• 제목/요약/키워드: User Network

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EDS(Event Driven Service) 시스템 구조에 관한 연구 (A Study on Architecture of Event Driven Service System)

  • 송광빈;조석팔
    • 정보학연구
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    • 제10권4호
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    • pp.11-26
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    • 2007
  • EDS is a typical convergence service performing convergence between functions owned by multiple SPs. EDS provides users with the relevant information and the communication by the various personal conditional environment. An alternative terminology for events for net- work related applications is 'triggers'-these are assumed to be included in the present description. Events could be defined as any activities which occur within a service avail ability, signals. Events can be managed, for example, as part of a context-aware application. EDS carry out a procedure for processing user's requested information about mobil network-based entities, such as the combination with various applications, such as a LBS (Location Based Service) and area information. In AS (Application Service) network environments, the user has his customized EDS in the network, the EDS automatically connects the appropriate Terminals consistent with a user profile. EDS can also send the collected information to other requesting users by way of event information and using the procedures of combination with other services. The user can record/retrieve the user-related information to from the information base through EDS.

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A Deep Learning Model for Predicting User Personality Using Social Media Profile Images

  • Kanchana, T.S.;Zoraida, B.S.E.
    • International Journal of Computer Science & Network Security
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    • 제22권11호
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    • pp.265-271
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    • 2022
  • Social media is a form of communication based on the internet to share information through content and images. Their choice of profile images and type of image they post can be closely connected to their personality. The user posted images are designated as personality traits. The objective of this study is to predict five factor model personality dimensions from profile images by using deep learning and neural networks. Developed a deep learning framework-based neural network for personality prediction. The personality types of the Big Five Factor model can be quantified from user profile images. To measure the effectiveness, proposed two models using convolution Neural Networks to classify each personality of the user. Done performance analysis among two different models for efficiently predict personality traits from profile image. It was found that VGG-69 CNN models are best performing models for producing the classification accuracy of 91% to predict user personality traits.

iBeacon을 이용한 AP 자동접속 방안 (An Automatic AP Connections Scheme using iBeacon)

  • 남춘성;신동렬
    • 인터넷정보학회논문지
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    • 제18권2호
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    • pp.1-11
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    • 2017
  • 스마트 디바이스를 이용하여 특정 공간에서 미리 설정된 무선랜에 접속하는 방법은 개방형 방식과 사용자 인증 방식으로 나뉠 수 있다. 개방형 방식은 무선랜 접속을 위한 인증이 없이 접속하는 방법이다. 스마트 디바이스 사용자가 자신이 사용하려는 무선랜에 대한 정보를 SSID(Service Set IDentifier)를 통해 공공 무선랜 표기 형식에 따라 제공받아야 하지만, 모든 개방형 무선랜이 이러한 방식을 수동으로 입력하는 방식에는 무리가 있다. 반면에 사용자 인증 방식은 SSID와 PW(PassWord) 설정을 통해 사용자에게 무선랜 접속을 제공하는 방식이다. 따라서 SSID를 통해 공공 무선랜 표기 형식을 따를 수는 있지만, AP 접속을 위해서는 일일이 사용자가 수동으로 패스워드 입력을 통해 AP에 접속해야만 한다. 따라서 본 논문에서는 사용자 인증방식과 공공 무선랜 표기형식을 iBeacon 메시지 수신을 통해 자동적으로 AP에 접속할 수 있는 방안을 제안한다.

사후 디지털 자산 관리 시스템에 관한 연구 (ADAM: An Approach of Digital Asset Management system)

  • 문정경;김황래;김진묵
    • 한국정보통신학회논문지
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    • 제16권9호
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    • pp.1977-1982
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    • 2012
  • 컴퓨터나 스마트폰 사용자들은 최근에 다양한 소셜 네트워크 서비스가 제공되어 매우 편리하다. 소셜 네트워크 서비스는 사이버 공간에서 사용자가 원하는 멀티미디어 자료들을 저장해 두고 편리하게 이용할 수 있어서 좋다. 하지만, 서비스 사용자가 증가하면서 클라우드 저장소의 공간이 급격하게 증가하고, 서비스 사용자가 사망한 경우에는 빅-테이블이나 상속 문제가 발생하게 된다. 대표적으로 사망자가 남긴 디지털 자산들에 대한 게시, 유포, 보관, 그리고 상속에 관한 문제가 발생할 수 있다. 현재는 디지털 자산을 상속자가 서비스 제공자에게 사망자와 가족관계임을 밝히고, 사실 여부를 확인 받은 후에 디지털 자산에 대한 부분적인 사용, 저장, 그리고 백업만이 가능하다. 그러므로, 우리는 본 논문에서 상속자가 사망자가 남긴 디지털 자산을 쉽고 편리하게, 그리고 안전하게 상속할 수 있도록 하는 ADAM을 제안하고자 한다. ADAM을 사용하면 상속자는 정당한 상속절차를 거쳐서 일반적인 재산과 마찬가지로 디지털 자산에 대해서 자유롭고 편리하게 상속 받을 수 있다.

