• Title/Summary/Keyword: 유저 행위

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A Study on Game Structure by User-Centered Narrative and Play (유저 중심의 서사와 놀이에 의한 게임 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.401-406
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    • 2019
  • Recently, as multi-platform game environments become common, many games of convergence genre have been produced, and the boundaries of genre division by existing platforms have become blurred. The game genre is convergence content consisting of user-centered 'narrative and play'. In this paper, we propose a game genre classification according to the user 's behavior type based on the essential recognition that the subject of the game is the user. The user's actions are done in different genres and goals and rules, and the interaction is an important act for immersion. Therefore, the user's behavioral classification and perception by the game genre are important and expected to help redefine the game structure.

User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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A Study on the Method for detecting Stealth Native API calls in User-mode (유저 모드 기반의 은닉된 네이티브 API 호출 탐지 기법 연구)

  • Choe, Sim Hyeon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.264-267
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    • 2018
  • 본 연구에서는 API 호출을 은닉할 수 있는 새로운 유형의 유저모드 기반 루트킷으로 Cuckoo Sandbox를 회피하는 기법과 이를 탐지하기 위한 연구를 한다. Cuckoo Sandbox의 행위 분석을 회피하기 위해 잠재적으로 출현 가능한 은닉된 코드 이미지 기반의 신종 루트킷 원리를 연구하고 탐지하기 위한 방안을 함께 연구한다. 네이티브 API 호출 코드 영역을 프로세스 공간에 직접 적재하여 네이티브 API를 호출하는 기법은 Cuckoo Sandbox에서 여전히 잠재적으로 행위 분석 회피가 가능하다. 본 연구에서는 은닉된 외부주소 호출 코드 영역의 탐지를 위해 프로세스의 가상메모리 공간에서 실행 가능한 페이지 영역을 탐색 후 코사인 유사도 분석으로 이미지 탐지 실험을 하였으며, 코드 영역이 맵핑된 정렬 단위의 4가지 실험 조건에서 평균 83.5% 유사도 탐지 결과를 확인하였다.

Participation Level in Online Knowledge Sharing: Behavioral Approach on Wikipedia (온라인 지식공유의 참여정도: 위키피디아에 대한 행태적 접근)

  • Park, Hyun Jung;Lee, Hong Joo;Kim, Jong Woo
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.97-121
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    • 2013
  • With the growing importance of knowledge for sustainable competitive advantages and innovation in a volatile environment, many researches on knowledge sharing have been conducted. However, previous researches have mostly relied on the questionnaire survey which has inherent perceptive errors of respondents. The current research has drawn the relationship among primary participant behaviors towards the participation level in knowledge sharing, basically from online user behaviors on Wikipedia, a representative community for online knowledge collaboration. Without users' participation in knowledge sharing, knowledge collaboration for creating knowledge cannot be successful. By the way, the editing patterns of Wikipedia users are diverse, resulting in different revisiting periods for the same number of edits, and thus varying results of shared knowledge. Therefore, we illuminated the participation level of knowledge sharing from two different angles of number of edits and revisiting period. The behavioral dimensions affecting the level of participation in knowledge sharing includes the article talk for public discussion and user talk for private messaging, and community registration, which are observable on Wiki platform. Public discussion is being progressed on article talk pages arranged for exchanging ideas about each article topic. An article talk page is often divided into several sections which mainly address specific type of issues raised during the article development procedure. From the diverse opinions about the relatively trivial things such as what text, link, or images should be added or removed and how they should be restructured to the profound professional insights are shared, negotiated, and improved over the course of discussion. Wikipedia also provides personal user talk pages as a private messaging tool. On these pages, diverse personal messages such as casual greetings, stories about activities on Wikipedia, and ordinary affairs of life are exchanged. If anyone wants to communicate with another person, he or she visits the person's user talk page and leaves a message. Wikipedia articles are assessed according to seven quality grades, of which the featured article level is the highest. The dataset includes participants' behavioral data related with 2,978 articles, which have reached the featured article level, with editing histories of articles, their article talk histories, and user talk histories extracted from user talk pages for each article. The time period for analysis is from the initiation of articles until their promotion to the featured article level. The number of edits represents the total number of participation in the editing of an article, and the revisiting period is the time difference between the first and last edits. At first, the participation levels of each user category classified according to behavioral dimensions have been analyzed and compared. And then, robust regressions have been conducted on the relationships among independent variables reflecting the degree of behavioral characteristics and the dependent variable representing the participation level. Especially, through adopting a motivational theory adequate for online environment in setting up research hypotheses, this work suggests a theoretical framework for the participation level of online knowledge sharing. Consequently, this work reached the following practical behavioral results besides some theoretical implications. First, both public discussion and private messaging positively affect the participation level in knowledge sharing. Second, public discussion exerts greater influence than private messaging on the participation level. Third, a synergy effect of public discussion and private messaging on the number of edits was found, whereas a pretty weak negative interaction effect of them on the revisiting period was observed. Fourth, community registration has a significant impact on the revisiting period, whereas being insignificant on the number of edits. Fifth, when it comes to the relation generated from private messaging, the frequency or depth of relation is shown to be more critical than the scope of relation for the participation level.

