• Title/Summary/Keyword: Users'behavior

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GEDA: New Knowledge Base of Gene Expression in Drug Addiction

  • Suh, Young-Ju;Yang, Moon-Hee;Yoon, Suk-Joon;Park, Jong-Hoon
    • BMB Reports
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    • v.39 no.4
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    • pp.441-447
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    • 2006
  • Abuse of drugs can elicit compulsive drug seeking behaviors upon repeated administration, and ultimately leads to the phenomenon of addiction. We developed a procedure for the standardization of microarray gene expression data of rat brain in drug addiction and stored them in a single integrated database system, focusing on more effective data processing and interpretation. Another characteristic of the present database is that it has a systematic flexibility for statistical analysis and linking with other databases. Basically, we adopt an intelligent SQL querying system, as the foundation of our DB, in order to set up an interactive module which can automatically read the raw gene expression data in the standardized format. We maximize the usability of this DB, helping users study significant gene expression and identify biological function of the genes through integrated up-to-date gene information such as GO annotation and metabolic pathway. For collecting the latest information of selected gene from the database, we also set up the local BLAST search engine and non-redundant sequence database updated by NCBI server on a daily basis. We find that the present database is a useful query interface and data-mining tool, specifically for finding out the genes related to drug addiction. We apply this system to the identification and characterization of methamphetamine-induced genes' behavior in rat brain.

A Study on the Social Media Sharing Intention by Exhibition Visitors -Focused on D Museum Plastic-Fantastic and Instagram- (전시방문객의 소셜미디어 공유의도에 관한 연구 -디뮤지엄의 Plastic Fantastic과 Instagram을 중심으로-)

  • Kim, Chaeeun;Lee, Joonhan;Kim, Sun Mee
    • Journal of Fashion Business
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    • v.22 no.4
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    • pp.20-29
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    • 2018
  • Today, visitors of art galleries like to share their life in their communities than interacting with artwork. Meantime, image sharing of an exhibition on social media has become more important than actual watching of the artwork. Accordingly, most of the galleries have started paying more attention in organizing an exhibition environment for proof-shots to attract more visitors. We initially conducted research about the internet environment from the late 1990s to the recent years and analyzed the changing watching patterns of the exhibition since the advent of social media. Secondly, for empirical case analysis, we selected 'Plastic Fantastic' held in D-Museum as the target of analysis. The analysis targeted 500 recent postings that were discovered on Instagram on March 4, 2018, as 'Plastic-Fantastic'(in Korean). The methods of analysis included classification types of image, hashtag, and text on Instagram and were arranged in an order of relation to the exhibits. Based on the image analysis, 44.2% of the images involved exhibition displays; the others included a person or other goods. Based on the results of the text and hashtag analysis, only 3.6% of posting included information about the exhibition and 56.4% had non-related inflow hashtags only with image. The behavior of these shares is likely to gradually lose the inherent meaning of the exhibition and to the value rather than imparting the artistic thrill that viewers derive from art. Exhibition should try to seek deep interaction between the display, audience, and social media users, rather than encouraging the visitors to take proof-shots.

Online Games Traffic Multiplexing: Analysis and Effect in Access Networks

  • Saldana, Jose;Fernandez-Navajas, Julian;Ruiz-Mas, Jose;Casadesus, Luis
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.11
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    • pp.2920-2939
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    • 2012
  • Enterprises that develop online games have to deploy supporting infrastructures, including hardware and bandwidth resources, in order to provide a good service to users. First Person Shooter games generate high rates of small UDP packets from the client to the server, so the overhead is significant. This work analyzes a method that saves bandwidth, by the addition of a local agent which queues packets, compresses headers and uses a tunnel to send a number of packets within a multiplexed packet. The behavior of the system has been studied, showing that significant bandwidth savings can be achieved. For certain titles, up to 38% of the bandwidth can be saved for IPv4. This percentage increases to 54% for IPv6, as this protocol has a bigger overhead. The cost of these bandwidth savings is the addition of a new delay, which has an upper bound that can be modified. So there is a tradeoff: the greater the added delays, the greater the bandwidth savings. Significant reductions in the amounts of packets per second generated can also be obtained. Tests have been deployed in an emulated scenario matching an access network, showing that if the number of players is big enough, the added delays can be acceptable in terms of user experience.

