• Title/Summary/Keyword: User Activities

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Development of an EMG-Based Car Interface Using Artificial Neural Networks for the Physically Handicapped (신경망을 적용한 지체장애인을 위한 근전도 기반의 자동차 인터페이스 개발)

  • Kwak, Jae-Kyung;Jeon, Tae-Woong;Park, Hum-Yong;Kim, Sung-Jin;An, Kwang-Dek
    • Journal of Information Technology Services
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    • v.7 no.2
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    • pp.149-164
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    • 2008
  • As the computing landscape is shifting to ubiquitous computing environments, there is increasingly growing the demand for a variety of device controls that react to user's implicit activities without excessively drawing user attentions. We developed an EMG-based car interface that enables the physically handicapped to drive a car using their functioning peripheral nerves. Our method extracts electromyogram signals caused by wrist movements from four places in the user's forearm and then infers the user's intent from the signals using multi-layered neural nets. By doing so, it makes it possible for the user to control the operation of car equipments and thus to drive the car. It also allows the user to enter inputs into the embedded computer through a user interface like an instrument LCD panel. We validated the effectiveness of our method through experimental use in a car built with the EMG-based interface.

User Influence Discrimination Scheme Using Activity Analysis in Social Networks (소셜 네트워크에서 행위 분석을 통한 사용자 영향력 판별 기법)

  • Park, Yunjeong;Lee, Seohee;Han, Jinsu;Noh, Yeonwoo;Lim, Jongtae;Kim, Yeonwoo;Bok, Kyongsoo;Yoo, Jaesoo
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.551-561
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    • 2016
  • A user influence discrimination scheme using big data from social networks is needed. In this thesis, we propose a user influence discrimination scheme considering reliability in social networks. The proposed scheme measures reliability scores through social activities and simplifies a social network by collecting only reliable users. It also derives user influence by considering direct and indirect influences that depends on network degree between users. As a result, the proposed scheme improves the expandability of the user influence. In order to show the superiority of the proposed scheme, we compare it with the existing scheme through performance evaluations in terms of reliability and user influence.

A hidden anti-jamming method based on deep reinforcement learning

  • Wang, Yifan;Liu, Xin;Wang, Mei;Yu, Yu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.9
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    • pp.3444-3457
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    • 2021
  • In the field of anti-jamming based on dynamic spectrum, most methods try to improve the ability to avoid jamming and seldom consider whether the jammer would perceive the user's signal. Although these existing methods work in some anti-jamming scenarios, their long-term performance may be depressed when intelligent jammers can learn user's waveform or decision information from user's historical activities. Hence, we proposed a hidden anti-jamming method to address this problem by reducing the jammer's sense probability. In the proposed method, the action correlation between the user and the jammer is used to evaluate the hiding effect of the user's actions. And a deep reinforcement learning framework, including specific action correlation calculation and iteration learning algorithm, is designed to maximize the hiding and communication performance of the user synchronously. The simulation result shows that the algorithm proposed reduces the jammer's sense probability significantly and improves the user's anti-jamming performance slightly compared to the existing algorithms based on jamming avoidance.

A Real-Time User Authenticating Method Using Behavior Pattern Through Web (웹 사용자의 실시간 사용 패턴 분석을 이용한 정상 사용자 판별 방법)

  • Jang, Jin-gu;Moon, Jong Sub
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.6
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    • pp.1493-1504
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    • 2016
  • As cyber threats have been increased over the Internet, the invasions of personal information are constantly occurring. A malicious user can access the Web site as a normal user using leaked personal information and does illegal activities. This paper proposes an effective method which authenticates a genuine user with real-time. The method use the user's profile which is a record of user's behavior created by Membership Analysis(MA) and Markov Chain Model(MCM). In addition to, user's profile is augmented by a Time Weight(TW) which reflects the user's tendency. This method can detect a malicious user who camouflage normal user. Even if it is a genuine user, it can be determined as an abnomal user if the user acts beyond the record profile. The result of experiment showed a high accuracy, 96%, for the correct user.

A Study on the Developmental Direction with Reference to User's Satisfaction of Urban Park -Cases study of Daeshin Natural Park in Pusan City- (도시공원 이용만족도에 기초한 도시공원의 개발방향에 관한 연구 - 부산시 대신자연공원을 사례로-)

  • 임승범
    • Journal of the Korean Institute of Landscape Architecture
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    • v.19 no.3
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    • pp.87-97
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    • 1991
  • The primary purpose of this study is to investigate factors and variables which have significant effects on user's satisfaction with recreational activities in Daeshin Natural Park, thereby establishing directions of development of urban parks. To test the causal models of this research, the data were gathered by self-administered questionnaires form 627 households in Pusan City which were selected by the multi-stage probability sampling method. The analysis of the data primarily consists of two-phase: The first analysis dealt exploratory factor analysis which identified major factors involved in satisfaction with recreational activities in Daeshin Natural Park and the second analysis tested the fit of the causal models of this research by employing LISREL methodology. The factor analysis identified that three factors are involved in satisfaction with recreational actitives. The three factors of satisfaction with recreational activities are facilities for health and phisical exercise, group recreational activity, maintenance activity. The second phase analysis tested the fit of the causal models for satisfaction with recreational activity to the data and identified statistically significant causal linkage among overall satisfaction with Daeshin Natural Park, other endogenous factors and exogenous variables.

