• Title/Summary/Keyword: user activity

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Intelligent Modeling of User Behavior based on FCM Quantization for Smart home (FCM 이산화를 이용한 스마트 홈에서 행동 모델링)

  • Chung, Woo-Yong;Lee, Jae-Hun;Yon, Suk-Hyun;Cho, Young-Wan;Kim, Eun-Tai
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.6
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    • pp.542-546
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    • 2007
  • In the vision of ubiquitous computing environment, smart objects would communicate each other and provide many kinds of information about user and their surroundings in the home. This information enables smart objects to recognize context and to provide active and convenient services to the customers. However in most cases, context-aware services are available only with expert systems. In this paper, we present generalized activity recognition application in the smart home based on a naive Bayesian network(BN) and fuzzy clustering. We quantize continuous sensor data with fuzzy c-means clustering to simplify and reduce BN's conditional probability table size. And we apply mutual information to learn the BN structure efficiently. We show that this system can recognize user activities about 80% accuracy in the web based virtual smart home.

The Effects of YouTube Usage Motives and Affinity on User Activity (유튜브 이용 동기 및 친밀도가 이용자 활동에 미치는 영향)

  • Lee, Eunsun;Kim, Joongin;Kim, Mikyoung
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.114-126
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    • 2020
  • With the growth of information technology, people consume online video contents via mobile phone without time and location constraints. Drawing upon uses and gratification theory, this study examines the effects of usage motives and affinity on user activities on YouTube. Specifically, user activities are subdivided into pre-viewing and during-viewing activities in this study. Results show that convenient entertainment and social interaction are the significant indicators for pre-viewing activities, whereas five different motives significantly influence during-viewing activities. Furthermore, affinity is the significant determinant of the both activities. The theoretical and practical implications are also discussed.

A Study on Multibiometrics derived from Calling Activity Context using Smartphone for Implicit User Authentication System

  • Negara, Ali Fahmi Perwira;Yeom, Jaekeun;Choi, Deokjai
    • International Journal of Contents
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    • v.9 no.2
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    • pp.14-21
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    • 2013
  • Current smartphone authentication systems are deemed inconvenient and difficult for users on remembering their password as well as privacy issues on stolen or forged biometrics. New authentication system is demanded to be implicit to users with very minimum user involvement being. This idea aims towards a future model of authentication system for smartphones users without users realizing them being authenticated. We use the most frequent activity that users carry out with their smartphone, which is the calling activity. We derive two basics related interactions that are first factor being arm's flex (AF) action to pick a phone to be near ones' ears and then once getting near ear using second factor from ear shape image. Here, we combine behavior biometrics from AF in first factor and physical biometrics from ear image in second factor. Our study shows our dual-factor authentication system does not require explicit user interaction thereby improving convenience and alleviating burden from users from persistent necessity to remember password. These findings will augment development of novel implicit authentication system being transparent, easier, and unobtrusive for users.

User Reputation computation Method Based on Implicit Ratings on Social Media

  • Bok, Kyoungsoo;Yun, Jinkyung;Kim, Yeonwoo;Lim, Jongtae;Yoo, Jaesoo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.3
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    • pp.1570-1594
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    • 2017
  • Social network services have recently changed from environments for simply building connections among users to open platforms for generating and sharing various forms of information. Existing user reputation computation methods are inadequate for determining the trust in users on social media where explicit ratings are rare, because they determine the trust in users based on user profile, explicit relations, and explicit ratings. To solve this limitation of previous research, we propose a user reputation computation method suitable for the social media environment by incorporating implicit as well as explicit ratings. Reliable user reputation is estimated by identifying malicious information raters, modifying explicit ratings, and applying them to user reputation scores. The proposed method incorporates implicit ratings into user reputation estimation by differentiating positive and negative implicit ratings. Moreover, the method generates user reputation scores for individual categories to determine a given user's expertise, and incorporates the number of users who participated in rating to determine a given user's influence. This allows reputation scores to be generated also for users who have received no explicit ratings, and, thereby, is more suitable for social media. In addition, based on the user reputation scores, malicious information providers can be identified.

