Journal of the Korea Institute of Information Security & Cryptology
/
v.20
no.1
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pp.63-72
/
2010
RFID is one of useful identification technology in ubiquitous environments which can be a replacement of bar code. RFID is basically consisted of tag, reader, which is for perception of the tag, and back-end-database for saving the information of tags. Although the usage of mobile readers in cellular phone or PDA increases, related studies are not enough to be secure for practical environments. There are many factors for using mobile leaders, instead of static leaders. In mobile reader environments, before constructing the secure protocol, we must consider these problems: 1) easy to lose the mobile reader 2) hard to keep the connection with back-end-database because of communication obstacle, the limitation of communication range, and so on. To find the solution against those problems, Han et al. suggest RFID mutual authentication protocol without back-end-database environment. However Han et al.'s protocol is able to be traced tag location by using eavesdropping, spoofing, and replay attack. Passive tag based on low cost is required lots of communication unsuitably. Hence, we analyze some vulnerabilities of Han et al.'s protocol and suggest RFID mutual authentication protocol without online back-end-database in aspect of efficiency and security.
Journal of the Korea Society of Computer and Information
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v.26
no.3
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pp.119-126
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2021
The modern pentathlon is an exercise in which people and people compete, as well as exercise without equipment, exercise using equipment, and exercise with animals, and it is an exercise that includes static and dynamic exercise. The ethical issues of modern pentathlon athletes are also related to the poor environment and economic reasons, and the athlete's ethical awareness, attitude, and spirit have a great influence on the athlete's mental environment. In this study, the direction of improvement of ethical problems, which are different as important issues in modern sports, was examined, and qualitative research methods were applied to explore the sports spirit and ethics of the modern pentathlon. Correct sports should not deviate from the intended purpose of the exercise or cause or force the athlete to suffer physical or mental pain. In sports, compensatoryism can be a direct cause of improved performance or record-breaking, but sometimes it can also cause distorted athletes. Air doping has ethical issues that can cause controversy over the health or fairness of athletes, mental and physical damage to athletes, and harm. Responsibilities and ethical issues of athletes who take prohibited substances or leaders or supervisors who neglect or encourage them should be treated as very important matters. In the sports field, the reward system that is subordinate to the athlete's or leader's performance is related to the athlete's or leader's livelihood. For a fair and just game progression, it is necessary to break away from the development of athletes who are only focused on performance. The problem of Unethical issues must be overcome by emphasizing the restoration of ethics that are reasonably recognized in ideology and logic.
Journal of the Korea institute for structural maintenance and inspection
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v.26
no.6
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pp.128-138
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2022
In this study, in order to apply ultra-high-strength concrete beams of 100 MPa or more manufactured by centrifugal molding as the superstructure of the avalanche tunnel, the purpose is to verify the structural safety of the corner rigid joint in which the centrifugal molded beam is integrated with the substructure, which is the negative moment area. A full-size specimen was manufactured, and loading tests and analysis studies were performed. In order to expect the same effect that the maximum moment occurs in the corner joint part of the upper slab end when the standard model of the avalanche tunnel is designed with a load combination according to the specification, a modified cantilever type structural model specimen was manufactured and the corner rigid joint was fixedly connected. A study was performed to determine the performance of the method and the optimal connection construction method. The test results demonstrated that the proposed connection system outperforms others. Despite having differences in joint connection construction type, stable flexural behavior was shown in all the tested specimens. The proposed method also outperformed the behavior of centrifugally formed beams and upper slabs. The behavior of the corner rigid joint analysis model according to the F.E. analysis showed slightly greater stiffness compared to the results of the experiment, but the overall behavior was almost similar. Therefore, there is no structural problem in the construction of the corner rigid joint between the centrifugally formed beam and the wall developed in this study.
KSCE Journal of Civil and Environmental Engineering Research
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v.28
no.4A
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pp.507-515
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2008
In this study, a method predicting the displacement response of structures from the measured dynamic strain signal is proposed by using mode decomposition technique. Evaluation of bridge stability is normally focused on the bridge completed. However, dynamic loadings including wind and seismic loadings could be exerted to the bridge under construction. In order to examine the bridge stability against these dynamic loadings, the prediction of displacement response is very important to evaluate bridge stability. Because it may be not easy for the displacement response to be acquired directly on site, an indirect method to predict the displacement response is needed. Thus, as an alternative for predicting the displacement response indirectly, the conversion of the measured strain signal into the displacement response is suggested, while the measured strain signal can be obtained using fiber optic Bragg-grating (FBG) sensors. As previous studies on the prediction of displacement response by using the FBG sensors, the static displacement has been mainly predicted. For predicting the dynamic displacement, it has been known that the measured strain signal includes higher modes and then the predicted dynamic displacement can be inherently contaminated by broad-band noises. To overcome such problem, a mode decomposition technique was used. Mode decomposition technique estimates the displacement response of each mode with mode shape estimated to use POD from strain signal and with the measured strain signal decomposed into mode by EMD. This is a method estimating the total displacement response combined with the each displacement response about the major mode of the structure. In order to examine the mode decomposition technique suggested in this study model experiment was performed.
