• Title/Summary/Keyword: User intervention

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A Collaborative Filtering System Combined with Users' Review Mining : Application to the Recommendation of Smartphone Apps (사용자 리뷰 마이닝을 결합한 협업 필터링 시스템: 스마트폰 앱 추천에의 응용)

  • Jeon, ByeoungKug;Ahn, Hyunchul
    • Journal of Intelligence and Information Systems
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    • v.21 no.2
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    • pp.1-18
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    • 2015
  • Collaborative filtering(CF) algorithm has been popularly used for recommender systems in both academic and practical applications. A general CF system compares users based on how similar they are, and creates recommendation results with the items favored by other people with similar tastes. Thus, it is very important for CF to measure the similarities between users because the recommendation quality depends on it. In most cases, users' explicit numeric ratings of items(i.e. quantitative information) have only been used to calculate the similarities between users in CF. However, several studies indicated that qualitative information such as user's reviews on the items may contribute to measure these similarities more accurately. Considering that a lot of people are likely to share their honest opinion on the items they purchased recently due to the advent of the Web 2.0, user's reviews can be regarded as the informative source for identifying user's preference with accuracy. Under this background, this study proposes a new hybrid recommender system that combines with users' review mining. Our proposed system is based on conventional memory-based CF, but it is designed to use both user's numeric ratings and his/her text reviews on the items when calculating similarities between users. In specific, our system creates not only user-item rating matrix, but also user-item review term matrix. Then, it calculates rating similarity and review similarity from each matrix, and calculates the final user-to-user similarity based on these two similarities(i.e. rating and review similarities). As the methods for calculating review similarity between users, we proposed two alternatives - one is to use the frequency of the commonly used terms, and the other one is to use the sum of the importance weights of the commonly used terms in users' review. In the case of the importance weights of terms, we proposed the use of average TF-IDF(Term Frequency - Inverse Document Frequency) weights. To validate the applicability of the proposed system, we applied it to the implementation of a recommender system for smartphone applications (hereafter, app). At present, over a million apps are offered in each app stores operated by Google and Apple. Due to this information overload, users have difficulty in selecting proper apps that they really want. Furthermore, app store operators like Google and Apple have cumulated huge amount of users' reviews on apps until now. Thus, we chose smartphone app stores as the application domain of our system. In order to collect the experimental data set, we built and operated a Web-based data collection system for about two weeks. As a result, we could obtain 1,246 valid responses(ratings and reviews) from 78 users. The experimental system was implemented using Microsoft Visual Basic for Applications(VBA) and SAS Text Miner. And, to avoid distortion due to human intervention, we did not adopt any refining works by human during the user's review mining process. To examine the effectiveness of the proposed system, we compared its performance to the performance of conventional CF system. The performances of recommender systems were evaluated by using average MAE(mean absolute error). The experimental results showed that our proposed system(MAE = 0.7867 ~ 0.7881) slightly outperformed a conventional CF system(MAE = 0.7939). Also, they showed that the calculation of review similarity between users based on the TF-IDF weights(MAE = 0.7867) leaded to better recommendation accuracy than the calculation based on the frequency of the commonly used terms in reviews(MAE = 0.7881). The results from paired samples t-test presented that our proposed system with review similarity calculation using the frequency of the commonly used terms outperformed conventional CF system with 10% statistical significance level. Our study sheds a light on the application of users' review information for facilitating electronic commerce by recommending proper items to users.

Performance evaluation of vessel extraction algorithm applied to Aortic root segmentation in CT Angiography (CT Angiography 영상에서 대동맥 추출을 위한 혈관 분할 알고리즘 성능 평가)

  • Kim, Tae-Hyong;Hwang, Young-sang;Shin, Ki-Young
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.9 no.2
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    • pp.196-204
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    • 2016
  • World Health Organization reported that heart-related diseases such as coronary artery stenoses show the highest occurrence rate which may cause heart attack. Using Computed Tomography angiography images will allow radiologists to detect and have intervention by creating 3D roadmapping of the vessels. However, it is often complex and difficult do reconstruct 3D vessel which causes very large amount of time and previous researches were studied to segment vessels more accurate automatically. Therefore, in this paper, Region Competition, Geodesic Active Contour (GAC), Multi-atlas based segmentation and Active Shape Model algorithms were applied to segment aortic root from CTA images and the results were analyzed by using mean Hausdorff distance, volume to volume measure, computational time, user-interaction and coronary ostium detection rate. As a result, Extracted 3D aortic model using GAC showed the highest accuracy but also showed highest user-interaction results. Therefore, it is important to improve automatic segmentation algorithm in future

