• Title/Summary/Keyword: cyber behavior

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Social Media Uses: ethical factors and the effects for teenagers (소셜 미디어 이용: 청소년 대상 윤리적 요인과 그 영향)

  • Lee, Hyun-Suk
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.477-487
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    • 2017
  • This study is for empirical analyzing the ethical contents in using social media, such as what kind of ethical responsibility do the teenage users have, how do they recognize the ethical concept in producing or sharing the information and how these ethical factors affect their behavior of social media uses. After survey with the structured questionnaire, statistical analyses with available 227 cases are processed. As a result, there are 4 ethical factors in using social media which as included 'privacy', 'copyright', 'fullness', 'accuracy', 'truth-telling', 'fairness', 'relief of harmful effect', 'credibility', 'objectivity', 'impartiality', included 'moderation', 'respect', 'autonomy', 'control', 'care of mischief', included 'interactivity', 'multiplicity', 'anonymity', 'divergence', 'social community', included 'transparency', 'openness'. All these ethical factors are positive correlated to the level of social media users' opinion expression, opinion support, information leading, information searching. Especially, is the most effective factor to social media users' behavior.

The MPI CyberMotion Simulator: A Novel Research Platform to Investigate Human Control Behavior

  • Nieuwenhuizen, Frank M.;Bulthoff, Heinrich H.
    • Journal of Computing Science and Engineering
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    • v.7 no.2
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    • pp.122-131
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    • 2013
  • The MPI CyberMotion Simulator provides a unique motion platform, as it features an anthropomorphic robot with a large workspace, combined with an actuated cabin and a linear track for lateral movement. This paper introduces the simulator as a tool for studying human perception, and compares its characteristics to conventional Stewart platforms. Furthermore, an experimental evaluation is presented in which multimodal human control behavior is studied by identifying the visual and vestibular responses of participants in a roll-lateral helicopter hover task. The results show that the simulator motion allows participants to increase tracking performance by changing their control strategy, shifting from reliance on visual error perception to reliance on simulator motion cues. The MPI CyberMotion Simulator has proven to be a state-of-the-art motion simulator for psychophysical research to study humans with various experimental paradigms, ranging from passive perception experiments to active control tasks, such as driving a car or flying a helicopter.

A Study on the Consumer Behavior in the Cyber Shopping Mall (사이버쇼핑몰의 소비자행동에 관한 연구)

  • 유한종
    • Journal of Internet Computing and Services
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    • v.3 no.1
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    • pp.11-16
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    • 2002
  • Nowday, Cyber shopping mall increased market size. The Consumer Behavior chainged new trend. This study on the systematic access to establishment of the concept of cyber shopping mall as well as to problems to overall parts of EC service as well is required. The objectives of this study are that how service consumers perceive the quality of EC service, and that what effect the quality makes on their satisfaction and re-purchase intention. This means that the research enables a marketing manager to take the meaning of comparative weight among the components of EC service quality, and to provide very useful information to establish marketing strategies which are close to the consumers.

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Advanced insider threat detection model to apply periodic work atmosphere

  • Oh, