• Title/Summary/Keyword: User Activities

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Clustering Normal User Behavior for Anomaly Intrusion Detection (비정상행위 탐지를 위한 사용자 정상행위 클러스터링 기법)

  • Oh, Sang-Hyun;Lee, Won-Suk
    • The KIPS Transactions:PartC
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    • v.10C no.7
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    • pp.857-866
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    • 2003
  • For detecting an intrusion based on the anomaly of a user's activities, previous works are concentrated on statistical techniques in order to analyze an audit data set. However. since they mainly analyze the average behavior of a user's activities, some anomalies can be detected inaccurately. In this paper, a new clustering algorithm for modeling the normal pattern of a user's activities is proposed. Since clustering can identify an arbitrary number of dense ranges in an analysis domain, it can eliminate the inaccuracy caused by statistical analysis. Also, clustering can be used to model common knowledge occurring frequently in a set of transactions. Consequently, the common activities of a user can be found more accurately. The common knowledge is represented by the occurrence frequency of similar data objects by the unit of a transaction as veil as the common repetitive ratio of similar data objects in each transaction. Furthermore, the proposed method also addresses how to maintain identified common knowledge as a concise profile. As a result, the profile can be used to detect any anomalous behavior In an online transaction.

The Effect of Mobile Office Service Quality Factors on the User Satisfaction : Focused on Usage and Job Characteristics (모바일 오피스의 품질 요인이 이용자 만족에 미치는 영향 : 이용 행태와 직무 특성을 중심으로)

  • Koo, Sung-Whan;Lee, Ji-Eun;Shin, Min-Soo
    • Journal of Information Technology Services
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    • v.11 no.2
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    • pp.1-17
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    • 2012
  • This study based on DeLone and McLean's IS success model aims to identify mobile office service factors affecting user satisfaction. The result of analysis showed that user satisfaction was positively related to job performance, and mobility and information quality affects user satisfaction. In addition to that, we carried out separated hypotheses test to investigate mobile office service factors depending on usage(frequently used functions) and job characteristics classified generally as either primary or support activities. As a result of this research, somewhat different results were derived. The main results of this study are that mobility is the most important factor affecting user satisfaction, and mobile office services should be more strictly guaranteed in quality especially if it supports primary activities of customer companies such as sales.

A study on action cam user experience design for leisure activities (레저활동을 위한 액션캠 사용자 경험 디자인 연구)

  • Lee, Yong-Joon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.373-378
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    • 2021
  • The study is a user experience design study on the function of action cams used for leisure activities that have been on the rise recently. Along with the video platforms that are developing in a user-friendly way, the size of the action cam market is also growing. However, there is a lack of research on the quality of a function that enhances the user experience. Thus, this study classified action cam functions according to user experience elements by using Kano Model's analysis method and in-depth interview, and analyzed how the quality of action cam functions affects the user experience by conducting a satisfaction survey by function. The results of the study have shown which functions should be improved first and which functions should be continuously researched and invested. I hope this study will contribute useful information to developing user-centered action cams.

A Graphical User Interface Design for Surveillance and Security Robot (감시경계 로봇의 그래픽 사용자 인터페이스 설계)

  • Choi, Duck-Kyu;Lee, Chun-Woo;Lee, Choonjoo
    • The Journal of Korea Robotics Society
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    • v.10 no.1
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    • pp.24-32
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    • 2015
  • This paper introduces a graphical user interface design that is aimed to apply to the surveillance and security robot, which is the pilot program for the army unmanned light combat vehicle. It is essential to consider the activities of robot users under the changing security environment in order to design the efficient graphical user interface between user and robot to accomplish the designated mission. The proposed design approach firstly identifies the user activities to accomplish the mission in the standardized scenarios of military surveillance and security operation and then develops the hierarchy of the interface elements that are required to execute the tasks in the surveillance and security scenarios. The developed graphical user interface includes input control component, navigation component, information display component, and accordion and verified by the potential users from the various skilled levels with the military background. The assessment said that the newly developed user interface includes all the critical elements to execute the mission and is simpler and more intuitive compared to the legacy interface design that was more focused on the technical and functional information and informative to the system developing engineers rather than field users.

Young Children's User Experience on Dramatic Activities Relying on Robot Projector Based Augmented Reality (증강현실기술과 로봇을 적용한 동극활동유형에 대한 유아의 사용자 경험)

  • Hyun, Eunja;Yeon, Hyemin;Choi, Kyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.469-480
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    • 2013
  • The purpose of this study is to investigate young children's user experience on three types of dramatic activity: traditional dramatic activities, dramatic activities relying on robot projector based augmented reality and creative dramatic activities relying on robot projector based augmented reality. Participants were 20 five-year-old children attending D kindergarten, in Seoul, Korea. They read 3 picture books, then did 3 types of dramatic activities in order. Participants were divided into 3 groups in each activity then they took a role as actors and audiences in order. After all dramatic activities had been done, participants had been interviewed regarding to user experience. The findings of this study are as follows; First, the most interesting dramatic activity for young children was creative dramatic activities relying on robot projector based augmented reality. On the other hand, the least interesting activity was traditional dramatic activities. Second, They answered it the easiest one for them the dramatic activities relying on robot projector based augmented reality, whereas the hardest one was the creative dramatic activities relying on robot projector based augmented reality. Thirdly, all the participants answered that it was not hard for them to use the technology embedded in dramatic activities relying on robot projector based augmented reality. They acknowledged the effects of augmented reality technology and the role of robot as well. The result of this study would suggest the feasibility of new technology promoting young children's digital literacy.

