• Title/Summary/Keyword: 행위패턴

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Detection of Unknown Malicious Scripts Using Static Analysis (정적 분석을 이용한 알려지지 않은 악성 스크립트 감지)

  • Lee, Seong-Uck;Bae, Byung-Woo;Lee, Hyong-Joon;Cho, Eun-Sun;Hong, Man-Pyo
    • The KIPS Transactions:PartC
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    • v.9C no.5
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    • pp.765-774
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    • 2002
  • Analyzing the code using static heuristics is a widely used technique for detecting unknown malicious codes. It decides the maliciousness of a code by searching for some fragments that had been frequently found in known malicious codes. However, in script codes, it tries to search for sequences of method calls, not code fragments, because finding such fragments is much difficult. This technique makes many false alarms because such method calls can be also used in normal scripts. Thus, static heuristics for scripts are used only to detect malicious behavior consisting of specific method calls which is seldom used in normal scripts. In this paper. we suggest a static analysis that can detect malicious behavior more accurately, by concerning not only the method calls but also parameters and return values. The result of experiments show that malicious behaviors, which were difficult to detect by previous works, due to high false positive, will be detected by our method.

Discriminant Analysis of Human's Implicit Intent based on Eyeball Movement (안구운동 기반의 사용자 묵시적 의도 판별 분석 모델)

  • Jang, Young-Min;Mallipeddi, Rammohan;Kim, Cheol-Su;Lee, Minho
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.6
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    • pp.212-220
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    • 2013
  • Recently, there has been tremendous increase in human-computer/machine interaction system, where the goal is to provide with an appropriate service to the user at the right time with minimal human inputs for human augmented cognition system. To develop an efficient human augmented cognition system based on human computer/machine interaction, it is important to interpret the user's implicit intention, which is vague, in addition to the explicit intention. According to cognitive visual-motor theory, human eye movements and pupillary responses are rich sources of information about human intention and behavior. In this paper, we propose a novel approach for the identification of human implicit visual search intention based on eye movement pattern and pupillary analysis such as pupil size, gradient of pupil size variation, fixation length/count for the area of interest. The proposed model identifies the human's implicit intention into three types such as navigational intent generation, informational intent generation, and informational intent disappearance. Navigational intent refers to the search to find something interesting in an input scene with no specific instructions, while informational intent refers to the search to find a particular target object at a specific location in the input scene. In the present study, based on the human eye movement pattern and pupillary analysis, we used a hierarchical support vector machine which can detect the transitions between the different implicit intents - navigational intent generation to informational intent generation and informational intent disappearance.

Research of Dynamic Creation Method of Game Environment using Game Player's Behavior Pattern (게임 플레이 행동 패턴을 이용한 게임 환경 동적 생성 기법에 관한 연구)

  • Jang, Sae-Rom;Lee, Jae-Yeol;Choi, Young-Mee;Choo, Moon-Won;Yoon, Tae-Bok
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.3-10
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    • 2009
  • Recently, various ways are being explored for enhancing the fun of computer games and lengthening the life cycle of them. This paper proposes the more active game environment by reflecting the decision that is made by collecting and analyzing user's behavioral data. The game results and traveling information of user is using for dynamic map creation. For experiment of the proposed method, we created games using the XNA Framework and confirmed the game environment which changing properly according to the user's game play.

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An Active Mining Framework Design using Spatial-Temporal Ontology (시공간 온톨로지를 이용한 능동 마이닝 프레임워크 설계)

  • Hwang, Jeong-Hee;Noh, Si-Choon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3524-3531
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    • 2010
  • In order to supply suitable services to users in ubiquitous computing environments, it is important to consider both location and time information which is related to all object and user's activity. To do this, in this paper, we design a spatial-temporal ontology considering user context and propose a system architecture for active mining user activity and service pattern. The proposed system is a framework for active mining user activity and service pattern by considering the relation between user context and object based on trigger system.

Performance Analysis of an On-line Game Abuse Pattern Monitoring Method (온라인 게임 악용 패턴 모니터링 방법의 성능 분석)

  • Roh, Chang-Hyun;Son, Han-Seong
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.71-77
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    • 2011
  • CEP(Complex Event Processing) is a technique to find complex event pattern in a massive information system. Based on CEP technique, an abuse pattern monitoring method has been developed to provide an real-time detection. In the method, the events occurred by game-play are observed to be against the rules using CEP. User abuse patterns are pre-registered in CEP engine. And CEP engine monitors user abuse after aggregating the game data transferred by game logging server. This article provides the performance analysis results of the abuse pattern monitoring method using real game DB. We results that the method proposed in previous study is effective to monitor abusing users.

Correction Algorithm for PDR Performance Improvement through Smartphone Motion Sensors (보행자 추측 항법 성능 향상을 위한 스마트폰 전용 모션 센서 보정 알고리즘)

  • Kim, Do Yun;Choi, Lynn
    • KIISE Transactions on Computing Practices
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    • v.23 no.3
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    • pp.148-155
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    • 2017
  • In this paper, we develop a new system to estimate the step count for a smartphone user. The system analyzes data obtained from the accelerometer, magnetic sensor, and gyroscope of an android smartphone to extract pattern information of human steps. We conduct an experiment and evaluation to confirm that the proposed system successfully estimates the number of steps with 96% accuracy when hand-held and 95.5% accuracy when in-pocket. In addition, we found that detection errors were caused by human motions such as touching the screen, shaking the device up and down, sitting up and sitting down, and waving the phone around.

