• Title/Summary/Keyword: Internet main activities

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A Qualitative Exploration of Folksonomy Users' Tagging Behaviors (폭소노미에 따른 웹 분류 연구 - 이용자 태깅 행위 분석을 중심으로 -)

  • Park, Hee-Jin
    • Journal of the Korean Society for Library and Information Science
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    • v.45 no.1
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    • pp.189-210
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    • 2011
  • This study aims to explore how users are tagging in order to utilize a folksonomy and whether they understand the social and interactive aspects of tagging in three different folksonomic systems, Connotea (www.connotea.org), Delicious(http://delicious.com), and CiteULike(www.citeulike.org). The study uses internet questionnaires, qualitative diary studies, and follow-up interviews to understand twelve participants' tagging activities associated with folksonomic interactions. The flow charts developed from the twelve participants showed that tagging was a quite complex process, in which each tagging activity was interconnected, and a variety of folksonomic system features were employed. Three main tagging activities involved in the tagging processes have been identified: item selection, tag assignment, and tag searching and discovery. During the tag assignment, participants would describe their tagging motivations related to various types of tags. Their perception of the usefulness of types of tags was different when their purpose was for social sharing rather than personal information management. While tagging, participants recognized the social potential of a folksonomic system and used interactive aspects of tagging via various features of the folksonomic system. It is hoped that this empirical study will provide insight into theoretical and practical issues regarding users' perceptions and use of folksonomy in accessing, sharing, and navigating internet resources.

Ensemble Based Optimal Feature Selection Algorithm for Efficient Intrusion Detection in Wireless Sensor Network

  • Shyam Sundar S;R.S. Bhuvaneswaran;SaiRamesh L
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.8
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    • pp.2214-2229
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    • 2024
  • Wireless sensor network (WSN) consists of large number of sensor nodes that are deployed in geographical locations to collect sensed information, process data and communicate it to the control station for further processing. Due the unfriendly environment where the sensors are deployed, there exist many possibilities of malicious nodes which performs malicious activities in the network. Therefore, the security threats affect performance and life time of sensor networks, whereas various security aspects are there to address security issues in WSN namely Cryptography, Trust Management, Intrusion Detection System (IDS) and Intrusion Prevention Systems (IPS). However, IDS detect the malicious activities and produce an alarm. These malicious activities exploit vulnerabilities in the network layer and affect all layers in the network. Existing feature selection methods such as filter-based methods are not considering the redundancy of the selected features and wrapper method has high risk of overfitting the classification of intrusion. Due to overfitting, the classification algorithm fails to detect the intrusion in better manner. The main objective of this paper is to provide the efficient feature selection algorithm which was suitable for any type classification algorithm to detect the intrusion in an effective manner. This paper, the security of the network is addressed by proposing Feature Selection Algorithm using Chi Squared with Ensemble Method (FSChE). The proposed scheme employs the combination of decision tree along with the random forest classification algorithm to form ensemble classifier. The experimental results justify the feasibility of the proposed scheme in terms of attack detection, packet delivery ratio and time analysis by employing NSL KDD cup data Set. The obtained results shows that the proposed ensemble method increases the overall performance by 10% to 25% with respect to mentioned parameters.

Present State of Experiencing Villages for Green Tourism in Rural Area (그린투어리즘을 위한 농산어촌 체험마을 현황 분석 - 농촌관광 인터넷 포털사이트 분석을 중심으로 -)

  • Eom, Boong-Hoon
    • Journal of Korean Society of Rural Planning
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    • v.12 no.4 s.33
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    • pp.125-133
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    • 2006
  • Recently, Environmentally friendliness and sustainability become the main concern of rural tourism. Green-tourism is the emerging and best alternative tourism development. This paper deals with the present state of experiencing villages for green-tourism in rural areas. Several internet portal sites for rural tourism were reviewed and analyzed. Totally, 863 village are designated for experiencing villages by several portal sites. There are 281 information oriented villages, 208 farm-stay villages, 122 green experiencing villages, 93 mountain villages, 93 fishing villages. Some villages were designated duplicately for each projects. In 'Green-tour' site, the distribution of experiencing villages by region were, 49 for Gangwon, 43 for Gyungbuk, 41 for Jeonnam, respectively. The types of experiencing villages were, green experiencing village, traditional theme village, mountain village, fishing village, information-oriented village, etc. Themes of experiencing activities were 6 types, experiencing agricultural life, fishing life, traditional foods, traditional culture, ecological nature, and health/leisure sports. The kinds of experiencing activities were abundant by agricultural life, traditional culture. Otherwise, fishing life experiencing activities were dull. Also, development of ecological nature experiencing programs are suggested.

