• Title/Summary/Keyword: 채팅

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Instagram Users Behavior Analysis in a Digital Forensic Perspective (디지털 포렌식 관점에서의 인스타그램 사용자 행위 분석)

  • Seo, Seunghee;Kim, Yeog;Lee, Changhoon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.2
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    • pp.407-416
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    • 2018
  • Instagram is a Social Network Service(SNS) that has recently become popular among people of all ages and it makes people to construct social relations and share hobbies, daily routines, and useful information. However, since the uploaded information can be accessed by arbitrary users and it is easily shared with others, frauds, stalking, misrepresentation, impersonation, an infringement of copyright and malware distribution are reported. For this reason, it is necessary to analyze Instagram from a view of digital forensics but the research involved is very insufficient. So in this paper, We performed reverse engineering and dynamic analysis of Instagram from a view of digital forensics in the Android environment. As a result, we checked three database files that contain user behavior analysis data such as chat content, chat targets, posted photos, and cookie information. And we found the path to save 4 files and the xml file to save various data. Also we propose ways to use the above results in digital forensics.

A Case Study on Teaching Mathematical Communication via Web-Based Online Discussion (웹 기반 온라인 토론을 통한 수학적 의사소통 지도에 관한 사례연구)

  • 권오남;김인숙
    • School Mathematics
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    • v.5 no.1
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    • pp.77-95
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    • 2003
  • We have web-based online discussion to implement active interaction and a variety of communicative activities. I have gathered the following research questions to study about the meaning of web-based online discussion as a mathematical communication teaching method. First, what changes are there in students mathematical communication ability in web-based online discussion\ulcorner Second, how do students evaluate the web-based online discussion experience\ulcorner In this web-based online discussion, groups of middle school first grade 34 students and each group had chatting at 8 times for 10 weeks. I analyzed what they had discussed by the prints that they had sent me by e-mail. I also surveyed what they had experienced and analyzed them. In this research, the online web based discussion has given positive influence on students' competence of speaking, writing, reading and listening which are crucial to mathematical communication. Students' mathematic thinking power improved and attitudes to mathematics have become more positive.

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Exploring Causes of the Habitual Use of Text-based Online Social Interaction (TOSI): Focusing on Internet Self-efficacy, Social Presence and Intimacy (텍스트 기반 온라인 사회 상호작용(TOSI)의 습관적 이용에 대한 연구: 중학생의 인터넷 자기효능감, 사회적 실재감, 친밀감을 중심으로)

  • Kim, Yang-Ha;Jang, Joo-Young;Kim, Min-Gyu;Kim, Joo-Han
    • Korean journal of communication and information
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    • v.38
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    • pp.119-146
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    • 2007
  • The purpose of this paper is to explore the factors causing adolescents' habitual use of text-based online social interaction (TOSI). The authors of the present study assumed that adolescents' perceived intimacy would affect the use of TOSI. Using structural equation modeling, the influences of perceived social presence and Internet self-efficacy on habitual use of TOSI were examined indirectly as well as directly, with and without intimacy as a mediate factor. The results show that the indirect effects were proven to be stronger compared with the direct effects. Perceived intimacy appeared to encourage more frequent uses of TOSI. The effects of intimacy were even more stronger especially with those who had higher levels of Internet self-efficacy.

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Preference Analysis for Location Based Services on Smartphone Users; Focusing on the H University Students in Daejeon Area (스마트폰 사용자의 위치기반 서비스에 대한 선호도 분석: 대전지역 H 대학교 학생 설문을 중심으로)

  • Nam, Soo-Tai;Jin, Chan-Yong
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.4
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    • pp.59-66
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    • 2015
  • The rapid development of information communication technology(ICT) is born opportunities of business venturing and many items of start-up. On the smart media era, there are a lot of location based services. Thus we researched to find which factors impact location based constructs on smartphone environment in this study. We have conducted a preference analysis of the influencing factors for location based constructs for our study. In first steps, based constructs that were already known by empirical studies were categorized information, entertainment, safe&emergency, navigation&tracking and advertising&commerce. In second steps, the preference relationship among the categorized constructs were analyzed using AHP(analytic hierarchy process) technique. Participants of this study were 106 students H university in Daejeon-city during 2014. 10. 11 to 2014. 10. 25. The result of the analysis might be summarized that the chatting(0.170) has the highest preference among the above constructs. Based on these findings, several theoretical and practical implications were suggested and discussed.

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An Implementation of a Messenger for Finding Well-Matched Friends on PDAs (PDA상에서 동작하는 친구 찾기 메신저의 구현)

  • Kim, Mok-Ryun;Park, Young-Ho;Song, Hye-Ju
    • Journal of Digital Contents Society
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    • v.8 no.1
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    • pp.1-8
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    • 2007
  • Recently, As the increase in interaction between the person and the person, the people plentifully use a messenger. Thus, we propose a new messenger program, we call Hellow Fellow Messenger. The hollow fellow messenger has functions of general messenger such as chatting, note exchange, friend addition. Also, hollow fellow messenger provide with special function, which find friends satisfied conditions in PDA and PC environment. So, Client can find not only friend who is register already but also friend who is the possibility of seeing a movie and can comfortably talk together and so on. For this, server sends information for users satisfied in condition from databases to client and client selects a user among received information for users. Client-server communication is implemented using MFC[1].

