terms of maintaining the basic direction, landscape design supervision for detailed designs, and expert construction management on LA in terms of rational work management in the field. The study, using the microscopic perspective of the designer and ground theory, deliver significant meaning as an early study by suggesting alternative methods for the after-evaluation of large parks and structurally looking into main influence factors driven during the construction process.

Study of the Linkage of the Education System to foster Manpower of Culture Contents (문화콘텐츠 인력양성을 위한 교육시스템의 연동에 관한 연구)

  • 하판덕
    • Archives of design research
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    • v.17 no.2
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    • pp.181-188
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    • 2004
  • The values of material civilizations that dominated the last century have been replaced with invisible values such as knowledge, information, and culture. The central axis of the world economy is also rapidly shifting from a capital and labor-intensive industry to a knowledge-based industry of software and contents. From the perspective of the industrialization of culture as multinational corporations and dominance and subordination relationships between cultures thereof, and crisis of cultural identity, the issues of support and fostering a culture industry arise. These have become major issues of concern in deciding national policies. In response to this trend, new departments related to culture contents in various universities have been established for fostering manpower in the field and the government policy to foster related human resources. However, actual results have not been currently achieved, despite the increase in quantity. This is due to the fact that the walls between culture contents departments were too high and thus education and fostering excellent human resources have not been properly conducted. It is also due to the obscure direction of education and a deficiency in the system. To cope with these problems, a systematic manpower-fostering education program should be developed through enhancement of the understanding of culture contents via linking education programs with detailed major fields of study. Accordingly, this study aims to identify changes in the current culture contents industry at home and abroad according to digitalization for fostering manpower of culture contents required in a rapidly changing environment of the culture contents industry. Then, it will review what influence has been made on the education system through the identification of personnel types through work flow charts and contents delivery modes following integration, as well as a desirable method to construct culture contents. Therefore, this study is a preliminary study on the means of fostering core personnel in the culture contents industry through linkage with the education system.

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