• Title/Summary/Keyword: User Life

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A user behavior prediction technique using mobile-based Lifelog (모바일 기반 라이프로그를 이용한 사용자 행동 예측 기법)

  • Bang, Jae-Geun;Kim, Byeong Man
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.6
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    • pp.63-76
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    • 2014
  • Recently the desired information has been recommended to many people in a number of ways using the smartphone. Though there are many applications for that purpose, but most applications does not consider the user's current situation. In order to automatically recommend the information considering the user's situation, it is necessary to predict the future behavior of the user from the records of the past behavior of the user. Therefore, in this paper, we propose a method that predicts the user's future behavior through association analysis based on the user's current behavior which is identified by applying the user's current situation data collected via a smartphone to the Bayesian network built from the user's life log. From the experiments and analysis for five students and five virtual workers, the usefulness of the proposed method is confirmed.

Implementation of User Account Vulnerability Checking Function System using MS-SQL Database (MS-SQL 데이터베이스에서 특정 계정 취약점 판별 시스템 구현)

  • Jang, Seung-Ju
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.10
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    • pp.2482-2488
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    • 2014
  • This paper proposes that a user account of the MS-SQL is checked whether expirated or not in C++ program environment. Vulnerability checking module decides security weakness for password change time or user configuration time. The proposed module prevents and protects a user account from a malicious user account. Recently, Information Assets becomes more important. If the loss of database information it would make large damage in our life. This paper develops user account checking module, which checks whether user password have not been changed for a long time or whether the user account expirated in the MS-SQL Database. By checking security vulnerability using this feature, a malicious user cannot access the Database.

An Analysis of Energy Consumption Types Considering Life Patterns of Single-person Households (1인 가구 거주자의 생활패턴이 고려된 에너지소요량 유형 분석)

  • Lee, Seunghui;Jung, Sungwon;Lim, Ki-Taek
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.1
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    • pp.37-46
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    • 2019
  • The energy of the building is influenced by the user 's activity due to the population, society, and economic characteristics of the building user. In order to obtain accurate energy information, the difference in the amount of energy consumption by the activities and characteristics of building users should be identified. The purpose of the study is to identify the difference in the amount of energy consumption by the user's activities in the same building, and to analyse the relationship between user's activities and demographic, social and economic characteristics. For research, energy simulation is performed based on actual user activity schedule. The results of the simulation were clustered by using K-Means clustering, a machine learning technique. As a result, four types of users were derived based on the amount of energy consumption. The more energy used in a cluster, the lower the user's income level and older. The longer a user's indoor activity times, the higher the energy use, and these activities relate to the user's characteristics. There is more than twice the difference between the group that uses the least energy consumption and the group that uses the most energy consumption.

Opportunities for Digital Storytelling and Collaborative Learning on Second Life (세컨드라이프를 활용한 디지털 스토리텔링과 협력학습)

  • Choi, Seo-Yun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1252-1256
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    • 2009
  • Machinima is a new form of UCC(User Created Content) which utilizes 3D videogame engine technology to create animated films within virtual environments. By producing machinima content, students can get cooperative learning opportunities as well as digital storytelling skills. This case study is to introduce the educational potential of Second Life and to provide useful directions in professional curricula of digital culture content.

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A basic study on the development Interior design Database for consumer trend analysis system method on the Web (소비자 기호 분석을 위한 웹 기반 실내디자인 데이터베이스 시스템 개발에 관한 기초 연구 - 아파트 주거공간을 중심으로 -)

  • 한영호;김홍기;조성오
    • Korean Institute of Interior Design Journal
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    • no.31
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    • pp.71-78
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    • 2002
  • Understanding the consumer changed life styles are integrated, mutual complement for user's worth and consciousness, the life of consumption, etc. Recently, Apartment Model House has built for distribute to Apartment house When they enter the units after 2 or 3 years. So, Interior designer make an inference from the changed life styles. But, We don't have enough information to trace the design trend about residential space design. Design database is correspond with interior space and structured entity relationship. There are three parts in this Database, Type, Elements and Relation information. Type are composed size, ages, style, and space, Elements are materials and space elements. Relation information are publishing, designer, exhibition, construction company, remodeling, Intoner design and User favorite styles are the development in web environment. This research supplies interior design information for Web environment and trend analysis supports collaboration with development of interior design information database.

Development of Intelligent Services and Analyzing User Behavior Information Using Smartphone (스마트폰을 이용한 사용자의 실생활 정보 분석 및 응용 서비스 개발)

  • Oh, Sung-Kyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.12
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    • pp.6441-6446
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    • 2013
  • The smart phone is a representative personal device that can provide information onan individual's behavior related to real-life places, where the mobile phone users frequently stay and go, and the people who call or meet with the user. This paper proposes moving modeling that is based on the individual life logs using mobile phone data for identifying individuals. This method can be used to recommend the most suitable phone-service.

