• Title/Summary/Keyword: 인터넷 메신저

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Hierarchical Internet Application Traffic Classification using a Multi-class SVM (다중 클래스 SVM을 이용한 계층적 인터넷 애플리케이션 트래픽의 분류)

  • Yu, Jae-Hak;Lee, Han-Sung;Im, Young-Hee;Kim, Myung-Sup;Park, Dai-Hee
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.1
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    • pp.7-14
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    • 2010
  • In this paper, we introduce a hierarchical internet application traffic classification system based on SVM as an alternative overcoming the uppermost limit of the conventional methodology which is using the port number or payload information. After selecting an optimal attribute subset of the bidirectional traffic flow data collected from the campus, the proposed system classifies the internet application traffic hierarchically. The system is composed of three layers: the first layer quickly determines P2P traffic and non-P2P traffic using a SVM, the second layer classifies P2P traffics into file-sharing, messenger, and TV, based on three SVDDs. The third layer makes specific classification of the entire 16 application traffics. By classifying the internet application traffic finely or coarsely, the proposed system can guarantee an efficient system resource management, a stable network environment, a seamless bandwidth, and an appropriate QoS. Also, even a new application traffic is added, it is possible to have a system incremental updating and scalability by training only a new SVDD without retraining the whole system. We validate the performance of our approach with computer experiments.

Measurement and Analysis of Performance to Transfer Data in a Wireless-Cum-Wired Intra-Network (유무선 통합 인트라넷 환경에서 데이터 전송 성능 측정 및 분석)

  • Hur Hye-Sun;Hong Youn-Sik;Woo Yo-Seop
    • Journal of Internet Computing and Services
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    • v.5 no.3
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    • pp.99-108
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    • 2004
  • We have designed and implemented a Voice Messenger System(VMS) for sending and receiving voice data in order to measure and analyze the performance of a multimedia data transfer system using PDAs(Personal Digital Assistants) in a fast wireless LAN environment. The VMS has been configured as an infrastructure network by integrating a wireless intra-network based on IEEE 802,11 b standard with a wired network based on Ethernet. A sending time, a receiving time and a round-trip time(RTT) have been measured by varying its pecket size from 256 to 6656 bytes, Besides, we have performed the experiments to see which NIC is more stable between CF and PCMCIA type in such a wireless LAN environment, The results of such experiments show that the NIC with PCMClA type is better than that with CF type from the points of both efficiency and stability. The performance of a notebook computer with the attachment of a wireless NIC that is used as a VMS client is almost constant by varying its packet size when transferring voice data. However, with PDA client, in the case of receiving packets from the VMS server, the performance is the best when the pecket size is 6656 bytes, In addition, in the case of sending packets from PDA client to the VMS server, the performance is the best when the packet size is 4096 bytes. Even with the same pecket size, the time of receiving packets from the VMS server to PDA is longer than the time of sending packets from PDA to the VMS Server, Thus, we conclude that when PDA is used as a client by applying different pecket size when sending and receiving packets should be achieved a better performance over a wireless LAN environment.

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Preliminary Research for Korean Twitter User Analysis Focusing on Extreme Heavy User's Twitter Log (국내 트위터 유저 분석을 위한 예비연구 )

  • Jung, Hye-Lan;Ji, Sook-Young;Lee, Joong-Seek
    • Journal of the HCI Society of Korea
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    • v.5 no.1
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    • pp.37-43
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    • 2010
  • Twitter has been continuously growing since October, 2006. Especially, not only the users and the number of messages have been increasing but also a new concept in social networking called 'micro blogging' has diffused. Within Korea, service such as 'me2day' has already been introduced and the improvement of internet accessibility within mobile devices is expected to expand the 'micro blogs'. In this point, this research is executed to study the new medium, 'micro blog'. To do so, we collected and analyzed Twitter logs of Korean users. Especially, we were curious about the extreme heavy users using Twitter, despite of the linguistic and cultural barrier of the foreign service. Who they are, why and how they use the 'micro blog'. First, we reviewed the general aspect of followers and messages by collecting a certain number of random samples. Using the Lorenz curve we found out that there was the imbalance within the users and based on this phenomenon we deducted an extreme heavy user group. In order to perform further analysis, log analysis was performed on the extreme heavy users. As the result, the users used multiple mobile and desktop 'Twitter' clients. The usage pattern was similar to that of internet usage time but was used during their "micro" time. The users using 'Twitter' not only to spread messages about important information, special events and emotions, but also as a habitual 'chatting tool' to express ordinary personal chats similar to SMS and IM services. In this research, it is proved that 68% of the total messages were ordinary personal chats. Also, with 24% of the total messages were retweets, we were able to find out that virtually connected 'people' and 'relationships' acted as the dominant trigger of their articulation.

