• Title/Summary/Keyword: combined users

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An Analytical Hierarchy Process Combined with Game Theory for Interface Selection in 5G Heterogeneous Networks

  • Chowdhury, Mostafa Zaman;Rahman, Md. Tashikur;Jang, Yeong Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.4
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    • pp.1817-1836
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    • 2020
  • Network convergence is considered as one of the key solutions to the problem of achieving future high-capacity and reliable communications. This approach overcomes the limitations of separate wireless technologies. Efficient interface selection is one of the most important issues in convergence networks. This paper solves the problem faced by users of selecting the most appropriate interface in the heterogeneous radio-access network (RAN) environment. Our proposed scheme combines a hierarchical evaluation of networks and game theory to solve the network-selection problem. Instead, of considering a fixed weight system while ranking the networks, the proposed scheme considers the service requirements, as well as static and dynamic network attributes. The best network is selected for a particular service request. To establish a hierarchy among the network-evaluation criteria for service requests, an analytical hierarchy process (AHP) is used. To determine the optimum network selection, the network hierarchy is combined with game theory. AHP attains the network hierarchy. The weights of different access networks for a service are calculated. It is performed by combining AHP scores considering user's experienced static network attributes and dynamic radio parameters. This paper provides a strategic game. In this game, the network scores of service requests for various RANs and the user's willingness to pay for these services are used to model a network-versus-user game. The Nash equilibria signify those access networks that are chosen by individual user and result maximum payoff. The examples for the interface selection illustrate the effectiveness of the proposed scheme.

ALLOCATION AND PRICING IN PUBLIC TRANSPORTATION AND THE FREE RIDER THEOREM

  • Beckmann, Martin J.
    • Journal of the Korean Operations Research and Management Science Society
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    • v.3 no.1
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    • pp.31-46
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    • 1978
  • Consider a time interval during which the demand for trips is fixed (e.g. the rush hour period). The traveller has a choice between various public modes, whose travel times and fares are fixed, and the automobile mode, for which travel time and cost depend on the volume of traffic flow on those roads, which are subject to congestion. We consider the equilibrium in terms of a representative travellerm, who choses for any trip the mode and route with the least combined money and time cost. When several (parallel) model or routes are chosen, then the combined cost of money and time must be equal among these. Our problem is first, to find the optimal flows of cars and of public mode carriers on the various links of their networks and second the optimal fares for trips by the variousmodes. The object is to minimize the total operating costs of the carriers and car plus the total time costs to travellers. The optimal fares are related to, but not identical with the dual variables of the underlying Nonlinear Program. They are equal to these dual variables only in the case, when congestion tolls on trips or on the use of specific roads are collected from automobile users. When such tolls are not collected, they must be passed on as subsidies to travellers using competing modes. The optimal fares of public modes are then reduced by the amounts of these subsidies. Note that subsidies are not a flat payment to public carriers, but are calculated on the basis of tickets sold. Fares and subsidies depend in general on tile period considered. They will be higher during periods of higher demand. When the assumption of fixed trip demand is relaxed, this tare system is no longer best, but only second best since too much traffic will, in general, be generated. The Free Rider Theorem states the following : Suppose road tolls can be charged, so that a best pricing system for public modes is posssible. Then there may exist free rides on some routes and modes, but never on a complete round trip.

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Serious Game Design for the Elderly using Arcade Game Machines (아케이드 게임기기를 활용한 실버용 기능성게임 디자인)

  • Kim, Sung-Jin;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.9-18
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    • 2009
  • This paper deals with the elderly serious game design which makes full use of the existing arcade game machine. This serious game is on the issue for its positive role recently. Serious arcade game for the elderly which is made up arcade platform-based combined contents manufacture technology has an element which is having a fun for building up physical and mental health. It also has a special objective which can prevent against senile dementia. Above-mentioned serious arcade game which has a special objective in both hardware part and software part is needed to study how to design. Accordingly, this paper presents how to make up special-purpose entertainment machine and contents development by biologic, social, and psychological researches and data about the elderly - main users. We hope that this paper can be used as a base for expansion of new industrial field by integrating new product development for the elderly with high game technology.With the help of information technology

A Survey Analysis of Internet of Things Security Issues and Combined Service

  • Kim, HyunHo;Lee, HoonJae;Lee, YoungSil
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.73-79
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    • 2020
  • Since the start of the 4th industrial revolution, technologies have been developed in the Internet of Things (IoT), artificial intelligence (AI), virtual reality (VR), and 5G. Compared to other technologies IoT is currently being commercialized more than other technologies where the numbers of connected things are increases every year. The IoT has a huge advantage to provide convenience and lots of information to users, but security cannot keep up with the speed of development. IoT services continue to provide services for related devices, but at present, more and more types of new services are being combined with other technologies by utilizing the services of devices. This paper reviews and analyzes research on security issues and services related to the Internet of Things to explore how security trends and service delivery will develop in the future.

