• Title/Summary/Keyword: User Behavior Pattern

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A Study on ICT Convergence Technology and between Heterogeneous Industry Data with User Behavior Pattern Information (사용자의 행동패턴 정보를 이용한 ICT 융합 기술과 이종 산업간 데이터 활용에 관한 연구)

  • Cho, Kyeong-Rae;Jeon, You-Boo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.1084-1087
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    • 2015
  • 최근 사용자들의 대량의 디지털 데이터들이 급격히 증가하면서 이종산업간 빅데이터가 제한된 시간에 빠르게 저장하고 활용할 수 있는 백업 고속화기술이 요구되고 있다. 이종 산업사이에서 사용자의 행동 패턴을 이용한 ICT 융합기술과 데이터 융합기술이 빅데이터 활용에 대한 사업부문 측면에서 빅데이터 활용 분야와 그룹차원의 데이터 활용 관점과 이종 산업간 데이터 활용 융합 관점 기업 간 또는 이종 산업 간에 데이터를 융합하여 각자가 구축해 놓은 기반을 함께 활용하는 사례를 통해서 각 기업간의 유 무선 융합 신규서비스 발굴 등을 고찰해 보았다.

Disposal Characteristics of Dredged Material from the Hopper Dredger (호퍼준설선의 투기특성)

  • Jeong, D.D.;Lee, J.W.
    • Journal of Korean Port Research
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    • v.11 no.2
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    • pp.203-214
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    • 1997
  • Hydraulic dredgers(Hopper dredger) are the most important piece of equipment in the entire harbor engineering field, and most suitable for the removal of sand and weakly consloidated sediment such as silt. In maintenance dredging, specially confined harbor or congested passage area, Hopper dredger is user most popularly because less obstruction and danger to navigation than other mostly stationary dredgers. Investigation of the physical behave of dredged material disposal in coastal water from the Hopper dredger includes estimations of pattern as well as thickness of material on the bottom. Calculation based on vertical settling and horizontal advection of single particles ignore the effects of bulk properties of the disposed marterial, vertical and horizontal diffusion. and material dilution due to the entrainment of ambient water during descent. This paper focuses on the analysis of dredging and dumping characteristics and the spatial and temporal changes in the dumping fields for the water column and bottom at a hypothetically confined coastal water. This model accounts the behavior of material after release from the hopper dredger. It is shown that the model describes the qualitative feature of prototype dumping process and its response.

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Home Network Observation System Using Activate Pattern Analysis of User and Multimedia Streaming (사용자의 행동 패턴 분석과 멀티미디어 스트리밍 기술을 이용한 홈 네트워크 감시 시스템)

  • Oh Dong-Yeol;Oh Hae-Seok;Sung Kyung-Sang
    • Journal of Korea Multimedia Society
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    • v.8 no.9
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    • pp.1258-1268
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    • 2005
  • While the concept of Home Network is laying by and its interests are increasing by means of digitalizing of the information communication infrastructure, many efforts are in progress toward convenient lives. Moreover, as information household appliances which have a junction of connecting to the network are appearing over the past a few years, the demands against intellectual Home Services are increasing. In this paper, by being based upon Multimedia which is an essential factor for developing of various application services on ubiquitous computing environments, we suggest a simplified application model that could apply the information to the automated processing system after studying user's behavior patterns using authentication and access control for identity certification of users. In addition, we compared captured video images in the fixed range by pixel unit through some time and checked disorder of them. And that made safe of user certification as adopting self-developed certification method which was used 'Hash' algorism through salt function of 12 byte. In order to show the usefulness of this proposed model, we did some testing by emulator for control of information after construction for Intellectual Multimedia Server, which ubiquitous network is available on as a scheme so as to check out developed applications. According to experimental results, it is very reasonable to believe that we could extend various multimedia applications in our daily lives.