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Implementation of CAI Program using Client/Server (클라이언트/서버를 이용한 CAI 프로그램의 구현)

  • 이순애;박덕원
    • Journal of the Korea Society of Computer and Information
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    • v.4 no.3
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    • pp.53-59
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    • 1999
  • The CAI has not been developed with the non-structural form of interactive courseware under classroom network. This study suggests the direction of enhancement for students' achievement through interaction between learner and learner. and teacher and learner applied the effective multi-presentation and 4he introduction of the concept of chatting client/server to class with the use of multimedia package. For the continuous development of courseware and the effectiveness of keeping and repairing materials. this study consists of development of the teaching materials by Powerpoint which is one of the multimedia package presentation tools, and teaching method through discussion by chatting client/server under the classroom network. This new CAI showed the possibility of the open education through discussion and the enhancement of learners' effective achievement in the result of the data got from the classrooms of elementary, middle and high schools.

A Study on the Effective ICT used Learning for the Lifelong Education by e-Learning (이러닝 평생교육을 위한 효과적인 ICT 활용 교육 방안)

  • Ahn Seong-Hun
    • The Journal of the Korea Contents Association
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    • v.6 no.6
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    • pp.64-73
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    • 2006
  • In this paper, I explored the direction of ICT used learning that can improve the access ability of e-learning to activate a neglected class's lifelong education by e-learning. I had a good grasp of a neglected class's actual condition of the access ability of e-learning and presented the direction of basic ICT used learning for the adults that can improve the access ability for the lifelong education by e-learning. According to the result of this research, it was found that the adult learners had a considerable disparity by age group. Therefore, it is desirable that they had to learn ICT used learning with considering the actual condition by age. Teenagers and 20 years of age need to be learned in order of an Internet club, word processor, moving picture and etc. It needs to be teamed for the $30{\sim}40$ age bracket lil order of a chat, an Internet club, searching engines and etc and for the $30{\sim}40$ age bracket in order of a chat, an Internet club and moving picture and etc. And also it needs to induce a neglected class to develope participation abilities for themselves by activating an internet club activity.

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Video Highlight Prediction Using Multiple Time-Interval Information of Chat and Audio (채팅과 오디오의 다중 시구간 정보를 이용한 영상의 하이라이트 예측)

  • Kim, Eunyul;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.24 no.4
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    • pp.553-563
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    • 2019
  • As the number of videos uploaded on live streaming platforms rapidly increases, the demand for providing highlight videos is increasing to promote viewer experiences. In this paper, we present novel methods for predicting highlights using chat logs and audio data in videos. The proposed models employ bi-directional LSTMs to understand the contextual flow of a video. We also propose to use the features over various time-intervals to understand the mid-to-long term flows. The proposed Our methods are demonstrated on e-Sports and baseball videos collected from personal broadcasting platforms such as Twitch and Kakao TV. The results show that the information from multiple time-intervals is useful in predicting video highlights.

Forensic Analysis of Element Instant Messenger Artifacts (포렌식 관점에서의 Element 인스턴트 메신저 아티팩트 분석)

  • Cho, Jae-min;Byun, Hyeon-su;Yun, Hui-seo;Seo, Seung-hee;Lee, Chang-hoon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.32 no.6
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    • pp.1113-1120
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    • 2022
  • Recently, the investigation has been difficult due to the emergence of messengers that encrypt and store data for the purpose of protecting personal information and provide services such as end-to-end encryption with a focus on security. Accordingly, the number of crime cases using security messengers is increasing, but research on data decoding for security messengers is needed. Element security messengers provide end-to-end encryption functions so that only conversation participants can check conversation history, but research on decoding them is insufficient. Therefore, in this paper, we analyze the instant messenger Element, which provides end-to-end encryption, and propose a plaintext verification of the history of encrypted secure chat rooms using decryption keys stored in the Windows Credential Manager service without user passwords. In addition, we summarize the results of analyzing significant general and secure chat-related artifacts from a digital forensics investigation perspective.

Artifacts Analysis of GoToWebinar and GoToMeeting (화상 회의 애플리케이션 GoToWebinar 및 GoToMeeting 아티팩트 분석 )

  • Soojin Kang;Giyoon Kim;Yangsun Lee
    • Journal of Platform Technology
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    • v.11 no.1
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    • pp.11-22
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    • 2023
  • Various video conferencing and collaboration applications have emerged due to the global epidemic of new viral infections. In addition to real-time video conferencing, video conferencing applications provide features such as chat and file sharing on various platforms. Because various personal information is stored through functions such as chatting, file and screen sharing, these video conferencing applications are the major target of analysis from a digital forensic investigation. In the case of applications that provide cross-platform, the form of stored data is different depending on the platform. Therefore, to utilize data of video conferencing application for forensic investigation, preliminary research on artifacts stored by platform is required. In this paper, we used the video conferencing applications GoToWebinar and GoToMeeting and analyzed the artifacts generated. As a result, we list the main data from a digital forensic investigation. We identify data stored for each platform provided by GoToWebinar and GoToMeeting and organize artifacts that can estimate user behavior. Also, we classify the data that can be acquired according to the role and environment within the video conference.

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