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Game Theoretic Optimization of Investment Portfolio Considering the Performance of Information Security Countermeasure (정보보호 대책의 성능을 고려한 투자 포트폴리오의 게임 이론적 최적화)

  • Lee, Sang-Hoon;Kim, Tae-Sung
    • Journal of Intelligence and Information Systems
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    • v.26 no.3
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    • pp.37-50
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    • 2020
  • Information security has become an important issue in the world. Various information and communication technologies, such as the Internet of Things, big data, cloud, and artificial intelligence, are developing, and the need for information security is increasing. Although the necessity of information security is expanding according to the development of information and communication technology, interest in information security investment is insufficient. In general, measuring the effect of information security investment is difficult, so appropriate investment is not being practice, and organizations are decreasing their information security investment. In addition, since the types and specification of information security measures are diverse, it is difficult to compare and evaluate the information security countermeasures objectively, and there is a lack of decision-making methods about information security investment. To develop the organization, policies and decisions related to information security are essential, and measuring the effect of information security investment is necessary. Therefore, this study proposes a method of constructing an investment portfolio for information security measures using game theory and derives an optimal defence probability. Using the two-person game model, the information security manager and the attacker are assumed to be the game players, and the information security countermeasures and information security threats are assumed as the strategy of the players, respectively. A zero-sum game that the sum of the players' payoffs is zero is assumed, and we derive a solution of a mixed strategy game in which a strategy is selected according to probability distribution among strategies. In the real world, there are various types of information security threats exist, so multiple information security measures should be considered to maintain the appropriate information security level of information systems. We assume that the defence ratio of the information security countermeasures is known, and we derive the optimal solution of the mixed strategy game using linear programming. The contributions of this study are as follows. First, we conduct analysis using real performance data of information security measures. Information security managers of organizations can use the methodology suggested in this study to make practical decisions when establishing investment portfolio for information security countermeasures. Second, the investment weight of information security countermeasures is derived. Since we derive the weight of each information security measure, not just whether or not information security measures have been invested, it is easy to construct an information security investment portfolio in a situation where investment decisions need to be made in consideration of a number of information security countermeasures. Finally, it is possible to find the optimal defence probability after constructing an investment portfolio of information security countermeasures. The information security managers of organizations can measure the specific investment effect by drawing out information security countermeasures that fit the organization's information security investment budget. Also, numerical examples are presented and computational results are analyzed. Based on the performance of various information security countermeasures: Firewall, IPS, and Antivirus, data related to information security measures are collected to construct a portfolio of information security countermeasures. The defence ratio of the information security countermeasures is created using a uniform distribution, and a coverage of performance is derived based on the report of each information security countermeasure. According to numerical examples that considered Firewall, IPS, and Antivirus as information security countermeasures, the investment weights of Firewall, IPS, and Antivirus are optimized to 60.74%, 39.26%, and 0%, respectively. The result shows that the defence probability of the organization is maximized to 83.87%. When the methodology and examples of this study are used in practice, information security managers can consider various types of information security measures, and the appropriate investment level of each measure can be reflected in the organization's budget.

Factors Influencing on the Intention to Use Serious Games for Healthcare: The Perspective of Valence Framework (건강 기능성 게임의 수용에 영향을 주는 요인: 감정가 프레임워크 관점)

  • Yong-Young Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.1
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    • pp.97-112
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    • 2024
  • In order to verify the factors affecting the acceptance of Serious Games for Healthcare (SGHs), this study developed a hierarchical model of general and specific benefit and risk factors affecting the intention to use SGHs based on the valence framework. As a result based on 199 samples, it was revealed that perceived customization and perceived schedule flexibility had a positive effect on the perceived benefits, which, in turn, had a positive effect on the intention to use SGHs. However, among the specific risk factors, only privacy risk had a positive effect on perceived risk, but it did not have a effect on SGHs usage intention. The results related to the fact that the survey respondents were potential users of SGHs and the bias that may overestimate the benefits provided by SGHs called optimistic bias. Based on these findings, some implications were presented such as the spread and distribution of SGHs to the ordinary persons, improvement of negative perceptions of games, and the need for data-based services to refine customized services for SGHs.

