• Title/Summary/Keyword: Bot

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Development of Smart Laundry Drying System

  • Kim, Nuri;Lim, Huhnkuk
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.99-104
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    • 2022
  • In this paper, we first intend to develop and introduce a smart laundry drying system for verandas that controls the drying rack by actively responding to climate change. The developed smart laundry drying system receives laundry location information through the app, then detects climate change in real time through data from the Korea Meteorological Administration such as temperature and humidity according to the location information, and automatically controls the laundry on the drying rack in case of rain. It acquires weather information through the Arduino humidity sensor and the Korea Meteorological Administration Open-API, which is used to control the switch bot by the Raspberry Pi. The user interface uses Blynk, and the switch bot controls the laundry. Our proposed system can detect bad weather and automatically control the laundry at a remote location to prevent damage to the laundry.

Game-bot detection based on Clustering of asset-varied location coordinates (자산변동 좌표 클러스터링 기반 게임봇 탐지)

  • Song, Hyun Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1131-1141
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    • 2015
  • In this paper, we proposed a new approach of machine learning based method for detecting game-bots from normal players in MMORPG by inspecting the player's action log data especially in-game money increasing/decreasing event log data. DBSCAN (Density Based Spatial Clustering of Applications with Noise), an one of density based clustering algorithms, is used to extract the attributes of spatial characteristics of each players such as a number of clusters, a ratio of core points, member points and noise points. Most of all, even game-bot developers know principles of this detection system, they cannot avoid the system because moving a wide area to hunt the monster is very inefficient and unproductive. As the result, game-bots show definite differences from normal players in spatial characteristics such as very low ratio, less than 5%, of noise points while normal player's ratio of noise points is high. In experiments on real action log data of MMORPG, our game-bot detection system shows a good performance with high game-bot detection accuracy.

Improved Tweet Bot Detection Using Geo-Location and Device Information (지리적 공간과 장치 정보를 사용한 개선된 트윗 봇 검출)

  • Lee, Al-Chan;Seo, Go-Eun;Shin, Won-Yong;Kim, Donggeon;Cho, Jaehee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.12
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    • pp.2878-2884
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    • 2015
  • Twitter, one of online social network services, is one of the most popular micro-blogs, which generates a large number of automated programs, known as tweet bots because of the open structure of Twitter. While these tweet bots are categorized to legitimate bots and malicious bots, it is important to detect tweet bots since malicious bots spread spam and malicious contents to human users. In the conventional work, temporal information was utilized for the classficiation of human and bot. In this paper, by utilizing geo-tagged tweets that provide high-precision location information of users, we first identify both Twitter users' exact location. Then, we propose a new tweet bot detection algorithm by using both an entropy based on geographic variable of each user and device information of each user. As a main result, the proposed algorithm shows superior bot detection and false alarm probabilities over the conventional result which only uses temporal information.

The Effects of Sensory Integration Group Program on Praxis and Socialization for School-aged Children With Sensory Integration Dysfunction (그룹 감각통합치료가 학령기 감각통합장애 아동의 실행능력과 사회성 향상에 미치는 효과)

  • Kim, Eun-Young;Park, Yun-Yi;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.7 no.2
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    • pp.37-47
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    • 2009
  • Objective : The aim of this study is to verify the effects of group sensory integrative intervention on praxis and socialization for school-aged children with sensory integration disorder. Method : The subjects are five children aged between 7 and 13 with sensory integration disorder. All children had participated in 26 sessions of group sensory integrative intervention. The Bruininks-Oseretasky Test of Motor Proficiency(BOT-2) and The Scale for Basic Socialized Function were used so as to evaluate the praxis and socialization. One group pretest-posttest design was used to verify the effect of group sensory integration(SI) intervention. The statistical difference between before and after the group SI intervention in the BOT-2, Scale for basic socialized function is tested by the Wilcoxon matched-pairs signed ranks test. Results : There is a significant difference in BOT-2(Z=-2.023, p=.043) and Scale for basic socialized function(Z=-2.023, p=.043) scores comparing pre-intervention with post-intervention. Conclusions : The results of this study showed that the group sensory integration intervention is effective in improving the praxis and socialization for school-aged children. However, it is difficult to generalize the conclusion because the number of subjects was limited and the environmental confounding factors had not been considered. Therefore, in the future research, it should supplement the aspect these limitations before applying the sensory integration intervention in order to suggest standard criteria for norm data.

