• Title/Summary/Keyword: Identity-based

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The Study of the Relation between the Deciding Factors of Local Identity and Local Image Improvement - Focusing on the 2016 Festival of Daegaya Experience- (지역정체성 확립요인과 지역이미지 제고와의 관련성 연구 -'2016 가야체험축제'를 중심으로-)

  • Kim, Hyung-Jun
    • Journal of the Korea Safety Management & Science
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    • v.19 no.2
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    • pp.117-133
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    • 2017
  • The purpose of this study is to consider the relation between the deciding factors of local identity and local image improvement. To achieve this purpose, the deciding factors of local identity have been set as the following four: historical identity, cultural identity, (nature) scenery identity, and industrial identity. The writer has established a model to represent the relation between these factors and the local image improvement, namely 'Visitor Satisfaction' and 'Revisit Intentions', and framed a hypothesis for empirical verification. The study results are as follows: First, the deciding factors of local identity which this study addressed are empirically proven to have a significant effect on the visitor satisfaction and the intention to revisit in which is it likely that the greater the impact of the deciding factors, the higher the visitor satisfaction and revisit intentions would be. Second, the deciding factors of local identity, it appears that the 'historical identity' factor had the largest impact on the visitor satisfaction, and the 'cultural identity' factor had the largest impact on the revisit intentions. Therefore, of the four deciding factors, the 'historical identity' should be considered the highest priority to increase the visitor satisfaction, and the 'cultural identity' should be considered the highest priority to increase the revisit intentions. Third, based on the verification of the relation between the visitor satisfaction and revisit intentions, it can be presumed that the greater the visitor satisfaction, the higher the revisit intentions would be.

Thwarting Sybil Attackers in Reputation-based Scheme in Mobile Ad hoc Networks

  • Abbas, Sohail;Merabti, Madjid;Kifayat, Kashif;Baker, Thar
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.12
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    • pp.6214-6242
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    • 2019
  • Routing in mobile ad hoc networks is performed in a distributed fashion where each node acts as host and router, such that it forwards incoming packets for others without relying on a dedicated router. Nodes are mostly resource constraint and the users are usually inclined to conserve their resources and exhibit selfish behaviour by not contributing in the routing process. The trust and reputation models have been proposed to motivate selfish nodes for cooperation in the packet forwarding process. Nodes having bad trust or reputation are detected and secluded from the network, eventually. However, due to the lack of proper identity management and use of non-persistent identities in ad hoc networks, malicious nodes can pose various threats to these methods. For example, a malicious node can discard the bad reputed identity and enter into the system with another identity afresh, called whitewashing. Similarly, a malicious node may create more than one identity, called Sybil attack, for self-promotion, defame other nodes, and broadcast fake recommendations in the network. These identity-based attacks disrupt the overall detection of the reputation systems. In this paper, we propose a reputation-based scheme that detects selfish nodes and deters identity attacks. We address the issue in such a way that, for normal selfish nodes, it will become no longer advantageous to carry out a whitewash. Sybil attackers are also discouraged (i.e., on a single battery, they may create fewer identities). We design and analyse our rationale via game theory and evaluate our proposed reputation system using NS-2 simulator. The results obtained from the simulation demonstrate that our proposed technique considerably diminishes the throughput and utility of selfish nodes with a single identity and selfish nodes with multiple identities when compared to the benchmark scheme.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

Development of Design Identity for Service Robot (로봇의 디자인 아이덴티티 개발)

  • Kim, Hyun-Jeong;Kim, Jae-Wook;Oh, Hyo-Jung;Kim, Myung-Suk
    • The Journal of Korea Robotics Society
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    • v.4 no.2
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    • pp.81-87
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    • 2009
  • As expanding of service robots into the human life, the needs of robots are increased. The experts group forecasted that the robot market would grow rapidly in a short time, robot companies should compete with others for prior occupation in a market. In this research, we proposed a framework of robot identity design based on building methods of product identity and developed a case study. Identity is one of the strategies to distinguish from competitors through managing image united. It is possible to apply this identity approach on robot area, which was used for making image of companies, brands, and products. In general, identity has visual, invisual features, which can be classified into three elements; Robot Philosophy, Functional Affordance, Family Look. Robot philosophy means the vision or philosophy of a company through robot development, functional affordance is a character or role to serve and family look includes visual design elements like as shape, color, material, graphic, behavior etc. We suggest that this guide will be applied to build identity of following series of a model, models of same service group and all models of a company or commercial space.

