• 제목/요약/키워드: Online User Behavior

검색결과 194건 처리시간 0.023초

온라인 커뮤니티 사용자의 행동 패턴을 고려한 동일 사용자의 닉네임 식별 기법 (A Method for Identifying Nicknames of a User based on User Behavior Patterns in an Online Community)

  • 박상현;박석
    • 정보과학회 논문지
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    • 제45권2호
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    • pp.165-174
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    • 2018
  • 온라인 커뮤니티란 SNS와 달리 사용자들이 닉네임을 통해 익명으로 관심사와 취미를 공유하는 가상 그룹 서비스이다. 그런데 이런 익명성을 악의적으로 활용하는 사용자들이 존재하고, 닉네임의 변경으로 인해 동일 사용자의 데이터가 서로 다른 닉네임에 존재하는 데이터 파편화 문제가 발생할 수 있다. 또한 온라인 커뮤니티에서는 닉네임을 변경하는 일이 빈번하므로 동일 사용자를 식별하는데 어려움을 겪는다. 따라서 본 논문에서는 이러한 문제를 해결하기 위해 온라인 커뮤니티 특성을 고려한 사용자의 행동 패턴 특징 벡터를 제시하며, 관계 패턴이라는 새로운 암시적 행동 패턴을 제안함과 동시에 랜덤 포레스트 분류기를 이용한 동일 사용자의 닉네임을 식별하는 기법을 제안한다. 또한 실제 온라인 커뮤니티 데이터를 수집해 제안한 행동패턴과 분류기를 이용해 동일 사용자를 유의미한 수준으로 식별할 수 있음을 실험적으로 보인다.

온라인 게임 봇 탐지를 위한 사용자 행위 분석 (User Behavior Analysis for Online Game Bot Detection)

  • 강아름;우지영;박주용;김휘강
    • 정보보호학회논문지
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    • 제22권2호
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    • pp.225-238
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    • 2012
  • 온라인 게임의 다양한 보안 위협 가운데, 온라인 게임 봇의 사용이 게임 서비스에 가장 심각한 문제를 야기하고 있다. 본 논문에서는 온라인 게임 봇 탐지를 위한 소셜 액티비티 분석 프레임워크를 제안한다. 이 프레임워크를 이용하여 게이머의 소셜 액티비티를 가장 많이 포함하고 있는 파티 플레이(party play) 로그를 분석하는 데에 적용하였다. 게임 봇은 일반 사용자들과 다르게, 사이버 자산을 빠르게 얻는데 특화되어 있기 때문에 소셜 액티비티를 분석할 경우 정상적인 사용자들과 행동 패턴에 차이가 있다. 이 특징을 이용하여 게임 봇 이용자와 일반 이용자들을 구분해 낼 수있도록, 사용자 행위를 분석하고 온라인 게임 봇 탐지를 위한 임계값을 정의하였다. 탐지 규칙을 포함하는 지식 기반 시스템을 구축한 뒤 이를 국내 최대, 세계 6위 규모의 게임에 적용하였다. 본 논문의 프레임워크를 활용하여 분류를 한 결과 95.92%의 높은 정확도를 보였다.

Online Searching Behavior of Social Science Researchers' in IR Interfaces of E-journal Database Systems: A Study on JMI, JNU, and DU

  • Kumar, Shailendra;Rai, Namrata
    • Journal of Information Science Theory and Practice
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    • 제1권4호
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    • pp.48-66
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    • 2013
  • The aim of this study is to examine the user's online searching behavior in IR interfaces of e-journal database systems. The study is purely based on survey methods and tries to analyse the online searching behavior of respondents of social science disciplines who were doing research in three target central universities of Delhi (i.e. DU, JMI, and JNU). For measuring the responses of the respondents in IR interfaces of e-journal database systems, a total of 396 questionnaires were distributed among the students and out of all, 305 responses were used for the study. The findings of the study reveal that most of the students were not using all the facilities offered in IR interfaces of e-journal database systems for their retrieval process and also encourages menu based searches rather than command based searching.