OASIS portable: User-friendly offline suite for secure survival analysis

  • Seong Kyu Han;Hyunwoo C. Kwon;Jae-Seong Yang;Sanguk Kim;Seung-Jae V. Lee
    • Molecules and Cells
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    • v.47 no.2
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    • pp.100011.1-100011.3
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    • 2024
  • Online application for survival analysis (OASIS) and its update, OASIS 2, have been widely used for survival analysis in biological and medical sciences. Here, we provide a portable version of OASIS, an all-in-one offline suite, to facilitate secure survival analysis without uploading the data to online servers. OASIS portable provides a virtualized and isolated instance of the OASIS 2 webserver, operating on the users' personal computers, and enables user-friendly survival analysis without internet connection and security issues.

An Empirical Study on the Innovation Strategy of User Experience by Utilizing Digital Technology (디지털 기술을 활용한 사용자 체험 혁신전략에 관한 실증적 연구)

  • Rho, Hyung-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.3
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    • pp.169-176
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    • 2015
  • The purpose of this paper is to study renovation plan of value chain from a user's viewpoint by making practical application of digital technology. And it is surely meaningful to investigate the important motivation factors of continuous using smart-phone, and to analyze the improving effect toward to the quality of life in continuous using smart-phone. By this study we can expect the value improving effect of user experience. The results of hypothesis testing can be summarized as follows: First, the hypothesis that positive affect has a plus effect on pragmatic value is accepted. Secondly, the hypothesis that positive affect has a plus effect on hedonic value is accepted. Thirdly, the hypothesis that negative affect has a minus effect on pragmatic value is accepted. Fourthly, the hypothesis that negative affect has a minus effect on pragmatic value is rejected. Fifthly, the hypothesis that pragmatic value has a plus effect on life satisfaction is accepted. Sixthly, the hypothesis that hedonic value has a plus effect on life satisfaction is rejected. In the competition among enterprises, user experience instead of goods themselves became influential as a differential factor. And many advanced enterprises began taking a serious view of customer's happiness and user experience improvement.

Visualization of movie recommendation system using the sentimental vocabulary distribution map

  • Ha, Hyoji;Han, Hyunwoo;Mun, Seongmin;Bae, Sungyun;Lee, Jihye;Lee, Kyungwon
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.5
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    • pp.19-29
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    • 2016
  • This paper suggests a method to refine a massive collective intelligence data, and visualize with multilevel sentiment network, in order to understand information in an intuitive and semantic way. For this study, we first calculated a frequency of sentiment words from each movie review. Second, we designed a Heatmap visualization to effectively discover the main emotions on each online movie review. Third, we formed a Sentiment-Movie Network combining the MDS Map and Social Network in order to fix the movie network topology, while creating a network graph to enable the clustering of similar nodes. Finally, we evaluated our progress to verify if it is actually helpful to improve user cognition for multilevel analysis experience compared to the existing network system, thus concluded that our method provides improved user experience in terms of cognition, being appropriate as an alternative method for semantic understanding.

An Exploratory Analysis on the User Response Pattern and Quality Characteristics of Marketing Contents in the SNS of Regional Government (지역마케팅 콘텐츠의 사용자 반응패턴과 품질특성에 관한 탐색적 분석: 지방자치단체가 운영하는 SNS를 중심으로)

  • Jeong, Yeon-Su;Jeong, Dae-Yul
    • The Journal of Information Systems
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    • v.26 no.4
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    • pp.419-442
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    • 2017
  • Purpose The purpose of this study is to explore the pattern of user response and it's duration time through social media content response analysis. We also analyze the characteristics of content quality factors which are associate with the user response pattern. The analysis results will provide some implications to develop strategies and schematic plans for the operator of regional marketing on the SNS. Design/methodology/approach This study used mixed methods to verify the effects and responses of social media contents on the users who have concerns about regional events such as local festival, cultural events, and city tours etc. Big data analysis was conducted with the quantitative data from regional government SNSs. The data was collected through web crawling in order to analyze the social media contents. We especially analyzed the contents duration time and peak level time. This study also analyzed the characteristics of contents quality factors using expert evaluation data on the social media contents. Finally, we verify the relationship between the contents quality factors and user response types by cross correlation analysis. Findings According to the big data analysis, we could find some content life cycle which can be explained through empirical distribution with peak time pattern and left skewed long tail. The user response patterns are dependent on time and contents quality. In addition, this study confirms that the level of quality of social media content is closely relate to user interaction and response pattern. As a result of the contents response pattern analysis, it is necessary to develop high quality contents design strategy and content posting and propagation tactics. The SNS operators need to develop high quality contents using rich-media technology and active response contents that induce opinion leader on the SNS.