• Title/Summary/Keyword: Potential User

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A Solution to Privacy Preservation in Publishing Human Trajectories

  • Li, Xianming;Sun, Guangzhong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.8
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    • pp.3328-3349
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    • 2020
  • With rapid development of ubiquitous computing and location-based services (LBSs), human trajectory data and associated activities are increasingly easily recorded. Inappropriately publishing trajectory data may leak users' privacy. Therefore, we study publishing trajectory data while preserving privacy, denoted privacy-preserving activity trajectories publishing (PPATP). We propose S-PPATP to solve this problem. S-PPATP comprises three steps: modeling, algorithm design and algorithm adjustment. During modeling, two user models describe users' behaviors: one based on a Markov chain and the other based on the hidden Markov model. We assume a potential adversary who intends to infer users' privacy, defined as a set of sensitive information. An adversary model is then proposed to define the adversary's background knowledge and inference method. Additionally, privacy requirements and a data quality metric are defined for assessment. During algorithm design, we propose two publishing algorithms corresponding to the user models and prove that both algorithms satisfy the privacy requirement. Then, we perform a comparative analysis on utility, efficiency and speedup techniques. Finally, we evaluate our algorithms through experiments on several datasets. The experiment results verify that our proposed algorithms preserve users' privay. We also test utility and discuss the privacy-utility tradeoff that real-world data publishers may face.

Service Strategy of UCC(User Created Contents) in Video -Comparative Analysis of the Portal Naver's Play and Daum's TV Pot- (동영상 UCC(User Created Contents) 서비스 전략 -포털 네이버 '플레이' 와 다음 'TV 팟' 비교 분석-)

  • Choi, Hak-Hyun;Son, Ji-Sung
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.41-54
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    • 2007
  • The recent UCC video sector possesses an explosive potential for growth as it will act as a critical factor in determining the popularity of portal sites. We identified and compared the strengths and weaknesses in the UCC sector of "Naver" and "Daum", which are currently in the development phase, and we investigated alternatives as well as proposing an outlook for both portal companies. We believe a better UCC video service will be the deciding factor in a portal's popularity and therefore researches in the UCC video sector must continue.

A Mobile App Strategy: An Empirical Study on the Effect of the Mobile Shopping App Usage (모바일 애플리케이션 전략: 모바일 쇼핑 앱 사용 효과 실증 연구)

  • Choe, Jin Seon;Kim, Seung Hyun
    • Knowledge Management Research
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    • v.20 no.4
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    • pp.169-183
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    • 2019
  • The growth of mobile commerce (m-commerce) has been accelerated around the world. Why do e-retailers have to put a great deal of effort for the distribution of their mobile apps? The literature has paid little attention to the influence of the introduction of an e-commerce app on shopping behaviors of consumers. By analyzing the dataset of 2,342 users in Korea, this study aims to broaden our understanding of mobile shopping app usage across competing e-retailers and different channels. We found that a user's prior usage of a specific e-commerce mobile app increases her subsequent usage of its website through a mobile web browser. Thus, mobile apps do not cannibalize the mobile web channel, and there could be a complementary relationship. We also found that a user's usage of competitors' apps is positively associated with her subsequent usage of a specific e-commerce app. Because many consumers search products and compare prices across multiple e-retailers, having a mobile app helps an e-retailer be exposed to more potential consumers. This study is among the first to study the role of mobile apps in e-commerce by showing the dynamics of cross-channel and cross-vendor usage by a user.

A Novel SDN-based System for Provisioning of Smart Hybrid Media Services

  • Jeon, Myunghoon;Lee, Byoung-dai
    • Journal of Internet Computing and Services
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    • v.19 no.2
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    • pp.33-41
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    • 2018
  • In recent years, technology is rapidly changing to support new service consumption and distribution models in multimedia service systems and hybrid delivery of media services is a key factor for enabling next generation multimedia services. This phenomenon can lead to rapidly increasing network traffic and ultimately has a direct and aggravating effect on the user's quality of service (QOS). To address the issue, we propose a novel system architecture to provide smart hybrid media services efficiently. The architecture is designed to apply the software-defined networking (SDN) method, detect changes in traffic, and combine the data, including user data, service features, and computation node status, to provide a service schedule that is suitable for the current state. To this end, the proposed architecture is based on 2-level scheduling, where Level-1 scheduling is responsible for the best network path and a computation node for processing the user request, whereas Level-2 scheduling deals with individual service requests that arrived at the computation node. This paper describes the overall concept of the architecture, as well as the functions of each component. In addition, this paper describes potential scenarios that demonstrate how this architecture could provide services more efficiently than current media-service architectures.

Research of the user oriented interior design for FRT (FRT차량의 사용자중심적인 실내디자인 연구)

  • Kim Sang-Joong;Kim Seong-Nam
    • Proceedings of the KSR Conference
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    • 2004.10a
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    • pp.455-460
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    • 2004
  • The Fuel cell Rubber tired Train (FRT), which is now getting the attention as the next generation vehicle with its environment-friendliness, is the transportation for smooth connections of city traffic. It is the revival of the surface-car system with its revaluation of the function and technological development. Accordingly, fixed time operation and high speed driving became possible. FRT is operated together with other vehicles on the regular drive way. While this vehicle can solve the problem of traffic congestion in the urban area, it also can be cost-effective when it is compared to the cost of subway construction. It is also designed to minimize the underground or elevated traffic lane, to introduce the new construction technology, to reduce a term of works, and to cut down the operation cost by unmanned automatic driving system. Furthermore, it is considered as the alternative measure of other transportation due to its potential for the ecological way of speed improvement and the accessability to the disabled, elderly and children by developing the vehicle with folding steps or by building the high boarding platforms. In this research, I concentrated on the user oriented interior design of the FRT to make it passenger-friendly and safe in order to maximize the utilization of the vehicle so that all users including wheelchaired, user with baby carriage, elderly and children can conveniently use this vehicle.

