• Title/Summary/Keyword: user behaviors

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A Developer Support Tool for Efficient Testing of IoT Applications (IoT 애플리케이션의 효율적인 테스팅을 위한 개발자 지원 도구)

  • Lee, Euihyeok;Kim, Dongwoo;Kang, Seungwoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.10
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    • pp.1216-1227
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    • 2019
  • We propose TITAN (Tool for IoT ApplicatioN testing), a developer support tool that enables efficient testing of IoT applications. TITAN is designed to allow IoT application developers to run their applications under the development environment without being restricted by physical environments and users' behaviors required to test application logic being developed. Using TITAN, IoT application developers can save the time and effort needed to repeatedly perform the testing of application logic while they develop their applications. In this paper, we present the system architecture of TITAN and its current prototype implementation. We evaluate the usefulness and usability of TITAN through a small user study with two example IoT applications. The study participants show their positive perception about the usefulness of TITAN. We further discuss the limitations of the current study and future research directions.

On Artifact Analysis for User Behaviors in Collaboration Tools - Using differential forensics for distinct operating environments (협업 툴의 사용자 행위별 아티팩트 분석 연구 - 운영환경에 따른 differential forensic 개념을 이용하여)

  • Kim, Young-hoon;Kwon, Tae-kyoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.3
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    • pp.353-363
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    • 2021
  • As the Untact era is rapidly changing, collaboration tools are increasing their utilization and value as digital technologies for non-face-to-face work. While instant messenger-based collaboration tools support a variety of functions, crime and accident concerns are also increasing in proportion to their convenience, such as information leakage and security incidents. Meanwhile, the digital forensics perspective on collaborative tools is not enough, so forensics research is needed. This study analyzes significant artifacts in the two operating environments through Windows and Android forensics research on Microsoft Teams, the collaboration tool with the highest share in the world. Also, based on differences in artifacts and data attributes according to the operating environment, by applying 'differential forensic', we proved that the usefulness of evidence can be improved by presenting a complementary analysis method and timeline configuration through information linkage.

What Factors Influence on Immoral Behavior in Games? - Focused on user identity, moral perception toward in-game rules, and moral positioning (게임 내 비도덕적 행동에 대한 영향 요인 연구 - 이용자 정체성, 게임규칙 인식 및 도덕적 포지셔닝을 중심으로)

  • Lee, Sung Je;Piao, Mei Ying;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.149-160
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    • 2021
  • Recently in the gaming market, immoral game behaviors such as flaming, trolling, and illegal program use have drawn attention as serious problems. With 209 gamers of , this study analyzed the effects of perception toward in-game rules, social identity, moral identity, and moral positioning with control of gender and gaming time. Results showed that moral identity and formal moral perception toward in-game rules had positive effects while moral positioning and social identity had negative effects on immoral behavior. Notably, moral identity had interaction effect with moral positioning.

Effects of Perceived Control upon Role Performances among Healthcare Service Customers

  • Lee, Jung-Ki
    • Asia-Pacific Journal of Business
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    • v.13 no.3
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    • pp.19-34
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    • 2022
  • Purpose - The purpose of this study is to examine whether a psychological concept enhances healthcare users' service experience. Specifically, the study proposes and empirically examines a model of perceived control in which the user's sense of control is postulated as exerting positive influences upon his/her motivation, self-efficacy associated with his/her role as a patient, and satisfaction with his/her medical service experience. Methodology - Data were collected by a professional research company, using an online survey method. Participants of the study included adults nineteen years or older who had visited a medical service institute at least once during the previous one-year period. For the test of the research hypotheses, structural equation modeling using AMOS was used. Findings - Findings of this study denote a unique insight into the users' comprehension of medical service experiences and their behaviors. First, the concept of perceived control is identified as a factor that enhances the quality of individuals' medical service experiences. A sense of control directly influences medical users' self-efficacy to comply with doctor's recommendations, their motivation to comply with doctor's recommendations, and their satisfaction with the medical service experience. Second, one's perceived self-efficacy is found to exert positive influences upon both motivation and satisfaction. Third, one's motivation to comply with the doctor's recommendation is found to exert a positive influence upon one's satisfaction. Additionally, perceived control is found to exert an indirect influence upon medical service users' satisfaction through the mediation of both self-efficacy and motivation. Research Implications - The findings of the study support the notion that perception of control among medial service users enhances their service experience as patients. The main thrust of this study suggests that it is necessary for healthcare practitioners to consider implementing service encounter strategies that purposefully enhance the sense of control among their patients. The identification of significant inter-relationships among perceived control, motivation, self-efficacy, and satisfaction among medical service customers should also serve as a meaningful seed for further research pursuits.

