• Title/Summary/Keyword: Data Reuse

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Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

A Meta-data Generation Technique for Efficient and Secure Code Reuse Attack Detection with a Consideration on Two Types of Instruction Set (안전하고 효율적인 Code Reuse Attack 탐지를 위한 ARM 프로세서의 두 가지 명령어 세트를 고려한 Meta-data 생성 기술)

  • Heo, Ingeo;Han, Sangjun;Lee, Jinyong;Paek, Yunheung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.443-446
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    • 2014
  • Code reuse attack (CRA)는 기존의 코드 내에서 필요한 코드 조각들 (gadgets)을 모아 indirect branch 명령어들로 잇는 방식으로 공격자가 원하는 악성 프로그램을 구성할 수 있는 강력한 공격 방법이다. 공격자는 자신의 코드를 대상 시스템에 심는 대신 기존의 코드를 이용하기 때문에, 대부분의 범용 운영체제 (OS)가 강제하는 W^X protection 을 무력화할 수 있다. 이러한 CRA 에 대응하기 위하여 다수의 연구들에서 branch 의 trace 를 분석하여 CRA 고유의 특성을 찾아내는 Signature 기반 탐지 기술을 제안하였다. 본 논문에서는 ARM 프로세서 상에서의 CRA 를 대응하기 위한 Signature 기반 탐지 기술을 효율적으로 도울 수 있는 binary 분석 및 meta-data 생성 기술을 제안한다. 특히, 본 논문은 우리의 이전 논문에서 고려 되지 못했던 ARM 의 두 가지 명령어 세트의 특성을 고려하여, 공격자가 어느 명령어 세트를 이용하여 CRA 를 시도하더라도 막아낼 수 있도록 meta-data 를 두 가지 mode 에 대해서 생성하였다. 실험 결과, meta-data 는 본래 바이너리 코드 대비 20.8% 정도의 크기 증가를 일으키는 것으로 나타났다.

Minimum Energy-per-Bit Wireless Multi-Hop Networks with Spatial Reuse

  • Bae, Chang-Hun;Stark, Wayne E.
    • Journal of Communications and Networks
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    • v.12 no.2
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    • pp.103-113
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    • 2010
  • In this paper, a tradeoff between the total energy consumption-per-bit and the end-to-end rate under spatial reuse in wireless multi-hop network is developed and analyzed. The end-to-end rate of the network is the number of information bits transmitted (end-to-end) per channel use by any node in the network that is forwarding the data. In order to increase the bandwidth efficiency, spatial reuse is considered whereby simultaneous relay transmissions are allowed provided there is a minimum separation between such transmitters. The total energy consumption-per-bit includes the energy transmitted and the energy consumed by the receiver to process (demodulate and decoder) the received signal. The total energy consumption-per-bit is normalized by the distance between a source-destination pair in order to be consistent with a direct (single-hop) communication network. Lower bounds on this energy-bandwidth tradeoff are analyzed using convex optimization methods. For a given location of relays, it is shown that the total energy consumption-per-bit is minimized by optimally selecting the end-to-end rate. It is also demonstrated that spatial reuse can improve the bandwidth efficiency for a given total energy consumption-per-bit. However, at the rate that minimizes the total energy consumption-per-bit, spatial reuse does not provide lower energy consumption-per-bit compared to the case without spatial reuse. This is because spatial reuse requires more receiver energy consumption at a given end-to-end rate. Such degraded energy efficiency can be compensated by varying the minimum separation of hops between simultaneous transmitters. In the case of equi-spaced relays, analytical results for the energy-bandwidth tradeoff are provided and it is shown that the minimum energy consumption-per-bit decreases linearly with the end-to-end distance.

