• Title/Summary/Keyword: User Behavior Pattern

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A Study on Similarity Comparison for File DNA-Based Metamorphic Malware Detection (파일 DNA 기반의 변종 악성코드 탐지를 위한 유사도 비교에 관한 연구)

  • Jang, Eun-Gyeom;Lee, Sang Jun;Lee, Joong In
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.1
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    • pp.85-94
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    • 2014
  • This paper studied the detection technique using file DNA-based behavior pattern analysis in order to minimize damage to user system by malicious programs before signature or security patch is released. The file DNA-based detection technique was applied to defend against zero day attack and to minimize false detection, by remedying weaknesses of the conventional network-based packet detection technique and process-based detection technique. For the file DNA-based detection technique, abnormal behaviors of malware were splitted into network-related behaviors and process-related behaviors. This technique was employed to check and block crucial behaviors of process and network behaviors operating in user system, according to the fixed conditions, to analyze the similarity of behavior patterns of malware, based on the file DNA which process behaviors and network behaviors are mixed, and to deal with it rapidly through hazard warning and cut-off.

Anomaly Intrusion Detection based on Association Rule Mining in a Database System (데이터베이스 시스템에서 연관 규칙 탐사 기법을 이용한 비정상 행위 탐지)

  • Park, Jeong-Ho;Oh, Sang-Hyun;Lee, Won-Suk
    • The KIPS Transactions:PartC
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    • v.9C no.6
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    • pp.831-840
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    • 2002
  • Due to the advance of computer and communication technology, intrusions or crimes using a computer have been increased rapidly while tremendous information has been provided to users conveniently Specially, for the security of a database which stores important information such as the private information of a customer or the secret information of a company, several basic suity methods of a database management system itself or conventional misuse detection methods have been used. However, a problem caused by abusing the authority of an internal user such as the drain of secret information is more serious than the breakdown of a system by an external intruder. Therefore, in order to maintain the sorority of a database effectively, an anomaly defection technique is necessary. This paper proposes a method that generates the normal behavior profile of a user from the database log of the user based on an association mining method. For this purpose, the Information of a database log is structured by a semantically organized pattern tree. Consequently, an online transaction of a user is compared with the profile of the user, so that any anomaly can be effectively detected.

A study on the practical use of smart meter end-user demand data (스마트미터 데이터 활용 방법에 대한 연구)

  • Park, Geunyeong;Jung, Donghwi;Jun, Sanghoon
    • Journal of Korea Water Resources Association
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    • v.54 no.10
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    • pp.759-768
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    • 2021
  • This work introduces a new approach that classifies individual household water usage by examining the characteristics of smart meter end-user demand data. Here, one of the most well-known unsupervised machine learning, K-means algorithm, is applied to classify water consumptions by each household. The intensity and duration of end-user demands are used as main features to determine the households with similar water consumption pattern. The results showed that 21 households are classified into 13 clusters with each cluster having one, two, three, or five houses. The reasoning why multiple households are classified into the same cluster is described in this paper with respect to the collected data and end-user water consumption behavior.

Design of Action Game Using Three-Dimensional Map and Interactions between In-Game Objects

  • Kim, Jin-Woong;Hur, Jee-Sic;Lee, Hyeong-Geun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.85-92
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    • 2022
  • In this study, we aim to design an action game that increases the user experience. In order to increase the immersion of the game, the characteristics of the game used by the user were analyzed, and the systemic and visual characteristics of the game were designed with reference to each characteristic. The proposed method uses Unity 3D to implement an interaction system between objects in the game and is designed in a way that allows users to immerse themselves in the game. To induce immersion through the visual elements of the game, 2D objects and players are placed in a 3D space, and a 2D dynamic light shader is added. It is composed of inter-combat rules and monster behavior pattern collision detection and event detection. The proposed method contained the user experience with the implementation thesis, and showed the game's possibility of leading the user's affordance.