The Impact of Importance of Online Platform Food Delivery Selection Attributes on Satisfaction and Repurchase Intention

  • Bo-Kyung SEO;Seunghyeon LEE;Seong Soo CHA
    • 식품보건융합연구
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    • 제10권4호
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    • pp.9-19
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    • 2024
  • This qualitative study explores the impact of online food delivery platform attributes on customer satisfaction and repurchase intentions. Employing a phenomenological approach, we conducted in-depth interviews and focus group discussions with 15 participants to gain rich insights into user experiences. Thematic analysis revealed key factors influencing satisfaction and loyalty: service quality dimensions (efficiency, reliability, fulfillment, privacy), expectation disconfirmation, perceived usefulness and ease of use, multi-level customer value, relationship quality, electronic word-of-mouth, value co-creation, and phased loyalty formation. Our findings extend customer behavior theory in digital platforms, offering a comprehensive framework for understanding the complex mechanisms underlying user satisfaction and repurchase decisions. The study provides valuable implications for platform operators, highlighting the importance of exceeding customer expectations, enhancing user experience, building trust, leveraging user-generated content, and fostering co-creation processes. Methodologically, we demonstrate the efficacy of qualitative approaches in uncovering nuanced insights in digital service contexts. While acknowledging limitations in generalizability, this research establishes a solid foundation for future investigations into the rapidly evolving domain of online food delivery services. The integrated theoretical approach offers a robust model for analyzing customer behavior in emerging digital service environments, contributing significantly to both academic understanding and practical application in the field of digital service provision and platform management.

Does cost matter: How customer adopts the fee-based online content services?

  • Choi Jeon-Gil;Hong Soon-Goo;Kim In-Jai;Lee Sang-Guen
    • 한국정보시스템학회지:정보시스템연구
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    • 제13권1호
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    • pp.121-134
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    • 2004
  • As Internet usage widely grows, online content services such as newspaper, magazine, music, game and movie are provided with a fee-based subscription. Many content services providers consider charging a usage fee into its service provisions as one of the Internet business models for increasing revenue. There are customer resistances to adopting the fee-based service provision on the Web. Previous research in information systems (IS)has focused on the analysis of adoption of information technology or systems in the individual ororganization level. No principle research has been carried out on the user adoption behavior of online content services provisions. As users actively access content services on the Web, it needs to explore user adoption behavior in different settings. Many IS researcher have employedquantitative approaches, even though they deal with the process of user behavior regarding the information technology or system. In this study, we attempt to discover how customers adopt the fee-based provision of online content services by employing grounded theory, one of the principal qualitative research methods.

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온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로 (Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students)

  • 최병구;왕신위;이재남
    • Journal of Information Technology Applications and Management
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    • 제22권2호
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.

중국 온라인게임 산업의 게임사용자 재구매 행위 결정요인에 관한 연구: 온라인평가의 조절효과 분석 (An Analysis of determinant on Repurchase Behavior of Game User in Chinese online game industry: moderation effect of online review)

  • 이영덕
    • 한국게임학회 논문지
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    • 제15권6호
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    • pp.41-54
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    • 2015
  • 2001년 중국시장에서의 한국 온라인게임의 큰 성과에도 불구하고, 2006년 이후 중국내 위치는 점점 축소되고 있다. 따라서 본 연구는 소비자의 '인지-감정-행위(의도)' 간 관계에서 재이용행위 결정요인과 온라인평가의 조절 효과에 관한 연구모형을 설정하였다. 설문조사를 통하여 회수된 자료를 사용하여 조절회귀 분석을 활용하여 실증분석을 하였다. 분석결과를 보면 재구매 행위에 대해 인지가치와 충성도가 긍정적 영향을 미쳤으며, 온라인평가는 부분적으로 조절 효과를 가졌다. 또한 학력이 통제변수로서 재구매 행위에 부정적 영향을 미쳤다. 따라서 게임업체는 게임개발 시 인지가치와 신뢰/충성도에 영향을 미치는 가격, 품질관리, 정보관리에 주의하여야 하겠으며, 온라인평가의 정확한 분석 결과 등을 잘 활용해야 하겠다.

The Effect of eWOM Information Characteristics and Brand Community Experience Value on Brand Trust, Conversion

