• Title/Summary/Keyword: Online activity

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

  • Kang, Ah-Reum;Woo, Ji-young;Park, Ju-yong;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.2
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    • pp.225-238
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    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. In this paper, we propose a framework for user behavior analysis for bot detection in online games. Specifically, we focus on party play that reflects the social activities of gamers: In a Massively Multi-user Online Role Playing Game (MMORPG), party play log includes a distinguished information that can classify game users under normal-user and abnormal-user. That is because the bot users' main activities target on the acquisition of cyber assets. Through a statistical analysis of user behaviors in game activity logs, we establish the threshold levels of the activities that allow us to identify game bots. Also, we build a knowledge base of detection rules based on this statistical analysis. We apply these rule reasoner to the sixth most popular online game in the world. As a result, we can detect game bot users with a high accuracy rate of 95.92%.

An Exploration of Interaction Factors and Analysis on Interaction-Level of Synchronous Online Education in University (대학 실시간 온라인 교육에서의 상호작용 요소 탐색과 수준 분석)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.14-25
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    • 2021
  • The purpose of this study is to explore what are the interactive factors of synchronous online education in university and identify the level of interaction. This study used mixed research method. As a result of the interaction level, it was recognized that face-to-face education could be more interactive than synchronous online education. Synchronous online education could have better interactive between instructor and learner, and among learners than asynchronous online education. Factors which influencing the interaction were as follows: small group activities and scaffolding, diversification of communication channels and integration of learner's question in learning content. Detrimental elements were distance felt between instructor and learners, low intimacy among learners, content-focused lecture, restrictions on non-verbal communication, unstable systems and misusing microphones. The necessary factors to promote interaction are planning interactive class activities, etc. Based on the results, it was to suggest what kinds of efforts are needed to make interaction more effective in terms of teaching and learning method & activity, tool & system, and environment.

A study on transferring the effects of brand reputation and level of service satisfaction of an offline channel company when it is expanding to an online distribution channel (온라인 유통채널 확장시 오프라인 채널의 브랜드 명성, 서비스 만족도의 이전 효과에 관한 연구)

  • Hwang, Hee-Joong;Lee, Sun-Mi
    • Journal of Distribution Science
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    • v.9 no.2
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    • pp.31-36
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    • 2011
  • I conducted empirical analyses of what happens when an offline channel expands to an online channel and whether the pre-existing offline channel's competitive assets (e.g. brand reputation and level of service satisfaction) can be linked to online channel preference. I found that an offline channel's brand reputation and level of service satisfaction can have a direct influence on offline channel preference and a second-hand influence on online channel preference. Thus, if the competitiveness of the online channel is strong enough and its customers have a higher preference for the offline channel, they will be committed and loyal to the company. The resultant enhanced competitiveness of the offline channel will present opportunities for both present and future success. The main results are the following. First, the management of the distribution channel service quality is more important than that of the brand reputation. Customers' experiences of service and subjective evaluations are not important only as the leading factors in the long-term brand reputation management but also as influential factors in channel preference. SoThus, given that the service quality of the pre-existing channel is not the customers' main concern, a strategy of improving the level of service satisfaction aimed at present customers is more valuable than a wide brand positioning strategy aimed at general and new customers. Second, when an offline channel company establishes an internet shopping mall on an online channel, it is highly likely that the preference and subjective evaluation of the present customers will influence the online channel. This applies not only to the special case of an expansion from an offline intermediary channel to an online one, but also to an online channel acting as an expansion of the business model of a conventional manufacturing or service company: both cases are vertical integrations of marketing channels in an expansion of the distribution channel. My theory applies to a wide range of contexts. Third and finally, any business strategy can grasp the meaning of 'channel expansion. Fundamentally, it is an expansion of the sales activity channel and marketing activity. However, it is also a way of enhancing marketing and sales competitiveness through an expansion to an online or offline channel. The expansion of an offline company to an online channel could be seen not as improvement but as an innovation of the business process by which two goals are achieved with one technique. The former is expected to increase the sales of the offline company, and the latter is also expected to increase sales while also contributing to cost reduction.

