• Title/Summary/Keyword: External User

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The Effect of Reward and Security Awareness on User Intention of Knowledge Portal Service for ROK Army (보상과 보안의식이 육군지식포탈 사용자 의도에 미치는 영향)

  • Lee, Jong-Gill;Ku, Xyle
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.42 no.2
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    • pp.36-48
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    • 2019
  • As the importance of Knowledge Management System (KMS) in the military increases, Republic of Korea Army (ROK Army) developed Army Knowledge Portal. Although the members in the military are encouraged to use the portal, few members currently use it. This study was conducted to find variables to predict the user's intention to use the portal, which contributes to activating the use of Army Knowledge Portal in the army. On the basis of Technology Acceptance Model (TAM), ten variables such as perceived ease of use, general information security awareness, information security awareness, expectation for external rewards, expectation for relationships, sense of self-worth, attitude toward compliance with security policy, attitude toward knowledge sharing, intention of non-combat knowledge sharing, and intention of combat knowledge sharing were considered as independent variables. 105 participants on active duty who currently use or have experience to use the portal participated in this study. The results indicated that general information security awareness and information security awareness increases compliance with the information security policy. In addition, the attitude toward knowledge sharing is enhanced by expectations for relationship and sense of self-worth. Based on the results, the authors propose the need for policy alternatives to reinforce the reward system and security policy, which activates the use of Knowledge Portal Service for ROK Army.

A Study on smartphone indoor navigation technology using Extended Kalman filter (확장 칼만 필터를 이용한 스마트폰 실내 위치 추적 기술 연구)

  • Do, Hyenyeol;Oh, Jongtaek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.1
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    • pp.133-138
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    • 2019
  • The indoor navigation system using smart phone is a very important infrastructure technology for users' location based services in large indoor facilities. For this purpose, if the user can estimate the movement distance and direction by using the acceleration sensor and the gyro sensor built in the smartphone, the additional external environment is not necessary, which is a very useful technique. This paper deals with indoor navigation system technology that uses Pedestrian Dead Reckoning (PDR) technology and Kalman filter on a general smartphone and allows the user to trace the position while moving the smartphone in front of his chest. In particular, an extended Kalman filter was designed to estimate the direction of movement, and its performance was verified when walking at a constant speed.

A Study on Aspects of Transmedial Enjoyment of Game Users (게임 사용자의 트랜스미디어적 향유 양상 연구)

  • Ahn, Jin-Kyoung
    • Journal of Convergence for Information Technology
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    • v.11 no.8
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    • pp.119-128
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    • 2021
  • This study defines the integrated game experience of game users that across internal and external media of game as the transmedia enjoyment of game. This study categorizes the cases and analyze features. Game users have four types of transmedial enjoyment. The expansion type is characterized by the user's desire to solve the uncertainty, and the transmission type is characterized by the emergence of alternative play spaces. In the permeation type and the circulation type, it is observed users participate more in the content can be re-contextualized and based on real world knowledge.

Exploring Service Improvement Opportunities through Analysis of OTT App Reviews (OTT 앱 리뷰 분석을 통한 서비스 개선 기회 발굴 방안 연구)

  • Joongmin Lee;Chie Hoon Song
    • Journal of the Korean Society of Industry Convergence
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    • v.27 no.2_2
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    • pp.445-456
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    • 2024
  • This study aims to suggest service improvement opportunities by analyzing user review data of the top three OTT service apps(Netflix, Coupang Play, and TVING) on Google Play Store. To achieve this objective, we proposed a framework for uncovering service opportunities through the analysis of negative user reviews from OTT service providers. The framework involves automating the labeling of identified topics and generating service improvement opportunities using topic modeling and prompt engineering, leveraging GPT-4, a generative AI model. Consequently, we pinpointed five dissatisfaction topics for Netflix and TVING, and nine for Coupang Play. Common issues include "video playback errors", "app installation and update errors", "subscription and payment" problems, and concerns regarding "content quality". The commonly identified service enhancement opportunities include "enhancing and diversifying content quality". "optimizing video quality and data usage", "ensuring compatibility with external devices", and "streamlining payment and cancellation processes". In contrast to prior research, this study introduces a novel research framework leveraging generative AI to label topics and propose improvement strategies based on the derived topics. This is noteworthy as it identifies actionable service opportunities aimed at enhancing service competitiveness and satisfaction, instead of merely outlining topics.