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A System Prototype for Remote Haptic Communication (원격 촉감 커뮤니케이션을 위한 시스템 프로토타입)

  • Cha, Jong-Eun;Lee, Jun-Hun;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.238-243
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    • 2006
  • 최근에는 통신기술과 인터넷의 발달로 원격의 사람과 전화, 이메일, 메신저 또는 화상회의 시스템 등을 통해서 쉽게 의사소통 할 수 있다. 이 시스템들은 주로 음성, 그림, 동영상 또는 문자 기반의 시청각 정보를 서로 주고 받으며 자신의 의사 및 감정을 전달하는 통로를 제공한다. 그러나 일상 생활에서 시청각 정보 외에 촉감 정보도 서로 의사소통 하는데 중요한 역할을 한다. 악수, 포옹 등의 촉감 상호작용은 사람 사이에서 친근감을 표시하는데 가장 직접적인 방법으로 자신의 감정을 전달하거나 느낌을 표현하는데 사용된다. 그럼에도 불구하고 촉감 상호작용을 가능케 하는 의사소통 시스템의 연구는 아직 폭넓게 진행되고 있지 않다. 본 논문에서는 일상에서와 같이 원격에서도 상대를 바라 볼 수 있고 자연스럽게 접촉할 수 있는 원격 촉감 커뮤니케이션 시스템을 제안한다. 이 시스템에서는 로컬 사용자가 손가락으로 상대의 몸 특정 부위를 만질 수 있고 서로 그 촉감을 실시간으로 느낄 수 있다. 이 시스템은 크게 AR 시스템, 그래픽 시스템, 햅틱 시스템, 택타일 시스템의 부시스템들로 나눌 수 있다. AR 시스템에서는 몸의 한 부위에 사각형의 AR 마커를 부착한 원격 사용자를 웹카메라로 촬영하고 ARToolKit 을 사용하여 마커의 위치를 측정한다. AR 마커의 바로 밑에는 택타일 장치가 장착되어 있으며 이 부위를 통하여 원격의 사용자는 로컬사용자가 자신의 팔을 만지는 느낌을 받게된다. 그래픽 시스템은 로컬사용자에게 촬영된 원격 사용자와 측정된 마커의 위치가 대표하는 원격 사용자의 가상 피부, 그리고 자신의 가상 손가락을 보여준다. 햅틱 시스템에서는 촉감 장치를 사용하여 로컬 사용자의 손가락 위치를 구하여 원격 사용자의 가상 피부와 접촉했을 때 그 충돌을 감지하고 접촉력을 계산하여 촉감 장치에 반영함으로써 그 접촉력을 느낄 수 있도록 한다. 택타일 시스템에서는 원격 사용자의 AR 마커 밑에 장착된 배열 타입의 진동 촉감 장치에 접촉 정보를 주어 로컬 사용자와 접촉 했을 때 접촉 부위에 진동을 줌으로써 촉감을 느끼도록 한다.

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Harmful Traffic Detection by Protocol and Port Analysis (프로토콜과 포트 분석을 통한 유해 트래픽 탐지)

  • Shin Hyun-Jun;Choi Il-Jun;Oh Chang-Suk;Koo Hyang-Ohk
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.172-181
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    • 2005
  • The latest attack type against network traffic appeared by worm and bot that are advanced in DDoS. It is difficult to detect them because they are diversified, intelligent, concealed and automated. The exisiting traffic analysis method using SNMP has a vulnerable problem; it considers normal P2P and other application program to be harmful traffic. It also has limitation that does not analyze advanced programs such as worm and bot to harmful traffic. Therefore, we analyzed harmful traffic out Protocol and Port analysis. We also classified traffic by protocol, well-known port, P2P port, existing attack port, and specification port, apply singularity weight to detect, and analyze attack availability. As a result of simulation, it is proved that it can effectively detect P2P application, worm, bot, and DDoS attack.

