• Title/Summary/Keyword: Event Patterns

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Preventing Mobile Game Client Memory Manipulation Based on Event Sourcing Patterns and Blockchain (이벤트 소싱 패턴과 블록 체인을 활용한 모바일 게임 클라이언트 메모리 조작 방지 방안)

  • Park, Jihun;Park, Young-Ho
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.32 no.3
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    • pp.477-486
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    • 2022
  • This study aims to present a method using event sourcing patterns and blockchain as a way to cope with vulnerabilities in memory manipulation at the client level. To verify the plan, the method of running the memory operation application was analyzed, and the performance was compared and analyzed when the memory operation prevention plan was applied by fabricating a test application. As a result of the analysis, the usage of memory increased compared to the method of XOR operation by storing major data in one memory, but it was possible to prevent the operation of the memory operation program without significantly affecting the performance of the game.

Event-Driven Social Media: Crowd Computing System Development for Idioculture Generation (이벤트 주도형 소셜 미디어: 특유문화 생성을 위한 군중 컴퓨팅 시스템 개발)

  • Lim, Seong-Taek;Cha, Sang-Yun;Park, Cha-La;Moon, Jee-Hyun;Lee, In-Seong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.301-309
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    • 2009
  • This study focuses on event-driven social media (EDSM), which supports the production of unique cultural items of small groups by satisfying the conflicting desires of distinctiveness and assimilation that small groups possess. EDSM is a system which promotes the production of idioculture through small group interaction by using an actual event in which people participate in small groups. By setting up an EDSM system in a university festival in which 10,000 to 15,000 people gather in small groups, idioculture production was tested for approximately eight hours and a half. Interaction records gathered from the test, as well as focus group interview data garnered soon after were used to analyze usage patterns of EDSM, types of idiocultures produced, and resulting factors of user experience. Through this, considerations upon designing future EDSM were proposed.

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The Polysemy of Da3: An ontology-based lexical semantic study

  • Hong, Jia-Fei;Huang, Chu-Ren;Ahrens, Kathleen
    • Proceedings of the Korean Society for Language and Information Conference
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    • 2007.11a
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    • pp.155-162
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    • 2007
  • In this study, we explore the polysemy of da3 through the ontological conceptual structure found in SUMO. First, we divide several different senses for da3, clustering physical event senses and metaphorical event senses. In here, we only focus on physical event senses of da3. From the physical event senses of da3, we divide them into two main categories: 1) hit and 2) pump. We then use SUMO ontological concepts to identify these physical senses. Finally, we can observe the common patterns of the "hit" sense group and the "pump" sense group for da3.

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A Study on Relative Type of Events and Place relevant to Change of Spatial View (공간관의 변화에 따른 사건과 장소의 관계 유형에 관한 연구)

  • Hwang, Yong-Seup;Kim, Joo-Yun
    • Korean Institute of Interior Design Journal
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    • v.18 no.2
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    • pp.25-32
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    • 2009
  • To the human being, the space as the objective for fundamental thought called 'Being', and the space as the place for actual experience containing 'Life and Experience', have coexisted. Such dual characteristics owned by the space have come to the present creating various spatial viewpoints. As for the space as the objective for various thoughts and interpretations, its emphasis is nowadays being moved to the existence from such being. There is the event in the core of such change. Human's recognition for the space is originated from the observed events, which appears as an immense meaning, as it 'is accumulated as the experience. Therefore, the importance of the event in another viewpoint thinking the space is becoming bigger. This research has tried to grasp the tendency for the place-orientation by grasping the meaning owned by the event through the course that the viewpoint for such space has been changed. This research put its focus on clarifying the relationship between the place and event that are brought into relief by tracking down the transitional process of the viewpoint of space in the history of Occidental philosophy. Through this process, this research came to have a grip on the relationship in which a sense of place obviously stands out in bold relief as a result of an event, an emblem of an event, condition of an event, and as an event itself. Such four patterns are not mutually individual phenomenon, but form a discourse on modern space by traversing each other crisscross.

An Efficient Algorithm for Mining Interactive Communication Sequence Patterns (대화형 통신 순서열 패턴의 마이닝을 위한 효율적인 알고리즘)

  • Haam, Deok-Min;Song, Ji-Hwan;Kim, Myoung-Ho
    • Journal of KIISE:Databases
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    • v.36 no.3
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    • pp.169-179
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    • 2009
  • Communication log data consist of communication events such as sending and receiving e-mail or instance message and visiting web sites, etc. Many countries including USA and EU enforce the retention of these data on the communication service providers for the purpose of investigating or detecting criminals through the Internet. Because size of the retained data is very large, the efficient method for extracting valuable information from the data is needed for Law Enforcement Authorities to use the retained data. This paper defines the Interactive Communication Sequence Patterns(ICSPs) that is the important information when each communication event in communication log data consists of sender, receiver, and timestamp of this event. We also define a Mining(FDICSP) problem to discover such patterns and propose a method called Fast Discovering Interactive Communication Sequence Pattern(FDICSP) to solve this problem. FDICSP focuses on the characteristics of ICS to reduce the search space when it finds longer sequences by using shorter sequences. Thus, FDICSP can find Interactive Communication Sequence Patterns efficiently.