A NESTING APPROACH IN DISCRETE EVENT SIMULATION FOR INTEGRATING CONSTRUCTION OPERATION AND SCHEDULE MODELS

  • Chang-Yong Yi;Chan-Sik Park;Doo-Jin Lee;Dong-Eun Lee
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.400-408
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    • 2009
  • Simulation applications for analyzing the productivity of construction operations at operation level and project schedules at project level are crucial methods in project management. The application at two different levels should be very tightly linked to each other in practice. However, appropriate integration at the levels is not achieved in that existing systems do not support to integrate operation models into a schedule model. This paper presents a new approach named to Discrete Event Simulation-Nesting modeling approach, which supports not only productivity analysis at operation level but also schedule management at a project level. The system developed by the authors allows creating operation models at the operation level, maintaining them in operation model library, executing sensitivity analysis to find the behaviors of the operation models when different combination of resources are used as existing DES systems do. On top of the conventional functions, the new system facilitates to find the optimum solution of resource combinations which satisfy the user's interest by computing the hourly productivity and the hourly cost of the operation. By drag-and-dropping an operation model kept in the operation model library, the operation models are integrated into an activity of the schedule model. When a complete schedule model is established by nesting operation models into the schedule model, stochastic simulation based scheduling is executed. A case study is presented to demonstrate the new simulation system and verify the validity of the system.

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A Basic Study on Utilization of Building Information for n Internet of Things (IoT) Simulation System Development (사물인터넷 시뮬레이션 시스템 개발을 위한 건물정보의 활용에 관한 기초연구)

  • Yu, Jeong-Hyun;Lee, Yun-Gil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.1
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    • pp.867-874
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    • 2018
  • This study aims to develop a sort of expert system to simulate Internet of Things (IoT) service in architectural design alternatives and enhance the simulation performance using building information. The proposed protype system, named iotBIM, visualizes human behaviors and IoT services in a virtual place that is automatically generated from among design alternatives. We use commercial building information modeling (BIM) authoring tool for the development of iotBIM. The decision to develop iotBIM on the BIM platform was made because BIM tools already generate precise 3D models of design alternatives; iotBIM is plugged into the BIM tool as a simulation module. In the midst of the design process, architectural designers can activate iotBIM to investigate and establish IoT services that accord visually with design alternatives. The purpose of this study is to provide a theoretical and technological basis for the ultimate goal of this study.

Study on The Data Decryption and Artifacts Analysis of KakaoTalk in Windows Environment (윈도우 환경에서 카카오톡 데이터 복호화 및 아티팩트 분석 연구)

  • Minuook Jo;Nam Su Chang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.33 no.1
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    • pp.51-61
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    • 2023
  • Messengers such as KakaoTalk, LINE, and Facebook Messenger are universal means of communication used by anyone. As the convenience functions provided to users and their usage time increase, so does the user behavior information remaining in the artifacts, which is being used as important evidence from the perspective of digital forensic investigation. However, for security reasons, most of the data is currently stored encrypted. In addition, cover-up behaviors such as intentional manipulation, concealment, and deletion are increasing, causing the problem of delaying digital forensic analysis time. In this paper, we conducted a study on the data decryption and artifacts analysis in a Windows environment for KakaoTalk, the messenger with the largest number of users in Korea. An efficient way of obtaining a decryption key and a method of identifying and decrypting messages attempted to be deleted are presented, and thumbnail artifacts are analyzed.

Investigation and Analysis of Dark Patterns in Advertisements of News Websites (뉴스 사이트별 다크패턴(Dark Patterns) 광고 실태조사 및 분석)

  • Jun-Young Han;Sang-Jun Yeon;Jun-Hyoung Oh
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.3
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    • pp.515-525
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    • 2024
  • Dark patterns refer to intentionally deceptive design techniques used by online service providers to hide necessary information, preventing users from taking desired actions or luring them into unintended behaviors. In this study, we analyzed the prevalence of dark patterns such as banners, advertorials, pop-ups, and video ads, and their impact on users across the top 200 news websites worldwide. The research revealed that there is a minimal correlation between banner ads and user bounce rates or unique visitors. Consequently, the main screen moving banner and headline news screen moving banner were most frequently observed in South America, while the headline news screen fixed banner was most commonly observed in Asia. All other categories were predominantly observed in Europe, making European websites the most diverse and abundant in various dark patterns.

A Study on the Effects of Librarians' Innovative Work Behavior on Service Quality in Public Libraries (공공도서관 사서들의 혁신행동이 서비스 품질에 미치는 영향 연구)

  • Hyunkyung Song
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.1
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    • pp.417-439
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    • 2024
  • This study aimed to analyze the impact of public library librarians' innovative work behavior on service quality, which is an indicator of organizational performance. To achieve this goal, the study surveyed both librarians and users of seven public libraries in the Seoul metropolitan area and assessed 77 cases of librarian data and 309 cases of user data. The innovative work behaviors of librarians and the quality of service provided to users were examined. The analysis showed that idea realization, the final stage of innovative work behavior, was beneficial for information control. However, idea generation, the initial stage of innovative behavior, adversely affected the affect of service and information control dimensions. The situation where the process stalled at the idea generation stage without progressing to the next stage (idea promotion or realization), was interpreted as leading to decreased service quality. The significance of this study is that it applied the concept of innovative work behavior to public libraries and suggested the impact of public librarians' innovative work behavior on service quality using an empirical method.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.