Effects of Self- and Social-Reference Point Diagnosticity Interfaces on Unbalanced Information Consumption in the Mobile News Context (자기 준거 진단 인터페이스와 사회적 준거 진단 인터페이스가 정보 편식에 미치는 영향: 모바일 뉴스를 중심으로)

  • Kang, HyeBin;Lee, Seongwon;Suh, Kil-Soo
    • Information Systems Review
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    • v.17 no.2
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    • pp.219-238
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    • 2015
  • As Internet and IT have been developed, people have been exposed to large amounts of information. So, many online information providers recommend relevant information to users to relieve an information overload. However, information recommendation which is based on the taste and preference of a user can lead to a problem of unbalanced information consumption. Prior research about online information has not investigated the side-effect of a recommendation function. This research suggests IT solutions for alleviating unbalanced information consumption behavior. Based on adaptation level theory and expectancy theory, we proposed self-reference point diagnosticity interface and social-reference point diagnosticity interface to help people to consume information following their own information consuming goal. We hypothesized positive impacts of these two interfaces on the self-awareness about information consuming pattern. And we predicted that self-awareness has a positive impact on the motivation and actual behavior to conform the ideal information consuming pattern which the user sets. Laboratory experiment was executed as a research method. As a result, the self-reference diagnosticity interface leaded to higher self-awareness and mitigated the unbalanced information consumption. But, the social-reference diagnosticity interface and the motivation to improve the information consuming behavior had no significant results. Academic and practical implications are discussed.

A Study of the Home Appliance Control Characteristics of the Elderly (고령자의 생활가전제품 조작행동 특성에 관한 연구)

  • Lee, Ho-Soong
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.617-626
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    • 2011
  • Home appliance proposes the experience of new lifestyle to consumers, together with digital technology-applied highly advanced functions, beyond its natural quality like the basic function of reducing the burden of housework. However, under the current circumstances that populations are rapidly aging, the number of elderly consumers, who feel it inconvenient to smoothly use even the basic function of home appliance, is increasing in proportion to populations. Therefore, the necessity for developing home appliance with improved usability in consideration of the elderly is rising up. This study analyzed the elderly's pattern of using home appliance and illustrated the procedure of their using home appliance, putting its focus on the home appliance that the elderly highly depend on in keeping their daily life and that they feel it inconvenient to control. And based on the illustrated procedure, this paper substituted various kinds of home appliance that were not surveyed by this study and found out 4 user behavioral models for home appliance. Same as the concept of universal design, product designs, which are convenient to use by the elderly whose physical functions are reduced, are expected acceptable to various user classes. The found user behavioral models purport to give references to design process for product planning and design solutions.

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Effect of the VOD Holdback Strategy Change on IPTV and Cable TV VOD Usage (VOD 홀드백 정책 변화가 IPTV와 케이블TV VOD 이용에 미치는 영향)

  • Cho, Sukhyun;Chung, Donghun
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.142-150
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    • 2015
  • This study examines the effect of changes in the content distribution strategy on VOD usage by comparing the VOD usage pattern following the changes in the IPTV and Digital Cable SVOD holdback policy. The result of this study shows that after changing the SVOD holdback from one week to three weeks, the VOD usage decreased up to 50 percent while paid VOD revenue increased as a result of the rise in PPM. The time series analysis shows statistical decrease in the number of SVOD usage, SVOD usage per user, and PPV revenue per user while VOD revenue per user increased significantly. Moreover, SVOD usage within the drama genres such as mini-series, weekend series, weekend special series, and sitcom decreased significantly. This research provides a case study on the effect of the broadcaster's content distribution policy on the VOD user behavior thus proposing broadcasters and platform operators the ways of establishing distribution strategy as well as invigorating the VOD usage.