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The Mediating Effects of Subjective Health Perception on the Relationship between Physical Activity, Eating Habits and Mental Health in Gangwon-do Youth

  • Ji-Woo Han
    • International journal of advanced smart convergence
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    • v.12 no.3
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    • pp.192-199
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    • 2023
  • The purpose of this study was to investigate the structural relationship between eating habits, physical activity, and subjective health perception, which can affect the mental health status of adolescents, and to examine whether subjective health perception has a mediating effect in these relationships. In this study, raw data from the "17th 2021 Youth Health Behavior Online Survey" were used, and a total of 1,998 people were used for the analysis of Gangwon-do adolescents, except for data with missing values. For analysis, SPSS 25.0 and AMOS 25.0 programs were used to analyze descriptive statistics, t-test, and structural equation models(SEM). Physical activity was found to have a positive and significant effect on mental health status, and subjective health cognition showed the effect of physical activity mediating mental health status.

Influence of Physical Activity on Smoking Experience and Smoking Intensity in Korean High School Students (신체활동이 고등학생의 흡연 경험 및 흡연 강도에 미치는 영향)

  • Ra, Jin Suk;Cho, Yoon Hee
    • Journal of the Korean Society of School Health
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    • v.27 no.3
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    • pp.181-188
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    • 2014
  • Purpose: The purpose of this study was to investigate the influence of physical activity on smoking experience and smoking intensity in Korean high school students. Methods: This cross sectional study used secondary data from the 2013 Adolescent Health Behavior Online Survey. A total of 35,905 high school students were included in the study. Logistic regression was used for analysis of the influence of moderate and vigorous physical activity on smoking experience in a month and smoking intensity. Results: Adolescents with low (Adjusted OR: 1.242, 95% CI: 1.075~1.436) and moderate level (Adjusted OR: 1.094, 95% CI: 1.005~1.189) of moderate physical activity had more smoking experience than reference group, high level of physical activity. Also, smoking experience was more prevalent adolescents with low (Adjusted OR: 1.191, 95% CI: 1.064~1.333) and moderate level (Adjusted OR: 1.134, 95% CI: 1.039~1.237) of vigorous physical activity. Heavy smoking was more prevalent among adolescents who had low level of vigorous physical activity (Adjusted OR: 1.912, 95% CI: 1.347~2.712). Conclusion: Based on the results of this study, physical activity has significant influence on smoking experience and smoking intensity. Therefore, physical activity should be included smoking cessation and smoking prevention program for High School Students.

Differences in self-efficacy between block and textual language in programming education using online judge (자동평가시스템을 활용한 프로그래밍 교육에서 블록형 언어와 텍스트형 언어 간 자기효능감의 차이)

  • Chang, Won-Young;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.4
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    • pp.23-33
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    • 2020
  • Online judge provides compilation, execution, and immediate feedback on the source submitted by the learner, and ensures the accuracy and reliability of the evaluation, but it's difficult to select the language according to the level of the learner because most of them provide only textual language. In this study, a block language for online judge was developed and applied to high school classes, and the difference in self-efficacy between the block language and the textual language group was confirmed. It was found that Block language group have more ability expectation to overcome disgust experience than textual language group and Textual language group have significant decrease in ability expectation to start activity and to continue activity. It implies that Block language has an effect on self-efficacy for afterward programming activities, and methods of teaching, learning and evaluation should be devised in the case of textual language so that student's self-efficacy does not deteriorate at the initial and ongoing stage of activity. The results of this study are meaningful in that it provide various implications of methods for enhancing self-efficacy in high school class of programming.

