• Title/Summary/Keyword: 행위패턴

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A Study on Detecting Fake Reviews Using Machine Learning: Focusing on User Behavior Analysis (머신러닝을 활용한 가짜리뷰 탐지 연구: 사용자 행동 분석을 중심으로)

  • Lee, Min Cheol;Yoon, Hyun Shik
    • Knowledge Management Research
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    • v.21 no.3
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    • pp.177-195
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    • 2020
  • The social consciousness on fake reviews has triggered researchers to suggest ways to cope with them by analyzing contents of fake reviews or finding ways to discover them by means of structural characteristics of them. This research tried to collect data from blog posts in Naver and detect habitual patterns users use unconsciously by variables extracted from blogs and blog posts by a machine learning model and wanted to use the technique in predicting fake reviews. Data analysis showed that there was a very high relationship between the number of all the posts registered in the blog of the writer of the related writing and the date when it was registered. And, it was found that, as model to detect advertising reviews, Random Forest is the most suitable. If a review is predicted to be an advertising one by the model suggested in this research, it is very likely that it is fake review, and that it violates the guidelines on investigation into markings and advertising regarding recommendation and guarantee in the Law of Marking and Advertising. The fact that, instead of using analysis of morphemes in contents of writings, this research adopts behavior analysis of the writer, and, based on such an approach, collects characteristic data of blogs and blog posts not by manual works, but by automated system, and discerns whether a certain writing is advertising or not is expected to have positive effects on improving efficiency and effectiveness in detecting fake reviews.

k-Interest Places Search Algorithm for Location Search Map Service (위치 검색 지도 서비스를 위한 k관심지역 검색 기법)

  • Cho, Sunghwan;Lee, Gyoungju;Yu, Kiyun
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.31 no.4
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    • pp.259-267
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    • 2013
  • GIS-based web map service is all the more accessible to the public. Among others, location query services are most frequently utilized, which are currently restricted to only one keyword search. Although there increases the demand for the service for querying multiple keywords corresponding to sequential activities(banking, having lunch, watching movie, and other activities) in various locations POI, such service is yet to be provided. The objective of the paper is to develop the k-IPS algorithm for quickly and accurately querying multiple POIs that internet users input and locating the search outcomes on a web map. The algorithm is developed by utilizing hierarchical tree structure of $R^*$-tree indexing technique to produce overlapped geometric regions. By using recursive $R^*$-tree index based spatial join process, the performance of the current spatial join operation was improved. The performance of the algorithm is tested by applying 2, 3, and 4 multiple POIs for spatial query selected from 159 keyword set. About 90% of the test outcomes are produced within 0.1 second. The algorithm proposed in this paper is expected to be utilized for providing a variety of location-based query services, of which demand increases to conveniently support for citizens' daily activities.

Leisure Activities in Time Pressing Situation: Selection? or Sacrifice? (노동시간에 따른 시간압박과 여가제약: 건강행동의 선택 혹은 희생?)

  • Cha, Seung-Eun
    • Korea journal of population studies
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    • v.34 no.2
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    • pp.65-90
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    • 2011
  • This study aims to investigate how labour time pressure is associated with leisure selection and managing leisure hours, especially focusing on health related behavior issues. I have employed Time Diary data of 9,891 Korean respondents who were married and living in the cities and metropolitan area (female 51.8%, age range 20-69, average age=45.7). Leisure activities, as dependent variable, which were introduced in time diary data and the amount of time spent for such leisure were estimated. Results show that in time pressing situations(having long labour hours), leisure activities, and the hours spent for leisure tend to suffer. Especially, solitary leisure, like exercise or walking was very likely to sacrifice under time pressure. Moreover, in terms of sports or exercise, results suggest that not only time resource but also social and economic resources seemed to required for actually initiating the activity. Therefore, simply having more time (less tiome for work) may not be enough for promoting exercise for this population. Strategies and social policies that are aiming for promoting healthy behavior needs more closer look on leisure situation and people's desire for optimizing their time.