Electrolytes are one of the essential components of a lithium-ion battery. They determine the battery's lifespan and cell characteristics. The dielectric constant is a key thermophysical property for determining how much salt can be dissociated and solvated in a solution. Hence, fast and reliable dielectric constant measurement is essential when formulating an electrolyte solution. This work implemented an open-ended coaxial probe (OECP) station as a quick and reliable tool to measure the complex permittivity spectra of electrolyte solutions. The capability of the OECP station was tested by measuring the complex permittivity of propylene carbonate (PC), dimethyl carbonate (DMC), and their mixtures from 0.1 to 8 GHz at 288.15, 298.15, and 308.15 K. The obtained dielectric spectra were then interpreted based on dielectric relaxation models and thermodynamic theories. The measured static dielectric constant data agreed well with the data from previous studies. They were also correlated using the Wang-Anderko thermodynamic model, showing approximately a 1% deviation from the experimental data. In addition, the relaxation characteristics, including the relaxation time and the Cole-Davidson exponent, showed that the microstructure of the solution significantly changes at the propylene carbonate mole fraction of 0.4. These results and methodologies are expected to contribute to the further understanding of electrolyte solutions and ultimately lead to the optimization of electrolyte formulation for lithium-ion batteries.
In this thesis, the movie with mise-en-scene established was compared with the peculiarity of the play that is the etymological source of the term to identify the peculiarity of mise-en-scene which was substituted into animation to find the peculiarity of mise-en-scene in animation. To emphasize the direct connection between the frame's visual peculiarity and the director's opinions, the mise-en-scene of director centered animation created under a restricted environment was reviewed. Mise-en-scene which started from movie critics theory does not simply mean the arrangement of images in a frame. Mise-en-scene emphasizes the exposure of the work's motive by the visual components. The animation's assuming the middle point of environmental share possessed by play and movie when schematizing the genre peculiarity of animation, play and movie was a noteworthy result. It can be said that the cause is that the animation's peculiarity yield different results depending on the making methods; we verified that this is a key factor in the analysis of animation's mise-en-scene. I emphasized that the peculiarity of animation mise-en-scene is in its making method and material and suggested identifying the work's making methods and analyzing the work's aesthetic results derived in this way. The russian animation which was perceived as peripheral arts was relatively free from the burden of censorship while receiving support from the Soviet as a media for propaganda. The russian animation's mise-en-scene which found the material for its works in the country's folklore was metaphorical, focused on new expression forms and achieved experimental elements. Russian animation pursues a unique aesthetic world through space expression based on the forms of opera or ballet and heavy motions formed static inbetweens.
Art is the product from the combination of politics, economy, and social and cultural aspects. Recent development of digital media has affected on the expansion of visual expression in art. Digital media allow artists to use sound and physical interaction as well as image as an plastic element for making a work of art. Also, digital media help artists create an interactive, synaesthetic and visual perceptive environment by combining viewers' physical interaction with the reconstruction of image, sound, light, and among other plastic elements. This research was focused on the analysis of the relationship between images in art work and the viewer and data visualization using sound from the perspective of visual perception. This research also aimed to develop an interactive art by visualizing physical data with sound generating from outer stimulus or the viewer. Physical data generating from outer sound can be analyzed in various aspects. For example, Sound data can be analyzed and sampled within pitch, volume, frequency, and etc. This researcher implemented a new form of media art through the visual experiment of LED light triggered by sound frequency generating from viewers' voice or outer physical stimulus. Also, this researcher explored the possibility of various visual image expression generating from the viewer's reaction to illusionary characteristics of light(LED), which can be transformed within external physical data in real time. As the result, this researcher used a motif from Piet Mondrian's Broadway Boogie Woogie in order to implement a visual perceptive interactive work reacting with sound. Mondrian tried to approach at the essence of visual object by eliminating unnecessary representation elements and simplifying them in painting and making them into abstraction consisting of color, vertical and horizontal lines. This researcher utilized Modrian's simplified visual composition as a representation metaphor in oder to transform external sound stimulus into the element of light(LED), and implemented an environment inducing viewers' participation, which is a dynamic composition maximizing a synaesthetic expression, differing from Modrian's static composition.