A Macroscopic Framework for Internet Worm Containments (인터넷 웜 확산 억제를 위한 거시적 관점의 프레임워크)

  • Kim, Chol-Min;Kang, Suk-In;Lee, Seong-Uck;Hong, Man-Pyo
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.9
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    • pp.675-684
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    • 2009
  • Internet worm can cause a traffic problem through DDoS(Distributed Denial of Services) or other kind of attacks. In those manners, it can compromise the internet infrastructure. In addition to this, it can intrude to important server and expose personal information to attacker. However, current detection and response mechanisms to worm have many vulnerabilities, because they only use local characteristic of worm or can treat known worms. In this paper, we propose a new framework to detect unknown worms. It uses macroscopic characteristic of worm to detect unknown worm early. In proposed idea, we define the macroscopic behavior of worm, propose a worm detection method to detect worm flow directly in IP packet networks, and show the performance of our system with simulations. In IP based method, we implement the proposed system and measure the time overhead to execute our system. The measurement shows our system is not too heavy to normal host users.

A Comparative Performance Analysis of Spark-Based Distributed Deep-Learning Frameworks (스파크 기반 딥 러닝 분산 프레임워크 성능 비교 분석)

  • Jang, Jaehee;Park, Jaehong;Kim, Hanjoo;Yoon, Sungroh
    • KIISE Transactions on Computing Practices
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    • v.23 no.5
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    • pp.299-303
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    • 2017
  • By piling up hidden layers in artificial neural networks, deep learning is delivering outstanding performances for high-level abstraction problems such as object/speech recognition and natural language processing. Alternatively, deep-learning users often struggle with the tremendous amounts of time and resources that are required to train deep neural networks. To alleviate this computational challenge, many approaches have been proposed in a diversity of areas. In this work, two of the existing Apache Spark-based acceleration frameworks for deep learning (SparkNet and DeepSpark) are compared and analyzed in terms of the training accuracy and the time demands. In the authors' experiments with the CIFAR-10 and CIFAR-100 benchmark datasets, SparkNet showed a more stable convergence behavior than DeepSpark; but in terms of the training accuracy, DeepSpark delivered a higher classification accuracy of approximately 15%. For some of the cases, DeepSpark also outperformed the sequential implementation running on a single machine in terms of both the accuracy and the running time.

The Relation of Model Structure on the Brand, Quality Perception and Credit Card Selection by Credit Card User Based on Life Style (신용카드 사용자의 생활양식에 따른 브랜드 지각, 품질 지각, 카드 선택의 관계구조)

  • Kim, Lark-Sang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.5
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    • pp.1407-1413
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    • 2008
  • Individual consumer characteristics change as the individual lifestyle changes. Each individual's unique lifestyle influences substantially the individual consumer behavior. Individual consumer's behavioral pattern varies significantly depending on the individual consumer's use of credit cards. Each individual's lifestyle or individual's perception of credit cards' brands and perceptual difference in qualities of credit cards' brands influence the individual's credit card selection. Credit card companies have been doing several researches in analyzing credit card users' lifestyle characteristics and consumer behavioral characteristics. However, researches on the relation of model structure among variables such as individual lifestyle, credit cards brand, quality perception of credit cards and credit card selection are not quite noticeable. Therefore, in this research we aim at providing a theoretical foundation with credit card companies by analyzing the relation of model structure among these factors.

