Seo, Seunghee;Nam, Gihoon;Kim, Yeog;Lee, Changhoon
Journal of Digital Forensics
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v.12
no.3
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pp.1-8
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2018
A random chat application is a type of social dating application that helps people find a lover or spouse by randomly connecting and providing services such as text, voice and video chat. Recently, there has been globally a rapid increase in its use due to the fact that it provides people to quick and convenient encounters at low cost. However, it is used as one of method to prostitute or to trade drugs and become a cause of violent crimes due to various criminal occurring after actual meeting between app users. For this reason, a random chat application is likely to provide proof of prostitution or drug trade and clues to arrest rape, kidnapping and murder suspects. Thus, it is necessary to analyse random chat applications from the viewpoint of digital forensics investigation, but there is no related research at all. Therefore, in this paper, we analyzed artifacts of 6 Korea random chat application's user behaviors; Ranchat, AngTalk, SsumgThing, DaTalk, EveryTalk and Sail. As a result, we found that it is remain on mobile device that time and contents of message transmission/reception, sender/receiver, friend profile and user account creation time when user is using the applications.
The requirements have been changed during development progresses, since it is impossible to define all of software requirements. These requirements change leads to mistakes because the developers cannot completely understand the software's structure and behavior, or they cannot discover all parts affected by a change. Requirement changes have to be managed and assessed to ensure that they are feasible, make economic sense and contribute to the business needs of the customer organization. We propose a feature-oriented requirements change management method to manage requirements change with value analysis and feature-oriented traceability links including intermediate catalysis using features. Our approach offers two contributions to the study of requirements change: (1) We define requirements change tree to make user requirements change request generalize by feature level. (2) We provide overall process such as change request normalization, change impact analysis, solution dealing with change request, change request implementation, change request evaluation. In addition, we especially present the results of a case study which is carried out in asset management portal system in details.
According to statistics, the number of mobile payment users in China shows an increasing trend year by year. However, less than half of people over 60 years old use mobile payment. The purpose of this study is to explore the reasons for the low usage rate of mobile payment platforms among the elderly in China. Through literature research, questionnaires and interviews, the author found that the main obstacle for the elderly in China to use mobile payment platforms is acceptance barrier. Then, the user experience research method and technology acceptance model (TAM) were combined to construct a new research model and five hypotheses affecting acceptance behavior in the model were summarized. Finally, the Analysis of Covariance(ANCOVA) was used to test the hypotheses and found that satisfaction (SA), perceived usefulness (PU) and job relevance (JR) had significant coefficients of 0.001, 0.000 and 0.004 respectively, all of which were less than 0.05 and therefore had a significant effect on acceptability. The other two elements, perceived ease of use (PE) and self-efficacy (SE), did not have a significant effect on acceptability. Ultimately, a new user experience acceptability model was constructed to provide theoretical support for mobile payment platform developers and designers to develop products from the acceptability perspective, so as to develop more mobile payment methods suitable for elderly users and improve the acceptance of mobile payment by the elderly.
