• Title/Summary/Keyword: K-anonymity

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Study on Fatality Risk of Senior Driver with Aging Classification (초기·중기·후기 고령운전자의 사망자 발생위험도 분석과 시사점)

  • Choi, Jaesung
    • Journal of the Korean Society of Safety
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    • v.33 no.1
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    • pp.148-161
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    • 2018
  • A traffic fatality by young people marked average annual decrease of 4.5% since 2011. Meanwhile, a traffic fatality by senior over 65 years old marked average annual increase of 7.9% for the last five years which means that the annual increase of traffic fatality by senior will be a serious problem. This study started questioning that senior drivers over 65 years old did not retain the same causal factor of fatal traffic accidents and thus extensively analyzed a risk of it by age group quantitatively, dividing the senior driver group into the early, middle and latter stages. Depending on the aging level, the risk of traffic fatality showed a wide difference in seven different types of traffic accidents generally, and happened to increase with latter and middle parts of the senior driver more than the early part. Therefore, this study proposes four policy suggestions: 1) The senior driver need to be offered customized driving educations and the improvement of road environment is also recommended. 2) Political assistance is needed to support and guide a safety related technology installation for the new or existing car. 3) Renewal of driving license and an aptitude test(physical examination, cognitive test) for drivers over 75 years old should take in a less than 3 years and an additional road test is needed as occasion demands. 4) Like the United States and Europe, development and extension of customized treatment guidebook for medical teams who examine senior drivers is needed and establishment of education and administration system that a supervisor of driving license renewal can impose safety restriction and American anonymity reporting system is considered to institutionalize in the medium to longer term.

The Importance and function of Cyber Psychology (사이버 심리의 중요성과 역할)

  • Choi Moon-Hee
    • Science of Emotion and Sensibility
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    • v.8 no.1
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    • pp.75-83
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    • 2005
  • Cyberspace is on its way to experience dynamic change, hereby encompassing technical and social diversities and multiplicities. The internet, with a history of no more than 10 years, has drastically changed the way, meaning and conduct of our lives, the structure and function of society and communication. Even in psychology, in which the purpose is to scientifically look into the human mind and explore its behavior, the in-depth inquiry into the human behavior and psychological features of the cyberspace have become an increasingly important issue. Research suggests that psychological features and concepts brought about during the process of communication in cyberspace have been influenced by the digital mode following the analogue one, and by the online mode following the off line one. It also suggests that, with new issues peculiar to information society, cultural structures should be re-conceptualized, reconstructed and reevaluated in various fields. This approach to the changing role, meaning and style within society should be rearranged and referred to as cyber psychology.

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Social Media Uses: ethical factors and the effects for teenagers (소셜 미디어 이용: 청소년 대상 윤리적 요인과 그 영향)

  • Lee, Hyun-Suk
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.477-487
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    • 2017
  • This study is for empirical analyzing the ethical contents in using social media, such as what kind of ethical responsibility do the teenage users have, how do they recognize the ethical concept in producing or sharing the information and how these ethical factors affect their behavior of social media uses. After survey with the structured questionnaire, statistical analyses with available 227 cases are processed. As a result, there are 4 ethical factors in using social media which as included 'privacy', 'copyright', 'fullness', 'accuracy', 'truth-telling', 'fairness', 'relief of harmful effect', 'credibility', 'objectivity', 'impartiality', included 'moderation', 'respect', 'autonomy', 'control', 'care of mischief', included 'interactivity', 'multiplicity', 'anonymity', 'divergence', 'social community', included 'transparency', 'openness'. All these ethical factors are positive correlated to the level of social media users' opinion expression, opinion support, information leading, information searching. Especially, is the most effective factor to social media users' behavior.