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Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design (FPS게임 레벨디자인에서 Choke Point유형과 Cover Pattern속성의 관계)

  • Choi, GyuHyeok;Jin, HyungWoo;Kim, Mijin
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.27-36
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    • 2014
  • Accurate information on players, namely player analytics is one of the key factors in a game development environment where a scientific approach to user-oriented game analysis is in the spotlight. This study is intended to examine effects of relations between choke point types and cover pattern properties on level difficulties in FPS games. As for FPS games, interaction between players' behaviors and game levels is higher compared to other genres and choke point types as well as cover pattern properties are key factors of level design. Choke point is the main crossroad that must to pass for achieving the goal and Cover Pattern is the type of object on the level except buildings. Two elements directly or indirectly affect the level of difficulty. This study analyzed 10 types of representative FPS gameplays to classify choke point types and assigned 4 types of cover pattern properties to organize 16 target levels for the experiment. In addition, this study collected and analyzed players' 800 behavior data (video clips) from 5 repetitive plays performed by 10 players. In conclusion, analytical results obtained from the empirical study will contribute to realizing systematic game level development by providing specific information for a game level design phase. The findings are also meaningful in that they suggest efficient and effective methods of utilizing the existing academic study results for industrial applications.

Personalized Media Control Method using Probabilistic Fuzzy Rule-based Learning (확률적 퍼지 룰 기반 학습에 의한 개인화된 미디어 제어 방법)

  • Lee, Hyong-Euk;Kim, Yong-Hwi;Lee, Tae-Youb;Park, Kwang-Hyun;Kim, Yong-Soo;Cho, Joon-Myun;Bien, Z. Zenn
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.2
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    • pp.244-251
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    • 2007
  • Intention reading technique is essential to provide personalized services toward more convenient and human-friendly services in complex ubiquitous environment such as a smart home. If a system has knowledge about an user's intention of his/her behavioral pattern, the system can provide mote qualified and satisfactory services automatically in advance to the user's explicit command. In this sense, learning capability is considered as a key function for the intention reading technique in view of knowledge discovery. In this paper, ore introduce a personalized media control method for a possible application iii a smart home. Note that data pattern such as human behavior contains lots of inconsistent data due to limitation of feature extraction and insufficiently available features, where separable data groups are intermingled with inseparable data groups. To deal with such a data pattern, we introduce an effective engineering approach with the combination of fuzzy logic and probabilistic reasoning. The proposed learning system, which is based on IFCS (Iterative Fuzzy Clustering with Supervision) algorithm, extract probabilistic fuzzy rules effectively from the given numerical training data pattern. Furthermore, an extended architectural design methodology of the learning system incorporating with the IFCS algorithm are introduced. Finally, experimental results of the media contents recommendation system are given to show the effectiveness of the proposed system.

The Influence of Information Commons on User Traffic Patterns and Perceptions of the Library (정보공유공간이 이용자 유동패턴과 도서관인식에 미치는 영향)

  • Park, Ji-Hong;Park, Jinhee;Nam, Eunkyung;Lee, Seoha
    • Journal of the Korean Society for information Management
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    • v.30 no.4
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    • pp.93-110
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    • 2013
  • During the last decade, increasing use of technology that facilitates information access has changed academic library services. The emergence of information commons is one of the key changes. Most previous studies on information commons have focused on its conception and role. Whereas, considering information commons as a spatial service, this study aims to examine the influence of information commons on user traffic patterns within the library and perception of the library. As the information commons grew into main library service space and facility, it is necessary to explore what influences information commons have on the behavior and recognition of users. Two methods were used. First, observation method was used to record traffic pattern and user behavior. Second, twenty undergraduates and twelve graduates were interviewed regarding the use and recognition of the information commons and the library. The results of the study show that the traffic patterns were different between undergraduate students and graduate students; the location and structure of facilities influences their movement and behaviors; and the recognition of information commons tends to affect the perception of the entire library. The findings may help librarians improve and plan for library spaces to meet user demands.

A Study on Relationship between Smartphone User Pattern and Addiction

  • Lee, Myung-Suk;Lim, Young-Kyu
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.3
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    • pp.101-106
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    • 2018
  • The purpose of this study is to analyze the patterns of unconsciousness smartphone use by using an app and a self-administered survey on smartphone addiction comparatively and examine differences between recognition and behavior about actual smartphone use and examine how smartphone addiction influences learning. With an app installed in smartphones, this author collected and analyzed data about users' unconsciousness using patterns for a month. According to the results, there were significant differences found in users' recognition and actual time for use and also frequency of turning on the display. Also, 22% of the subjects used their smartphone over 8 hours a day, and 76% more than 5 hours. Over 95% turned on the display more than 100 times a day, and in extreme cases, they did more than 300 times. In the meantime, users not only in the smartphone addiction high risk group and the potential risk group but also in the general user group are found to use their smartphone too long and too much and frequently turn on the display. The apps that the general user group is mainly using are entertaining apps, and their school records are rather good, so excessive use does not always lead to addiction or learning disorder. Therefore, if we develop more diverse contents for learning and provide digital literacy education, smartphone use will bring more positive effects instead. In follow-up research, the app should be corrected to collect more accurate information, and as variables in personal areas, this researcher will also measure depression, anxiety, stress, self-esteem, and emotional control, and so on to see how they are associated with smartphone use.