The emergence of the internet technology and SNS has increased the information flow and has changed the way people to communicate from one-way to two-way communication. Users not only consume and share the information, they also can create and share it among their friends across the social network service. It also changes the Social Media behavior to become one of the most important communication tools which also includes Social TV. Social TV is a form which people can watch a TV program and at the same share any information or its content with friends through Social media. Social News is getting popular and also known as a Participatory Social Media. It creates influences on user interest through Internet to represent society issues and creates news credibility based on user's reputation. However, the conventional platforms in news services only focus on the news recommendation domain. Recent development in SNS has changed this landscape to allow user to share and disseminate the news. Conventional platform does not provide any special way for news to be share. Currently, Social News Service only allows user to access the entire news. Nonetheless, they cannot access partial of the contents which related to users interest. For example user only have interested to a partial of the news and share the content, it is still hard for them to do so. In worst cases users might understand the news in different context. To solve this, Social News Service must provide a method to provide additional information. For example, Yovisto known as an academic video searching service provided time dependent metadata from the video. User can search and watch partial of video content according to time dependent metadata. They also can share content with a friend in social media. Yovisto applies a method to divide or synchronize a video based whenever the slides presentation is changed to another page. However, we are not able to employs this method on news video since the news video is not incorporating with any power point slides presentation. Segmentation method is required to separate the news video and to creating time dependent metadata. In this work, In this paper, a time dependent metadata-based framework is proposed to segment news contents and to provide time dependent metadata so that user can use context information to communicate with their friends. The transcript of the news is divided by using the proposed story segmentation method. We provide a tag to represent the entire content of the news. And provide the sub tag to indicate the segmented news which includes the starting time of the news. The time dependent metadata helps user to track the news information. It also allows them to leave a comment on each segment of the news. User also may share the news based on time metadata as segmented news or as a whole. Therefore, it helps the user to understand the shared news. To demonstrate the performance, we evaluate the story segmentation accuracy and also the tag generation. For this purpose, we measured accuracy of the story segmentation through semantic similarity and compared to the benchmark algorithm. Experimental results show that the proposed method outperforms benchmark algorithms in terms of the accuracy of story segmentation. It is important to note that sub tag accuracy is the most important as a part of the proposed framework to share the specific news context with others. To extract a more accurate sub tags, we have created stop word list that is not related to the content of the news such as name of the anchor or reporter. And we applied to framework. We have analyzed the accuracy of tags and sub tags which represent the context of news. From the analysis, it seems that proposed framework is helpful to users for sharing their opinions with context information in Social media and Social news.
The Science and Technology Information Service provided by the Korea Institute of Science and Technology Information (KISTI) is a service designed to allow users to easily and conveniently search and view content that is built similar to the general information service. NDSL is KISTI's core science, technology and information service, providing about 138 million content and having about 93 million page views in a year of 2019. In this paper, various insights were derived through the analysis of how science and technology information such as academic papers, reports and patents provided by NDSL is searched and utilized through web services (https://www.ndsl.kr) and search query words. In addition to general statistics such as the status of content construction, utilization status and utilization methods by type of content, monthly/weekly/time-of-day content usage, content view rate per one-time search by content type, the comparison of the use status of academic papers by year, the relationship between the utilization of domestic academic papers and the KCI index we analyzed the usability of each content type, such as academic papers and patents. We analyzed query words such as the language form of query words, the number of words of query words, and the relationship between query words and timeliness by content type. Based on the results of these analyses, we would like to propose ways to improve the service. We suggest that NDSL improvements include ways to dynamically reflect the results of content utilization behavior in the search results rankings, to extend query and to establish profile information through non-login user identification for targeted services.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.17
no.3
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pp.119-133
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2022
The COVID-19 pandemic is rapidly changing the behavior of members of society. Typically, the strong contagious power of the virus minimizes interaction between people in the real world, and they keep interaction activities to a minimum through online activities. Recently, as people demand online activities that enhance a sense of reality, the metaverse, which strengthens the 3D technology-centered sense of presence capability, is being chosen by people. The purpose of this study is to suggest a strategic direction for the establishment of the metaverse business model of startups by presenting factors for users' use and gratification of the metaverse. In detail, this study proposes the motivation for using the metaverse by reflecting the uses and gratification theory, and suggests a method to strengthen the motivation for the metaverse by reflecting the presences provided by the metaverse plotform and individual characteristics (normtive interpersonal influence). We surveyed people over 20 years of age who experienced metaverse and obtained 314 samples. In addition, we conducted the main effect analysis using the structural equation model and the moderating effect analysis using Process 3.1. As a result of hypothesis testing, we confirmed that metaverse presence (telepresence, social presence) has a positive effect on intention to continuous use by increasing metaverse's use and satisfaction factors (information, enjoyment, social interactivity). In addition, we found that individuals' normative interpersonal influence moderated the positive relationship between uses and gratification factors(enjoyment and social interactivity) intention to continuous use. Our study suggests strategies for establishing a user-centered business model for companies related to the metaverse.