Design and Implementation of Scenario-based Attack Simulator using NS (NS를 이용한 시나리오기반 공격 시뮬레이터 설계 및 구현)

  • Choi, Hyang-Chang;Noh Bong-Nam;Lee Hyung-Hyo
    • Journal of Internet Computing and Services
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    • v.7 no.5
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    • pp.59-69
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    • 2006
  • Generally, network attacks are based on a scenario composed of a series of single-attacks, scenario attacks are launched over a wide network environment and their targets are not apparent. it is required to analyze entire packets captured on the network. This method makes it difficult to detect accurate patterns of attacks because it unnecessarily analyzes even packets unrelated to attacks. In this paper, we design and implement a simulation system for attacks scenario, which helps packet classification connected with attacks. The proposed system constitutes a target network for analysis in a virtual simulation environment, and it simulates dumping TCPDUMP packets including scenario attacks under the constructed virtual environment, We believe that our proposed simulation system will be a useful tool when security administrators perform the analysis of patterns of attack scenarios.

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UML-based Object-Oriented Framework Modeling Techniques (UML 기반의 객체지향 프레임워크 모델링 기법)

  • Jo, Eun-Suk;Kim, Su-Dong;Ryu, Seong-Yeol
    • Journal of KIISE:Software and Applications
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    • v.26 no.4
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    • pp.533-545
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    • 1999
  • 절차적 재사용, 객체지향 사용, 디자인 패턴, 분석 패턴, 그리고 프레임 워크와 같은 효율적인 소프트웨어 재상요에 대한 많은 연구가 진행되어 오고 있다. 최근 들어 객체지향 프레임워크가 효율적이고 실용적인 재사용 기법으로 크게 부각되고 있다. 객체지향 프레임워크는 특정 도메인에 대한 여러 어플리케이션들 간의 공통된 행위들을 지닌 클래스들의 집합으로서, 재사용성을 증가시키고, 어플리케이션 개발시간을 단축시키는 효과를 지니고 있다. 그러나, 객체지향 프레임워크를 구축하기 위한 체계적인 개발 프로세스와 세부적인 개발 지침에 대한 연구가 충분히 이루어지지 않은 상태이며 OMG의 Unified Modeling Kanguage (UML)을 이용한 객체지향 프레임워크 개발에 관한 연구도 매우 미흡한 상태이다. 본 논문에서는 UML 문법과 의미를 기반으로 한 실용적인 객체지향 프레임워크 모델링 기법을 제시한다. 제시된 모델링 기법의 프로세스는 분석, 설계 구현, 그리고 시험 4단계(Phase)로 구성되어 있으며 , 각 단계는 논리적인 개발 업무(Task)들로 정의된다. 제시된 프로세스는 UML 다이어그램들을 적용 및 확장하였고, Objectory 프로세스를 바탕으로 한 것이므로 , 제시된 프로세스의 적용성 검증을 위해 전자 상거래 도메인에 대한 적용사례연구를 제시한다.

Host Anomaly Detection of Neural Networks and Neural-fuzzy Techniques with Soundex Algorithm (사운덱스 알고리즘을 적용한 신경망라 뉴로-처지 기법의 호스트 이상 탐지)

  • Cha, Byung-Rae;Kim, Hyung-Jong;Park, Bong-Gu;Cho, Hyug-Hyun
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.15 no.2
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    • pp.13-22
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    • 2005
  • To improve the anomaly IDS using system calls, this study focuses on Neural Networks Learning using the Soundex algorithm which is designed to change feature selection and variable length data into a fixed length learning pattern. That is, by changing variable length sequential system call data into a fixed length behavior pattern using the Soundex algorithm, this study conducted neural networks learning by using a backpropagation algorithm with fuzzy membership function. The back-propagation neural networks and Neuro-Fuzzy technique are applied for anomaly intrusion detection of system calls using Sendmail Data of UNM to demonstrate its aspect of he complexity of time, space and MDL performance.

A Typology of Maritally Violent Men: Testing the Three Batterer Subtypes Derived from Theory (가정폭력 행위자의 유형: 이론에 따른 세 하위유형의 검증)

  • Chang, Hee-Suk;Kim, Ye-Sung
    • Korean Journal of Social Welfare
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    • v.56 no.3
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    • pp.303-325
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    • 2004
  • This study investigated subtypes of men who batter, and explored the differences among them. It was based on 217 subjects from all around the nation who received legal punishment. In the analysis of the typology, we specifically tested whether the Holtzworth-Munroe and Stuart proposed typology was verified. The results of the cluster analysis revealed support for their theoretical distinction for three types of abusers. These results imply that Holtzworth-Munroe and Stuart's batterer typology is applicable to Korean batterers to some degree. Type 1 men demonstrated the lowest levels of physical and psychological abuse toward their wives and were the least likely to have had a history of child abuse or alcohol problems. These men had lower MCMI scores and did not show any extraordinary personality traits. Men in this category were violent only against their wives, had relatively liberal sex role attitudes and had the most satisfaction in their intimate relationships. Type 2 men were violent only at home, using a moderate level of violence. These men had very high levels of dependency on others and showed a borderline, avoident or passive-aggressive personality. The amount of alcohol consumption was similar to Type 1, but scores of jealousy, self-esteem, and attitudinal variables were similar to Type 3 men. They lacked assertiveness skills and reported the least marital satisfaction. Type 3 men used the most severe violence and were violent both inside and outside the home. These men showed signs of antisocial and aggressive personality. They had experienced frequent physical abuse during childhood, were the most likely to abuse alcohol and had lower self-control. Type 3 were the most traditional in their views of women's roles and had attitudes supporting violence. Based upon the study findings, practical implications of enhancing treatment efficacy were considered.

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