이슈 네트워크를 활용한 사용자 조사 방법론: 자동차 내비게이션 디자인을 중심으로 (The Issue-network: A Study of New User Research Method in the Context of a Car Navigation Design)

  • 김동환;이동민;하세용;이준환
    • 한국멀티미디어학회논문지
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    • 제22권4호
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    • pp.502-514
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    • 2019
  • Existing user research methods are subject to a variety of research conditions such as the amount and variety of data collected and the expertise of the facilitator of a group research session. In this study, we propose a new user research methodology using an 'Issue-Network' system, which is developed based on the theory and methods of social network analysis. The Issue-Network is designed to define problem spaces from the issues raised by users in a group research session in a form of an interactive network graph. The system helps to break out of ordinary perspectives of looking into problem spaces by enabling an alternative and more creative way to connect issues in the network. In this study, we took a case study of generating the Issue-Network on behalf of the problems raised by users in various driving-related situations. We were able to draw three navigation usage scenarios that cover relatively important problem spaces: safety and being ready for the unexpected, smart navigation and notifications, making use of the spare time. In the future, the Issue-Network system is expected to be used as a tool to identify problems and derive solutions in group research sessions involving a large number of users.

인터넷 커뮤니티에서 사용자 참여가 밀착도와 지속적 이용의도에 미치는 영향 (A Study on the Effects of User Participation on Stickiness and Continued Use on Internet Community)

  • 고미현;권순동
    • Asia pacific journal of information systems
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    • 제18권2호
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    • pp.41-72
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    • 2008
  • The purpose of this study is the investigation of the effects of user participation, network effect, social influence, and usefulness on stickiness and continued use on Internet communities. In this research, stickiness refers to repeat visit and visit duration to an Internet community. Continued use means the willingness to continue to use an Internet community in the future. Internet community-based companies can earn money through selling the digital contents such as game, music, and avatar, advertizing on internet site, or offering an affiliate marketing. For such money making, stickiness and continued use of Internet users is much more important than the number of Internet users. We tried to answer following three questions. Fist, what is the effects of user participation on stickiness and continued use on Internet communities? Second, by what is user participation formed? Third, are network effect, social influence, and usefulness that was significant at prior research about technology acceptance model(TAM) still significant on internet communities? In this study, user participation, network effect, social influence, and usefulness are independent variables, stickiness is mediating variable, and continued use is dependent variable. Among independent variables, we are focused on user participation. User participation means that Internet user participates in the development of Internet community site (called mini-hompy or blog in Korea). User participation was studied from 1970 to 1997 at the research area of information system. But since 1997 when Internet started to spread to the public, user participation has hardly been studied. Given the importance of user participation at the success of Internet-based companies, it is very meaningful to study the research topic of user participation. To test the proposed model, we used a data set generated from the survey. The survey instrument was designed on the basis of a comprehensive literature review and interviews of experts, and was refined through several rounds of pretests, revisions, and pilot tests. The respondents of survey were the undergraduates and the graduate students who mainly used Internet communities. Data analysis was conducted using 217 respondents(response rate, 97.7 percent). We used structural equation modeling(SEM) implemented in partial least square(PLS). We chose PLS for two reason. First, our model has formative constructs. PLS uses components-based algorithm and can estimated formative constructs. Second, PLS is more appropriate when the research model is in an early stage of development. A review of the literature suggests that empirical tests of user participation is still sparse. The test of model was executed in the order of three research questions. First user participation had the direct effects on stickiness(${\beta}$=0.150, p<0.01) and continued use (${\beta}$=0.119, p<0.05). And user participation, as a partial mediation model, had a indirect effect on continued use mediated through stickiness (${\beta}$=0.007, p<0.05). Second, optional participation and prosuming participation significantly formed user participation. Optional participation, with a path magnitude as high as 0.986 (p<0.001), is a key determinant for the strength of user participation. Third, Network effect (${\beta}$=0.236, p<0.001). social influence (${\beta}$=0.135, p<0.05), and usefulness (${\beta}$=0.343, p<0.001) had directly significant impacts on stickiness. But network effect and social influence, as a full mediation model, had both indirectly significant impacts on continued use mediated through stickiness (${\beta}$=0.11, p<0.001, and ${\beta}$=0.063, p<0.05, respectively). Compared with this result, usefulness, as a partial mediation model, had a direct impact on continued use and a indirect impact on continued use mediated through stickiness. This study has three contributions. First this is the first empirical study showing that user participation is the significant driver of continued use. The researchers of information system have hardly studies user participation since late 1990s. And the researchers of marketing have studied a few lately. Second, this study enhanced the understanding of user participation. Up to recently, user participation has been studied from the bipolar viewpoint of participation v.s non-participation. Also, even the study on participation has been studied from the point of limited optional participation. But, this study proved the existence of prosuming participation to design and produce products or services, besides optional participation. And this study empirically proved that optional participation and prosuming participation were the key determinant for user participation. Third, our study compliments traditional studies of TAM. According prior literature about of TAM, the constructs of network effect, social influence, and usefulness had effects on the technology adoption. This study proved that these constructs still are significant on Internet communities.