An Efficient and Secure Authentication Scheme with Session Key Negotiation for Timely Application of WSNs

  • Jiping Li;Yuanyuan Zhang;Lixiang Shen;Jing Cao;Wenwu Xie;Yi Zheng;Shouyin Liu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.3
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    • pp.801-825
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    • 2024
  • For Internet of Things, it is more preferred to have immediate access to environment information from sensor nodes (SNs) rather than from gateway nodes (GWNs). To fulfill the goal, mutual authentication scheme between user and SNs with session key (SK) negotiation is more suitable. However, this is a challenging task due to the constrained power, computation, communication and storage resources of SNs. Though lots of authentication schemes with SK negotiation have been designed to deal with it, they are still insufficiently secure and/or efficient, and some even have serious vulnerabilities. Therefore, we design an efficient secure authentication scheme with session key negotiation (eSAS2KN) for wireless sensor networks (WSNs) utilizing fuzzy extractor technique, hash function and bitwise exclusive-or lightweight operations. In the eSAS2KN, user and SNs are mutually authenticated with anonymity, and an SK is negotiated for their direct and instant communications subsequently. To prove the security of eSAS2KN, we give detailed informal security analysis, carry out logical verification by applying BAN logic, present formal security proof by employing Real-Or-Random (ROR) model, and implement formal security verification by using AVISPA tool. Finally, computation and communication costs comparison show the eSAS2kN is more efficient and secure for practical application.

Grid-based Trajectory Cloaking Method for protecting Trajectory privacy in Location-based Services (위치기반서비스에서 개인의 궤적 정보를 보호하기 위한 그리드 기반 궤적 클로킹 기법)

  • Youn, Ji-hye;Song, Doo-hee;Cai, Tian-yuan;Park, Kwang-jin
    • Journal of Internet Computing and Services
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    • v.18 no.5
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    • pp.31-38
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    • 2017
  • Recently with the rapid development of LBS (Location-based Services) technology, approaches of protecting user's location have gained tremendous attentions. For using LBS, users need to forward their real locations to LBS server. However, if the user sends his/her real location to LBS server, the server will have the all the information about user in LBS. Moreover, if the user opens it to LBS server for a long time, the trajectory of user may be released. In this paper, we propose GTC (Grid-based Trajectory Cloaking) method to address the privacy issue. Different from existing approaches, firstly the GTC method sets the predicting trajectory and divides the map into $2^n*2^n$ grid. After that we will generate cloaking regions according to user's desired privacy level. Finally the user sends them to LBS server randomly. The GTC method can make the cost of process less than sequential trajectory k-anonymity. Because of confusing the departure and destination, LBS server could not know the user's trajectory any more. Thus, we significantly improve the privacy level. evaluation results further verify the effectiveness and efficiency of our GTC method.

Effect of Emotional Elements in Personal Relationships on Multiple Personas from the Perspective of Teenage SNS Users (SNS 상의 대인관계에서 나타나는 감정적 요소와 청소년의 온라인 다중정체성 간의 영향관계)

  • Choi, Bomi;Park, Minjung;Chai, Sangmi
    • Information Systems Review
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    • v.18 no.2
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    • pp.199-223
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    • 2016
  • As social networking services (SNS) become widely used tools for maintaining social relationships, people use SNS to express themselves online. Users are free to form multiple characters in SNS because of online anonymity. This phenomenon causes SNS users to easily demonstrate multiple personas that are different from their identities in the real world. Therefore, this study focuses on online multi-personas that establish multiple fake identities in the SNS environment. The main objective of this study is to investigate factors that affect online multi-personas. Fake online identities can have various negative consequences such as cyber bullying, cyber vandalism, or antisocial behavior. Since the boundary between the online and offline worlds is fading fast, these negative aspects of online behavior may influence offline behaviors as well. This study focuses on teenagers who often create multi-personas online. According to previous studies, personal identities are usually established during a person's youth. Based on data on 664 teenage users, this study identifies four emotional factors, namely, closeness with others, relative deprivation, peer pressure and social norms. According to data analysis results, three factors (except closeness with others) have positive correlations with users' multi-personas. This study contributes to the literature by identifying the factors that cause young people to form online multi-personas, an issue that has not been fully discussed in previous studies. From a practical perspective, this study provides a basis for a safe online environment by explaining the reasons for creating fake SNS identities.