Landslide Susceptibility Analysis Using Bayesian Network and Semantic Technology (시맨틱 기술과 베이시안 네트워크를 이용한 산사태 취약성 분석)

  • Lee, Sang-Hoon
    • Journal of Korean Society for Geospatial Information Science
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    • v.18 no.4
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    • pp.61-69
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    • 2010
  • The collapse of a slope or cut embankment brings much damage to life and property. Accordingly, it is very important to analyze the spatial distribution by calculating the landslide susceptibility in the estimation of the risk of landslide occurrence. The heuristic, statistic, deterministic, and probabilistic methods have been introduced to make landslide susceptibility maps. In many cases, however, the reliability is low due to insufficient field data, and the qualitative experience and knowledge of experts could not be combined with the quantitative mechanical?analysis model in the existing methods. In this paper, new modeling method for a probabilistic landslide susceptibility analysis combined Bayesian Network with ontology model about experts' knowledge and spatial data was proposed. The ontology model, which was made using the reasoning engine, was automatically converted into the Bayesian Network structure. Through conditional probabilistic reasoning using the created Bayesian Network, landslide susceptibility with uncertainty was analyzed, and the results were described in maps, using GIS. The developed Bayesian Network was then applied to the test-site to verify its effect, and the result corresponded to the landslide traces boundary at 86.5% accuracy. We expect that general users will be able to make a landslide susceptibility analysis over a wide area without experts' help.

Twitter's impact on the election of TV debates -18th presidential election TV debates- (TV토론회에서 트위터가 선거에 미치는 영향 -제18대 대통령 선거 TV토론회를 중심으로-)

  • Han, Chang-Jin;Kim, Kyoung-Soo
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.207-214
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    • 2013
  • It was the 18th presidential election TV debate Twitter participation of SNS. Began to diverge as the era of social media, combined with SNS through in the mass media, media web 2.0. Search tweets, retweets, while the formation of policy issues, the agenda of Twitter users to listen to the statements of the candidates using the Internet or a smartphone. The highest number of tweets immediately issue statements were made. Content during the progressive tweets core keywords you do not often discussed, followed by the negative information increases the number of tweets has become a policy issue. Top retweets was to evaluate the process of debate, regardless of the issue. Tweeter complements the TV so Twitter has made public opinion. Smart phones and SNS Twitter, combined with the TV and the participation and direct democracy, voters vote one instrument was realized. Should forward approval ratings, real-time Twitter subtitles on the TV screen in TV debate Twitter influence in the election will be greatly expanded.

Conditional Generative Adversarial Network based Collaborative Filtering Recommendation System (Conditional Generative Adversarial Network(CGAN) 기반 협업 필터링 추천 시스템)