Comparison between SNS Addiction and Gaming Addiction-Based on the Problem Behavior Theory (문제행동이론을 기반으로 한 SNS 중독과 게임 중독의 비교)

  • DongBack Seo;SeongJae Kim
    • Information Systems Review
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    • v.19 no.1
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    • pp.25-48
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    • 2017
  • As the number of Internet users has increased, the uses of social networking sites (SNSs) and online games have become universal activities across gender and ages. The extensive distribution and the usage of the Internet are beneficial to our society, but its adverse effects, such as Internet addiction, which refers to uncontrollable excessive Internet use, are becoming prevalent. Relevant social costs are also becoming troublesome. SNS and gaming addictions have negative effects on one's life, causing significant social problems. To illustrate different facets of these addictions, Problem Behavior Theory is adopted in the study. How self-esteem and perceived family environment affect SNS addiction and gaming addiction is addressed. The main subjects are Korean university students in their 20s who use SNS and play online games. The relationship between SNS addiction and gaming addiction is also addressed.

The Current Status and Affecting Factors of Elementary Students' Internet Addiction in Comparison with Secondary Students (중.고등학생과 비교한 초등학생의 인터넷 중독 실태와 영향 요인)

  • Jo, Mi-Heon
    • Journal of The Korean Association of Information Education
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    • v.10 no.1
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    • pp.47-57
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    • 2006
  • As teenagers' Internet use increases and Internet takes an important part in their everyday lives, many people become concerned with Internet addiction. In this study, I attempt to analyze the current status of teenagers' Internet addiction using an evaluation tool developed for students, and to compare elementary students' Internet addiction level with secondary students. Also I analyze factors affecting Internet addiction. For the analysis, 18 variables are selected from the areas such as demographic background, the experience of Internet use, family-related traits and social activities. A survey was conducted to 1,155 elementary students and 1,822 secondary students selected from nationwide schools. The main finding of this study is that among the elementary students 5.0% of the sample students are in the stage of serious addiction, and 19.7% in the stage of early addiction. In addition, the level of elementary students' Internet addiction is significantly higher than the level of secondary students. Also, the degree of elementary students' Internet addiction is significantly affected by some factors such as gender, surfing time, surfing purpose, satisfaction with parental relationship, parents' interference in Internet use, conversation frequency among family members, and satisfaction with school life.

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Corona Blue and Leisure Activities : Focusing on Korean Case (코로나 블루와 여가 활동 : 한국 사례를 중심으로)

  • Sa, Hye Ji;Lee, Won Sang;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.22 no.2
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    • pp.109-121
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    • 2021
  • As the global COVID-19 pandemic is prolonged, the Corona Blue phenomenon, combined with COVID-19 and blue, is intensifying. The purpose of this study is to analyze the current trend of Corona Blue in consideration of the possibility of increasing mental illness and the need for countermeasures, especially after COVID-19. This study tried to find out the relationship between stress and leisure activities before and after COVID-19 by using Corona Blue news article analysis through the topic modeling method, and questionnaire find out the help of stress and leisure activities. This study was compared and analyzed using two research methods. First, a total of 363 news articles were analyzed through topic modeling based on newspaper articles from January 2020, when COVID- 19 was upgraded to the "border" stage, until September, where the social distancing stage was strengthened to stage 2.5 in Korea. As a result of the study, a total of 28 topics were extracted, and similar topics were grouped into 7 groups: mental-demic, generational spread, causes of depression acceleration, increased fatigue, attitude to coping with long-term wars, changes in consumption, and efforts to overcome depression. Second, the SPSS statistical program was used to analyze the level of stress change according to leisure activities before/after COVID-19 and the main help according to leisure activities. As a result of the study, it was confirmed that the average difference in stress reduction according to participation in leisure activities before COVID-19 was larger than after COVID-19. Also, leisure activities were found to be effective in stress relief even after COVID-19. In addition, if the main help from leisure activities before COVID-19 was the meaning of relaxation and recharging through physical and social activities. After COVID-19, psychological roles such as mood swings through nature, outdoor activities, or intellectual activities were found to play a large part. As such, in this study, it was confirmed that understanding the current status of Corona Blue and coping with leisure in extreme stress situations has a positive effect. It is expected that this research can serve as a basis for preparing realistic and desirable leisure policies and countermeasures to overcome Corona Blue.

