• 제목/요약/키워드: User Interest Area

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PCRM: Increasing POI Recommendation Accuracy in Location-Based Social Networks

  • Liu, Lianggui;Li, Wei;Wang, Lingmin;Jia, Huiling
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.11
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    • pp.5344-5356
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    • 2018
  • Nowadays with the help of Location-Based Social Networks (LBSNs), users of Point-of-Interest (POI) recommendation service in LBSNs are able to publish their geo-tagged information and physical locations in the form of sign-ups and share their experiences with friends on POI, which can help users to explore new areas and discover new points-of-interest, and promote advertisers to push mobile ads to target users. POI recommendation service in LBSNs is attracting more and more attention from all over the world. Due to the sparsity of users' activity history data set and the aggregation characteristics of sign-in area, conventional recommendation algorithms usually suffer from low accuracy. To address this problem, this paper proposes a new recommendation algorithm based on a novel Preference-Content-Region Model (PCRM). In this new algorithm, three kinds of information, that is, user's preferences, content of the Point-of-Interest and region of the user's activity are considered, helping users obtain ideal recommendation service everywhere. We demonstrate that our algorithm is more effective than existing algorithms through extensive experiments based on an open Eventbrite data set.

A Simulation Model of Object Movement for Evaluating the Communication Load in Networked Virtual Environments

  • Lim, Mingyu;Lee, Yunjin
    • Journal of Information Processing Systems
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    • v.9 no.3
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    • pp.489-498
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    • 2013
  • In this paper, we propose a common simulation model that can be reused for different performance evaluations of networked virtual environments. To this end, we analyzed the common features of NVEs, in which multiple regions compose a shared space, and where a user has his/her own interest area. Communication architecture can be client-server or peer-server models. In usual simulations, users move around the world while the number of users varies with the system. Our model provides various simulation parameters to customize the region configuration and user movement pattern. Furthermore, our model introduces a way to mimic a lot of users in a minimal experiment environment. The proposed model is integrated with our network framework, which supports various scalability approaches. We specifically applied our model to the interest management and load distribution schemes to evaluate communication overhead. With the proposed simulation model, a new simulation can be easily designed in a large-scale environment.

Measurements on Legislation of User-Protection Act in the Era of ICT-Convergence (ICT융합에 따른 방송통신 이용자보호 법제의 합리적 개선방안)

  • Park, Jong-Su
    • Journal of Legislation Research
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    • no.44
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    • pp.103-153
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    • 2013
  • This article aims at the legislation of User-Protection Act in area of ICT. In these days telecommunication and broadcasting are getting more and more convergent. The paradigm of ICT is turning over from the service provider to the end-user. User protection has been in each erea of ICT (C-P-N-D) individually regulated. In the area of telecommunication it is important to protect the interest of user, who stands in contract with the service provider. And in area of broadcasting it is important to protect the interest of viewers, who stands "gratis" with the broadcasters without any contracts. For the more efficient user-protection it is also necessary to make a dedicated organization under KCC(Korean Communications Committee). In this early year the government organization was divided into MSIP(Ministry of Science, ICT and future planing) and KCC. The user-protection act will be very important instrument of ICT regulation in the era of creative economy. It is necessary to establish a new frame act of user protection. It is also necessary to make start to establish a new system of user education in erea of ICT. It is strongly expected the new act will be a turning point of ICT development in Korea.

A P2P-based Management Method for Dynamic AOI (동적 AOI를 위한 P2P 기반 관리기법)

  • Lim, Chae-Gyun;Rho, Kyung-Taeg
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.5
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    • pp.211-216
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    • 2011
  • Networked virtual environments (NVEs) are distributed systems where geographically dispersed users interact with each other in virtual worlds by exchanging network messages. Massively Multiplayer Online Game (MMOG) is one of diverse applications where more than hundreds of users enjoy experiencing virtual worlds. A limited area called area of interest (AOI) in MMOG is reduced the load caused by message exchange between users. Voronoi-based Overlay Network (VON) is proposed to reduce the bandwidth consumption in P2P environments and Vorocast also is made using message forwarding in VON. We propose a dynamic AOI management method that solves problems such as a consistency and latency due to forwarding position updates to neighbor nodes from the message originator in forwarding scheme. Our scheme provides the consistency and reduces latency by combining direct connection scheme and Vorocast scheme compared to existing schemes. The communication between a user and users existing in center circle within AOI of the user is directly connected and the communication between the user and users existing outside the center area within AOI is using Vorocast scheme. The proposed model is evaluated through simulations.

Unconstrained Object Segmentation Using GrabCut Based on Automatic Generation of Initial Boundary

  • Na, In-Seop;Oh, Kang-Han;Kim, Soo-Hyung
    • International Journal of Contents
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    • v.9 no.1
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    • pp.6-10
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    • 2013
  • Foreground estimation in object segmentation has been an important issue for last few decades. In this paper we propose a GrabCut based automatic foreground estimation method using block clustering. GrabCut is one of popular algorithms for image segmentation in 2D image. However GrabCut is semi-automatic algorithm. So it requires the user input a rough boundary for foreground and background. Typically, the user draws a rectangle around the object of interest manually. The goal of proposed method is to generate an initial rectangle automatically. In order to create initial rectangle, we use Gabor filter and Saliency map and then we use 4 features (amount of area, variance, amount of class with boundary area, amount of class with saliency map) to categorize foreground and background. From the experimental results, our proposed algorithm can achieve satisfactory accuracy in object segmentation without any prior information by the user.