The Study on Evolution of Online-game Item Cash-trade-system as Complex Adaptive System (복잡적응계로서 온라인게임 아이템 현금거래체계의 진화에 관한 연구)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.47-59
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    • 2010
  • Differing from most of current studies which recognizing game item cash-trade as simple static system, this study approaches game item cash-trade as Complex Adaptive System through historical analysis. The item-trade is a complex phenomenon converging between cyber-economy and real-economy, and production and consumption process of game-item are evolving dynamically over time. The results are following: first, the early item-trade emerges in endogenously rather than results from purposed system designed by singular actor. Second, after the early item-trade, the trade system as a CAS which various voluntary actors(single user, factory, game company, user community, agency, etc.) participates in is self-organizing for trading safety and efficiency. Third, the complex adaptive item-trade system satisfies actor's needs interdependently and accelerate positive feedback powerfully. This study implies that purposeful control disregarding emergent adaptive item-trade system distorts system efficiency and can lead to unintended policy failure.

Using Image Visualization Based Malware Detection Techniques for Customer Churn Prediction in Online Games (악성코드의 이미지 시각화 탐지 기법을 적용한 온라인 게임상에서의 이탈 유저 탐지 모델)

  • Yim, Ha-bin;Kim, Huy-kang;Kim, Seung-joo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.6
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    • pp.1431-1439
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    • 2017
  • In the security field, log analysis is important to detect malware or abnormal behavior. Recently, image visualization techniques for malware dectection becomes to a major part of security. These techniques can also be used in online games. Users can leave a game when they felt bad experience from game bot, automatic hunting programs, malicious code, etc. This churning can damage online game's profit and longevity of service if game operators cannot detect this kind of events in time. In this paper, we propose a new technique of PNG image conversion based churn prediction to improve the efficiency of data analysis for the first. By using this log compression technique, we can reduce the size of log files by 52,849 times smaller and increase the analysis speed without features analysis. Second, we apply data mining technique to predict user's churn with a real dataset from Blade & Soul developed by NCSoft. As a result, we can identify potential churners with a high accuracy of 97%.

A study on user scenario design using remote user behavior analysis tool - Case : online news service project (원격 사용자 행동 분석 툴을 활용한 사용자 시나리오 도출에 관한 연구-온라인 뉴스 서비스 프로젝트를 중심으로)

  • Hong, Sae-Ro-Na;Lee, Rick;Shim, Min-Jung;Oh, Ki-Tae;Lee, Kun-Pyo
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.313-319
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    • 2006
  • 쇼핑, 음악, 영화 등 오프라인에서 즐기던 많은 서비스가 이제는 온라인화 되어 일상화되었다. 그 중 뉴스의 경우도 미국의 리서치업체가 조사한 결과에 따르면, 인터넷 사용자의 21%가 온라인 뉴스를 오프라인보다 더 선호할 뿐만 아니라 온라인에 대한 선호도가 비약적으로 늘고 있다고 밝혔다. 종이 페이퍼로 뉴스를 제공할 때는 정보를 제공하는 공간이 제한적이기 때문에 사용자의 행위를 어느 정도 예상할 수 있다. 그러나 상대적으로 온라인 뉴스와 같은 컨텐츠 서비스는 하이퍼텍스트를 기본으로 하기 때문에 사용자의 패턴을 정확히 파악하기가 쉽지 않다. 컨텐츠 서비스 사용 행위를 분석하기 위해 아이트랙킹, 인뎁스인터뷰 등 여러 방법론을 적용할 수 있으며, 아이트랙킹 연구는 Poynter Institute 에서 2004년도에 진행한 사례가 있지만 여전히 컨텐츠 서비스에서의 핵심 이슈인 컨텐츠 영역에 대한 관심도, 영역별 연관성 파악 등에 대한 객관적 데이터가 부족하다. 따라서 본 논문은 컨텐츠 서비스 사용자의 유저 시나리오 도출을 위해 온라인 뉴스를 대상으로 한 분석 케이스를 소개한다. 본 사용자 행동 분석 리서치 수행을 위해 원격툴을 개발하였으며, 이 툴을 실제로 적용해봄으로써 컨텐츠 서비스 분석시 가능성과 고려사항들을 함께 살펴본다.