  • HAN, Sang-Seol
    • 산경연구논집
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    • 제13권4호
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    • pp.35-49
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    • 2022
  • Purpose - According to the recently changing consumer smart environment and consumer decision-making process, this study investigates the structural relationship between electronic(online) WOM information characteristics and brand community experience value types on specific brand reliability and brand transformation. In particular, the characteristics of word of mouth information and the experience value of brand community users were divided into detailed fac tors and approached. Methodology - In order to proceed with this study, we review previous studies and setting hypotheses. The hypothesis was verified through a survey that was conducted for the consumers with online consumption activities in less than six months. With reference to previous studies, operational definition was made for the questionnaire design. In order to verify the hypothesis, 282 people were statistically analyzed through the survey This data were used for AMOS for confirm hypothesis established. Results - eWOM information characteristics were classified into usefulness, timeliness and un-bias, and online community experience values were classified into interaction, playfulness, and virtuality. In addition, it is to investigate the relationship between the brand reliability and user's experience value in brad community. The main results are as follows. The first result was that usefulness and un-bias, which are the eWOM information characteristics had a positive effect on forming brand reliability. However, the factor of timeliness did not affect brand reliability. Second, in terms of user experience value and brand reliability in the brand community. It was fo und that experience values such as interaction, playfulness, and vituality all had a positive influence on brand reliability. Third, it was found that brand reliability has a positive influence on the on-line conversion activity of users. Conclusions - Through this study, the field of online consumer behavior research is expanding, and this study suggested that careful management is necessary according to the type or characteristics of eWOM information. Additionally, it presents the importance of the user's empirical value in the brand community influencing brand attitude and reliability. In practice, the implementation of the marketing communication mix in digital marketing has recently been underway to enhance the conversion behavior of users. At this level, it also reveals the preceding factors that increase user conversion behavior.

MMORPG 사용자 시뮬레이션 개발 -트라비아 온라인을 중심으로- (Development of MMORPG User Simulation -with Application on Travia Online Game-)

  • 손형률;노창현
    • 게임&엔터테인먼트 논문지
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    • 제1권1호
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    • pp.1-7
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    • 2005
  • 온라인게임을 개발하는 과정에서 게임을 검증하기 위한 베타 테스트는 반드시 필요한 과정이다. 베타테스트를 통해 예상치 못한 문제점을 발견하고 사용자들의 행태를 분석하여 단점을 보완한다. 베타테스트를 통해 많은 단점을 보완할 수 있지만 게임컨텐츠가 외부로 공개되며 시간과 비용이 많이 든다는 단점이 있다. 그러므로 본 연구에서는 베타테스트 기간과 비용을 줄이기 위한 방법으로 캐릭터간의 성장 밸런스와 캐릭터간의 전투에 대한 시뮬레이션 모델을 제안하였다. 그리고 이를 트라비아 온라인에 적용하여 개발 기간의 단축을 가져올 수 있었다.

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온라인 환경에서 친교욕구가 시민행동에 끼치는 영향 (Examining the Impact of Online Friendship Desire on Citizenship Behavior)

  • 장윤정;이소현;김희웅
    • Asia pacific journal of information systems
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    • 제23권4호
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    • pp.29-51
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    • 2013
  • In line with network technology development and smart device penetration, the social network service (SNS) has expanded its influence. The SNS which is a service based on communication and sharing among people, has grown based on users' voluntary engagement and participation and its influence has appeared beyond the cyberspace into the overall areas of domestic and foreign culture and society. In particular, SNS-based real-time communication during diverse disasters, can help prevent further damage. By sharing information on social donation activities and environmental campaigns, people have used SNS as a tool to change the society in a more positive way. Such series of activities functioning as a power to change the society have been made much faster and wider through the help of a new media called SNS. To better understand such trends, we are required to study about the SNS and its user relationships first. In this context, this study sought to identify the effects of people's desire to build friendships through SNS on the voluntary and society-friendly activities of people. This study considers online pro-social behavior and proposes online citizenship behavior. Citizenship behavior has been examined in organization context. That is, organizational citizenship behavior explains an employee's pro-social behavior in an organization context. Organizational citizenship behavior is characterized by the individual's helping others and promoting the functioning of the organization. By applying organizational citizenship behavior to an online context, we propose online citizenship behavior, an individual's pro-social behavior in an online context. An individual's pro-social behavior, i.e., online citizenship behavior, could be considered as a way for the better management of online community and society. It also needs to examine the development of online citizenship behavior. This study examined online citizenship behavior from the friendship desire. Because online society or community is characterized by online relationships between members, the friendship between members would lead to pro-social behavior, i.e., helping others and promoting the functioning of the online society, in such online context. This study further examines the antecedents of friendship desire in terms of SNS interactivity with its four factors. The findings based on the survey from real SNS users explain that the three factors of SNS interactivity (connectivity, enjoyment, and synchronicity) increases online friendship desire which then increases online citizenship behavior significantly. This study contributes to the literature by examining the key role of online friendship desire in leading to online citizenship behavior and identifying its antecedents in terms of SNS characteristics. The findings in this study also provide guidance on how to manage online society and how to promote the effective functioning of SNS.