• 제목/요약/키워드: End-user Machine Learning

검색결과 17건 처리시간 0.023초

Mini-Batch Ensemble Method on Keystroke Dynamics based User Authentication

  • Ho, Jiacang;Kang, Dae-Ki
    • International journal of advanced smart convergence
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    • 제5권3호
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    • pp.40-46
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    • 2016
  • The internet allows the information to flow at anywhere in anytime easily. Unfortunately, the network also becomes a great tool for the criminals to operate cybercrimes such as identity theft. To prevent the issue, using a very complex password is not a very encouraging method. Alternatively, keystroke dynamics helps the user to solve the problem. Keystroke dynamics is the information of timing details when a user presses a key or releases a key. A machine can learn a user typing behavior from the information integrate with a proper machine learning algorithm. In this paper, we have proposed mini-batch ensemble (MIBE) method which does the preprocessing on the original dataset and then produces multiple mini batches in the end. The mini batches are then trained by a machine learning algorithm. From the experimental result, we have shown the improvement of the performance for each base algorithm.

스마트미터 데이터 활용 방법에 대한 연구 (A study on the practical use of smart meter end-user demand data)

  • 박근영;정동휘;전상훈
    • 한국수자원학회논문집
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    • 제54권10호
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    • pp.759-768
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    • 2021
  • 이 연구는 스마트 미터 최종 사용자 수요 데이터의 특성을 조사하여 개별 가정용 물 사용량을 분류하는 새로운 접근방식을 도입한다. 여기서는 잘 알려진 비지도 기계학습법 중 하나인 K-means 알고리즘을 적용하여 각 가구별 물 사용 분류를 수행한다. 최종 사용자 수요의 물 사용강도와 지속 시간은 물 수요 패턴이 유사한 가구를 결정하는 주요한 특징으로 사용된다. 그 결과 21가구가 13개의 군집으로 분류되었고 각 군집은 1가구, 2가구, 3가구 또는 5가구로 구성된다. 수집된 데이터 및 최종 사용자의 물 수요 패턴과 관련하여 여러 가구가 동일한 클러스터로 분류되는 이유를 본 논문에서 소개한다.

머신러닝을 이용한 사용자 행동 인식 기반의 PIN 입력 기법 연구 (A Study of User Behavior Recognition-Based PIN Entry Using Machine Learning Technique)

  • 정창훈;;장룡호;양대헌;이경희
    • 정보처리학회논문지:컴퓨터 및 통신 시스템
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    • 제7권5호
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    • pp.127-136
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    • 2018
  • 이 논문에서는 스마트폰에서 사용자 인증 프로토콜에 머신러닝을 사용하는 기법을 제안한다. 우리가 제안하는 기법은 사용자가 PIN을 입력할 때, PIN 뿐만 아니라 추가적으로 스크린을 터치하는 시간 간격 및 위치를 인증 정보로 수집하여 식별자로 사용하는 기법이다. 먼저 사용자 등록 단계에서 다수의 사용자 터치 시간 및 위치 데이터를 수집 한 다음, 그 데이터로 머신러닝을 이용하여 모델을 제작한다. 그리고 사용자 인증 단계에서 사용자가 입력한 PIN을 비교하고, PIN이 일치하면 사용자의 터치 시간 및 위치 데이터를 모델에 입력하여 기존에 수집한 데이터와 거리를 비교하여, 그에 따라 인증 성공 여부가 결정된다. 우리는 사용성 실험과 보안성 실험을 통하여 이 기법을 사용하는데 큰 불편이 없다는 것(FRR : 0%)과, 이전의 사용되고 있던 PIN 입력 기법보다 안전하다는 것(FAR : 0%)을 보였고, 그에 따라 충분히 사용될 수 있는 기법이라는 것을 확인하였다. 또한 숄더 서핑 공격 실험을 통하여 PIN이 유출되어도 보안 사고가 발생하기 힘들다는 것(FAR : 5%)을 확인하였다.

Developing a Framework for Detecting Phishing URLs Using Machine Learning

  • Nguyen Tung Lam
    • International Journal of Computer Science & Network Security
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    • 제23권10호
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    • pp.157-163
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    • 2023
  • The attack technique targeting end-users through phishing URLs is very dangerous nowadays. With this technique, attackers could steal user data or take control of the system, etc. Therefore, early detecting phishing URLs is essential. In this paper, we propose a method to detect phishing URLs based on supervised learning algorithms and abnormal behaviors from URLs. Finally, based on the research results, we build a framework for detecting phishing URLs through end-users. The novelty and advantage of our proposed method are that abnormal behaviors are extracted based on URLs which are monitored and collected directly from attack campaigns instead of using inefficient old datasets.

선호도 학습을 통한 이미지 개선 알고리즘 구현 (Implementation of Image Enhancement Algorithm using Learning User Preferences)

  • 이유경;이용환
    • 반도체디스플레이기술학회지
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    • 제17권1호
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    • pp.71-75
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    • 2018
  • Image enhancement is a necessary end essential step after taking a picture with a digital camera. Many different photo software packages attempt to automate this process with various auto enhancement techniques. This paper provides and implements a system that can learn a user's preferences and apply the preferences into the process of image enhancement. Five major components are applied to the implemented system, which are computing a distance metric, finding a training set, finding an optimal parameter set, training and finally enhancing the input image. To estimate the validity of the method, we carried out user studies, and the fact that the implemented system was preferred over the method without learning user preferences.