Store's Visual Sensory Cues, Emotion, and Reusage Intention

  • Choi, Nak-Hwan;Zhang, Jia-Ling;Chen, Chang
    • Journal of Distribution Science
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    • v.16 no.2
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    • pp.35-45
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    • 2018
  • Purpose - This research aimed at exploring the mediation roles of the arousal and pleasure in the effects of the congruity between visual sensory cues of a retail store and consumers' self-image on the intent to reuse the store. Research design, data, and methodology - The data from 278 Chinese consumers who answered the questionnaire online were analyzed by using structural equation model of Amos 21.0 program to verify the hypotheses. Results - Store's visual sensory cues congruent with consumers' self-image directly affected the intention to reuse the store, and had positive impacts on both their arousal and pleasure states. The consumers' pleasure positively influenced on their intention, but their arousal did not influence on the intention. Consumers' pleasure played mediation roles in the effect of the congruity on the intention to reuse the store. Conclusions - Retail store marketers should pay attention to visual sensory cues to match the cues to consumers' self-image, when designing their store settings. When developing the cues, to help consumers feel pleasure which in turn, induces loyalty to their store, the marketers should develop the atmosphere setting in the respects of the congruity between the visual sensory cues and the self image.

The Effect of Hospital Mobile App Service Quality on Consumer Satisfaction, Involvement, and Reuse Intention (병원 모바일 앱 서비스 품질이 소비자 만족, 관여도, 재이용 의도에 미치는 영향)

  • Pak, SunYoung;Cho, Na-Eun
    • Korea Journal of Hospital Management
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    • v.26 no.1
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    • pp.1-16
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    • 2021
  • Purpose: The purpose of the study is to identify the influence of the hospital mobile app service quality on consumer satisfaction, involvement, and re-use intention of consumers who have experience in hospital mobile app service. Methodology: The survey was conducted on 230 users. The collected data were analyzed using correlation analysis, multiple regression analysis, and the Process Model in Hayes(2013). Findings: (1)The usability, reliability, and medical information provision among the service quality factors of hospital mobile apps had an effect on reuse intention, and consumer satisfaction partially mediated. (2)The usability and the provision of medical information were partially mediated by the involvement, which also affected the intention to reuse. (3)Only reliability showed an age-moderated effect. In reliability and re-use intent, age was a moderated mediating effect that controlled the effect of consumer satisfaction. Practical Implications: The results of this study provide initial data of mobile app services centered on hospitals and prove the type of consumer usage. It suggests that it can be used to attract potential consumers of hospitals and strategies to increase the use of mobile apps.

A Tone Dual-Channel DMAC Protocol in Location Aware Ad Hoc Networks (위치 정보 기반의 Ad hoc 네트워크에서 Tone 을 사용한 Dual-Channel DMAC 프로토콜)

  • Lee, Eun-Ju;Han, Do-Hyung;Jwa, Jeong-Woo
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.57-58
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    • 2006
  • Ad hoc MAC protocols using directional antennas can be used to improve the network capacity by improving spatial reuse. But, the directional MAC protocols have the problem of deafness and have a poor throughput performance. The dual-channel DMAC protocol has been proposed to mitigate deafness and improve spatial reuse. In this paper, we propose a dual-channel DMAC protocol using the omnidirectional antenna for an out-of-band tone and directional antennas for control/data channels. In the proposed MAC protocol, an omnidirectional out-of-band tone mitigates deafness and directional antennas used in control/data channels improve spatial reuse and reduce interference packets. The throughput performance of the proposed MAC protocol is confirmed by computer simulations using Qualnet ver. 3.8 simulator.

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A Study on Design, Implementation and Reusability Analysis of the X system using Ada Language (Ada 언어를 이용한 X시스템의 설계, 구현 및 재사용성 분석에 관한 연구)

  • Lee Gwang-Geon;Gang Seok-Gyun;Park Hyeong-Chun;Yun Chang-Seop
    • Journal of the military operations research society of Korea
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    • v.15 no.2
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    • pp.38-55
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    • 1989
  • Reusing software is a promising solution which overcomes the software crisis in the software development environment by improving the software productivity, reliability and maintainability. To develop software, some developers reuse existing softwares, but without an adequate design environment, software reuse would not be applicable. The purpose of this paper is to design and implement the X system, and measure empirically its resuability in the development phases. The development processes of the X system used a software reuse design guidelines within the Object-Oriented Design method and the Ada programming language. In order to measure the resuability, metrics was proposed and applied for each phase of development. The results of this paper address some reusability measurement that may be used as basic data when estimating the amount of reuse for a combined development project of military applications.