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Online learning Assessment System using a Hybrid-App (하이브리드 앱을 이용한 온라인 학습 평가 시스템)

  • Bang, Jin-Suk;Choi, Kwang-Il;Kim, Chang-Su;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.638-641
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    • 2013
  • In college, you can view the online quiz through the cyber education, and online learning. However, if there is no computer has a problem that can not be many students it is in place or not the Internet watch online quizzes. In recent years, many college students have a smart phone, from anywhere, using smartphone, you have utilized various Web surfing, news, and Messenger. In addition, office workers and students, have to learn to put to PDF necessary materials through the smartphone. Advantage of smart phones, have a feature that can be easy to carry and use anywhere at any time. Online learning from anywhere via a smart phone, so that you can see the online quizzes, in this paper, the system that not only online quizzes through a smartphone using the Hybrid-App, you can see in real time the results and scores of the person I proposed.

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Study on Smartphone Addiction of the Disabled (장애인 스마트폰 중독 실태 연구)

  • Seo, Bo Kyung;Kim, In Hye;Nam, Gil Woo;Kwon, Mi Su
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.10 no.3
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    • pp.185-197
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    • 2016
  • This study purposed to analyse smartphone addiction characteristics of people with disabilities and suggested to establish related prevention policies for them. The analysis of 20-50 aged 494 disabled people resulted, that the smartphone addiction rate of the disabled people was 12.55%. Smartphone use-, mobile messenger-, SNS- and game time were nearly the same or higher than the potential and high risk group from the survey on internet overdependence 2015. In the question about the awareness of smartphone addiction they answered the smartphone addiction is severe in the society, and they are aware of smartphone addiction counseling center. But they will not get a service form the centers. That suggests, that the government should promote the policy of smartphone addiction for the disabled. It should provide institutional strategy and structural change for prevention of smartphone addiction for the disabled.

A Research on Addictive Use of Smartphone by University Students (대학생의 스마트폰 중독적 사용 경험 연구)

  • Ko, Ki-Sook;Lee, Myoun-Jae;Kim, Young-Eun
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.501-516
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    • 2012
  • The purpose of this study is to explore the fundamental nature and meanings of the experiences of university students with regard to their smartphone usage in order to prevent smartphone addiction and provide guidelines to develop effective interventions. Nine university students who were currently enrolled in an university located in a Korean province participated in this study. In-depth interviews were conducted from June of 2012 to July of 2012, and data were analyzed using Colaizzi's phenomenological qualitative method. As a results, five theme and 40 subthemes of experiences of problematic smartphone usage were identified. Those themes include 1) a desperate try to connect with others(exposing oneself without appropriate self-protection, seeking emotional comfort, hurt and mistrust); 2) excessive use of smartphone and loss of self-control(more smartphone usage over computer/over-immersion/excessive usage/habituation, loss of self-control); 3) psychological difficulties(excessive attachment and dependence, separation anxiety, clingingness, reduced patience) ; 4) threats to daily functioning (changes in priorities, regressed independent daily functioning, irregular daily patterns, health problems, interruptions from free messenger, academic difficulties); 5) potential for recovery(conflictual feelings and doubts over smartphone usage, importance of interpersonal(face-to-face) communications, willingness to cut down the use, hope for recovery). This study provided suggestions for the prevention effort against smartphone addiction.