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Predictors of Maternal Identity of Korean Primiparas

  • Chae, Hyun-Ju;Song, Ju-Eun;Kim, Sue
    • Journal of Korean Academy of Nursing
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    • v.41 no.6
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    • pp.733-741
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    • 2011
  • Purpose: The purpose of this study was to identify factors influencing maternal identity of Korean primiparas. Methods: The data were collected by a self-report questionnaire in 2006. The participants were 210 healthy primiparous women who delivered at one of three medical centers and revisited the outpatient department for follow up between 4 to 6 weeks after childbirth. Data were analyzed using the SPSS WIN 17.0 program with descriptive statistics, t-test, one way ANOVA, Pearson correlation coefficient, and stepwise multiple regression. Results: Maternal identity was significantly correlated with Taekyo accomplishment, the culturally based prenatal preparation (p<.001). Transitional gratification to motherhood (p<.001), postpartum depression (p<.001), childcare stress (p<.001), infant temperament (p<.001), and social support (p<.001) were also significantly correlated with maternal identity. The stepwise multiple regression analysis showed that maternal identity was significantly predicted by transitional gratification to motherhood, infant temperament, childcare stress, and Taekyo accomplishment. These variables explained 31.0% of the variance of maternal identity. Conclusion: The results of this study suggest that postpartum nursing interventions to promote maternal identity should focus on reinforcing education and support for reducing childcare stress and infant difficulty, and increasing transitional gratification to motherhood. Also, prenatal encouragement and education for improving Taekyo accomplishment may be helpful to promote maternal identity after birth.

Robust Face Recognition based on 2D PCA Face Distinctive Identity Feature Subspace Model (2차원 PCA 얼굴 고유 식별 특성 부분공간 모델 기반 강인한 얼굴 인식)

  • Seol, Tae-In;Chung, Sun-Tae;Kim, Sang-Hoon;Chung, Un-Dong;Cho, Seong-Won
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.1
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    • pp.35-43
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    • 2010
  • 1D PCA utilized in the face appearance-based face recognition methods such as eigenface-based face recognition method may lead to less face representative power and more computational cost due to the resulting 1D face appearance data vector of high dimensionality. To resolve such problems of 1D PCA, 2D PCA-based face recognition methods had been developed. However, the face representation model obtained by direct application of 2D PCA to a face image set includes both face common features and face distinctive identity features. Face common features not only prevent face recognizability but also cause more computational cost. In this paper, we first develope a model of a face distinctive identity feature subspace separated from the effects of face common features in the face feature space obtained by application of 2D PCA analysis. Then, a novel robust face recognition based on the face distinctive identity feature subspace model is proposed. The proposed face recognition method based on the face distinctive identity feature subspace shows better performance than the conventional PCA-based methods (1D PCA-based one and 2D PCA-based one) with respect to recognition rate and processing time since it depends only on the face distinctive identity features. This is verified through various experiments using Yale A and IMM face database consisting of face images with various face poses under various illumination conditions.

The Effects of Multi-identity on One's Psychological State and the Quality of Contribution in Virtual Communities: A Socio-Psychological Perspective

  • Suh, A-Young;Shin, Kyung-Shik;Lee, Ju-Min
    • Asia pacific journal of information systems
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    • v.20 no.1
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    • pp.57-79
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    • 2010
  • In a virtual community, one can possess multiple identities and pretend to be different by creating self-identity in contrast with his or her actual self. Does false identity undermine the qualitative growth of a virtual community by reducing members' accountability? Or does it stimulate their contributive behaviors by ensuring freedom of speech? It is imperative to understand the effects of multi-identity considering the distinct properties of a virtual community in which people easily change their identities at little or no cost. To answer these questions, we adopted the concept of self-discrepancy from the social psychology theory rooted in the concept of the self and developed a theoretical model to predict quality of contribution of the individual member in virtual communities. Based on the self-discrepancy theory, we first identified two different domains of the self: (1) an "actual self" that consists of attributes that the person believes he or she currently possesses in real life and (2) a "cyber self" that consists of attributes the person believes he or she possesses in a virtual community. Next, we derived an index for two different types of self-discrepancy by using the differences between the actual and the cyber identities: Personal Self-discrepancy and Social Self-discrepancy. Personal Self-discrepancy reflects the degree of discrepancy between actual and cyber identity regarding a person's intelligence, education, and expertise. Social Self-discrepancy reflects the degree of discrepancy between actual and cyber identity regarding a person's morality, sociability, and accordance with social norms. Finally, we linked them with sense of virtual community, perceived privacy rights, and quality of contribution to examine how having a multi-identity influences an individual's psychological state and contributive behaviors in a virtual community. The results of the analysis based on 266 respondents showed that Social Self-discrepancy negatively influenced both the Sense of Virtual Community and Perceived Privacy Rights, while Personal Self-discrepancy negatively influenced only Perceived Privacy Rights, thereby resulting in reduced quality of contribution in virtual communities. Based on the results of this analysis, we can explain the dysfunctions of multi-identity in virtual communities. First, people who pretend to be different by engaging in socially undesirable behaviors under their alternative identities are more likely to suffer lower levels of psychological wellbeing and thus experience lower levels of sense of virtual community than others. Second, people do not perceive a high level of privacy rights reflecting catharsis, recovery, or autonomy, even though they create different selves and engage in socially undesirable behaviors in a virtual community. Third, people who pretend to be different persons in terms of their intelligence, education, or expertise also indirectly debase the quality of contribution by decreasing perceived privacy rights. The results suggest that virtual community managers should pay more attention to the negative influences exercised by multi-identity on the quality of contribution, thereby controlling the need to create alternative identities in virtual communities. We hope that more research will be conducted on this underexplored area of multi-identity and that our theoretical framework will serve as a useful conceptual tool for all endeavors.