Development of an Emissions Processing System for Climate Scenario Inventories to Support Global and Asian Air Quality Modeling Studies

  • Choi, Ki-Chul;Lee, Jae-Bum;Woo, Jung-Hun;Hong, Sung-Chul;Park, Rokjin J.;Kim, Minjoong J.;Song, Chang-Keun;Chang, Lim-Seok
    • Asian Journal of Atmospheric Environment
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    • v.11 no.4
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    • pp.330-343
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    • 2017
  • Climate change is an important issue, with many researches examining not only future climatic conditions, but also the interaction of climate and air quality. In this study, a new version of the emissions processing software tool - Python-based PRocessing Operator for Climate and Emission Scenarios (PROCES) - was developed to support climate and atmospheric chemistry modeling studies. PROCES was designed to cover global and regional scale modeling domains, which correspond to GEOS-Chem and CMAQ/CAMx models, respectively. This tool comprises of one main system and two units of external software. One of the external software units for this processing system was developed using the GIS commercial program, which was used to create spatial allocation profiles as an auxiliary database. The SMOKE-Asia emissions modeling system was linked to the main system as an external software, to create model-ready emissions for regional scale air quality modeling. The main system was coded in Python version 2.7, which includes several functions allowing general emissions processing steps, such as emissions interpolation, spatial allocation and chemical speciation, to create model-ready emissions and auxiliary inputs of SMOKE-Asia, as well as user-friendly functions related to emissions analysis, such as verification and visualization. Due to its flexible software architecture, PROCES can be applied to any pregridded emission data, as well as regional inventories. The application results of our new tool for global and regional (East Asia) scale modeling domain under RCP scenario for the years 1995-2006, 2015-2025, and 2040-2055 was quantitatively in good agreement with the reference data of RCPs.

VirtAV: an Agentless Runtime Antivirus System for Virtual Machines

  • Tang, Hongwei;Feng, Shengzhong;Zhao, Xiaofang;Jin, Yan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.11
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    • pp.5642-5670
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    • 2017
  • Antivirus is an important issue to the security of virtual machine (VM). According to where the antivirus system resides, the existing approaches can be categorized into three classes: internal approach, external approach and hybrid approach. However, for the internal approach, it is susceptible to attacks and may cause antivirus storm and rollback vulnerability problems. On the other hand, for the external approach, the antivirus systems built upon virtual machine introspection (VMI) technology cannot find and prohibit viruses promptly. Although the hybrid approach performs virus scanning out of the virtual machine, it is still vulnerable to attacks since it completely depends on the agent and hooks to deliver events in the guest operating system. To solve the aforementioned problems, based on in-memory signature scanning, we propose an agentless runtime antivirus system VirtAV, which scans each piece of binary codes to execute in guest VMs on the VMM side to detect and prevent viruses. As an external approach, VirtAV does not rely on any hooks or agents in the guest OS, and exposes no attack surface to the outside world, so it guarantees the security of itself to the greatest extent. In addition, it solves the antivirus storm problem and the rollback vulnerability problem in virtualization environment. We implemented a prototype based on Qemu/KVM hypervisor and ClamAV antivirus engine. Experimental results demonstrate that VirtAV is able to detect both user-level and kernel-level virus programs inside Windows and Linux guest, no matter whether they are packed or not. From the performance aspect, the overhead of VirtAV on guest performance is acceptable. Especially, VirtAV has little impact on the performance of common desktop applications, such as video playing, web browsing and Microsoft Office series.

