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      • KCI등재
      • 사이버공격 시나리오 개발을 위한 보안위협 지식 데이터베이스 활용에 관한 연구

        노창현,서정택 한국차세대컴퓨팅학회 2022 한국차세대컴퓨팅학회 학술대회 Vol.2022 No.05

        정보기술의 발달과 개발된 시스템의 규모가 증대되고, 여러 IT 환경이 융합됨에 따라 사이버 위협 및 공격이 증가하고 있으며, 공격 양상도 복잡해지고 있다. 이러한 위협에 대응하기 위해서는 실제와 유사한 사이버공격 훈련이 필요하며, 훈련에는 공격 시나리오가 필수적으로 수립되어야 한다. 하지만, 한 번 수립된 시나리오는 반복해서 사용되어 지속적으로 발전하는 최신 사이버위협을 반영하기 어려운 단점이 존재한다. 본 논문에서는 최신의 보안위협이 공개된 보안위협 지식 데이터베이스를 이용하여 공격 시나리오와의 연계성을 도출하고, 시나리오 개발에서의 활용 방안을 제안한다.

      • KCI등재

        협동학습을 위한 교육용 온라인 게임 연구

        노창현,이완복 한국게임학회 2004 한국게임학회 논문지 Vol.4 No.3

        The social interest for collaborative teaming and educational game has been increased. In this paper, we investigated the educational value of collaborative teaming and game. Based on this investigation, we propose an educational on-line game model for collaborative teaming. Although the proposed model is still conceptual design, it sufficiently shows that on-line RPG game can be a good collaborative teaming method for young children. We will perform a comparison study on the teaming achievement between the two methods: 1) the on-line game proposed in this paper, 2) the conventional educational method performed in normal school.

      • KCI등재

        시멘틱 컴퓨팅 기반의 동적 작업 스케줄링 모델 및 시뮬레이션

        노창현,장성호,김태영,이종식,Noh, Chang-Hyeon,Jang, Sung-Ho,Kim, Tae-Young,Lee, Jong-Sik 한국시뮬레이션학회 2009 한국시뮬레이션학회 논문지 Vol.18 No.2

        In the computing environment with heterogeneous resources, a job scheduling model is necessary for effective resource utilization and high-speed data processing. And, the job scheduling model has to cope with a dynamic change in the condition of resources. There have been lots of researches on resource estimation methods and heuristic algorithms about how to distribute and allocate jobs to heterogeneous resources. But, existing researches have a weakness for system compatibility and scalability because they do not support the standard language. Also, they are impossible to process jobs effectively and deal with a variety of computing situations in which the condition of resources is dynamically changed in real-time. In order to solve the problems of existing researches, this paper proposes a semantic computing-based dynamic job scheduling model that defines various knowledge-based rules for job scheduling methods adaptable to changes in resource condition and allocate a job to the best suited resource through inference. This paper also constructs a resource ontology to manage information about heterogeneous resources without difficulty as using the OWL, the standard ontology language established by W3C. Experimental results shows that the proposed scheduling model outperforms existing scheduling models, in terms of throughput, job loss, and turn around time.

      • KCI등재

        메타버스 환경에서의 디지털휴먼(아바타)의 소유권 관리를 위한 NFT 적용에 관한 연구

        노창현,신동명 한국소프트웨어감정평가학회 2023 한국소프트웨어감정평가학회 논문지 Vol.19 No.2

        Metaverse is expanding its service field with the development of computer graphics such as games and cultural development of SNS and is expected to evolve into a form that encompasses SNS gradually. The element that users recognize as the most important in the metaverse is the digital human (avatar). It is a subject that interacts with other users and objects in the metaverse and is created directly or used through the avatar market trading platform to express the user's own personality. However, in creating and trading avatars, ownership management such as modelling and design is not sufficiently performed, resulting in serious problems such as unauthorized use and production of secondary creations. Avatars are an essential asset that represents the user's personality and identity, so it is necessary to manage the ownership of avatars. Therefore, in this study, we propose an ownership management technique using NFT (Non-Fungible Token), a decentralized token, to guarantee the ownership of avatars. Through this, ownership of avatars on the metaverse can be managed and traded transparently, which is expected to contribute to the expansion of the metaverse market, including the avatar market.

      • Synthesis and characterization of functional nanocomposites for radioactive cesium adsorption

        노창현,김민규,김선병,김일국,김재훈,윤인호,은희철,장범수,최만수 한국공업화학회 2019 한국공업화학회 연구논문 초록집 Vol.2019 No.0

        In this study, we aimed to design and synthesize a new microporous three-dimensional network composite composed of PB encapsulated by polymer beads, which were reinforced by cross-linking aminopropylfunctionalized iron phyllosilicates clay, for high adsorption and easy separation of radioactive cesium from contaminated water. The synthesized composite was confirmed by Fourier-transform infrared spectroscopy, X-ray diffraction, X-ray photoelectron spectroscopy, thermal gravimetric analysis, and scanning electron microscopy. The results revealed that the composite adsorbent was highly efficient in the removal of radioactive cesium because of the good adsorption property of PB and the excellent adsorption property of the alginate/AIP clay network. Owing to the bio-compatible nature of alginate and AIP clay, they may form a potential class of adsorbents for environmental remediation.