Development of a Remote Wheelchair Accessibility Assessment System Using Virtualized Reality Technology (가상현실기술을 이용한 원격휠체어접근성평가시스템의 개발)

  • Kim, Jong-Bae
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.33-39
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    • 2006
  • Home modification has come to be recognized as an important intervention strategy to manage health care conditions, maintain or improve functioning, ensure safety, and reduce the wheelchair user's dependency on others. However, the availability of skilled professionals with experience in home modifications for accessibility is limited. A system that enables accurate remote assessments would be an important tool to improve our ability to perform home assessments more easily and at decreased cost. A Remote Wheelchair Accessibility Assessment System (RWAAS) using Virtualized Reality(VR) technology was developed that enabled clinicians to assess the wheelchair accessibility of users' built environments from a remote location. Characteristics of the camera and 3D reconstruction program chosen for the system significantly affect its overall reliability. In this study, we performed two reliability analyses on the hardware and software components: 1) Verification that commercial software can construct sufficiently accurate 3D models by analyzing the accuracy of dimensional measurements in a virtualized environment; 2) comparison of dimensional measurements with four camera settings. Based on these two analyses, we were able to specify a consumer level digital camera and the Photomodeler Pro software for this system. And we then tested the feasibility of the selected software and hardware in an actual environment. Lastly, A field evaluation was performed to test whether this new system is comparable to the traditional method of accessibility assessment to evaluate its ability to assess the accessibility of a wheelchair user's typical built environment. The results of field trials showed high congruence between the assessments by two methods. Findings suggested that the RWAAS assessments have the potential to enable specialists to assess potential accessibility problems in built environments regardless of the location of the client, home, or specialist.

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Active Narrative of Digital Game and Improvisation (디지털 게임의 능동서사와 즉흥연기)

  • Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.75-86
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    • 2016
  • Game studies of theatrical approach explained interactive property of game in humanistic background. Those studies analyze the game, and based on Aristoteles Poetic Attribute. But theatrical approach has a problem by user's unpredictable intervention in narrative (Active narrative). This paper intended to see in the glance of any impact on the Aristotelian model by active narrative. As a result of the active narrative remake the causality between materials of drama. Also, it can be seen to define a kind of the "Improvisation" in theatrical view. But it exposed a essential difference in the form an expression by substance and material of media. It was defined forms of improvisation in the gaming environment which are 'Self-generated Individuality', 'Self-definition Faction', 'Eccentric Behavior Contending', 'Trolling' and 'Bug Play'. Finally this paper proposes the characteristics of the improvisation of the game and the direction to be improved game analysis model in humanities through forms of improvisation in game environment.

Hardware Interlocking Security System with Secure Key Update Mechanisms In IoT Environments (IoT 환경에서의 안전한 키 업데이트를 위한 하드웨어 연동 보안 시스템)

  • Saidov, Jamshid;Kim, Bong-Keun;Lee, Jong-Hyup;Lee, Gwang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.4
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    • pp.671-678
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    • 2017
  • Recent advances in Internet of Things (IoT) encourage us to use IoT devices in daily living areas. However, as IoT devices are being ubiquitously used, concerns onsecurity and privacy of IoT devices are getting grown. Key management is an important and fundamental task to provide security services. For better security, we should restrict reusing a same key in sequential authentication sessions, but it is difficult to manually update and memorize keys. In this paper, we propose a hardware security module(HSM) for automated key management in IoT devices. Our HSM is attached to an IoT device and communicates with the device. It provides an automated, secure key update process without any user intervention. The secure keys provided by our HSM can be used in the user and device authentications for any internet services.

Analysis of Standard Nursing Statements Recorded in an Electronic Nursing Record System and User Satisfaction (전자간호기록에 사용된 표준간호진술문 활용실태와 시스템 사용자 만족도)