  • Kang, Soyi;Shin, Kyung-shik
    • Journal of Intelligence and Information Systems
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    • v.27 no.3
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    • pp.157-173
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    • 2021
  • With the development of information technology, the amount of available information increases daily. However, having access to so much information makes it difficult for users to easily find the information they seek. Users want a visualized system that reduces information retrieval and learning time, saving them from personally reading and judging all available information. As a result, recommendation systems are an increasingly important technologies that are essential to the business. Collaborative filtering is used in various fields with excellent performance because recommendations are made based on similar user interests and preferences. However, limitations do exist. Sparsity occurs when user-item preference information is insufficient, and is the main limitation of collaborative filtering. The evaluation value of the user item matrix may be distorted by the data depending on the popularity of the product, or there may be new users who have not yet evaluated the value. The lack of historical data to identify consumer preferences is referred to as data sparsity, and various methods have been studied to address these problems. However, most attempts to solve the sparsity problem are not optimal because they can only be applied when additional data such as users' personal information, social networks, or characteristics of items are included. Another problem is that real-world score data are mostly biased to high scores, resulting in severe imbalances. One cause of this imbalance distribution is the purchasing bias, in which only users with high product ratings purchase products, so those with low ratings are less likely to purchase products and thus do not leave negative product reviews. Due to these characteristics, unlike most users' actual preferences, reviews by users who purchase products are more likely to be positive. Therefore, the actual rating data is over-learned in many classes with high incidence due to its biased characteristics, distorting the market. Applying collaborative filtering to these imbalanced data leads to poor recommendation performance due to excessive learning of biased classes. Traditional oversampling techniques to address this problem are likely to cause overfitting because they repeat the same data, which acts as noise in learning, reducing recommendation performance. In addition, pre-processing methods for most existing data imbalance problems are designed and used for binary classes. Binary class imbalance techniques are difficult to apply to multi-class problems because they cannot model multi-class problems, such as objects at cross-class boundaries or objects overlapping multiple classes. To solve this problem, research has been conducted to convert and apply multi-class problems to binary class problems. However, simplification of multi-class problems can cause potential classification errors when combined with the results of classifiers learned from other sub-problems, resulting in loss of important information about relationships beyond the selected items. Therefore, it is necessary to develop more effective methods to address multi-class imbalance problems. We propose a collaborative filtering model using CGAN to generate realistic virtual data to populate the empty user-item matrix. Conditional vector y identify distributions for minority classes and generate data reflecting their characteristics. Collaborative filtering then maximizes the performance of the recommendation system via hyperparameter tuning. This process should improve the accuracy of the model by addressing the sparsity problem of collaborative filtering implementations while mitigating data imbalances arising from real data. Our model has superior recommendation performance over existing oversampling techniques and existing real-world data with data sparsity. SMOTE, Borderline SMOTE, SVM-SMOTE, ADASYN, and GAN were used as comparative models and we demonstrate the highest prediction accuracy on the RMSE and MAE evaluation scales. Through this study, oversampling based on deep learning will be able to further refine the performance of recommendation systems using actual data and be used to build business recommendation systems.

A Study on the factors of SNS information influencing consumers' purchasing intention: focusing on Chinese Weibo (SNS 정보 요인이 소비자 구매의도에 미치는 영향에 대한 연구 : 중국 웨이보를 중심으로)

  • Lee, Ook;Li, Jian-Bin;Jee, Myung-Keun;Ahn, Jong-Chang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.92-101
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    • 2017
  • The SNS website can take full advantage of the characteristics of users to conduct e-commerce. The e-commerce website's organizing ability will be greatly strengthened by SNS and creates greater value for consumers. This article examined the Chinese largest SNS (Weibo) users as research objects, and combined the development status of SNS in China. This article focuses on the influence to consumer's purchase intention in three aspects: number of comments, consumer involvement level, and consumer appealing method and examines how the interaction of the number of comments and consumer appealing method affects the purchase intention. An investigation was conducted on 400 users of SNS and using valid questionnaires to perform reliability analysis, validity analysis, independent sample t-test, and double factor variance analysis using SPSS21. The research results indicated that the number of comments and rational appealing method had significant effect on the purchase intention. The mediating or controlling the purchase involvement level will disturb the influence of the number of comments but will have no effect on the information appealing method.

Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.381-412
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    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

Prefetching Techniques of Efficient Continuous Spatial Queries on Mobile AR (모바일 AR에서 효율적인 연속 공간 질의를 위한 프리패칭 기법)

  • Yang, Pyoung Woo;Jung, Yong Hee;Han, Jeong Hye;Lee, Yon Sik;Nam, Kwang Woo
    • Spatial Information Research
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    • v.21 no.4
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    • pp.83-89
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    • 2013
  • Recently various contents have been produced using the techniques that require high-performance computing process. A lot of services have been being producted as AR(Augmented Reality) service being combined with mobile information service that a moving user search various information based on one's location with. Mobile information service has a characteristic that it needs to get new information according to the location an user moves to. The characteristic requires a lot of communications when user search information moving to a different location. In order to make up for this drawback, we propose a prefetching technique based on speed and viewing angle in this paper. Existing prefetching techniques retrieve the following location of users considering moving speed and direction of the users. The data showed on the screen in AR is limited by the viewing angle of the mobile device. Due to the problems we discussed above, existing prefetching techniques have a demerit that they retrieve a lot more data than needed actually. We propose more efficient way of retrieving data with AR using the viewing angle of the mobile device. The method we propose reduces retrieval of unnecessary location using the users' speed, direction and viewing angle. This method is more efficient than the existing ways of retrieval because we don't need as many data.