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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A Study on the protection of personal information using a Virtual IDs in an anonymous bulletin board (익명 게시판 환경에서 가상 아이디를 이용한 개인정보보호에 관한 연구)

  • Min, So-Yeon;Jang, Seung-Jae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.9
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    • pp.4214-4223
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    • 2012
  • The argument related to the use of real and anonymous names on the Internet bulletin board has recently become a main issue. When using real names, it is possible to violate free discussion and privacy. Also, when using anonymous names, it is possible to have the reverse function of the Internet in regard to the use of malicious replies or the distribution of false ideas. Therefore, this paper has made it possible to prevent the spread of the user's personal information and execute the single log-in process by using the XML-token method which is one of the SSO technologies. Also, by issuing virtual IDs and forming the path when establishing tokens, the anonymous bulletin board which provides anonymity with a conditional tracing process has been suggested. After analyzing the performance of visitor numbers at authentication time, the anonymous bulletin board based on the group signature method showed the average response rate of 0.72 seconds, 0.18 seconds, which was suggested scheme. In the authentication time 4-5 times faster response speed, respectively. Also, since the suggested system does not have to provide a single authentication process or make the user provide his or her signature, the level of user's convenience seems to be much higher. Such a result shows that the system suggested on the anonymous bulletin board has a more appropriate level of user's convenience.

Public Opinions Perception and Expression of Individual Opinion by Issue Types in the Internet (인터넷 공간에서의 이슈 유형별 여론지각과 의견표명에 관한 연구: 인터넷 여론조사와 게시판을 중심으로)

  • Park, Sung-Hee;Park, Eun-Mi
    • Korean journal of communication and information
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    • v.39
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    • pp.284-323
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    • 2007
  • This study aims to examine the relation between opinion perception and opinion expression by issue types by analyzing online poll results and respective bulletin boards. To find out how opinion poll results affect the public opinion perception cues and opinion expression through the internet, the study applied a method of content analysis to the online contents provided by Naver.com, one of the most popular portal sites in Korea. A total of four issue types, along with 2,250 messages were chosen for analysis. The study results revealed that internet users perceived opinion atmosphere through the poll results and expressed their opinions depending on the issue types. In case of an issue where majority views are manifested as online poll results, users tended to follow that majority views by retaining their initial opinion. Majority opinion by the poll results held a dominant position in bulletin board. The results partially support Noelle-Neuman(1994)'s spiral of silence theory in the context of computer-mediated communication contrary to the belief that anonymity in the cyberspace tends to encourage participation of minority opinion group. According to the findings, people when they perceive their opinion as that of minority are discouraged to express their views even when they are online.

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Effect of threats to anonymity on data reliability in internet survey (인터넷 설문조사에서 익명성 훼손이 응답에 미치는 효과)

  • Heo, Sun-Yeong;Chang, Duk-Joon
    • Journal of the Korean Data and Information Science Society
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    • v.22 no.4
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    • pp.785-794
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    • 2011
  • The population of internet users are rapidly increasing and the interest of the internet survey is also increasing. Recent years has seen a transition from traditional modes of data collection into internet survey. Some surveys are administered with mixed modes of traditional data collection methods and internet survey, and some surveys are conducted through internet only instead of traditional modes, such as telephone survey, postal survey, face-to-face interviews and so on. However, one of most crucial parts of a survey is the reliability of the collected data and internet survey is no exemption. Changwon National University has been annually conducting a survey of new students and transfer students with almost same contents of questionnaire. The survey is a longitudinal survey and it had been administered by paper-pencil surveys until 2009. In 2010 the survey was administered through internet. Every students has to login with student ID number and the last 7-digit of national identity registration number, and complete the 2010 survey before registration their courses. If they leave any question without being answered, then could not move to the registration site for courses. This study explores the distortion of responses using the new students survey of Changwon National University, which could occur when the survey responses are not confidential. We find that the distortion of responses occurs from the questions with social desirability pressure, pressure of winning favor with the researcher, and pressure of explaining their situations. There are no distortion of responses from the questions which are describing simple opinions or simple facts, for example, the place they plan to live while in school.