• Title/Summary/Keyword: User Activity Information

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The Development of Visualization Indicators for Case-study of Urban Geo-Spatial Information Visualization (도시공간정보 시각화 사례분석을 위한 지표 선정에 관한 연구)

  • Kim, Mi-Yun
    • Journal of The Korean Digital Architecture Interior Association
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    • v.12 no.3
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    • pp.49-58
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    • 2012
  • In Regarding urban geo-spatial information visualization in this study, visualization of physical attribute information is mostly related to the representation of spatial domain and physical objects, and visualization of non-physical attribute information has to do with visualizing citizens and their activity information in the physical environment. In particular, a citizen, one of the non-physical information attributes, is characterized by a constant mobility in the physical environment, and thus visualization of his/her activity information is vital in conveying information because this information may not be depicted with any given, fixed figures. In consideration of this difficulty, this study integrates interrelationship among urban space, human needs, social relations, and lifestyles into a 'high-tech' service where experience in time and space is possible. To analyze the web-service and visualization cases, the study has selected visualization indicators consisting of information representation objective, information representation means, and information representation result. The results of the case analysis through specific indicators set a range in information representation objective, means, and result, thereby forming a user-friendly environment in which representational results are readily available to users, and ultimately expanding the users' selection range coming with a variety of options. This study also assumes that a wide range of service provision is needed to reflect users' needs in developing urban geo-spatial service model, and the display of its results should visualize users' satisfaction to construct the best information needed to users.

Ubiquitous Context-aware Modeling and Multi-Modal Interaction Design Framework (유비쿼터스 환경의 상황인지 모델과 이를 활용한 멀티모달 인터랙션 디자인 프레임웍 개발에 관한 연구)

  • Kim, Hyun-Jeong;Lee, Hyun-Jin
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.273-282
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    • 2005
  • In this study, we proposed Context Cube as a conceptual model of user context, and a Multi-modal Interaction Design framework to develop ubiquitous service through understanding user context and analyzing correlation between context awareness and multi-modality, which are to help infer the meaning of context and offer services to meet user needs. And we developed a case study to verify Context Cube's validity and proposed interaction design framework to derive personalized ubiquitous service. We could understand context awareness as information properties which consists of basic activity, location of a user and devices(environment), time, and daily schedule of a user. And it enables us to construct three-dimensional conceptual model, Context Cube. Also, we developed ubiquitous interaction design process which encloses multi-modal interaction design by studying the features of user interaction presented on Context Cube.

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A Query Randomizing Technique for breaking 'Filter Bubble'

  • Joo, Sangdon;Seo, Sukyung;Yoon, Youngmi
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.12
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    • pp.117-123
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    • 2017
  • The personalized search algorithm is a search system that analyzes the user's IP, cookies, log data, and search history to recommend the desired information. As a result, users are isolated in the information frame recommended by the algorithm. This is called 'Filter bubble' phenomenon. Most of the personalized data can be deleted or changed by the user, but data stored in the service provider's server is difficult to access. This study suggests a way to neutralize personalization by keeping on sending random query words. This is to confuse the data accumulated in the server while performing search activities with words that are not related to the user. We have analyzed the rank change of the URL while conducting the search activity with 500 random query words once using the personalized account as the experimental group. To prove the effect, we set up a new account and set it as a control. We then searched the same set of queries with these two accounts, stored the URL data, and scored the rank variation. The URLs ranked on the upper page are weighted more than the lower-ranked URLs. At the beginning of the experiment, the difference between the scores of the two accounts was insignificant. As experiments continue, the number of random query words accumulated in the server increases and results show meaningful difference.

Transaction Mining for Fraud Detection in ERP Systems

  • Khan, Roheena;Corney, Malcolm;Clark, Andrew;Mohay, George
    • Industrial Engineering and Management Systems
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    • v.9 no.2
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    • pp.141-156
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    • 2010
  • Despite all attempts to prevent fraud, it continues to be a major threat to industry and government. Traditionally, organizations have focused on fraud prevention rather than detection, to combat fraud. In this paper we present a role mining inspired approach to represent user behaviour in Enterprise Resource Planning (ERP) systems, primarily aimed at detecting opportunities to commit fraud or potentially suspicious activities. We have adapted an approach which uses set theory to create transaction profiles based on analysis of user activity records. Based on these transaction profiles, we propose a set of (1) anomaly types to detect potentially suspicious user behaviour, and (2) scenarios to identify inadequate segregation of duties in an ERP environment. In addition, we present two algorithms to construct a directed acyclic graph to represent relationships between transaction profiles. Experiments were conducted using a real dataset obtained from a teaching environment and a demonstration dataset, both using SAP R/3, presently the predominant ERP system. The results of this empirical research demonstrate the effectiveness of the proposed approach.

Investigation of Twitter Users' Activity Radius and Home Region in the City: The Case of Las Vegas (트위터 사용자의 도시 내 활동반경과 거주지역의 탐색: 라스베이거스 사례)

  • Cho, Jaehee;Seo, Il-Jung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.2
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    • pp.505-513
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    • 2017
  • In this study, we collected 200,578,703 geo-tweets and removed the twitter bots. Using the concept of activity radius, Twitter users are classified. Users are also divided first into domestic and overseas, and again domestic ones are divided into locals and non-locals. Statistical characteristics of activity strength and active area of Twitter users are described according to activity radius and home region, and the geographical distribution is presented visually. Through a case study of Las Vegas, we have identified the difference in activity strength and active area by the user's home residence. We expect to derive theories about human mobility by analyzing various cities with the method proposed in this study.