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Resource Allocation Scheme for Public Safety Communications with High-Power User Equipment (재난안전통신 환경에서 고출력 단말의 자원할당 기법)

  • Nam, Jong-Hyun;Shin, Oh-Soon
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.2
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    • pp.9-15
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    • 2017
  • In this paper, we propose a resource allocation scheme for high-power user equipment (HPUE) in public safety communication environments. The use of HPUE is being considered to increase the throughput and communication range of a UE in the disaster area where normal communication links are not available. However, HPUE may cause higher interference to UE's in adjacent cells that are allocated to the same radio resources. Therefore, it is necessary to deal with the potential interference through frequency planning and resource allocation. The performance of the proposed resource allocation scheme is evaluated through simulations in 3GPP public safety communication scenarios.

A Development of Motion Detection Based Serious Game "ChoDeungGangHo" for Physical Training

  • Lee, Bum-Ro
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.55-62
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    • 2015
  • In this paper we propose a method to analyze user's motion as a game command, and implement a sports serious game applied the motion analysis method as a command interpreter. Recently, various contents platforms appear in industrial market, the computer game contents plays an important role in these emerging platforms as a killer contents. The computer game has enough values as an independent major cultural product, moreover it has the potential to be applied in various other fields such as education, healthcare, training, and so on. It could motivate users to do something continuously, and it could also support an immersive environment in a certain special game contents such as VR game. The Serious game 'ChoDeungGangHo', implemented in this paper, is the sensory healthcare serious game based on 3D run game and fitness game. It is designed for user to train the various exercise element by just playing the game, and it also supports the user management system and the linkage of social media. We proposes the sensory serious game 'ChoDeungGangHo' as a model of commercial serious game.

Implementation of Realistic Experience Application Contents for Tourist Spots Object Recognition Using Augmented Reality Technology (증강현실을 적용한 관광지 사물인식 실감체험 앱 콘텐츠 구현)

  • Kim, Young Sang;Kim, Young Ick
    • Smart Media Journal
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    • v.5 no.1
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    • pp.122-129
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    • 2016
  • In recent years, the Augmented Reality Technology is improving in order to support the user-oriented interaction depending on growing trend in smart phones. In this paper, we present the Realistic Experience App. Contents which help the smart phone users experience the real situations by using the Object Recognition Technology of the tourist attractions and the users' location information. The developed system pinpoints both the location of the user and that of the tourist spot object through the GPS of the smart phone and the information of Beacon, providing the realistic experience contents about the tourist attraction after estimating the distance and the direction between the user and the place. The Realistic Experience App. Contents are expected not only to impress the culture of Jeju on the tourists but also to increase the potential to uncover the unknown tourist attractions and improve the image of Jeju as one of the best sightseeing cities.

Product Adoption Maximization Leveraging Social Influence and User Interest Mining

  • Ji, Ping;Huang, Hui;Liu, Xueliang;Hu, Xueyou
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.6
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    • pp.2069-2085
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    • 2021
  • A Social Networking Service (SNS) platform provides digital footprints to discover users' interests and track the social diffusion of product adoptions. How to identify a small set of seed users in a SNS who is potential to adopt a new promoting product with high probability, is a key question in social networks. Existing works approached this as a social influence maximization problem. However, these approaches relied heavily on text information for topic modeling and neglected the impact of seed users' relation in the model. To this end, in this paper, we first develop a general product adoption function integrating both users' interest and social influence, where the user interest model relies on historical user behavior and the seed users' evaluations without any text information. Accordingly, we formulate a product adoption maximization problem and prove NP-hardness of this problem. We then design an efficient algorithm to solve this problem. We further devise a method to automatically learn the parameter in the proposed adoption function from users' past behaviors. Finally, experimental results show the soundness of our proposed adoption decision function and the effectiveness of the proposed seed selection method for product adoption maximization.

A Cost-Effective Land Surveying System for Engineering Applications

  • El-Ashmawy, Khalid L.A.
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.373-380
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    • 2022
  • The field of land surveying is changing dramatically due to the way data is processed, analyzed and presented. Also, there is a growing demand for digital spatial information, coming primarily from the GIS (Geographical Information System) user community. Such a demand has created a strong development potential for a new land surveying software. An overview of the development and capabilities of a land surveying software platform based on the Windows system, SurveyingMap, is presented. Among its many features, SurveyingMap provides a lot of adaptability for networks adjustment, geodetic and plane coordinates transformation, contouring, sectioning, DTM (Digital Terrain Model) generation, and large scale mapping applications. The system output is compatible with well known computer aided drafting (CAD) /GIS packages to expand its scope of applications. SurveyingMap is also suitable for non-technical users due to the user-friendly graphic user interface. The system could be used in engineering, architecture, GIS, and academic teaching and research, among other fields. Two applications of SurveyingMap, extension of field control and large scale mapping, for the case study area are established. The results demonstrate that the system is adaptable and reasonably priced for use by college and university students.