A Workcase Mining Mechanism using Activity Dependency (액티비티 의존성을 이용한 워크케이스 마이닝 메커니즘)

  • Kim Sang-Bae;Kim Hak-Seong;Paik Su-Ki
    • Journal of Internet Computing and Services
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    • v.4 no.6
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    • pp.43-55
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    • 2003
  • Workflow mining is a newly emerging research issue for rediscovering and reengineering workflow models from workflow logs containing information about workflows being executed on the workflow engine. In this paper, we proposed workcase mining which was used dependency among activities. Main purpose of this paper is to minimize discrepancies between the modeled workflow process and the enacted workflow process as it is actually being executed. That is, we can get a complete set of activity firing sequences on buildtime. Besides, we can discover from workflow logs that which path out of all reachable paths a workcase has actually followed through on runtime. For this purpose we proposed two algorithm, the one is 'Activily-Dependent Net Algorithm' and the other is 'E-Walk Series Analysis Algorithm'.

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Designing an Intelligent Rehabilitation Wheelchair Vehicle System Using Neural Network-based Torque Control Algorithm

  • Kim, Taeyeun;Bae, Sanghyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.5878-5904
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    • 2017
  • This paper proposes a novel intelligent wheelchair vehicle system that enables upper limb exercises, lower limb standing exercises and rehabilitation training in a daily life. The proposed system, which can be used to prevent at least the degeneration of body movements and further atrophy of musculoskeletal system functions, considers the characteristics and mobility of the old and the disabled. Its main purpose is to help the old and the disabled perform their daily activities as much as they can, minimizing the extent of secondary disabilities. In other words, the system will provide the old and the disabled with regular and quantitative rehabilitation exercises and diagnosis using the wheelchair-based upper/lower limb rehabilitation vehicle system and then verify their effectiveness. The system comprises an electric wheelchair, a biometric module to identify individual characteristics, and an upper/lower limb rehabilitation vehicle. In this paper the design and configuration of the developed vehicle is described, and its operation method is presented. Moreover, to verify the tracking performance of the proposed system, dangerous situations according to biosignal changes occurring during the rehabilitation exercise of a non-disabled examinee are analyzed and the performance of the upper/lower limb rehabilitation exercise function depending on muscle strength is evaluated through a neural network algorithm.

A Study on Operating eCRM using Axiom Design (공리설계를 이용한 eCRM 운영방안에 관한 연구)

  • 양광모;박재현;강경식
    • Proceedings of the Safety Management and Science Conference
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    • 2001.11a
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    • pp.65-71
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    • 2001
  • With ever-change and increasingly competitive business environments, firms strive to employ a variety of marketing strategies and execution in order to survive in the market. Such effects would be paid off in the right way only when management of the firms perform marketing activities focusing on long term effectiveness, which would drive company profits up and keep them for long. Demands of customers are being changed and varied. And in this circumstance, it become a main issue of management that the company should produce and sell products according to the customer demands. With these trends, each company has been concentrating effects on generalization of product development technique and distinction of service lot customer In this result with the advantage of mass marketing and database marketing have been drawing attentions from company. Also the internet connected around the world completely diminished the limit of time and distance and company have enveloped keen competition out of each nation and continent in the world market. To fulfill these demands of customer, they need a concept of eCRM(Web based Customer Relationship Management), and go from selling products and services, or gathering customer requests, up to the phase of solving customer's problem by real time or Previous action. With the help of Internet, the frequency and speed of the problem solving has improved greatly.

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A Study on eCRM Operation of Apparel Industry Using Axiom Design (공리설계 적용 의류업의 eCRM 운영 방안 연구)

  • 박재현;양광모;강경식
    • Journal of the Korea Safety Management & Science
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    • v.3 no.4
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    • pp.123-133
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    • 2001
  • With ever-change and increasingly competitive business environments, firms strive to employ a variety of marketing strategies and execution in order to survive in the market. Such effects would be paid off in the right way only when management of the firms perform marketing activities focusing on long term effectiveness, which would drive company profits up and keep them for long. Demands of customers are being changed and varied. And in this circumstance, it become a main issue of management that the company should produce and sell products according to the customer demands. With these trends, each company has been concentrating effects on generalization of product development technique and distinction of service for customer. In this result with the advantage of mass marketing and database marketing have been drawing attentions from company. Also the internet connected around the world completely diminished the limit of time and distance and company have enveloped keen competition out of each nation and continent in the world market. To fulfill these demands of customer, they need a concept of eCRM(Web based Customer Relationship Management), and go from selling products and services, or gathering customer requests, up to the phase of solving customer's problem by real time or previous action. With the help of internet, the frequency and speed of the problem solving has improved greatly.

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