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Metaverse Platform Customer Review Analysis Using Text Mining Techniques (텍스트 마이닝 기법을 활용한 메타버스 플랫폼 고객 리뷰 분석)

  • Hye Jin Kim;Jung Seung Lee;Soo Kyung Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.1
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    • pp.113-122
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    • 2024
  • This comprehensive study delves into the analysis of user review data across various metaverse platforms, employing advanced text mining techniques such as TF-IDF and Word2Vec to gain insights into user perceptions. The primary objective is to uncover the factors that contribute to user satisfaction and dissatisfaction, thereby providing a nuanced understanding of user experiences in the metaverse. Through TF-IDF analysis, the research identifies key words and phrases frequently mentioned in user reviews, highlighting aspects that resonate positively with users, such as the ability to engage in creative activities and social interactions within these virtual environments. Word2Vec analysis further enriches this understanding by revealing the contextual relationships between words, offering a deeper insight into user sentiments and the specific features that enhance their engagement with the platforms. A significant finding of this study is the identification of common grievances among users, particularly related to the processes of refunds and login, which point to broader issues within payment systems and user interface designs across platforms. These insights are critical for developers and operators of metaverse platforms, suggesting a focused approach towards enhancing user experiences by amplifying positive aspects. The research underscores the importance of continuous improvement in user interface design and the transparency of payment systems to foster a loyal user base. By providing a comprehensive analysis of user reviews, this study offers valuable guidance for the strategic development and optimization of metaverse platforms, ensuring they remain responsive to user needs and continue to evolve as vibrant, engaging virtual environments.

A Case Study on the Planning Process of ′'A′ Kindergarten′s Playground Applied User Participatory Design (사용자 참여디자인에 의한 ′A′유치원 놀이터 계획과정에 관한 연구)

  • Choi Mock-wha;Choi Byoung-sook
    • Journal of the Korean housing association
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    • v.15 no.4
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    • pp.87-97
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    • 2004
  • The purpose of this study is to introduce the design process for the 'natural-friendly' kindergarten playground using participatory design method. The 'A' kindergarten in Daejon was selected as a case study. The concept of the design was decided by the user's needs which draw out the pictures of children, owner's educational philosophy, and request of the teachers. As a result, the concept approached to 'our neighborhood (Korean traditional village)' image, and was planned with a focus on open space, which allows rich in natural elements(earth ground, trees, flowers vegetable farm, animals, water and sand etc.) and various play activities. And a user participatory design method proved that it was proper to design a kindergarten playground.

Real-time Intrusion-Detection Parallel System for the Prevention of Anomalous Computer Behaviours (비정상적인 컴퓨터 행위 방지를 위한 실시간 침입 탐지 병렬 시스템에 관한 연구)

  • 유은진;전문석
    • Review of KIISC
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    • v.5 no.2
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    • pp.32-48
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    • 1995
  • Our paper describes an Intrusion Detection Parallel System(IDPS) which detects an anomaly activity corresponding to the actions that interaction between near detection events. IDES uses parallel inductive approaches regarding the problem of real-time anomaly behavior detection on rule-based system. This approach uses sequential rule that describes user's behavior and characteristics dependent on time. and that audits user's activities by using rule base as data base to store user's behavior pattern. When user's activity deviates significantly from expected behavior described in rule base. anomaly behaviors are recorded. Observed behavior is flagged as a potential intrusion if it deviates significantly from the expected behavior or if it triggers a rule in the parallel inductive system.

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Are More Followers Always Better? The Non-Linear Relationship between the Number of Followers and User Engagement on Seeded Marketing Campaigns in Instagram

  • Moon, Suyoung;Yoo, Shijin
    • Asia Marketing Journal
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    • v.24 no.2
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    • pp.62-77
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    • 2022
  • Seeded marketing campaign (SMC) is a newly created type of marketing activities with the widespread use of social media. Previous research has examined to find out the optimal seeding strategy that yields the best outcome from the campaign. This research explores the relationships between the characteristics of the seeded influencer and user engagement. The data consists of information from 1062 seeded Instagram posts posted in September 2020 in Korea and 778 seeded influencers who posted those contents. Analyzed by negative binomial regression, our quadratic model suggests that the relationship between user engagement and the number of followers of the seeded influencer draws an inverted U-shape, indicating influencers with greater number of followers may not always be the best choice for the marketers. Moreover, this research shows that the negative marginal impact coming from the huge number of followers can be attenuated when the influencer is an expert of the seeded product.

Analysis of User's Activities and Recreational Value on the Forest Road in Urban Forest (도시 근교림지역 임도의 이용객 행태 및 휴양적 가치 분석)

  • Yang, Sung-Hak;Park, Sang-Jun
    • Journal of Korean Society of Forest Science
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    • v.97 no.4
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    • pp.467-477
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    • 2008
  • This study is analyzed on user's activities and recreational value through a questionnaire on users of the forest road in urban forest. Users visiting the forest road in urban forest went to there about three times a week, and the re-visit intention was showed highly. The forest road in urban forest is used too much for the promotion of health as a walk and a mountain pass of the citizen, and they think that forest road is useful for forest recreation. The satisfaction grade on forest road's equipment was effective above the average. As the result of valuation on recreational value of forest road in urban forest, the recreational value was evaluated 153.2 won. So, if it is collected the using fees for forest road, it was showed that it is proper about 150 won for one person.