Network-Coding-Based Coded Cooperation

  • Wu, Suwen;Zhu, Jinkang;Qiu, Ling;Zhao, Ming
    • Journal of Communications and Networks
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    • 제12권4호
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    • pp.366-374
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    • 2010
  • Coded cooperation is a promising user cooperation scheme. In this paper, we first propose a novel network-coding-based coded cooperation scheme. When a user decodes its partner's information correctly in the first frame, it transmits the combination of the partner's parity bits and its own parity bits through network coding in the second frame. This is distinct from the classical scheme, where the user only transmits the partner's parity bits during cooperation. We analyze the outage probability of the proposed scheme, and show that it achieves a full diversity order. Numerical evaluations reveal that the proposed scheme outperforms the classical scheme when the inter-user channel is poor, yet is worse when the inter-user channel is strong. Also, the results show that the proposed scheme always outperforms that of no cooperation in various channel conditions while the performance of classical scheme is worse than that of no cooperation with the poor inter-user channels. This means that the performance of the proposed scheme is more stable than the classical scheme and the proposed scheme is more tolerant to the poor inter-user channels. To combine the advantages of the proposed scheme and the classical scheme under different inter-user channel conditions, we propose an adaptive solution. This adaptive scheme enhances the system performance considerably in all channel conditions in spite of the inter-user channel quality, at the expense of only one acknowledgement or non-acknowledgement bit.

Study of Social Network Site Interactivity to Identify and Avert Usability Flaws for Effective User's Experience

  • Abduljalil, Sami;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • 제9권3호
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    • pp.325-330
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    • 2011
  • Due to the wide growth and popularity of social network website, large numbers of users discover these social network sites are a place where they can be able to spend their leisure time sharing interests, sharing ideas freely, sharing personal experience, and also to search for new friends or partners. These websites give an opportunity for its users to socialize with new people and to keep in touch or reconnect with current or old friends and families across disperse continents, which traditionally replace the common traditional methods. These social network websites need accurate and careful investigations and findings on the usability issues for effective interactivity and more usability. However, little research might have previously invested on the usability of these social network websites. Therefore, we propose a new framework to study and test the usability of these social network sites. We namely call our framework "Interactivity". This framework will enable developers to assess the usability of the social network sites. It will provide an overview of the user's behavior while interacting in these social network websites. Performance of the framework will be performed using Camtasia software. This software will entirely capture the interactivity of users including the screen and the movements, which the screen and the motion of the user action will undergo to analysis at the end of our research.

Peer-to-Peer 환경에서의 정보 공유를 위한 인증 메커니즘에 관한 연구 (A Study on the Authentication Mechanism that Information Sharing in Peer-to-Peer Environment)

  • 이정기;배일호;박찬모;이준
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2002년도 추계종합학술대회
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    • pp.588-591
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    • 2002
  • 최근 클라이언트- 서버방식의 네트웍 서비스보다 P2P(Peer-to-Peer)서비스 환경이 더욱더 각광을 받고 있다. P2P는 자유로운 네트웍을 구성할 수 있고 중앙 서버 기능을 없애거나 약화시켜서 각 User 간에 참여할 수 있는 개방 네트워크이기 때문에 각 User 간에 인증에 관한 문제가 대두되고 있다. Network에 있는 어떤 사용자가 공개된 환경에 있다고 가정하면 우리는 각 User간에 허가 받은 사용자에게만 접속을 제한하기 위해선 서비스에 대한 요구를 인증해 줄 수 있기를 바란다 본 논문에서는 이를 해결하기 위해 P2P환경에서 안전하게 정보공유를 할 수 있는 메커니즘으로 kerberos인증 메커니즘을 인용하여 인증 메커니즘을 설계하고자 한다.

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P2P 협업 및 사용자 콘텐츠 이용 정보 기반의 네트워크 프로토콜 설계 (Design of Network Protocol based on P2P Collaboration and User's Content Using Information)

  • 남의석
    • 전기학회논문지
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    • 제66권3호
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    • pp.575-580
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    • 2017
  • In these days, the big-size and high resolution multimedia file is widely used through networks. To transfer and service effectively, the internet network technology is necessary to substitute broadcasting. Normally Content Delivery Network(CDN) is widely used in conventional internet for multimedia services. But it has a small bandwidth to service. So to solve this problems, many researchers have suggest the protocol for download, content distribution/saving, server synchronization, caching, pushing rate, and streaming etc. But all of these has some defects like low resolution, packets loss and delay, real application implementations etc. So, this paper suggests a new method of network protocol based on P2P collaboration and user's content using information. And it evaluated the performance of suggested method. As the results, it showed the effectiveness of 4 performances indices : download speed, decreasing rate of connected user in same time, adaptive hit ratio, traffic decreasing rate.