The Analysis of Woman User Behavior Pattern in Online Games (여성 유저의 온라인게임 이용 행태에 관한 연구 - 온라인게임에서의 젠더 정체성을 중심으로-)

  • Seok, Sung-Hye;Lee, Ji-Young
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.693-704
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    • 2007
  • 지금까지 사이버문화에 대한 연구는 해당 문화의 가장 큰 특성 중인 익명성과 그것이 개별 이용자들의 정체성에 미치는 영향에 대한 많은 관심이 있어왔다. 최근 주목을 받고 있는 싸이월드나 블로그 등 CMC환경에서 매체가 일반적으로 여성의 라이프스타일 및 여성성과 연관되어 정체성의 구성에 영향을 미치게 되며, 이러한 이용 형태를 마케팅과 접목하여 높은 여성 참여와 구매력을 이끌어내고 있다. 반면 온라인게임은 남성 중심의 매체로써의 특징을 가지고 있으며, 상대적으로 여성의 온라인게임 이용 행태 분석 및 마케팅 전략 연구가 미흡하였다. 온라인게임에서 여성 이용자의 참여나 구매력을 이끌어 내기 위해서는 우선적으로 남성 중심적 매체에서 여성 온라인게임 유저의 이용 행태 분석 이 선행되어야 하며, 이를 통하여 여성의 온라인게임 소비 패턴과 특성을 파악하고, 나아가 고객 충성도, 구매력과의 관련성 속에서 마케팅적 시사점을 도출하여야 할 것이다. 본 연구는 온라인게임 여성 유저의 심층 인터뷰를 통하여 우선적으로 연령별 게임 이용 패턴 - 게임이용 장소, 초기 진입 방식, 커뮤니티 활동, 아이템 구매 형태 등 - 에 대해 알아보고, 다음으로 여성 유저의 게임 플레이 방식으로 게임 내 캐릭터의 전유 방식(몰입)과 게임 플레이 스타일을 고찰하고자 한다. 이때 여성의 온라인게임 이용 방식이 남성적 매체라는 구조적 공간 내에서 여성의 성적 특성이 온라인게임 소비 행태에 어떠한 영향을 미치며, 또한 여성 유저의 이용 방식에 따라 고객 충성도에 미치는 효과에 대해 알아보도록 한다.

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An Analysis about Awareness of Use in Space on Variation Type in Middle School According to the Type of Management for Homebase (거점공간 운영방식 차이에 따른 교과교실형 중학교 공간 이용의식 분석)

  • Jeong, Joo-Seong
    • Journal of the Korean Institute of Educational Facilities
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    • v.23 no.6
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    • pp.19-26
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    • 2016
  • In this study, moving awareness of students having different physical conditions in homebase and attitudes of students to spacial use in user's aspect were analyzed. As shown in the results, the dissatisfaction degree of the second grade using homebase type was higher than the first and the third grades using exclusive space for a class, homeroom type. The necessity of exclusive space for a class was highly shown in the second grade students. Students of the first and the third grades showed similar pattern in using frequency of homeroom. The results showed that behavior pattern of students was different with their physical conditions. Especially, factors showing obvious differences between the two groups were possession awareness of their belongings, tendency to route choice of high frequency, stay awareness of main stay in time to rest and point of time using restroom. These results will be useful to design various models in variation type of schools.

Light-weight Defense Mechanisms for application layer DDoS Attacks in the Web Services (웹서비스 대상 경량화 된 응용계층 DDoS 공격 대응 메커니즘)

  • Lee, Tai-Jin;Im, Chae-Su;Im, Chae-Tae;Jung, Hyun-Chul
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.20 no.5
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    • pp.99-110
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    • 2010
  • Recently, network based DDoS attacks have been changed into application layer DDoS attacks which are targeted at the web services. Specially, an attacker makes zombie PCs generate small traffic and its traffic pattern has been similar to the normal user's pattern. So, existing HTTP PPS based Threshold cannot defend the DDoS attacks effectively. In this paper, we displayed all the GET Flooding attack types and propose three DDoS attack defense mechanisms which are simple and very powerful. Proposed mechanisms can defend all the existing GET Flooding DDoS attacks and be deployed in the real environment immediately with little resource consumption.