3,000 years ago, since the first poster of humanity appeared in Egypt, the invention of printing technique and the development of civilization have accelerated the poster production technology. In keeping with this, the expression of poster has also been developed as an attempt to express artistic sensibility in a simple arrangement of characters, and now it has become an art form that has become a domain of professional designers. However, the technological development in the expression of poster is keep staying in two-dimensional, and is dependent on printing only that it is irrelevant to the change of ICT environment based on modern multimedia. Especially, among the many kinds of posters, the style of movie posters, which are the only objects for video, are still printed on paper, and many attempts have been made so far, but the movie industry still does not consider ICT integration at all. This study started with the feature that the object of the movie poster dealt with the video and attempted to introduce the augmented reality to apply the dynamic image of the movie to the static poster. In the graduation work of the media design major of a university in Korea, the poster of each works for promoting the visual work of the students was designed and printed in the form of a commercial film poster. Among them, 6 artworks that are considered to be suitable for augmented reality were selected and augmented reality was introduced and exhibited. Content that appears matched to the poster through the mobile device is reproduced on a poster of a scene of the video, but the text informations of the original poster are kept as they are, so that is able to build a moving poster looked like a wanted from the movie "Harry Potter". In order to produce this augmented reality poster, we applied augmented reality to posters of existing commercial films produced in two different formats, and found a way to increase the characteristics of AR contents. Through this, we were able to understand poster design suitable for AR representation, and technical expression for stable operation of augmented reality can be summarized in the matching process of augmented reality contents production.
Corporate bankruptcy can cause great losses not only to stakeholders but also to many related sectors in society. Through the economic crises, bankruptcy have increased and bankruptcy prediction models have become more and more important. Therefore, corporate bankruptcy has been regarded as one of the major topics of research in business management. Also, many studies in the industry are in progress and important. Previous studies attempted to utilize various methodologies to improve the bankruptcy prediction accuracy and to resolve the overfitting problem, such as Multivariate Discriminant Analysis (MDA), Generalized Linear Model (GLM). These methods are based on statistics. Recently, researchers have used machine learning methodologies such as Support Vector Machine (SVM), Artificial Neural Network (ANN). Furthermore, fuzzy theory and genetic algorithms were used. Because of this change, many of bankruptcy models are developed. Also, performance has been improved. In general, the company's financial and accounting information will change over time. Likewise, the market situation also changes, so there are many difficulties in predicting bankruptcy only with information at a certain point in time. However, even though traditional research has problems that don't take into account the time effect, dynamic model has not been studied much. When we ignore the time effect, we get the biased results. So the static model may not be suitable for predicting bankruptcy. Thus, using the dynamic model, there is a possibility that bankruptcy prediction model is improved. In this paper, we propose RNN (Recurrent Neural Network) which is one of the deep learning methodologies. The RNN learns time series data and the performance is known to be good. Prior to experiment, we selected non-financial firms listed on the KOSPI, KOSDAQ and KONEX markets from 2010 to 2016 for the estimation of the bankruptcy prediction model and the comparison of forecasting performance. In order to prevent a mistake of predicting bankruptcy by using the financial information already reflected in the deterioration of the financial condition of the company, the financial information was collected with a lag of two years, and the default period was defined from January to December of the year. Then we defined the bankruptcy. The bankruptcy we defined is the abolition of the listing due to sluggish earnings. We confirmed abolition of the list at KIND that is corporate stock information website. Then we selected variables at previous papers. The first set of variables are Z-score variables. These variables have become traditional variables in predicting bankruptcy. The second set of variables are dynamic variable set. Finally we selected 240 normal companies and 226 bankrupt companies at the first variable set. Likewise, we selected 229 normal companies and 226 bankrupt companies at the second variable set. We created a model that reflects dynamic changes in time-series financial data and by comparing the suggested model with the analysis of existing bankruptcy predictive models, we found that the suggested model could help to improve the accuracy of bankruptcy predictions. We used financial data in KIS Value (Financial database) and selected Multivariate Discriminant Analysis (MDA), Generalized Linear Model called logistic regression (GLM), Support Vector Machine (SVM), Artificial Neural Network (ANN) model as benchmark. The result of the experiment proved that RNN's performance was better than comparative model. The accuracy of RNN was high in both sets of variables and the Area Under the Curve (AUC) value was also high. Also when we saw the hit-ratio table, the ratio of RNNs that predicted a poor company to be bankrupt was higher than that of other comparative models. However the limitation of this paper is that an overfitting problem occurs during RNN learning. But we expect to be able to solve the overfitting problem by selecting more learning data and appropriate variables. From these result, it is expected that this research will contribute to the development of a bankruptcy prediction by proposing a new dynamic model.
Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.
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