Emoticon by Emotions: The Development of an Emoticon Recommendation System Based on Consumer Emotions (Emoticon by Emotions: 소비자 감성 기반 이모티콘 추천 시스템 개발)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.227-252
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    • 2018
  • The evolution of instant communication has mirrored the development of the Internet and messenger applications are among the most representative manifestations of instant communication technologies. In messenger applications, senders use emoticons to supplement the emotions conveyed in the text of their messages. The fact that communication via messenger applications is not face-to-face makes it difficult for senders to communicate their emotions to message recipients. Emoticons have long been used as symbols that indicate the moods of speakers. However, at present, emoticon-use is evolving into a means of conveying the psychological states of consumers who want to express individual characteristics and personality quirks while communicating their emotions to others. The fact that companies like KakaoTalk, Line, Apple, etc. have begun conducting emoticon business and sales of related content are expected to gradually increase testifies to the significance of this phenomenon. Nevertheless, despite the development of emoticons themselves and the growth of the emoticon market, no suitable emoticon recommendation system has yet been developed. Even KakaoTalk, a messenger application that commands more than 90% of domestic market share in South Korea, just grouped in to popularity, most recent, or brief category. This means consumers face the inconvenience of constantly scrolling around to locate the emoticons they want. The creation of an emoticon recommendation system would improve consumer convenience and satisfaction and increase the sales revenue of companies the sell emoticons. To recommend appropriate emoticons, it is necessary to quantify the emotions that the consumer sees and emotions. Such quantification will enable us to analyze the characteristics and emotions felt by consumers who used similar emoticons, which, in turn, will facilitate our emoticon recommendations for consumers. One way to quantify emoticons use is metadata-ization. Metadata-ization is a means of structuring or organizing unstructured and semi-structured data to extract meaning. By structuring unstructured emoticon data through metadata-ization, we can easily classify emoticons based on the emotions consumers want to express. To determine emoticons' precise emotions, we had to consider sub-detail expressions-not only the seven common emotional adjectives but also the metaphorical expressions that appear only in South Korean proved by previous studies related to emotion focusing on the emoticon's characteristics. We therefore collected the sub-detail expressions of emotion based on the "Shape", "Color" and "Adumbration". Moreover, to design a highly accurate recommendation system, we considered both emotion-technical indexes and emoticon-emotional indexes. We then identified 14 features of emoticon-technical indexes and selected 36 emotional adjectives. The 36 emotional adjectives consisted of contrasting adjectives, which we reduced to 18, and we measured the 18 emotional adjectives using 40 emoticon sets randomly selected from the top-ranked emoticons in the KakaoTalk shop. We surveyed 277 consumers in their mid-twenties who had experience purchasing emoticons; we recruited them online and asked them to evaluate five different emoticon sets. After data acquisition, we conducted a factor analysis of emoticon-emotional factors. We extracted four factors that we named "Comic", Softness", "Modernity" and "Transparency". We analyzed both the relationship between indexes and consumer attitude and the relationship between emoticon-technical indexes and emoticon-emotional factors. Through this process, we confirmed that the emoticon-technical indexes did not directly affect consumer attitudes but had a mediating effect on consumer attitudes through emoticon-emotional factors. The results of the analysis revealed the mechanism consumers use to evaluate emoticons; the results also showed that consumers' emoticon-technical indexes affected emoticon-emotional factors and that the emoticon-emotional factors affected consumer satisfaction. We therefore designed the emoticon recommendation system using only four emoticon-emotional factors; we created a recommendation method to calculate the Euclidean distance from each factors' emotion. In an attempt to increase the accuracy of the emoticon recommendation system, we compared the emotional patterns of selected emoticons with the recommended emoticons. The emotional patterns corresponded in principle. We verified the emoticon recommendation system by testing prediction accuracy; the predictions were 81.02% accurate in the first result, 76.64% accurate in the second, and 81.63% accurate in the third. This study developed a methodology that can be used in various fields academically and practically. We expect that the novel emoticon recommendation system we designed will increase emoticon sales for companies who conduct business in this domain and make consumer experiences more convenient. In addition, this study served as an important first step in the development of an intelligent emoticon recommendation system. The emotional factors proposed in this study could be collected in an emotional library that could serve as an emotion index for evaluation when new emoticons are released. Moreover, by combining the accumulated emotional library with company sales data, sales information, and consumer data, companies could develop hybrid recommendation systems that would bolster convenience for consumers and serve as intellectual assets that companies could strategically deploy.

A Study on the Effect of CMC on Learning Performance (커뮤니케이션 매체의 이용수준이 성과에 미치는 영향 - 친숙도의 조절효과를 중심으로 -)

  • Li, Guo Zhong;Kwon, Sun-Dong
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.6 no.2
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    • pp.75-96
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    • 2011
  • Recently, Dennis et al.(2008) proposed media synchronicity theory. In this theory, for conveyance communication processes, use of media supporting lower synchronicity should result in better communication performance. But for convergence processes, use of media supporting higher synchronicity should result in better communication performance. This paper proved a part of the propositions of media synchronicity theory, because media synchronicity theory was proposed theoretically, not empirically. We used a data set generated from the survey. The respondents of survey were 163 students who had experienced the communication media in the classes that should summit result of team projects or team reports. According to the results of data analysis, higher use of communication media led to better learning performance. The familiarity of task moderated the effect of communication media on learning performance. And use of media supporting higher synchronicity led to better learning performance.

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