• Title/Summary/Keyword: User Classification

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Real-time Sitting Posture Monitoring System using Pressure Sensor (압력센서를 이용한 실시간 앉은 자세 모니터링 시스템)

  • Jung, Hwa-Young;Ji, Jun-Keun;Min, Se Dong
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.64 no.6
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    • pp.940-947
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    • 2015
  • A Sitting posture is a very important issue for moderns who is mostly sedentary. Also, a wrong sitting posture causes back-pain and spinal disease. Many researchers have been proposed numerous approaches that classifying and monitoring for a sitting posture. In this paper, we proposed a real-time sitting posture monitoring system that was developed to measure pressure distribution in the human body. The proposed system consists of a pressure sensing module (six pressure sensors), data acquisition and processing module, a communication module and a display module for an individual sitting posture monitoring. The developed monitoring system can classify into five sitting postures, such as a correct sitting, sitting on forward inclination, leaning back sitting, sitting with a right leg crossed and a left leg crossed. In addition, when a user deviates from the correct posture, an alarm function is activated. We selected two kinds of chairs, one is rigid material and fixed form, the other one is a soft material and can adjust the height of a chair. In the experiments, we observed appearance changes for subjects in consequence of a comparison between before the correction of posture and after the correction of posture when using the proposed system. The data from twenty four subjects has been classified with a proposed classifier, achieving an average accuracy of 83.85%, 94.56% when the rigid chair and the soft chair, respectively.

A Water Quality Management System at Mokhyun Stream Watershed Using GIS and RS (GIS와 RS를 이용한 목현천 수질관리 정보체계)

  • Lee, In Soo;Lee, Kyoo Seock
    • Journal of Environmental Impact Assessment
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    • v.8 no.4
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    • pp.1-12
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    • 1999
  • The purpose of this study is to develop a Water Quality Management System(WQMS), which calculates pollutant discharge and forecasts water quality with a water pollution model. Operational water quality management requires not only controlling pollutants but acquiring and managing exact information. A GIS software, ArcView 3.1 was used to enter or edit geographic data and attribute data, and Avenue Script was used to customize the user interface. PCI, a remote sensing software, was used to derive land cover classification from 20 m resolution SPOT data by image processing. WQMS has two subsystems, database subsystem and modelling subsystem. The database subsystem consisted of watershed data from digital maps, remote sensing data, government reports, census data and so on. The modelling subsystem consisted of NSPLM(NonStorm Pollutant Load Model) and SPLM(Storm Pollutant Load Model). It calculates the amount of pollutant and predicts water quality. These two subsystems were connected through a graphic display module. This system has been calibrated for and applied to Mokhyun Stream watershed.

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Chatting Pattern Based Game BOT Detection: Do They Talk Like Us?

  • Kang, Ah Reum;Kim, Huy Kang;Woo, Jiyoung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.11
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    • pp.2866-2879
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    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. Previous studies on game bot detection have proposed many methods to find out discriminable behaviors of bots from humans based on the fact that a bot's playing pattern is different from that of a human. In this paper, we look at the chatting data that reflects gamers' communication patterns and propose a communication pattern analysis framework for online game bot detection. In massive multi-user online role playing games (MMORPGs), game bots use chatting message in a different way from normal users. We derive four features; a network feature, a descriptive feature, a diversity feature and a text feature. To measure the diversity of communication patterns, we propose lightly summarized indices, which are computationally inexpensive and intuitive. For text features, we derive lexical, syntactic and semantic features from chatting contents using text mining techniques. To build the learning model for game bot detection, we test and compare three classification models: the random forest, logistic regression and lazy learning. We apply the proposed framework to AION operated by NCsoft, a leading online game company in Korea. As a result of our experiments, we found that the random forest outperforms the logistic regression and lazy learning. The model that employs the entire feature sets gives the highest performance with a precision value of 0.893 and a recall value of 0.965.

A Study on the DOI Structure Using DDC (DDC를 이용한 DOI 구성체계에 관한 연구)

  • 오경묵;황상규
    • Journal of the Korean Society for information Management
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    • v.18 no.1
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    • pp.7-22
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    • 2001
  • The DO1 is an opaque string or dumb number - nothing at all can inferred from the number. However some identifies can include some intelligence in the number itself, which will tell the user subject and meaningful information about the entity that is being identified. Therefore whether the DO1 suffix should be 'dumb' or 'meaningful' is a major issue in DO1 syntax structuring. Although the choice of DO1 Suffix is entirely optional, many DO1 registrants have been used existing IS0 standards such as SICI, ISBN, ISMN, etc. for identification of information resources. It is also important to consider that intelligence in a system of identifiers may be carried out by means of the DO1 structure. It was suggested that there should be an explicit part of the DO1 syntax which declares the meaningful information of the digital objects.

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A Study on the Thesaurus-based Ontology System for the Semantic Web (시소러스를 기반으로 한 온톨로지 시스템 구현에 관한 연구)

  • Jeong, Do-Heon;Kim, Tae-Su
    • Journal of the Korean Society for information Management
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    • v.20 no.3
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    • pp.155-175
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    • 2003
  • The purpose of the study was to construct a system based on the semantic web environment's ontology by utilizing the ontology schema derived from the facet-type Art and Architecture Thesaurus(AAT). The aforementioned ontology schema is based on the Web Ontology Language(OWL), which is being widely considered the standard ontology language for the W3C-centered semantic web environment. Also, the concepts were limited to terms within AAT'S Furniture Facet, and the system was tested using the Chair concept, which is a lower-level facet that has a diverse conceptual relationship and broad vocabulary base. The ontology system is capable of searching for concepts, while controlling the search results by always providing a 'Preferred term' for synonymous terms. In addition, the system provides the user with first, a relationship between the terms centered around the inquiry, and second, related terms along with their classification properties. Also, the system is presented as and application example of the ontology system that constructs a information system that intakes an Instance value and reproduces it into a RDF file. During this process, utilization of multiple ontologies was introduced, and the stored Instance value's meta-data elements were used.