유니티 실시간 엔진과 End-to-End CNN 접근법을 이용한 자율주행차 학습환경 (Autonomous-Driving Vehicle Learning Environments using Unity Real-time Engine and End-to-End CNN Approach)

  • 사비르 호사인;이덕진
    • 로봇학회논문지
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    • 제14권2호
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    • pp.122-130
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    • 2019
  • Collecting a rich but meaningful training data plays a key role in machine learning and deep learning researches for a self-driving vehicle. This paper introduces a detailed overview of existing open-source simulators which could be used for training self-driving vehicles. After reviewing the simulators, we propose a new effective approach to make a synthetic autonomous vehicle simulation platform suitable for learning and training artificial intelligence algorithms. Specially, we develop a synthetic simulator with various realistic situations and weather conditions which make the autonomous shuttle to learn more realistic situations and handle some unexpected events. The virtual environment is the mimics of the activity of a genuine shuttle vehicle on a physical world. Instead of doing the whole experiment of training in the real physical world, scenarios in 3D virtual worlds are made to calculate the parameters and training the model. From the simulator, the user can obtain data for the various situation and utilize it for the training purpose. Flexible options are available to choose sensors, monitor the output and implement any autonomous driving algorithm. Finally, we verify the effectiveness of the developed simulator by implementing an end-to-end CNN algorithm for training a self-driving shuttle.

Understanding Interactive and Explainable Feedback for Supporting Non-Experts with Data Preparation for Building a Deep Learning Model

  • Kim, Yeonji;Lee, Kyungyeon;Oh, Uran
    • International journal of advanced smart convergence
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    • 제9권2호
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    • pp.90-104
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    • 2020
  • It is difficult for non-experts to build machine learning (ML) models at the level that satisfies their needs. Deep learning models are even more challenging because it is unclear how to improve the model, and a trial-and-error approach is not feasible since training these models are time-consuming. To assist these novice users, we examined how interactive and explainable feedback while training a deep learning network can contribute to model performance and users' satisfaction, focusing on the data preparation process. We conducted a user study with 31 participants without expertise, where they were asked to improve the accuracy of a deep learning model, varying feedback conditions. While no significant performance gain was observed, we identified potential barriers during the process and found that interactive and explainable feedback provide complementary benefits for improving users' understanding of ML. We conclude with implications for designing an interface for building ML models for novice users.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권2호
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

Sentiment Analysis of Product Reviews to Identify Deceptive Rating Information in Social Media: A SentiDeceptive Approach

  • Marwat, M. Irfan;Khan, Javed Ali;Alshehri, Dr. Mohammad Dahman;Ali, Muhammad Asghar;Hizbullah;Ali, Haider;Assam, Muhammad
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권3호
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    • pp.830-860
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    • 2022
  • [Introduction] Nowadays, many companies are shifting their businesses online due to the growing trend among customers to buy and shop online, as people prefer online purchasing products. [Problem] Users share a vast amount of information about products, making it difficult and challenging for the end-users to make certain decisions. [Motivation] Therefore, we need a mechanism to automatically analyze end-user opinions, thoughts, or feelings in the social media platform about the products that might be useful for the customers to make or change their decisions about buying or purchasing specific products. [Proposed Solution] For this purpose, we proposed an automated SentiDecpective approach, which classifies end-user reviews into negative, positive, and neutral sentiments and identifies deceptive crowd-users rating information in the social media platform to help the user in decision-making. [Methodology] For this purpose, we first collected 11781 end-users comments from the Amazon store and Flipkart web application covering distant products, such as watches, mobile, shoes, clothes, and perfumes. Next, we develop a coding guideline used as a base for the comments annotation process. We then applied the content analysis approach and existing VADER library to annotate the end-user comments in the data set with the identified codes, which results in a labelled data set used as an input to the machine learning classifiers. Finally, we applied the sentiment analysis approach to identify the end-users opinions and overcome the deceptive rating information in the social media platforms by first preprocessing the input data to remove the irrelevant (stop words, special characters, etc.) data from the dataset, employing two standard resampling approaches to balance the data set, i-e, oversampling, and under-sampling, extract different features (TF-IDF and BOW) from the textual data in the data set and then train & test the machine learning algorithms by applying a standard cross-validation approach (KFold and Shuffle Split). [Results/Outcomes] Furthermore, to support our research study, we developed an automated tool that automatically analyzes each customer feedback and displays the collective sentiments of customers about a specific product with the help of a graph, which helps customers to make certain decisions. In a nutshell, our proposed sentiments approach produces good results when identifying the customer sentiments from the online user feedbacks, i-e, obtained an average 94.01% precision, 93.69% recall, and 93.81% F-measure value for classifying positive sentiments.

Automated Analysis Approach for the Detection of High Survivable Ransomware

  • Ahmed, Yahye Abukar;Kocer, Baris;Al-rimy, Bander Ali Saleh
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권5호
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    • pp.2236-2257
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    • 2020
  • Ransomware is malicious software that encrypts the user-related files and data and holds them to ransom. Such attacks have become one of the serious threats to cyberspace. The avoidance techniques that ransomware employs such as obfuscation and/or packing makes it difficult to analyze such programs statically. Although many ransomware detection studies have been conducted, they are limited to a small portion of the attack's characteristics. To this end, this paper proposed a framework for the behavioral-based dynamic analysis of high survivable ransomware (HSR) with integrated valuable feature sets. Term Frequency-Inverse document frequency (TF-IDF) was employed to select the most useful features from the analyzed samples. Support Vector Machine (SVM) and Artificial Neural Network (ANN) were utilized to develop and implement a machine learning-based detection model able to recognize certain behavioral traits of high survivable ransomware attacks. Experimental evaluation indicates that the proposed framework achieved an area under the ROC curve of 0.987 and a few false positive rates 0.007. The experimental results indicate that the proposed framework can detect high survivable ransomware in the early stage accurately.