• Title/Summary/Keyword: User Behaviors

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Measurement of Human Behavior and Identification of Activity Modes by Wearable Sensors

  • Kanasugi, Hiroshi;Konishi, Yusuke;Shibasaki, Ryosuke
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.1046-1048
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    • 2003
  • Recently, various researches in respect of the positioning technologies using satellites and the other sensors have made location-based services (LBS) more common and accurate. Consequently, concern about position information has been increasing. However, since these positioning systems only focus on user's position, it is difficult to know the user's attitude or detailed behaviors at the specific position. It is worthy to study on how to acquire such human attitude or behavior, because those information is useful to know the context of the user. In this paper, the sensor unit consisting of three dimensional accelerometer was attached to human body, and autonomously measured the perpendicular acceleration of ordinary human behaviors including activity modes such as walking, running, and transportation mode using transportation such as a train, a bus, and an elevator. Subsequently, using the classified measurement results, the method to identify the human activity modes was proposed.

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Intelligent User Pattern Recognition based on Vision, Audio and Activity for Abnormal Event Detections of Single Households

  • Jung, Ju-Ho;Ahn, Jun-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.5
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    • pp.59-66
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    • 2019
  • According to the KT telecommunication statistics, people stayed inside their houses on an average of 11.9 hours a day. As well as, according to NSC statistics in the united states, people regardless of age are injured for a variety of reasons in their houses. For purposes of this research, we have investigated an abnormal event detection algorithm to classify infrequently occurring behaviors as accidents, health emergencies, etc. in their daily lives. We propose a fusion method that combines three classification algorithms with vision pattern, audio pattern, and activity pattern to detect unusual user events. The vision pattern algorithm identifies people and objects based on video data collected through home CCTV. The audio and activity pattern algorithms classify user audio and activity behaviors using the data collected from built-in sensors on their smartphones in their houses. We evaluated the proposed individual pattern algorithm and fusion method based on multiple scenarios.

Transformer-based DKN for News Recommendation

  • Xia, Hanwei;Joe, Inwhee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.523-525
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    • 2020
  • In recent years, deep learning has been widely used in news recommendation systems. In the previous personalized news recommendation, a large number of CF-based methods, content-based or hybrid methods have been proposed. But most of the works are only modeling the user's interaction history, ignoring the hidden meaning of the user's continuous behaviors. In this paper, we propose to adopt the powerful Transformer model in order to understand the hidden meaning of the user's continuous behaviors in news recommendations. The experimental results prove the superiority of the transformer, and the AUC has been significantly improved as compared to the original model.

Observable Behavior for Implicit User Modeling -A Framework and User Studies-

  • Kim, Jin-Mook;Oard, Douglas W.
    • Journal of the Korean Society for Library and Information Science
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    • v.35 no.3
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    • pp.173-189
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    • 2001
  • This paper presents a framework for observable behavior that can be used as a basis for user modeling, and it reports the results of a pair of user studies that examine the joint utility of two specific behaviors. User models can be constructed by hand, or they can be teamed automatically based on feedback provided by the user about the relevance of documents that they have examined. By observing user behavior, it is possible to obtain implicit feedback without requiring explicit relevance judgments. Four broad categories of potentially observable behavior are identified : examine, retain, reference, and annotate, and examples of specific behaviors within a category are further subdivided based on the natural scope of information objects being manipulated . segment object, or class. Previous studies using Internet discussion groups (USENET news) have shown reading time to be a useful source of implicit feedback for predicting a user's preferences. The experiments reported in this paper extend that work to academic and professional journal articles and abstracts, and explore the relationship between printing behavior and reading time. Two user studies were conducted in which undergraduate students examined articles or abstracts from the telecommunications or pharmaceutical literature. The results showed that reading time can be used to predict the user's assessment of relevance, that the mean reading time for journal articles and technical abstracts is longer than has been reported for USENET news documents, and that printing events provide additional useful evidence about relevance beyond that which can be inferred from reading time. The paper concludes with a brief discussion of the implications of the reported results.

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User Behavior Model Based on Shooting Photograph Interaction for Funology ; Focused on 'PhoDoSee' Kiosk (퍼놀로지를 위한 사진 촬영 인터랙션 기반에서의 사용자 행태 모델 ; '포도씨' 키오스크를 중심으로)

  • Kim, Hanjae;Kwon, Jieun
    • Cartoon and Animation Studies
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    • s.36
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    • pp.643-667
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    • 2014
  • Recently, shooting photographs have become highly popular among general public and been used by various media such as digital camera, mobile, and kiosk. We could find that users prefer to Funology which is combined by fun and hardware technology on emotional point of view. Shooting photographs attracts user participation and makes effect of design to expand. The goal of this study is to classify user actions in a electronic kiosk which includes digital photography function based on the perspective of Funology and to bulit user behaviors model. Therefore user group model will be defined, and then interaction design guidelines of shooting photographs will be proposed. For this research, first of all, the concepts of Funology and user interaction with taking photographs are classified to three types which is based on literature investigation. Secondly, "Phodosee" kiosk is examined with Funology design elements which have been categorized beforehand. Then user's behaviors which are shown their interaction with "Phodosee" kiosk are observed and analyzed using video ethnography based on Funology perspectives. Finally, four persona models are suggested based on user's behaviors as follows; 1) to avoid being taken photography, 2) to try to shoot photography, 3) to participate shooting photography and 4) to lead others to take photography. To summarize this study, effects and limitations of Funology design elements using digital photography are discussed and guideline is suggested to improve user experience design.