A Study on the Implementation of Register Based VXIbus System (Register Based VXIbus 시스템의 구현에 관한 연구)

  • 노승환;전동근;김성욱;강민호;김덕진
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.17 no.11
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    • pp.1219-1227
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    • 1992
  • VXIbus is a standard for compatibility of instruments of multi-vendors and originated from the VMEbus. The devices for implementing VXIbus system can be categorized into the register based device and the message based device. In this paper we organized the A/D conversion module and the slot0 module, which form the register based VXIbus subsystem. The A/D conversion module is used as a digital voltmeter and LAN is used for communication between an external control computer and the slot0 module. The SCPI(Standard Commands for Programmable Instruments), which is a standard language for instruments, is transmitted from the external control computer to the slot0 module as the ASCII form, and then to the A/D conversion module after changing to the binary digit command. From the experiment. We verified that the measured voltage can be observed on external control computer and user interface can be improved by the modified graphic processing.

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A System of Managing Connection to Science and Technology Information Services (과학기술 학술정보 서비스 연계 관리 시스템)

  • Lee, Mikyoung;Jung, Hanmin;Sung, Won-Kyung
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.823-826
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    • 2008
  • This paper shows linkage management for external services. There are many services for specific entities such as DBLP and OntoWorld. OntoFrame, as a Semantic Web-based research information service portal, aims at one-stop service in ways that it connects external services with hyperlinks. For managing the linkage, linkage rules are manually edited by human administrators and automatically verified and tested by linkage management system. It consists of linkage rule management, linkage rule verification, linkage test, and dynamic link generation. Linkage rule management creates and edits linkage rules to connect external services on the Web. After finished rule editing and verification step, linkage management invokes linkage test with entity list. Only valid links are visible to enable users to click on our system, and thus it increases user's reliability on the system.

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Differences in Finding Smartphone Apps across User Types Categorized by App Icon Arrangement Style (스마트폰 사용자의 앱정리 유형에 따른 앱아이콘 탐색의 차이 연구 -아이폰 사용자 중심으로-)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.143-155
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    • 2017
  • In the mobile-first era, plenty of mobile apps have been created so that the number of apps owned in a smartphone have been increasing as well. However, users spend most of time with only a few apps and the rest of apps are just kept in their smartphones for future usage. Thus, in order to help users find the apps quickly it is important to study how users arrange apps in a mobile phone screen and find an app. In the literature, we extracted 5 user types to organize mobile apps. We further conducted user survey with 30 subjects and finalized major 3 user types categorized by relatedness(A), aesthetic(B), and external concepts(C). We found that most of subjects took less than 2 minutes when finding frequently-used-apps. However we identified difference in times taken to find a barely-used-apps across three user types; while A type users turns out to be the most effective in finding barely-used-apps, the B type uses tend to be the least effective among three types. For the A type users, an app's name is more important than an icon image because they tend to guess the functionality from the name of the app. The B type users use the color of app icon to find the app in the smartphone. For the C type users who tend to remain the original position of an app when first downloading it in the smartphone, the visibility of an app icon is important to catch users' eyes while they scan a page. The results of this study is expected to be useful for UX designers who improve the usability of app icon usage considering the user types.

Analysis of User's Continuous Utilization of Social Apps Using the Model of Gamification (게이미피케이션 모델을 이용한 사용자의 소셜 앱 지속 활용도 분석)

  • Gu, Xue-ping;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.315-325
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    • 2021
  • The value and importance of Gamification has intensified as the way Gamification is applied to social networking applications has added to users' interest and involvement to the product. Gamification entails the adoption of gaming techniques and modes of thinking in non-gaming domains to elicit user engagement. To this end, the paper draws on Gamification's analytical model, Octalysis, with the aim of identifying user loyalty of the three major Chinese social networking applications and extracting their characteristics. In this regard, the first task in the advancement of the study is to establish an understanding of the components and characteristics of Gamification within the context of available examples. Next, a questionnaire survey covering China's three dominant social applications, WeChat, QQ, and Xiaohongshu, is administered and their user loyalty is examined through Octalysis's eight analytical frameworks. By virtue of analysis, the results demonstrate that the three elements of game mechanics, Point, Badge, and Leadboard, which are external to the game, fail to sustain the user loyalty, but are merely a means to an end. Only by including a combination of social application features, contents and user needs can Gamification considerations be maximized to ensure that users are subjectively engaged with the product.