A Multi-stage Markov Process Model to Evaluate the Performance of Priority Queues in Discrete-Event Simulation: A Case Study with a War Game Model (이산사건 시뮬레이션에서의 우선순위 큐 성능분석을 위한 다단계 마코브 프로세스 모델: 창조 모델에 대한 사례연구)

  • Yim, Dong-Soon
    • Journal of the Korea Society for Simulation
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    • v.17 no.4
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    • pp.61-69
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    • 2008
  • In order to evaluate the performance of priority queues for future event list in discrete-event simulations, models representing patterns of enqueue and dequeue processes are required. The time complexities of diverse priority queue implementations can be compared using the performance models. This study aims at developing such performance models especially under the environment that a developed simulation model is used repeatedly for a long period. The developed performance model is based on multi-stage Markov process models; probabilistic patterns of enqueue and dequeue are considered by incorporating non-homogeneous transition probability. All necessary parameters in this performance model would be estimated by analyzing a results obtained by executing the simulation model. A case study with a war game simulation model shows how the parameters defined in muti-stage Markov process models are estimated.

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Workflow Process-Aware Data Cubes and Analysis (워크플로우 프로세스 기반 데이터 큐브 및 분석)

  • Jin, Min-hyuck;Kim, Kwang-hoon Pio
    • Journal of Internet Computing and Services
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    • v.19 no.6
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    • pp.83-89
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    • 2018
  • In workflow process intelligence and systems, workflow process mining and analysis issues are becoming increasingly important. In order to improve the quality of workflow process intelligence, it is essential for an efficient and effective data center storing workflow enactment event logs to be provisioned in carrying out the workflow process mining and analytics. In this paper, we propose a three-dimensional process-aware datacube for organizing workflow enterprise data centers to efficiently as well as effectively store the workflow process enactment event logs in the XES format. As a validation step, we carry out an experimental process mining to show how much perfectly the process-aware datacubes are suitable for discovering workflow process patterns and its analytical knowledge, like enacted proportions and enacted work transferences, from the workflow process enactment event histories. Finally, we confirmed that it is feasible to discover the fundamental control-flow patterns of workflow processes through the implemented workflow process mining system based on the process-aware data cube.

Several imageries classification with EEG

  • Choi, Kyoung-Ho;Jung, Sung-Jae;Kim, Il-Hwan
    • Proceedings of the KIEE Conference
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    • 2004.11c
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    • pp.450-452
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    • 2004
  • Every movement, perception and thought we perform is associated with distinct neural activation patterns. Neurons in the brain communicate with each other by sending electrical impulses that produce currents. These currents give rise to electrical fields that can be measured outside the head. It shows some variation on the electroencephalographic signals. In recent devices, the EEG signals measured from head surface are a sum of all the momentary brain activation. With these EEG signals, it is difficult to distinguish the patterns correlated with a certain event from the signals. However, the system must discriminate some patterns with some events especially for any kind of device as a brain control interface system. In this experiment, the sensory-motor cortex of humans has been extensively studied. Activation related to several movements on both sides of the sensory-motor cortices in imaginary. The activation patterns during imagination of several movements resemble the activation patterns during preparation of movements. The result represents the system based on the optimal filters discriminated at least 60% of mental imageries.

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Abuse Pattern Monitoring Method based on CEP in On-line Game (CEP 기반 온라인 게임 악용 패턴 모니터링 방법)

  • Roh, Chang-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.114-121
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    • 2010
  • Based on a complex event processing technique, an abuse pattern monitoring method is developed to provide an real-time detection. CEP is a technique to find complex event pattern in a massive information system. In this study, 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.

Explorative Study on Movement Patterns in Uljin-gun and Samcheok-si Wildfire Event (경북 울진·강원 삼척 등 산불에 따른 인구 이동 패턴에 대한 탐색적 연구)

  • Jeong, Ji Hye;Hwang, Woosuk;Pyo, Kyungsoo
    • Korean Journal of Remote Sensing
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    • v.38 no.6_3
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    • pp.1805-1815
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    • 2022
  • In 2022, wildfires broke out in Uljin-gun and Samcheok-si, which set the record for the longest forest fire in Korea, but there were no casualties. To protect local residents from wildfires, they must evacuate. Predicting the demand for evacuation in the event of wildfires is essential for the efficiency of disaster management. The purpose of this study is to analyze the human mobility patterns according to the occurrence of Uljin-gun and Samcheok-si wildfires. SKT floating population data was used in this study to analyze the human mobility patterns in Uljin-gun and Samcheok-si. The main findings are as follows. First, while the movement of the resident and visiting population decreased, the movement of the worker population was found to be similar to normal. Second, the resident population of Buk-myeon, Uljin-gun moved to the surrounding area to avoid the wildfires. Third, the region is an area judged to be safe from wildfires, and this mobility patterns are related to emergency disaster text messages. This study confirmed human mobility patterns of the population in the area where the wildfires through the floating population data, which is quantitative data. This suggests that it is important to guide residents to shelters through emergency text messages to minimize damage in the event of wildfires.