User Preference based Intelligent Program Guide (사용자 선호도 기반 지능형 프로그램 가이드)

  • 류지웅;김문철;남제호;강경옥;김진웅
    • Journal of Broadcast Engineering
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    • v.7 no.2
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    • pp.153-167
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    • 2002
  • With the advent of digital broadcasting, a large number of program channels become available at the user terminals such as set-top-box or PC. Channel navigation and searching become more difficult at TV terminal sides using a conventional device such as a TV remote controller. The MPEG-7 MDS (Multimedia Description Scheme) and TV Anytime set up a standard about how to describe user preferences for genre, channel, actor/actress, keyword, etc. of the TV programs, and how to describe usage history for user's program consumption behaviors and preferences. But they do not describe how to use them. In this paper, we describe an IPG (Intelligent Program Guider) system that provides TV program and channel information based on user preferences and suggest easy access to TV program that user wants. The IPG monitors user's behaviors of interacting to programs and automatically updates the user's preference changes according1y. The IPG utilizes user preferences description scheme specified in both MPEG-7 MDS and TV Anytime metadata specifications.

Developing User Persona Based on the Factors of Visitor Recreation Activities in Hongneung Experimental Forest

  • Jang, Youn-Sun;Yoo, Rhee-Hwa;Lee, Jeong-Hee
    • Journal of People, Plants, and Environment
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    • v.22 no.5
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    • pp.525-539
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    • 2019
  • Much research has been conducted on user behavior by taking surveys and interviews to plan the green space effectively. However, there is a limitation in understanding detailed user characteristics such as personalities and values. This study applied the Persona-based Scenario Method (PSM) to Hongneung Experimental Forest to understand the detailed needs and behaviors of the users in the forest recreation area. The PSM is a user experience modeling technique, which tries to understand the users by describing the type of users as real people. This study 1) extracts the factors of visitor recreation activities in Hongneung Experimental Forest based on the results of the survey, 2) develops user personas based on the results of survey and comes up with activity factors, and 3) designs user scenarios. As a result of applying the PSM, 64 factors of visitor activities were derived from the observation survey in 14 sites of Hongneung Experimental Forest and 25 key factors of visitor activities were chosen through observer's brainstorming. Second, three types of personas were developed considering the key factors and the results of user characteristics with quantitative and qualitative analysis. Lastly, context scenarios were designed by applying the key factors of visitor recreation activities to the persona model. We identified the design problems of the space and design requirements through the scenarios. This study has significance in that it takes an approach from the user perspective and was applied to the forest recreation area, which was mainly used in product design. The developed personas could be used for deriving design elements and setting the direction for planning considering detailed needs, behaviors and characteristics of users.

A Study on Similarity Comparison for File DNA-Based Metamorphic Malware Detection (파일 DNA 기반의 변종 악성코드 탐지를 위한 유사도 비교에 관한 연구)

  • Jang, Eun-Gyeom;Lee, Sang Jun;Lee, Joong In
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.1
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    • pp.85-94
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    • 2014
  • This paper studied the detection technique using file DNA-based behavior pattern analysis in order to minimize damage to user system by malicious programs before signature or security patch is released. The file DNA-based detection technique was applied to defend against zero day attack and to minimize false detection, by remedying weaknesses of the conventional network-based packet detection technique and process-based detection technique. For the file DNA-based detection technique, abnormal behaviors of malware were splitted into network-related behaviors and process-related behaviors. This technique was employed to check and block crucial behaviors of process and network behaviors operating in user system, according to the fixed conditions, to analyze the similarity of behavior patterns of malware, based on the file DNA which process behaviors and network behaviors are mixed, and to deal with it rapidly through hazard warning and cut-off.

Abnormal Traffic Behavior Detection by User-Define Trajectory (사용자 지정 경로를 이용한 비정상 교통 행위 탐지)

  • Yoo, Haan-Ju;Choi, Jin-Young
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.5
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    • pp.25-30
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    • 2011
  • This paper present a method for abnormal traffic behavior, or trajectory, detection in static traffic surveillance camera with user-defined trajectories. The method computes the abnormality of moving object with a trajectory of the object and user-defined trajectories. Because of using user-define based information, the presented method have more accurate and faster performance than models need a learning about normal behaviors. The method also have adaptation process of assigned rule, so it can handle scene variation for more robust performance. The experimental results show that our method can detect abnormal traffic behaviors in various situation.

Web-based 3D Virtual Experience using Unity and Leap Motion (Unity와 Leap Motion을 이용한 웹 기반 3D 가상품평)

  • Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.2
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    • pp.159-169
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    • 2016
  • In order to realize the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the appropriate visualization and interaction of the products, and the vivid simulation of user interface (UI) behaviors in an interactive 3D virtual environment. In this paper, we propose an approach to web-based 3D virtual experience using Unity and Leap Motion. We adopt Unity as an implementation platform which easily and rapidly implements the visualization of the products and the design and simulation of their UI behaviors, and allows remote users to get an easy access to the virtual environment. Additionally, we combine Leap Motion with Unity to embody natural and immersive interaction using the user's hand gesture. Based on the proposed approach, we have developed a testbed system for web-based 3D virtual experience and applied it for the design evaluation of various digital products. Button selection test was done to investigate the quality of the interaction using Leap Motion, and a preliminary user study was also performed to show the usefulness of the proposed approach.