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Countermeasure for Detecting IAT Hooking (IAT 후킹 탐지 방안에 대한 연구)

  • Yim, Habin;Oh, Insu;Lee, Kyungroul;Yim, Kangbin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.207-208
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    • 2017
  • 악성코드는 매년 그 수가 증가하고 있으며, 악성코드의 공격기법이 지능적이고 복합적으로 진화함에 따라 이에 대한 분석과 대응이 요구된다. 하지만 일부 악성코드는 감염여부를 숨기기 위하여 분석에 대한 회피방법으로 루트킷을 통하여 방어자에 의한 악성코드의 코드 분석을 우회함으로써 은폐된 상태로 악의적인 공격을 수행한다. 따라서 본 논문에서는 유저레벨에서 IAT(Import Address Table)의 정보를 후킹하여 악성 행위를 수행하는 루트킷을 탐지하는 대응방안을 제안한다.

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Metamorphosis (<미적 감각자극 생성 시스템> 새로운 출발)

  • Choi, Moon-Chan;Lee, Jun-Haeng;Kim, Hyung-Gi;Paik, Joon-Ki
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.468-473
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    • 2006
  • 본 논문은 인간의 마음을 움직이는 감각자극과 그것을 생성해 내는 시스템 구현에 관한 연구이다. 마음을 움직이거나, 어떤 행동을 유발하는 정신작용의 과정에 관여하는 요소들을 밝히고, 그 구조와 효과 등을 알아내는 일이 중요하며, 이러한 연구의 성과물들은 정신작용에 관여하는 요소들을 조작, 변수처리 하여 의도적인 정신작용 감각자극을 만들어 낼 수 있는 시스템 구현을 가능하게 할 수 있다. 인간은 감각자극으로 인지된 정보를 자신의 정신적인 필터를 통해 개념화하게 되는데, 이 시스템은 의식에 직접 관여하거나, 우회하는 감각자극에 대한 것들을 제공 할 수 있도록 인간의 개념화의 과정을 의식하여 시스템의 구조를 구현 했다. 인간의 기억데이터와 비슷하다 할 수 있는 구조적 위치의 소스데이터가 있다. 그리고 이것을 현실의 시공간에서 얻어지는 미적 행위와 자극의 반복을 통해 얻어진 결과로 만들어 내거나, 이러한 미적 결과물을 유저는 커뮤니케이션의 도구로 사용할 수 있다. 이와 같은 것의 시작으로, 우리의 삶 깊숙이 침투해 있는 미디어의 감각자극들을 수동적으로 수용하는 것이 아니라 능동적으로 생산해 내는 것이다. 이런 행위는 자신을 가꾸고 만드는 자기최면적인 도구나, 대상을 갖는 커뮤니케이션의 도구를 만들어내는 연구가 될 수 있다. 자신이 필요로 하는 정신적 바탕을 스스로 만들어가는 도구로써, 자신의 메시지를 대상에게 감동을 통해 전달하는 도구로써, 그 역할을 운운하기에는 시기상조인 감이 있다. 하지만 이 시스템은 이러한 비전을 가지고 개발과 발전을 거듭해 인공감성지능 감각자극 생성과 커뮤니케이션 시스템으로 성장 할 것이다.

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Knowledge Ecological Approach to Emergence of Korean Online-game Industry (한국 온라인게임 산업 부상의 지식생태계적 접근)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.79-91
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    • 2011
  • This study analyzes that Korea online-game emerges by naturally developed demanders, not by intentional suppliers(government/firms). Knowledge Ecological Approach is used to explain the emergence of Korea online-game industry. The research shows several knowledge factors that Korea online-game developed successfully. First, newly developed human resource(mainly lead users) play a strong positive feedback in the knowledge ecology system. The interactive system consists of social & environmental actors(local/global technological textbooks, universities, informal education institutes, companies etc.). Second, early developers start up venture firms through on/offline creative communities which give them project based job experience. Policy implication of the research is that the naturally emerged knowledge ecology, where various actors interact efficiently, determines the fountain new industry rather than discontinuous, intentional physical resources.