Analysis of Educational Effect of User Participation School Space Innovation - Focused on Incheon Metropolitan City - (사용자 참여형 학교공간혁신의 교육적 효과 분석 - 인천광역시를 중심으로 -)

  • Yun, Mi-Jeong;Lee, Yong-Hwan
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.1
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    • pp.11-19
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    • 2020
  • The purpose of this study is to think about the educational effect of school space innovation project through user participation, to investigate and analyze the actual situation of user participation school space innovation project of elementary, middle and high schools of Incheon Metropolitan Office of Education, The educational effect was analyzed. After the students and teachers participated in the improvement of the school space, the students' skills were improved. Overall, emotional abilities were most cultivated, and elementary school students were most physically cultivated. The intimacy created by participation and activities and play-oriented projects may have helped to develop students' abilities. In addition, the school became fun after user participation, and there was a positive effect of increasing a sense of apathy and belonging. The expansion of user participation has resulted in not only the satisfaction of space but also the friendship and emotional part of students. As a result of this study, the school space constructed through the user participation process brought about significant educational changes in school life and individual quality of life in the learning activities and school life of teachers and students, the main users of the school space.

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%.

Intrusion Detection based on Clustering a Data Stream (데이터 스트림 클러스터링을 이용한 침임탐지)

  • Oh Sang-Hyun;Kang Jin-Suk;Byun Yung-Cheol
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.529-532
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    • 2005
  • In anomaly intrusion detection, how to model the normal behavior of activities performed by a user is an important issue. To extract the normal behavior as a profile, conventional data mining techniques are widely applied to a finite audit data set. However, these approaches can only model the static behavior of a user in the audit data set This drawback can be overcome by viewing the continuous activities of a user as an audit data stream. This paper proposes a new clustering algorithm which continuously models a data stream. A set of features is used to represent the characteristics of an activity. For each feature, the clusters of feature values corresponding to activities observed so far in an audit data stream are identified by the proposed clustering algorithm for data streams. As a result, without maintaining any historical activity of a user physically, new activities of the user can be continuously reflected to the on-going result of clustering.

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A Study on the Recreation Carrycity of Lawn Areas in Parks(II) -Estimation of Ecological Carrying Capacity based on User Behavior- (공원잔디공간의 『레크레이션』수용능력에 관한 연구(II) -잔디공간 의 이용행태 분석 및 생태적 수용능력의 확정-)

  • 엄붕훈
    • Journal of the Korean Institute of Landscape Architecture
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    • v.20 no.2
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    • pp.1-17
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    • 1992
  • This study was carried out to estimate the recreation carrying capacity of lawn areas in parks. Recreation carrying capacity in this study is composed of two parts, ecological carrying capacity and psychological carrying capacity. As the second part, this apper deals with the estimation of ecological carrying capacity based on user behavior. The study sites were located at Bomun Resort Complex in Kyungju, Korea. And the major species of the lawn areas was Zoysia japonica. The major results ar summarized as follows: 1. The mean numbers of user for the investigation days of peak season, were estimated as 792 people for the lawn area of Doturag World, and 588 people for Seorabul Plaza. The mean use time by user were 163 minutes and 197 minutes for each site. The weighted mean use time by each activity type(passive, active, and strolling) were estimated as 85 minutes, 45 minutes, and 50 minutes, respectively. 2. Forty kinds of diverse active recreation activities were classified into six types of activity categories. Male adults preferred "sports type" activities, whereas female adults and juveniles preferred "play type" activities. 3. Ecological carrying capacity for each level was estimated as 40.7㎡/man for optimum carrying capacity. And these values were calculated on the basis of total treading areas and treading time criteria for each carrying capacity level.

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Real-Time Physical Activity Recognition Using Tri-axis Accelerometer of Smart Phone (스마트 폰의 3축 가속도 센서를 이용한 실시간 물리적 동작 인식 기법)

  • Yang, Hye Kyung;Yong, H.S.
    • Journal of Korea Multimedia Society
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    • v.17 no.4
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    • pp.506-513
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    • 2014
  • In recent years, research on user's activity recognition using a smart phone has attracted a lot of attentions. A smart phone has various sensors, such as camera, GPS, accelerometer, audio, etc. In addition, smart phones are carried by many people throughout the day. Therefore, we can collect log data from smart phone sensors. The log data can be used to analyze user activities. This paper proposes an approach to inferring a user's physical activities based on the tri-axis accelerometer of smart phone. We propose recognition method for four activity which is physical activity; sitting, standing, walking, running. We have to convert accelerometer raw data so that we can extract features to categorize activities. This paper introduces a recognition method that is able to high detection accuracy for physical activity modes. Using the method, we developed an application system to recognize the user's physical activity mode in real-time. As a result, we obtained accuracy of over 80%.