  • Jung, Joo Hee;Myung, Geun Hee;Kang, Kyung Hyun;Park, Eun Hee
    • Perspectives in Nursing Science
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    • v.9 no.2
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    • pp.146-153
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    • 2012
  • Purpose: The aims of this study were to analyze the frequency of standard nursing statements used in the Electronic Nursing Record (ENR) and to evaluate the degree of satisfaction by users of the ENR system. Methods: We retrospectively reviewed the ENR of 1914 patients who were admitted to our center between 1 May 2011 and 31 May 2011. Additionally, we collected questionnaires from 100 doctors and 300 nurses to evaluate the satisfaction of the users. Results: The frequency of use for the following standard nursing statements was investigated: standard nursing assessment statements (43.6%), standard nursing diagnosis statements (61.8%), standard nursing plan statements (46.7%), standard nursing intervention statements (56.9%), and standard nursing evaluation statements (41.7%). The mean satisfaction score was 3.03 out of 5 in the nurse's group, and 3.11 in the doctor's group. The nurses said the advantages of the ENR system were as follows: easy to access, informative, and standardized terms. However 75.7% of the nurse answered that they cannot express actual nursing situations exactly with the currently limited standard nursing statements. Conclusion: Development of various standard nursing statements is needed to meet the demands of the users. As a result, the use of the ENR system would become easier and more efficient for its users.

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Design of Dynamic Location Privacy Protection Scheme Based an CS-RBAC (CS-RBAC 기반의 동적 Location Privacy 보호 구조 설계)

  • Song You-Jin;Han Seoung-Hyun;Lee Dong-Hyeok
    • The KIPS Transactions:PartC
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    • v.13C no.4 s.107
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    • pp.415-426
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    • 2006
  • The essential characteristic of ubiquitous is context-awareness, and that means ubiquitous computing can automatically process the data that change according to space and time, without users' intervention. However, in circumstance of context awareness, since location information is able to be collected without users' clear approval, users cannot control their location information completely. These problems can cause privacy issue when users access their location information. Therefore, it is important to construct the location information system, which decides to release the information considering privacy under the condition such as location, users' situation, and people who demand information. Therefore, in order to intercept an outflow information and provide securely location-based information, this paper suggests a new system based CS-RBAC with the existing LBS, which responds sensitively as customer's situation. Moreover, it accommodates a merit of PCP reflecting user's preference constructively. Also, through privacy weight, it makes information not only decide to providing information, but endow 'grade'. By this method, users' data can be protected safely with foundation of 'Role' in context-aware circumstance.

One-time Session Key based HTTP DDoS Defense Mechanisms (일회성 세션 키 기반 HTTP DDoS 공격 방어기법)

  • Choi, Sang-Yong;Kang, Ik-Seon;Kim, Yong-Min
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.8
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    • pp.95-104
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    • 2013
  • DDoS attacks have became as a social threat since 2009 7.7 DDoS turmoil. Even though defence techniques have been developing to provide against those threats, they become much more sophisticate. In recent years, the attack form of DDoS is changing from high amount of traffic attack of network layers to highly sophisticate small amount of application layers. To make matters worse, attack agent for the attack has became very intelligent so that it is difficult to be blocked since it can't be distinguished from normal PCs. In the user authentication system(such as CAPTCHA) User intervention is required to distinguish normal PCs and intelligent attack agents and in particular, in a NAT environment, IP-based blocking method can be cut off the normal users traffic at the same time. This research examined defense techniques which are able to distinguish between agent and normal PC and effectively block ways the HTTP DDoS offense applying one-time session key based authentication method using Cookie which is used in HTTP protocol to protect web sever from sophisticate application layer of DDoS.

Information-Based Urban Regeneration for Smart Education Community (스마트 교육 커뮤니티 정보기반 도시재생)

  • Kimm, Woo-Young;Seo, Boong-Kyo
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.12
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

A Study on the Creation of Interactive Text Collage using Viewer Narratives (관람자 내러티브를 활용한 인터랙티브 텍스트 콜라주 창작 연구)

  • Lim, Sooyeon
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.297-302
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    • 2022
  • Contemporary viewers familiar with the digital space show their desire for self-expression and use voice, text and gestures as tools for expression. The purpose of this study is to create interactive art that expresses the narrative uttered by the viewer in the form of a collage using the viewer's figure, and reproduces and expands the story by the viewer's movement. The proposed interactive art visualizes audio and video information acquired from the viewer in a text collage, and uses gesture information and a natural user interface to easily and conveniently interact in real time and express personalized emotions. The three pieces of information obtained from the viewer are connected to each other to express the viewer's current temporary emotions. The rigid narrative of the text has some degree of freedom through the viewer's portrait images and gestures, and at the same time produces and expands the structure of the story close to reality. The artwork space created in this way is an experience space where the viewer's narrative is reflected, updated, and created in real time, and it is a reflection of oneself. It also induces active appreciation through the active intervention and action of the viewer.