An Identity-based Ring Signcryption Scheme: Evaluation for Wireless Sensor Networks

  • Sharma, Gaurav;Bala, Suman;Verma, Anil K.
    • IEIE Transactions on Smart Processing and Computing
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    • v.2 no.2
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    • pp.57-66
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    • 2013
  • Wireless Sensor Networks consist of small, inexpensive, low-powered sensor nodes that communicate with each other. To achieve a low communication cost in a resource constrained network, a novel concept of signcryption has been applied for secure communication. Signcryption enables a user to perform a digital signature for providing authenticity and public key encryption for providing message confidentiality simultaneously in a single logical step with a lower cost than that of the sign-then-encrypt approach. Ring signcryption maintains the signer's privacy, which is lacking in normal signcryption schemes. Signcryption can provide confidentiality and authenticity without revealing the user's identity of the ring. This paper presents the security notions and an evaluation of an ID-based ring signcryption scheme for wireless sensor networks. The scheme has been proven to be better than the existing schemes. The proposed scheme was found to be secure against adaptive chosen ciphertext ring attacks (IND-IDRSC-CCA2) and secure against an existential forgery for adaptive chosen message attacks (EF-IDRSC-ACMA). The proposed scheme was found to be more efficient than scheme for Wireless Sensor Networks reported by Qi. et al. based on the running time and energy consumption.

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Identity-based Strong Designated Verifier Signature Scheme from Lattices (래티스에서 ID 기반의 강한 지정된 검증자 서명 기법)

  • Noh, Geontae;Chun, Ji Young;Jeong, Ik Rae
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.23 no.1
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    • pp.45-56
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    • 2013
  • When a signer signs a message, strong designated verifier signature allows the signer to designate a verifier. Only the designated verifier can make sure that the signature is generated by the signer. In addition, no one except the designated verifier can know the signature generated by some signer. In this paper, we propose an identity-based strong designated verifier signature scheme where users' public keys are identities. Our proposed scheme is the first identity-based strong designated verifier scheme from lattices. Naturally, our proposed scheme is secure against quantum computing attacks and has low computational complexity.

A Security-Enhanced Identity-Based Batch Provable Data Possession Scheme for Big Data Storage

  • Zhao, Jining;Xu, Chunxiang;Chen, Kefei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.9
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    • pp.4576-4598
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    • 2018
  • In big data age, flexible and affordable cloud storage service greatly enhances productivity for enterprises and individuals, but spontaneously has their outsourced data susceptible to integrity breaches. Provable Data Possession (PDP) as a critical technology, could enable data owners to efficiently verify cloud data integrity, without downloading entire copy. To address challenging integrity problem on multiple clouds for multiple owners, an identity-based batch PDP scheme was presented in ProvSec 2016, which attempted to eliminate public key certificate management issue and reduce computation overheads in a secure and batch method. In this paper, we firstly demonstrate this scheme is insecure so that any clouds who have outsourced data deleted or modified, could efficiently pass integrity verification, simply by utilizing two arbitrary block-tag pairs of one data owner. Specifically, malicious clouds are able to fabricate integrity proofs by 1) universally forging valid tags and 2) recovering data owners' private keys. Secondly, to enhance the security, we propose an improved scheme to withstand these attacks, and prove its security with CDH assumption under random oracle model. Finally, based on simulations and overheads analysis, our batch scheme demonstrates better efficiency compared to an identity based multi-cloud PDP with single owner effort.