Credibility of e-WOM in Travel Industry, and Its Influence in WOM Effect (온라인 구전 여행정보의 신뢰와 구전효과 연구)

  • Chun, Min-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.424-432
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    • 2011
  • Today's wide-spread Internet technology allowed consumers to access much Word-of-Mouth information through an online board. As communication and exchanging information between travelers becomes easier and faster, e-WOM (Electronic Word-of-Mouth) is recognized as one of the most influencing communication methods in today's society. This new trend implies a significant impact to travel industry. This study focuses on interaction between Credibility on e-WOM, brand attitude, WOM acceptance, WOM activity and purchasing intention of travel product. The result of this study suggests: (1) Credibility in e-WOM provides positive effect in brand attitude, (2) Brand Attitude gives positive effect on WOM acceptance, WOM activity and purchasing intention of travel product, (3) WOM acceptance gives positive effect on WOM activity, but it is not effective on purchasing intention of travel product. Regarding e-WOM management of travel agencies through its website or online community, authors would like to argue that travel agencies need to build positive brand attitude based on Credibility in brand, which would lead consumers to positively acknowledge its brand and spread words out to other consumers.

A Study of Player Changed-pattern Model for Game Bots Detection in MMORPG (MMORPG에서 게임 봇 프로그램 탐지를 위한 플레이어 패턴 변화 모델에 관한 연구)

  • Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.121-129
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    • 2011
  • In an online-game, the various game service victimized cases are generated by the bots program or auto program. Particularly, the abnormal collection of the game money and item loses the inherent fun of a game. It reaches ultimately the definite bad effect to the game life cycle. This paper collects and analyzes the pattern of game behavior change for the bots detection method. By using the game activity changing information of the human and game activity changing information of the bots, the degree of resemblance was measured. It utilized in the bots detection method. In an experiment, by using the served online-game, the model of a user and bots were generated and similarity was distinguished. And the reasonable result was confirmed.

How Do Children Interact with Phishing Attacks?

  • Alwanain, Mohammed I
    • International Journal of Computer Science & Network Security
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    • v.21 no.3
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    • pp.127-133
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    • 2021
  • Today, phishing attacks represent one of the biggest security threats targeting users of the digital world. They consist of an attempt to steal sensitive information, such as a user's identity or credit and debit card details, using various methods that include fake emails, fake websites, and fake social media messages. Protecting the user's security and privacy therefore becomes complex, especially when those users are children. Currently, children are participating in Internet activity more frequently than ever before. This activity includes, for example, online gaming, communication, and schoolwork. However, children tend to have a less well-developed knowledge of privacy and security concepts, compared to adults. Consequently, they often become victims of cybercrime. In this paper, the effects of security awareness on users who are children are investigated, looking at their ability to detect phishing attacks in social media. In this approach, two Experiments were conducted to evaluate the effects of security awareness on WhatsApp application users in their daily communication. The results of the Experiments revealed that phishing awareness training has a significant positive effect on the ability of children using WhatsApp to identify phishing messages and thereby avoid attacks.

The Meaning of Resell Activities Using the Online Second-hand Platform (온라인 중고 거래 플랫폼을 활용한 리셀의 의미)

  • Juha Park;Jaehoon Chun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.5
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    • pp.822-838
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    • 2023
  • Reselling, an activity of purchasing high-scarcity products and selling them back at high prices, has gained popularity among those in their 20s and 30s in recent years. This study examines the resell activity process of the MZ generation using the online second-hand platform and its inherent meaning. Interviews with 15 participants in their 20s and 30s showed that respondents have four purchase stages: being influenced by social media, collecting and comparing information using various social media, purchasing efforts, and post-purchase behavior. The research derived three inherent meanings of resell activities: (1) means of self-presentation and differentiation, (2) confirmation of investment skills and aptitude to lead fashion trends, and (3) pleasure of consumption. Respondents indicated meeting self-satisfaction through public selfies on social media. In addition, they emphasized the empirical pleasure during the buying journey by collecting product information, comparing prices, and negotiating with buyers. Our findings confirm the spread of resell activities from minority groups to enthusiastic youth. This study is significant for focusing on fashion products that attract attention in the resell market and examining the respondents' consumption experiences from various perspectives.