The Information Leisure Activity of the Aging Generation and the Analysis of Meaning (노년기 소비자의 정보화 여가활동 연구와 의미 분석)

  • Kim, Yeon-Jeong
    • Journal of Family Resource Management and Policy Review
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    • v.14 no.4
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    • pp.323-340
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    • 2010
  • Many social and environmental changes have emerged due to the increasing size of the aging generation. This study explored the current status of the information leisure activity of the aging generation (computer use activity, internet service participation, social community participation and blogging, UCC, etc.) and the need for serious games among elderly consumers. It analyzed the current status of serious game and information leisure span as determined by experts on elderly care at the aging welfare institute. The research methods involved applying content analysis and focus group interviews. The results were as follows: The elderly are willing to enjoy the internet and economics networks. In particular, economic investment, economic news, health, meetings, and communication are the main internet search categories. The results for serious games are less interesting than those for IT participation. The components of usefulness in terms of serious games, as identified by care experts, are simplicity, a user-friendly interface, efficacy, and certainty in using the game device. Care experts recognize that serious games represent a supplementary device to traditional physical and emotional therapy.

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Context Ontology and Trigger Rule Design for Service Pattern Mining (서비스 패턴 마이닝을 위한 컨텍스트 온톨로지 및 트리거 규칙 설계)

  • Hwang, Jeong-Hee
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.291-299
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    • 2012
  • Ubiquitous computing is a technique to provide users with appropriate services, collecting the context information in somewhere by attached sensor. An intelligent system needs to automatically update services according to the user's various circumstances. To do this, in this paper, we propose a design of context ontology, trigger rule for mining service pattern related to users activity and an active mining architecture integrating trigger system. The proposed system is a framework for active mining user activity and service pattern by considering the relation between user context and object based on trigger system.

Development of a Usability Evaluation Structural Model on Car Driver (승용차 운전자에 대한 사용성 평가 구조 모형 개발)

  • Park, Jun-Soo;Park, Sung-Joon;Lim, Young-Jae;Jung, Eui-S.
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.6
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    • pp.843-851
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    • 2010
  • This study aims to systematically develop a usability evaluation model using the Structural Equation Model (SEM) from experiment of usability on using vehicle. Vehicle developers have been adding many functions for enhance the user satisfaction. But it will be made the trade-off problem of usability and design elements of vehicle interior from attempt to make best usability satisfaction in a restricted space. To solve the trade-off problem, we set a new solution criterion from usability evaluation model. The usability experiment is based on major activity pool from derived user's acts pattern in vehicle for make more accurate usability evaluation model. And this model was built with twenty-nine measurement variables for the evaluation of usability of vehicle user. As a result, the proposed SEM model showed statistical significance as well as a high level of R Square (0.7144). This model shows the relationships of detailed usability and design elements. According to the result, this study introduces the criterion to secure the best satisfaction of usability and design elements.

Context Awareness Reasoning System for Personalized Services in Ubiquitous Mobile Environments (유비쿼터스 모바일 환경에서 개인화 서비스를 위한 상황인지 추론 시스템)

  • Moon, Aekyung;Park, Yoo-mi;Kim, Sang-gi;Lee, Byung-sun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.4 no.3
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    • pp.139-147
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    • 2009
  • This paper proposed the context awareness reasoning system to provide the personalized services dynamically in a ubiquitous mobile environments. The proposed system is designed to provide the personalized services to mobile users and consists of the context aggregator and the knowledge manager. The context aggregator can collect information from networks through Open API Gateway as well as sensors in a various ubiquitous environment. And it can also extract the place types through the geocoding and the social address domain ontology. The knowledge manager is the core component to provide the personalized services, and consists of activity reasoner, user pattern learner and service recommender to provide the services predict by extracting the optimized service from user situations. Activity reasoner uses the ontology reasoning and user pattern learner learns with previous service usage history and contexts. And to design service recommender easy to flexibly apply in dynamic environments, service recommender recommends service in the only use of current accessible contexts. Finally, we evaluate the learner and recommender of proposed system by simulation.

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A Study on the Advocacy System for Service User in Social Welfare (사회복지에서의 이용자 지원을 위한 권리옹호(Advocacy) 시스템에 대한 고찰)

  • Lee, Myoung-Hyun
    • Korean Journal of Social Welfare
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    • v.56 no.2
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    • pp.29-52
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    • 2004
  • Social welfare has transformed from a provider-centered welfare into a user-centered welfare. This trend have to increase the right to welfare and convenience for users. If the goal of social welfare guaranteed the respecting man's life and dignity, we had not regarded service users as the weak in the welfare system. The reinforcement of service users as the reconfirmation of welfare user's identity, mistreatment and violation of another's rights, self-determination must have the advocacy system. The advocacy for social welfare is the activity for benefit of individual, group, and community, and, protection, guarantee and maintenance of client's right. However, the client is hard to realization of right. therefore We have to support the activity for advocacy. The advocacy take aim the basic need of life and need the system for life support and safeguard client's rights. The mission of the advocacy for welfare service user is to advance the dignity, equality, self-determination, and expressed choices of individuals. We promote, expand, protect and seek to ensure the human and legal rights of individuals through the provision of information and advocacy. The advocacy system will carry out this mission in partnership with welfare service users. The goals for the advocacy system are organized into the following focus areas, which are not listed in order of priority: the majority guardian system and the support activity for service users, a predicament solution activity, service assessment, informed concent system.

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