      • KCI등재

        신경회로망을 이용한 실시간 시뮬레이션에 관한 연구 : 원자력 발전소 중대사고를 중심으로

        노창현,정광호 한국게임학회 2002 한국게임학회 논문지 Vol.2 No.2

        In this study, a real-time simulation method for the phenomena, which are too complex to be simulated during real-time computer games, was proposed based on the neural network. The procedure of proposed method is to 1) obtain correlation data between input parameters and output parameters by mathematical modeling, code analyses, and so on, 2) train the neural network with the correlation data, 3) and insert the trained neural network in a game program as a simulation module. For the case that the number of the input and output parameters is too high to be analyzed, a method was proposed to omit parameters of little importance. The method was successfully applied to severe accidents of nuclear power plants, reflecting that the method was very effective in real time simulation of complex phenomena.

      • 실사기반 가상환경기술을 이용한 차량용 3차원 네비게이션 시스템 개발

        노창현,이완복,Kim Chang-Hyun,Lee Wan-Bok 한국콘텐츠학회 2006 게임&엔터테인먼트논문지 Vol.2 No.1

        본 연구의 목적은 가상현실 분야의 그림 속으로의 여행 기법(TIP, Tour Into the Picture)을 적용하여 운전자가 원하는 목적지까지의 경로를 실시간으로 도로 전경과 동일한 실사기반 3차원 영상으로 보여줄 수 있는 차량용 3차원 네비게이션 시스템을 개발하는데 있다. 이를 위해 기존의 TIP기법을 보완하였고 사용자의 위치와 현재의 도로 상황을 동시에 고려한 최적 경로 탐색기술 등을 제시하였다. 실험 결과, 실제 도로에서 일정 간격을 두고 촬영한 파노라마 실사 영상에 TIP 기법을 적용하여 가상환경을 구축하고 이들 사이의 부드러운 전이를 통해 사진과 같은 품질의 3차원 영상을 보여주었다. 개발된 시스템은 2차원 네비게이션 모듈을 가지며 최적 경로 탐색 및 도로 상황 예측 기능을 제공한다. Objective of this study is to develop a 3D car navigation system that shows the driving direction to a destination through real-time 3-D panoramic views of the route. For the purpose, a new searching process was established to find the optimal driving direction based on the driver's current location and the real-time traffic situation and the TIP (tour into the picture) method was extended to implement a wide virtual environment. A virtual environment was built up by applying the extended TIP method to the panoramic images taken at a constant distance from a real road, and then, displayed 3-D navigation as clear as the real images. The car navigation system developed in this study provides the optimal driving direction and real-time traffic situation using 2-D navigation module and 3D navigation module.

      • KCI등재후보

        게임스토리에 나타난 영웅의 모험(Hero's Journey)의 12가지 단계 분석

        노창현,이완복 한국콘텐츠학회 2006 한국콘텐츠학회논문지 Vol.6 No.11

        최근 들어 게임에 스토리를 접목하는 방법에 대한 관심이 증대되고 있다. 본 연구에서는 영화와 신화에서 주목받았던 조셉 켐벨(Joseph Campbell)의 영웅의 모험(Hero's Journey)에 등장하는 12가지 단계를 크리스토퍼 보글러(Christoper Vogler)의 관점에서 분석하고 게임과 어떻게 연관될 수 있는지 조사하였다. 게임에서 게이머는 주인공의 분신인 동시에 스토리텔러에 해당하기 때문에 게이머는 게임을 장시간 즐기는 과정에서 스토리를 만들어 나가게 된다. 게임에서 만들어 질 수 있는 스토리 구조를 분석하여 켐벨의 12가지 단계와 관계성을 연구하였다. 아타리(Atari)사에서 출시한 건설경영시뮬레이션 게임인 RCT3를 연구대상으로 하였다. 연구결과 켐벨의 12가지 단계는 게임스토리에 상당부분 적용이 가능했다. Recently, embedding method of a story into a game has gathered much attention than ever. In this study, the 12 phases of Hero's Journey, which was suggested by Joseph Campbell and was highlighted in the area of movies and myths, has been analysed at a point of Christoper Vogler. Since a gamer is not just only a player but also a story-teller in a game, the story experienced by the player enjoying the game was examined and correlated with the 12 phases of Campbell. The game RCT3, a construction/management simulation game ,produced by Atari, was studied. The 12 phases of Campbell was applicable to game story.

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