An Interpretable Log Anomaly System Using Bayesian Probability and Closed Sequence Pattern Mining (베이지안 확률 및 폐쇄 순차패턴 마이닝 방식을 이용한 설명가능한 로그 이상탐지 시스템)

  • Yun, Jiyoung;Shin, Gun-Yoon;Kim, Dong-Wook;Kim, Sang-Soo;Han, Myung-Mook
    • Journal of Internet Computing and Services
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    • v.22 no.2
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    • pp.77-87
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    • 2021
  • With the development of the Internet and personal computers, various and complex attacks begin to emerge. As the attacks become more complex, signature-based detection become difficult. It leads to the research on behavior-based log anomaly detection. Recent work utilizes deep learning to learn the order and it shows good performance. Despite its good performance, it does not provide any explanation for prediction. The lack of explanation can occur difficulty of finding contamination of data or the vulnerability of the model itself. As a result, the users lose their reliability of the model. To address this problem, this work proposes an explainable log anomaly detection system. In this study, log parsing is the first to proceed. Afterward, sequential rules are extracted by Bayesian posterior probability. As a result, the "If condition then results, post-probability" type rule set is extracted. If the sample is matched to the ruleset, it is normal, otherwise, it is an anomaly. We utilize HDFS datasets for the experiment, resulting in F1score 92.7% in test dataset.

The Study of the Disability Education Experience of the Mothers for their Children with Brain Lesions - Hermeneutic Grounded Theory Methodology - (중증뇌병변장애인 자녀를 둔 어머니들의 장애자녀 교육경험에 관한 연구 -해석학적 질적연구-)

  • Kang, Sun Kyung;Choi, Yoon
    • 재활복지
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    • v.20 no.4
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    • pp.79-106
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    • 2016
  • This study examined the meanings of the disability education of the mothers who reared their children with brain lesions. For this purpose, Rennie's hermeneutic grounded theory was applied and the consented 7 mothers participated in this study. With the in-depth interviews, 53 meaning units, 16 subordinate categories and 7 hermeneutic categories were classified. These 7 hermeneutic categories were 'wailing miserably everyday', 'social mobilization of the surroundings', 'straight forward', 'smash rock with the eggs', 'looking at a faraway', 'learning together' and 'subjectivation of disability education.' The experience of disabled children education process was concurrent experience of frustration and hoping that moving toward a big hope through the resignation stage, the chasing stage, the vision stage, the challenge stage, and the small achievement stage. Repetitive common patterns of behavior revealed three types: wishy-washy type, realistic-strategy type, and indomitable-challenge type. Moreover, the core category of educational experience was concluded to be 'a pedagogical process of turning despair from severe disabilities into hope through education.' Based on the analysis results, concrete intervention plans for social welfare practice were suggested to support the disabled children's lives with high quality of education.

A study on macro detection using information of touch events in Android mobile game environment (안드로이드 모바일 게임 환경에서의 터치 이벤트 정보를 이용한 매크로 탐지 기법 연구)

  • Kim, Jeong-hyeon;Lee, Sang-jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1123-1129
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    • 2015
  • Macro(automatic hunting) of mobile game is a program that touch the screen by defined rules like a game bot in PC online games, and it is used by make various ways like android application or windows application program. This gives honest users deprivation and make to lose their interest. Finally they would leave the game and gradually game life would be shorten. Although many studies to prevent these problems in PC online game are conducted, applying mobile game to PC's way is difficult because mobile games are limited to use the network and device performance is different with PC. In this paper, we propose a framework for macro detection by using the touch event information. A touch event on the mobile game is a necessary control command to the game. Because macro touches the screen with the same pattern, there is a difference between normal user's behavior and macro's operation. In mobile games that casual games are mostly, Touch event is the best difference that identify normal user against macro for a short period of time. As a result of detecting macros used in real mobile game by using the proposed framework it showed 100% accuracy and 0% false positive rate.