The Learning Behavior of K-MOOC Learners and K-MOOC Service Recommendations (K-MOOC 학습자의 학습행태 분석 및 서비스 방향성 연구)

  • Ahn, Jun Hoo;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.37 no.3
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    • pp.221-252
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    • 2020
  • According to the participants, the current K-MOOC (Korean Massive Open Online Course) has a few problems, such as too few courses, low content quality, and useless learner management system compared to MOOCs abroad. These problems caused diminished learner motivation. Consequently, the K-MOOC service has recorded a low course completion rate despite high expenses spent to develop the contents and thus requires remedies to fix the issues. This study drew research subjects from a pool of college and graduate students representing the primary users of the K-MOOC. This study limited the research scope to the four categories: motivation, learning experience, recognition, and performance of the Biggs' 3P Learning System Model. Based on the literature review, ten variables were selected and explored how the subjects perceived four categories using the survey questionnaire. This study also examined the relationship between ten variables and generated suggestions for the instructors, course managers, and platform developers to make the K-MOOC better.

Servey and Analysis of Use Behavior in Children's Parks - Focused on Housing Development Area in Daegu - (어린이공원 이용행태 조사.분석 - 대구광역시 택지개발지구를 중심으로 -)

  • Kim Yong-Soo;Lee Dong-Hun;Park Chan-Yong
    • Journal of the Korean Institute of Landscape Architecture
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    • v.34 no.3 s.116
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    • pp.32-40
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    • 2006
  • We investigated space establishment and land use of children's parks by studying movement of users in and out of the parks with a questionnaire survey, video and analysis, and then analyzed the characteristics of how the facilities and the space of the parte are used. The results are as follows. First, when considering the character of the facilities of children's parks, entertainment facilities should receive priority followed by those for relaxation and those for convenience. When considering the position of facilities in the parks, because activity spaces may have similar functions to multi-purpose paved spaces, common use of these two spaces should be considered. Entrances and lines of movement should be kept in mind. Second, when considering the surrounding land uses, in case a play facility at a large-sized complex or an elementary school is adjacent, the exercise facilities may be more important, followed by play and rest facilities. In case there is a broad path around the parte, the way in which movement occurs into the central axis should be considered so that the other side of the broad way is not included in the children's play space. Third, proper control of roads adjacent to the parse is needed to protect children from danger.

Analyzing Substantive Theories in User Studies of Information Seeking on the Web (이용자 중심 웹 정보탐색 연구의 실체이론 분석)

  • Kim, Sung-Jin
    • Journal of the Korean Society for information Management
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    • v.23 no.3 s.61
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    • pp.127-146
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    • 2006
  • This study aims to analyze substantive theories in user studies on Web-based information seeking in order to explore the implications of building a unified theory in this field, Substantive theory is defined as research which generalized user behaviors during information seeking on the Web or suggested significant relationships between variables in Web-based information seeking context. The sample of research articles were published in four core journals from 1995 to 2005, Among 42 articles of user-based information seeking on the Web, ten articles were contributed to the development of substantive theories. Findings show that substantive theories used thirteen dependent and ten independent variables and 22 relationships were considered as significant. They have a tendency to focus on individual differences of users and on some specific narrow aspects(i.e. searching or searching time) of user behaviors. Findings suggested a range of implications for a unified theory construction.

Weighting of XML Tag using User's Query (사용자 질의를 이용한 XML 태그의 가중치 결정)

  • Woo Seon-Mi;Yoo Chun-Sik;Kim Yong-Sung
    • The KIPS Transactions:PartD
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    • v.12D no.3 s.99
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    • pp.439-446
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    • 2005
  • XML is the standard that can manage systematically WWW documents and increase retrieval efficiency. Because XML documents have the information of contents and that of structure in single document, users can get more suitable retrieval result by retrieving the information of content as well as that of logical structure. In this paper, we will propose a method to calculate the weights of XML tags so that the information of XML tag is used to index decision. A proposed method creates term vector and weight vector for XML tags, and calculates weight of tag by reflecting user's retrieval behavior (user's query). And it decides the weights of index terms of XML document by reflecting the weights of tags. And we will perform an evaluation of proposed method by comparison with existing researches using weights of paragraphs.