A Motion-driven Rowing Game based on Teamwork of Multiple Players (다중 플레이어들의 팀워크에 기반한 동작-구동 조정 게임)

  • Kim, Hyejin;Shim, JaeHyuk;Lim, Seungchan;Goh, Youngnoh;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.73-81
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    • 2018
  • In this paper, we present a motion-driven rowing simulation framework that allows multiple players to row a boat together by their harmonized movements. In the actual rowing game, it is crucial for the players to synchronize their rowing with respect to time and pose so as to accelerate the boat. Inspired by this interesting feature, we measure the motion similarity among multiple players in real time while they are doing rowing motions and use it to control the velocity of the boat in a virtual environment. We also employ game components such as catching an item which can accelerate or decelerate the boat depending on its type for a moment once it has been obtained by synchronized catching behaviors of the players. By these components, the players can be encouraged to more actively participate in the training for a good teamwork to produce harmonized rowing movements Our methods for the motion recognition for rowing and item catch require the tracking data only for the head and the both hands and are fast enough to facilitate the real-time performance. In order to enhance immersiveness of the virtual environment, we project the rowing simulation result on a wide curved screen.

Social network analysis for a soccer game (사회네트워크분석을 통한 축구경기 분석)

  • Choi, Seung-Bae;Kang, Chang-Wan;Choi, Hyong-Jun;Kang, Byung-Yuk
    • Journal of the Korean Data and Information Science Society
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    • v.22 no.6
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    • pp.1053-1063
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    • 2011
  • Social network analysis is the social statistical analysis of any social structure involving a stream of mutual information between observations. In this study we used the results of passes between players in a soccer game. The analysis contents are as follows. (1) Players with important or leading roles are identified. (2) Players are assessed by pass frequency and the success rate of passes. The purpose of this study is for use as basic data for future team strategy, and achieves this by evaluating the role of each individual player within a team. In this study, social network analysis without separating positions is conducted, and is also performed for defensive and attacking positions respectively. The results of this study are as follows: First, when complete team data were available, the players performing leadership roles were Jung-woo Kim, Sung-yeung Ki and Chung-young Lee, whereas Jeong-su Lee acted as a sub-leader. In case of data for defensive positions Jeong-su Lee was a leading player, and in terms of attacking positions, all of the players excelled in the game and could be evaluated as playing lead roles.

ATTITUDE AND CONFIGURATION CONTROL OF FLEXIBLE MULTI-BODY SPACECRAFT

  • Choi, Sung-Ki;Jone, E.;Cochran, Jr.
    • Journal of Astronomy and Space Sciences
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    • v.19 no.2
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    • pp.107-122
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    • 2002
  • Multi-body spacecraft attitude and configuration control formulations based on the use of collaborative control theory are considered. The control formulations are based on two-player, nonzero-sum, differential game theory applied using a Nash strategy. It is desired that the control laws allow different components of the multi-body system to perform different tasks. For example, it may be desired that one body points toward a fixed star while another body in the system slews to track another satellite. Although similar to the linear quadratic regulator formulation, the collaborative control formulation contains a number of additional design parameters because the problem is formulated as two control problems coupled together. The use of the freedom of the partitioning of the total problem into two coupled control problems and the selection of the elements of the cross-coupling matrices are specific problems ad-dressed in this paper. Examples are used to show that significant improvement in performance, as measured by realistic criteria, of collaborative control over conventional linear quadratic regulator control can be achieved by using proposed design guidelines.

A Study on Gamification Consumer Perception Analysis Using Big Data

  • Se-won Jeon;Youn Ju Ahn;Gi-Hwan Ryu
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.332-337
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    • 2023
  • The purpose of the study was to analyze consumers' perceptions of gamification. Based on the analyzed data, we would like to provide data by systematically organizing the concept, game elements, and mechanisms of gamification. Recently, gamification can be easily found around medical care, corporate marketing, and education. This study collected keywords from social media portal sites Naver, Daum, and Google from 2018 to 2023 using TEXTOM, a social media analysis tool. In this study, data were analyzed using text mining, semantic network analysis, and CONCOR analysis methods. Based on the collected data, we looked at the relevance and clusters related to gamification. The clusters were divided into a total of four clusters: 'Awareness of Gamification', 'Gamification Program', 'Future Technology of Gamification', and 'Use of Gamification'. Through social media analysis, we want to investigate and identify consumers' perceptions of gamification use, and check market and consumer perceptions to make up for the shortcomings. Through this, we intend to develop a plan to utilize gamification.