User Modeling Using User Preference and User Life Pattern Based on Personal Bio Data and SNS Data

  • Song, Hyejin;Lee, Kihoon;Moon, Nammee
    • Journal of Information Processing Systems
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    • v.15 no.3
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    • pp.645-654
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    • 2019
  • The purpose of this study was to collect and analyze personal bio data and social network services (SNS) data, derive user preference and user life pattern, and propose intuitive and precise user modeling. This study not only tried to conduct eye tracking experiments using various smart devices to be the ground of the recommendation system considering the attribute of smart devices, but also derived classification preference by analyzing eye tracking data of collected bio data and SNS data. In addition, this study intended to combine and analyze preference of the common classification of the two types of data, derive final preference by each smart device, and based on user life pattern extracted from final preference and collected bio data (amount of activity, sleep), draw the similarity between users using Pearson correlation coefficient. Through derivation of preference considering the attribute of smart devices, it could be found that users would be influenced by smart devices. With user modeling using user behavior pattern, eye tracking, and user preference, this study tried to contribute to the research on the recommendation system that should precisely reflect user tendency.

A GUI Testing Technique Based on Activity Lifecycle for Android Applications (안드로이드 어플리케이션의 액티비티 라이프사이클 기반 GUI 테스팅 기법)

  • Baek, Tae-San;Lee, Woo Jin
    • IEMEK Journal of Embedded Systems and Applications
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    • v.8 no.6
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    • pp.319-327
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    • 2013
  • Most Android applications are being developed by one or a few person without professional testing team. In such a poor development environment, applications may contain severe errors which may also affect the Android platform. In order to detect these errors, the behaviors of Android activities should be identified by considering user-defined lifecycle as well as the system-defined one. This paper proposes a method to generate test scenarios based on the both of user-defined and system-defined activity lifecycle of Android GUI applications. The test scenarios are generated by a state diagram extracted from the source code and are transformed into Jython scribes by using GUI layout information for automatically performing testing.

Development of Context Awareness and Service Reasoning Technique for Handicapped People (장애인을 위한 상황인식 및 서비스 추론기술 개발)

  • Ko, Kwang-Eun;Shin, Dong-Jun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.4
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    • pp.512-517
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    • 2008
  • It is show that increasing of aged and handicapped people requires development of Ubiquitous computing technique to offer the specialized service for handicapped-people. For this, we need a development of Context Awareness and Service Reasoning Technique that the technique is supplied interaction between user and U-environment instead of the old unilateral relation. The old research of context awareness needed probabilistic presentation model like a Bayesian Network based on expert Systems for recognize given circumstance by a domain of uncertain real world. In this article, we define a domain of disorder activity assistant service application and context model based on ontology in diversified environment and minimized intervention of user and developer. By use this context model, we apply the structure learning of Bayesian Network and decide the service and activity to development of application service for handicapped people. Finally, we define the proper Conditional Probability Table of the structured Bayesian Network and if random situation is given to user, then present state variable of Activity and Service by given Causal relation of Bayesian Network based on Conditional Probability Table and it can be result of context awareness.

Routing Relevant Data to Group Mobile Users by Mining Social Trajectory Pattern

  • Cho, Hyunjeong;Park, Yourim;Lee, HyungJune
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38B no.11
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    • pp.934-936
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    • 2013
  • A routing scheme for a group of mobile users for wireless ad-hoc networks is presented. The proposed scheme mines social activity patterns from wireless traces, and exploits social user group for efficient data routing among users based on a data publish approach. Simulation results based on real-world wireless traces show that our routing scheme reduces routing cost for a large mobile user group with a factor of 1.8 compared to a baseline counterpart.

A Study on Viewer's activity and Satisfaction on the Changed TV (수용자에게 요구된 능동성과 이용만족도 관계 연구 - TV의 변화에 따른 수용자 행태 변화와 만족도에 대한 연구)

  • Baik, So-Yeon;Ji, Yong-Gu
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.179-184
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    • 2008
  • Changed TV, that has multi-channel and interactive attribute, requires viewer's activity. Also, broadcasting environment and TV user interface require same things equally. But, the viewer feels uncomfortable in current situation because they recognize the TV as passive media. especially, TV interface can't overcome limitation of TV media. And such interface is provided as it is. This problem brings viewer's confusion and dissatisfaction more and more. This study raises a question about viewer's activity and satisfaction, analyzes the relation and effect between activity and satisfaction.

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