Anti-Spam for VoIP based on Turing Test (튜링 테스트 기반으로 한 VoIP 스팸방지)

  • Kim, Myung-Won;Kwak, Hu-Keun;Chung, Kyu-Sik
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.3
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    • pp.261-265
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    • 2008
  • As increasing the user of VoIP service using ITSP(Internet Telephony Service Provider), the VoIP spam becomes a big problem. The spam used in the existing public telephone is detected by using the pattern inspection of call behavior because it is difficult to filter contents for the characteristic of real-time voice communication. However there is a false-positive problem. The threat on spam remains where spam with low threshold can't be detected or users share one number. In this paper, we propose anti-spam for VoIP based on luring test. The proposed method gives a user luring test and he/she can connect to a receiver if passing turing test. A ticket is given to a user that pass luring test and it reduces overhead of luring test in re-dial. The proposed method is implemented on ASUS WL-500G wireless router and Asterisk IP-PBX. Experimental results show the effectiveness of the proposed method.

The Construction of Multiform User Profiles Based on Transaction for Effective Recommendation and Segmentation (효과적인 추천과 세분화를 위한 트랜잭션 기반 여러 형태 사용자 프로파일의 구축)

  • Koh, Jae-Jin;An, Hyoung-Keun
    • The KIPS Transactions:PartD
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    • v.13D no.5 s.108
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    • pp.661-670
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    • 2006
  • With the development of e-Commerce and the proliferation of easily accessible information, information filtering systems such as recommender and SDI systems have become popular to prune large information spaces so that users are directed toward those items that best meet their needs and preferences. Until now, many information filtering methods have been proposed to support filtering systems. XML is emerging as a new standard for information. Recently, filtering systems need new approaches in dealing with XML documents. So, in this paper our system suggests a method to create multiform user profiles with XML's ability to represent structure. This system consists of two parts; one is an administrator profile definition part that an administrator defines to analyze users purchase pattern before a transaction such as purchase happens directly. an other is a user profile creation part module which is applied by the defined profile. Administrator profiles are made from DTD information and it is supposed to point the specific part of a document conforming to the DTD. Proposed system builds user's profile more accurately to get adaptability for user's behavior of buying and provide useful product information without inefficient searching based on such user's profile.

Model Study on the Level of User Satisfaction for Recreational Forest - Focused on The OK-SUNG Recreational Forest - (자연휴양림 이용자 만족도 모형연구 - 구미 옥성 자연휴양림을 대상으로 -)

  • Kang, Kee-Rae;Lee, Kee-Cheol
    • Journal of Korean Society of Forest Science
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    • v.98 no.4
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    • pp.435-443
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    • 2009
  • The purpose of this study is to construct user satisfaction model using factor analysis and regression analysis through survey on various factors which decide users' satisfaction index of OK-SUNG Recreation Forest located in Gumi-city, Kyungbuk (newly opened on Dec, 26, 2007) and to suggest the right operation plans referring to the studies on existing recreation forests. The research results are as follows; The using behavior of recreation forests reported similar pattern to existing researches such as companion pattern, duration of status, ages and costs. The result of construction regression model after dividing of using behavior of recreation forests into two sections, which are physical sector and mental sector, showed that recreation environmental factor and inner recreation factor influenced more highly on satisfaction index. This result showed that the recreation factor, which is for obtaining mental satisfaction and friendship among companions, nature friendly factor and environmental factor more highly influence on the satisfaction index and the existing studies also support this result. Therefore, in order to offer higher standard recreation opportunities to the users, there needs consideration not only concerning experience facilities, walks and paths up a mountain, but also concerning the harmony between nature and facilities. In addition, in order to offer comfort and stableness in body and mind to users, it is necessary to educate and train the staff to offer better service and to maintain the facilities of recreation forest peaceful and calm.