Interest area of game player through extraction of foreground Image (포그라인드 이미지 추출을 통한 게임 플레이어 관심 영역)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.271-277
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    • 2017
  • In the image processing, foreground image extraction is mainly applied to recognize a moving object or an object. In the game, the objects included in the foreground image can be mainly characters, non player characters, items, and the like. These objects can be the player's primary concern with objects that are the target of players' movement, attack, defense, and collection. In this background, this research is a study to extract players' interest areas. To this end, first, the foreground image is extracted. Second, the extracted foreground image is accumulated for a certain period of time, and the image is displayed as a result image. The accumulated foreground image according to the play time helps to know the location and frequency of screen appearance of game objects. This study can help players design their interest areas and design an efficient UX/UI.

Feature Recognition for Digitizing Path Generation in Reverse Engineering (역공학에서 측정경로생성을 위한 특징형상 인식)

  • Kim Seung Hyun;Kim Jae Hyun;Park Jung Whan;Ko Tae Jo
    • Journal of the Korean Society for Precision Engineering
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    • v.21 no.12
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    • pp.100-108
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    • 2004
  • In reverse engineering, data acquisition methodology can generally be categorized into contacting and non-contacting types. Recently, researches on hybrid or sensor fusion of the two types have been increasing. In addition, efficient construction of a geometric model from the measurement data is required, where considerable amount of user interaction to classify and localize regions of interest is inevitable. Our research focuses on the classification of each bounded region into a pre-defined feature shape fer a hybrid measuring scheme, where the overall procedures are described as fellows. Firstly, the physical model is digitized by a non-contacting laser scanner which rapidly provides cloud-of-points data. Secondly, the overall digitized data are approximated to a z-map model. Each bounding curve of a region of interest (featured area) can be 1.aced out based on our previous research. Then each confined area is systematically classified into one of the pre-defined feature types such as floor, wall, strip or volume, followed by a more accurate measuring step via a contacting probe. Assigned to each feature is a specific digitizing path topology which may reflect its own geometric character. The research can play an important role in minimizing user interaction at the stage of digitizing path planning.

Recommending Personalized POI Considering Time and User Activity in Location Based Social Networks (위치기반 소셜 네트워크에서 시간과 사용자 활동을 고려한 개인화된 POI 추천)

  • Lee, Kyunam;Lim, Jongtae;Bok, Kyoungsoo;Yoo, Jaesoo
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.64-75
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    • 2018
  • With the development of location-aware technologies and the activation of smart phones, location based social networks(LBSN) have been activated to allow people to easily share their location. In particular, studies on recommending the location of user interests by using the user check-in function in LBSN have been actively conducted. In this paper, we propose a location recommendation scheme considering time and user activities in LBSN. The proposed scheme considers user preference changes over time, local experts, and user interest in rare places. In other words, it uses the check-in history over time and distinguishes the user activity area to identify local experts. It also considers a rare place to give a weight to the user preferred place. It is shown through various performance evaluations that the proposed scheme outperforms the existing schemes.

Extraction of user interest area using foreground image separation and mouse tracking program (전경 이미지 분리와 마우스 트랙킹 프로그램을 이용한 사용자 관심 영역 유도)

  • Lee, MyounJae
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.113-122
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    • 2017
  • The location of the objects that make up a game can be an element of immersion for players. repeatedly appearing at the same position, the fun may be reduced, and as the play time elapses, the players will feel the game's fun as they appear in a larger area than at the beginning of the game play. This paper is a study to find out the location of objects according to the passage of time and to see how players controlled these objects. First, foreground images are extracted and accumulated using OpenCV programming language. The accumulated result is displayed as a heat map image. Second, the mouse movement area is detected using the mouse tracking program and compared with the heat map image, so that the screen area in which the player is interested can be known.

A Study on User Behavior Analysis for Deriving Smart City Service Needs (스마트시티 서비스 니즈 도출을 위한 사용자 행위 분석에 관한 연구)

  • An, Se-Yun;Kim, So-Yeon
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.330-337
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    • 2018
  • Recently, there has been a growing interest in user-centered smart city services. In this study, user behavior analysis was performed as a preliminary study for user - centered smart city service planning. In particular, we will use GIS based location analysis data and video ethonography methodology to derive smart city service direction and needs. In this study, the area of Daejeon Design District selected as the Smart City Test bed was selected as the survey area and the location analysis data of the traffic accident analysis system of the road traffic corporation and the fixed camera We observed user's behavior type and change with image data extracted through the technique. Location analysis data is classified according to the type of accident, and image data is classified into 11 subdivided types of user activities. The problems and specificities observed were analyzed. The user behavior characteristics investigated through this study are meaningful to provide a basis for suggesting user - centered smart city services in the future.