A Study on Activity Type Based on Multi-dimensional Characteristics (개인의 복합적인 특성에 따른 활동유형 분석)

  • Na, Sung Yong;Lee, Seungjae;Kim, Joo Young
    • Journal of Korean Society of Transportation
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    • v.32 no.5
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    • pp.544-553
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    • 2014
  • Activity-based models analyze individuals' various daily activities that are identified as a decision-making unit for transportation planning. In other words, it is the model that determines the types of activities according to the social, economic and situational characteristics of the groups with the same activity patterns and predicts individuals' activity time, distance, spatial movement and transportation mode. The activity-based model is a method of estimating more efficient and realistic demand in transportation forecasting because traffic is regarded as a complex decision-making process that an individual and other people participate in. In this paper, we grasp the factors affecting choice behavior of activity pattern and analyze choice behavior of activity pattern based on multi-dimensional characteristic of each person. First, we classify activity types of reviewing the trip chain and activity purpose. Next, we identified preferable activity types using complicated characteristics of main agent of activity. We concluded that choice behavior of activity pattern is dependent on complex characteristics of each agent, and further multi-dimensional characteristics of each person are affected over the whole decision process of activity schedule.

Detecting gold-farmers' group in MMORPG by analyzing connection pattern (연결패턴 정보 분석을 통한 온라인 게임 내 불량사용자 그룹 탐지에 관한 연구)

  • Seo, Dong-Nam;Woo, Ji-Young;Woo, Kyung-Moon;Kim, Chong-Kwon;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.3
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    • pp.585-600
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    • 2012
  • Security issues in online games are increasing as the online game industry grows. Real money trading (RMT) by online game users has become a security issue in several countries including Korea because RMT is related to criminal activities such as money laundering or tax evasion. RMT-related activities are done by professional work forces, namely gold-farmers, and many of them employ the automated program, bot, to gain cyber asset in a quick and efficient way. Online game companies try to prevent the activities of gold-farmers using game bots detection algorithm and block their accounts or IP addresses. However, game bot detection algorithm can detect a part of gold-farmer's network and IP address blocking also can be detoured easily by using the virtual private server or IP spoofing. In this paper, we propose a method to detect gold-farmer groups by analyzing their connection patterns to the online game servers, particularly information on their routing and source locations. We verified that the proposed method can reveal gold-farmers' group effectively by analyzing real data from the famous MMORPG.

Implementation of CNN-based Classification Training Model for Unstructured Fashion Image Retrieval using Preprocessing with MASK R-CNN (비정형 패션 이미지 검색을 위한 MASK R-CNN 선형처리 기반 CNN 분류 학습모델 구현)

  • Seunga, Cho;Hayoung, Lee;Hyelim, Jang;Kyuri, Kim;Hyeon-Ji, Lee;Bong-Ki, Son;Jaeho, Lee
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.6
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    • pp.13-23
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    • 2022
  • In this paper, we propose a detailed component image classification algorithm by fashion item for unstructured data retrieval in the fashion field. Due to the COVID-19 environment, AI-based online shopping malls are increasing recently. However, there is a limit to accurate unstructured data search with existing keyword search and personalized style recommendations based on user surfing behavior. In this study, pre-processing using Mask R-CNN was conducted using images crawled from online shopping sites and then classified components for each fashion item through CNN. We obtain the accuaracy for collar of the shirt's as 93.28%, the pattern of the shirt as 98.10%, the 3 classese fit of the jeans as 91.73%, And, we further obtained one for the 4 classes fit of jeans as 81.59% and the color of the jeans as 93.91%. At the results for the decorated items, we also obtained the accuract of the washing of the jeans as 91.20% and the demage of jeans accuaracy as 92.96%.

"Elsa, Why are you in Fear and Anger?": The Power of Magic and Control of Emotion in Frozen ("엘사여, 뭐가 그리 두렵고 분한가?": 『겨울왕국』에서의 마술의 힘과 감정의 통제)

  • Park, Eun Jung
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.613-621
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    • 2016
  • This paper has the first aim to analyze Elsa's magic power of why and how she, as a heroine in the animation of Frozen, is in the emotion of fear and anger. This paper will explain why these two emotions are twisted compound to identify Elsa's iced emotion in the ice kingdom. And secondly, this paper attempts to connect Elsa's fear emotion in her real life is the other flip with that of anger throughout the characters' network in Frozen, which symbolically reflect the feminine pattern of real society that Walt Disney prospects for the dream society. Through the cognitive process for Elsa's ice kingdom between emotion status and social network, we can assume the pattern of social network with emotional chart and the archetype of human emotion through the cognitive-emotional storytelling on the emotion of Elsa in Frozen.