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Mobile Web User Interface Patterns for Screen Usage and User Input (화면 활용과 사용자 입력을 위한 모바일 웹 사용자 인터페이스 패턴)

  • Choi, Jong Myung;Lee, Young Ho;Cho, Yong Yun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.1
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    • pp.183-190
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    • 2012
  • Mobile web applications are different from desktop web applications because of their small screen size and small user input devices. Therefore user interface designers have spent their effort and time to re-design the user interface of mobile web applications to meet these differences. In this paper, we introduce five user interface patterns for mobile web applications to reduce their effort and time. Two of them are for utilizing small screen size efficiently, and they are space overloading pattern and data filtering pattern. These patterns enable designers to reduce screen usage. The other three patterns - data suggestion pattern, input reuse pattern, and incremental data input pattern - are for helping users' data input on mobile devices. These three patterns enable users to reduce direct data input. Our work will help user interface designers develop mobile web interface to utilize screen space efficiently and get data with less errors and less efforts from users.

A Meta-data Generation and Compression Technique for Code Reuse Attack Detection (Code Reuse Attack의 탐지를 위한 Meta-data 생성 및 압축 기술)

  • Hwang, Dongil;Heo, Ingoo;Lee, Jinyong;Yi, Hayoon;Paek, Yunheung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.424-427
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    • 2015
  • 근래 들어 모바일 기기의 시스템을 장악하여 사용자의 기밀 정보를 빼내는 악성 행위의 한 방법으로 Code Reuse Attack (CRA)이 널리 사용되고 있다. 이와 같은 CRA를 막기 위하여 call-return이 일어날 때마다 이들 address를 비교해 보는 shadow stack과 branch에 대한 몇 가지 규칙을 두어 CRA 를 탐지하는 branch regulation과 같은 방식이 연구되었다. 우리는 shadow stack과 branch regulation을 종합하여 여러 종류의 CRA를 적은 성능 오버헤드로 탐지할 수 있는 CRA Detection System을 만들고자 한다. 이를 위하여 반드시 선행 되어야 할 연구인 바이너리 파일 분석과 meta-data 생성 및 압축 기술을 제안한다. 실험 결과 생성된 meta-data는 압축 기술을 적용하기 전보다 1/2에서 1/3 가량으로 그 크기가 줄어들었으며 CRA Detection System의 탐지가 정상적으로 동작하는 것 또한 확인할 수 있었다.

The Effect of Expected Consistency, Cognitive Attitude, and Emotional Attitude on Reuse Intention to Use YouTube Learning (유튜브 활용 학습에 대한 기대일치, 인지적 태도, 정서적 태도가 유튜브 재이용 의향에 미치는 영향)

  • Cha, Seungbong;Park, Hyejin
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.16 no.2
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    • pp.83-93
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    • 2020
  • The purpose of this study was to verify the effect on learning using YouTube. The relationship between expectations, cognitive attitudes, emotional attitudes, and reuse intentions was explored. The results are as follows. First, the factors affecting the intention to reuse YouTube were emotional attitude and expectation. cognitive attitude did not show any significant effect. Second, cognitive attitude and expectation agreement were significant variables in emotional attitude. cognitive attitude was identified as a major factor affecting emotional attitude. Third, expectation agreement was found to have a significant influence on cognitive attitude. Therefore, expectancy is an important factor in identifying cognitive attitudes. In particular, the satisfaction of expectations after experiencing a new technology or system, such as YouTube, affects the cognitive attitude. Finally, the main findings of this study were that cognitive attitude was not a variable affecting the intention to reuse YouTube. The reason for this is that YouTube is used as a medium of interest, and it is not used as a medium for searching the main data source for learning. Therefore, in order to activate YouTube learning, it is necessary to convert recognition into YouTube for learning rather than YouTube for play.