A Study for Research Area of Library and Information Science by Network Text Analysis (네트워크 텍스트 분석을 통한 문헌정보학 최근 연구 경향 분석)

  • Cho, Jane
    • Journal of the Korean Society for information Management
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    • v.28 no.4
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    • pp.65-83
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    • 2011
  • In this study, Network Text Analysis was performed on 1,752 articles which had been published in recent 7 years and drew the subject concept distribution and their relations in Library and Information Science research areas. Furthermore, for analyzing more recent trends and changing aspects, this study performed secondary analysis based on 482 articles published in recent 2 years. Results show that "public library", and "academic library" concepts were most frequently studied in the field and "evaluation", "education", and "web" concepts showed the highest-degree centrality during the recent 7 years. In the result of recent two years analysis, "web", and "classification" concepts showed high frequency and "user", and "public library" showed an improvement in high degree centrality.

Hand Gesture Interface Using Mobile Camera Devices (모바일 카메라 기기를 이용한 손 제스처 인터페이스)

  • Lee, Chan-Su;Chun, Sung-Yong;Sohn, Myoung-Gyu;Lee, Sang-Heon
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.5
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    • pp.621-625
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    • 2010
  • This paper presents a hand motion tracking method for hand gesture interface using a camera in mobile devices such as a smart phone and PDA. When a camera moves according to the hand gesture of the user, global optical flows are generated. Therefore, robust hand movement estimation is possible by considering dominant optical flow based on histogram analysis of the motion direction. A continuous hand gesture is segmented into unit gestures by motion state estimation using motion phase, which is determined by velocity and acceleration of the estimated hand motion. Feature vectors are extracted during movement states and hand gestures are recognized at the end state of each gesture. Support vector machine (SVM), k-nearest neighborhood classifier, and normal Bayes classifier are used for classification. SVM shows 82% recognition rate for 14 hand gestures.

Hierarchy Structure of Situation based on Event for Effective Game Development (효율적인 게임 개발을 위한 사건 기반의 상황 계층 구조)

  • Park, Jung-Yong
    • Journal of Korea Multimedia Society
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    • v.10 no.4
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    • pp.483-491
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    • 2007
  • This paper proposes a Situation Simulation Framework for implementing computer game and describes the possibility of analyzing game with unfolding situation. In last few years game systems have been evolving from the performance of physical engine, network traffic in the on line game to the representation of rendering physical phenomena. In computer game, a situation hierarchy structure which allows the designer for simulating high-level specifications of game structure. Logically simulated environment is created by defining situations and events based on hierarchy structure of the situation. We classify events into explicit event is occurred by user and implicit event is occurred by system. Our study defines the existence of objects is the most prevalent factor applied to any event in game world. The advantages of this approach are able to allow for providing the conceptual design for simulation game and analyzing the situation in the game world. And this method allows us to decrease the complexity of system design and abstraction modeling for the simulation game. Specially, the introduction of the definition of events allows us to approach game design in a structural manner rather than by their classification. The proposed method was implemented in the "Shooting BaDuk" among games.

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A Study of Service Middleware for Application Based on USN/RFID/GPS (USN/RFID/GPS 응용을 위한 서비스 미들웨어 연구)

  • Moon, Kyeung-Bo;Lee, Chang-Young;Kim, Do-Hyeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.5
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    • pp.1284-1288
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    • 2008
  • Recently, there is increasing the development requirement of middleware and interface for GPS(Global Positioning System), RFID(Radio Frequency IDentification), sensor networks. GPS supports a useful location based service. RFID supports products logistic and distribution services through the identification. A sensor network collects a context information, such as humidity, temperature and atmospheric pressure. This paper implements and verifies a integrated service middleware for supporting efficiently process of sensing data collected from RFID, GPS and sensor network. This middleware have the temporary store function, the redundancy exclusion function, certification function, the classification function and the database storage function. Additionary, this middleware connects with low-level adaptor using socket interface and supports the high-level application services using database connection. Therefore, user can develop easily various many ubiquitous application system using proposed middleware instead of each RFID middleware, GPS middleware and, middleware based on sensor network.

A Study on the Tasks of Public Librarians based on Job Analysis (직무분석을 통한 공공도서관 사서 직무에 관한 연구)

  • Hoang, Gum-Sook;Ahn, In-Ja;Lee, Jae-Kwun;Noh, Young-Hee
    • Journal of Korean Library and Information Science Society
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    • v.39 no.2
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    • pp.407-427
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    • 2008
  • The purpose of this study are to analyze tasks of the public librarians through Job Analysis ('DACUM') and to survey the demands of professional librarian (professional librarian types), As the results, In public libraries, technical services (classification, cataloging etc.,) is reduced, while reading, culture (continued education), and information service are increased. Also, we identified 5 types of professional librarian which is composed 4 function oriented types, and 1 user oriented types, is suggested : reading coach, cultural service librarian, external work librarian, computing support librarian, children librarian.

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