Impact Analysis of Internet Addiction on Students' Academic Performance

  • Seong-Hoon Lee;Dong-Woo Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.248-253
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    • 2023
  • Nowadays, with the spread of the Internet and the emergence of high-performance computers and various peripheral devices, our society is undergoing great changes. In the field of education, various types of education using smart education infrastructure are being conducted. The spread of the Internet and the development of various devices have problems that can lead to addiction due to excessive Internet use. Most of the problems that appear in adolescence are immersed in games, which can affect academic achievement. Therefore, in this study, the effect of excessive Internet use on students' academic achievement was studied. The survey for the study was conducted through a questionnaire survey, and the subjects of the survey were high school students majoring in humanities. As a result, the relationship between academic achievement and Internet addiction was low in the middle, upper, and lower groups in the general user group. Also, in the highrisk user group, it appeared high in the order of middle, low, and high.

Gamification on Mobile Payment Application: Uses and Gratification Perspective

  • Mutia Fadhila Putri;Ratna Juita;Achmad Nizar Nidayanto;Dedi I. Inan
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.750-769
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    • 2022
  • Indonesia has the largest potential mobile payment (m-payment) market in Southeast Asia. The government has realised this through Government's National Non-Cash Movement to increase its adoption. This is then followed up by advocating its adoption massively. However, for this movement to be a success, ensuring its continued use is critical. Various studies have attempted to contribute to this issue. Incorporating game elements into the application that brings benefits and satisfaction to its user is envisaged as one of the most feasible ways. This study, therefore, sets out to investigate the effects of gamification on the m-payment application, which drive the intention to continued use by employing the Uses dan Gratification Theory (UGT). A total of 826 m-payment users were gathered to be analysed using Structural Equation Modelling. The results show that utilitarian, hedonic and social gratifications have significant effects on the continuance usage intention of m-payment. Theoretically, this study contributes to the literature by showing that gamification applied in the payment significantly affects the m-payment continuance usage intention. Practically, this research informs the m-payment providers to maintain the gamification elements in their applications to ensure their sustainable use. Limitations and future research directions are also discussed.

Trimmed NURBS surface tessellation with sharp shape constraint (Sharp Shape를 유지하는 trimmed NURBS 곡면의 삼각화 방법)

  • Cho, Doo-Yeoun;Kim, In-Ill;Lee, Kyu-Yeul;Kim, Tae-Wan
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.62-68
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    • 2002
  • This paper presents a method for tessellating trimmed NURBS surface with preserving sharp shape Although several existing approaches need a large number of triangular meshes to represent sharp shape of surface, resulting triangular meshes may not reflect sharp edges properly. In this study, we flit detect the sharp shape of NURBS surface automatically using C1 continuous condition and then use constraint Delaunay triangulation method to present exact sharp shape with the minimum triangular meshes. And we also use approximated developed surface domain as triangulation domain of rimmed NURBS surface. In this way, the shape of triangular elements on the triangular domains is approximately preserved and can avoid distortion when mapped into three-dimensional space. finally, we show examples that demonstrate the effectiveness of the proposed scheme in terms of reducing the number of triangular meshes and preserving sharp shape of surface more exactly.

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Problems of Teaching Pupils of Non-Specialized Classes to Program and Ways to Overcome Them: Local Study

  • Rudenko, Yuliya;Drushlyak, Marina;Osmuk, Nataliia;Shvets, Olha
    • International Journal of Computer Science & Network Security
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    • v.22 no.1
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    • pp.105-112
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    • 2022
  • The development and spread of IT-technologies has raised interest in teaching programming pupils. The article deals with problems related to programming and ways to overcome them. The importance of programming skills is emphasized, as this process promotes the formation of algorithmic thinking of pupils. The authors determined the level of pupils' interest to programing learning depending on the age. The analysis has showed that the natural interest of younger pupils in programming is decreasing over the years and in the most productive period of its study is minimized. It is revealed that senior school pupils are characterized by low level of interest in the study of programming; lack of motivation; the presence of psychological blocks on their own abilities in the context of programming; law level of computer science understanding. To overcome these problems, we conducted the second stage of the experiment, which was based on a change in the approach to programing learning, which involved pupils of non-specialized classes of senior school (experimental group). During the study of programming, special attention was paid to the motivational and psychological component, as well as the use of game technologies and teamwork of pupils. The results of the pedagogical experiment on studying the effectiveness of teaching programming for pupils of nonspecialized classes are presented. Improvement of the results provided the use of social and cognitive motives; application of verbal and non-verbal, external and internal means; communicative attacks; stimulation and psychological setting; game techniques, independent work and reflection, teamwork. The positive effect of the implemented methods is shown by the results verified by the methods of mathematical statistics in the experimental and control groups of pupils.