Park, Jae-Un;Whang, Min-Cheol;Lee, Jung-Nyun;Heo, Hwan;Jeong, Yong-Mu
Science of Emotion and Sensibility
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v.14
no.4
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pp.627-636
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2011
The purpose of this study is to develop the multi-modal interaction system. This system provides realistic and an immersive experience through multi-modal interaction. The system recognizes user behavior, intention, and attention, which overcomes the limitations of uni-modal interaction. The multi-modal interaction system is based upon gesture interaction methods, intuitive gesture interaction and attention evaluation technology. The gesture interaction methods were based on the sensors that were selected to analyze the accuracy of the 3-D gesture recognition technology using meta-analysis. The elements of intuitive gesture interaction were reflected through the results of experiments. The attention evaluation technology was developed by the physiological signal analysis. This system is divided into 3 modules; a motion cognitive system, an eye gaze detecting system, and a bio-reaction sensing system. The first module is the motion cognitive system which uses the accelerator sensor and flexible sensors to recognize hand and finger movements of the user. The second module is an eye gaze detecting system that detects pupil movements and reactions. The final module consists of a bio-reaction sensing system or attention evaluating system which tracks cardiovascular and skin temperature reactions. This study will be used for the development of realistic digital entertainment technology.
Journal of the Korean Institute of Landscape Architecture
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v.21
no.3
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pp.11-19
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1993
This study was intended to clarify the landscape characteristics of the Sosewon Gaden through interpreting the Kim, In Hu's 48 poems(in Chinese characters) which clearly represented the landscape image of th user about this garden by selecting the cultural position of how then the users of the garden interpreted and manipulated its landscape rather than the scientific position. The following were the results from the analysis and review of the review of the woodcut and the 48 poems through names and scenic element. 1. When analyzing the names, those names due to the human experience were the most. This revealed that sensitive perception and experience was emphasized in the garden life. 2. It was important that can be experienced as nature and human beings come in contact each other at stream. 3. The landscape of the Sosewon Garden empasized not only the elements of the form and their combination but also on the unusual experience of human behavior and climatic element. The elements of the form which was recognized as the subject of poet was regarded as the cultural one of this garden and had an ideological background to convey the meaning of the landscape. 4. The Sosewon Garden was divided into four characteristic spaces as it is considered in terms of the sense of place represented in the 48 poems; the approach space, the space for poetic recital, the ideal space, and the space of pleasure.
This study classified and analyzed the types of images posted on official accounts operated by domestic and foreign SPA brands on Instagram and Pinterest, which are image-based fashion curations, and performed a survey on preferred image types in the fashion curations of SPA brands. It aims to induce active apparel purchasing behavior of consumers through the suggestion of image types about fashion curations for effective communication between fashion brands and consumers. The survey to targets the 20s and 30s was carried out from October 23, 2015 until November 22 and conducted factor analysis, paired t-test. The above images were classified into four types based on previous studies: product images, brand images, lifestyle images, multiple images. The results of the survey were also divided into four factors in line with the classification of image types. Generally, foreign SPA brands(H&M, Uniqlo, Zara) used image-based fashion curation services more frequently than domestic SPA brands(8Seconds, Mixxo, Spao, Tngt). The analysis of image types in the fashion curations of SPA brands showed that product images accounted for the highest proportion of images used in the official accounts of SPA brands. However, the comparison of averages on the preferred image types of survey respondents showed that the users who had once visited the official accounts of SPA brands on Instagram and Pinterest preferred in the order of lifestyle information > product information > brand information > multiple information provided by SPA brands, which was statistically significant.
We propose a method to find flows of transit users in the subway transportation network of the metropolitan Seoul and analyze the passenger flows on some central links of the network. The transportation network consists of vertices for subway stops, edges for links between two adjacent subway stops, and flows on the edges' Each subway transit user makes a passenger flow along edges of the shortest path from the origin stop to the destination stop in his trip. In this paper, we have developed a new algorithm to find the passenger flow of each link in the subway network from a large trip-transaction database of subway transit users. We have applied the algorithm to find the passenger flows from one day database of about 5 million transactions by the subway transit users. As results of the experiments, the travel behavior on 4 central subway links is analyzed in passenger flows and top 10 flows among all subway links are explained in a table.
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