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Behavior Pattern Modeling based Game Bot detection (행동 패턴 모델을 이용한 게임 봇 검출 방법)

  • Park, Sang-Hyun;Jung, Hye-Wuk;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.3
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    • pp.422-427
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    • 2010
  • Korean Game industry, especially MMORPG(Massively Multiplayer Online Game) has been rapidly expanding in these days. But As game industry is growing, lots of online game security incidents have also been increasing and getting prevailing. One of the most critical security incidents is 'Game Bots', which are programs to play MMORPG instead of human players. If player let the game bots play for them, they can get a lot of benefic game elements (experience points, items, etc.) without any effort, and it is considered unfair to other players. Plenty of game companies try to prevent bots, but it does not work well. In this paper, we propose a behavior pattern model for detecting bots. We analyzed behaviors of human players as well as bots and identified six game features to build the model to differentiate game bots from human players. Based on these features, we made a Naive Bayesian classifier to reasoning the game bot or not. To evaluated our method, we used 10 game bot data and 6 human Player data. As a result, we classify Game bot and human player with 88% accuracy.

Detecting gold-farmers' group in MMORPG by analyzing connection pattern (연결패턴 정보 분석을 통한 온라인 게임 내 불량사용자 그룹 탐지에 관한 연구)

  • Seo, Dong-Nam;Woo, Ji-Young;Woo, Kyung-Moon;Kim, Chong-Kwon;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.3
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    • pp.585-600
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    • 2012
  • Security issues in online games are increasing as the online game industry grows. Real money trading (RMT) by online game users has become a security issue in several countries including Korea because RMT is related to criminal activities such as money laundering or tax evasion. RMT-related activities are done by professional work forces, namely gold-farmers, and many of them employ the automated program, bot, to gain cyber asset in a quick and efficient way. Online game companies try to prevent the activities of gold-farmers using game bots detection algorithm and block their accounts or IP addresses. However, game bot detection algorithm can detect a part of gold-farmer's network and IP address blocking also can be detoured easily by using the virtual private server or IP spoofing. In this paper, we propose a method to detect gold-farmer groups by analyzing their connection patterns to the online game servers, particularly information on their routing and source locations. We verified that the proposed method can reveal gold-farmers' group effectively by analyzing real data from the famous MMORPG.

RPA Log Mining-based Process Automation Status Analysis - An Empirical Study on SMEs (RPA 로그 마이닝 기반 프로세스 자동화 현황 분석 - 중소기업대상 실증 연구)

  • Young Sik Kang;Jinwoo Jung;Seonyoung Shim
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.265-288
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    • 2023
  • Process mining has generally analyzed the default logs of Information Systems such as SAP ERP, but as the use of automation software called RPA expands, the logs by RPA bots can be utilized. In this study, the actual status of RPA automation in the field was identified by applying RPA bots to the work of three domestic manufacturing companies (cosmetic field) and analyzing them after leaving logs. Using Uipath and Python, we implemented RPA bots and wrote logs. We used Disco, a software dedicated to process mining to analyze the bot logs. As a result of log analysis in two aspects of bot utilization and performance through process mining, improvement requirements were found. In particular, we found that there was a point of improvement in all cases in that the utilization of the bot and errors or exceptions were found in many cases of process. Our approach is very scientific and empirical in that it analyzes the automation status and performance of bots using data rather than existing qualitative methods such as surveys or interviews. Furthermore, our study will be a meaningful basic step for bot behavior optimization, and can be seen as the foundation for ultimately performing process management.

국내외 정보

  • Korea Electrical Manufacturers Association
    • NEWSLETTER 전기공업
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    • no.96-12 s.157
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    • pp.30-50
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    • 1996
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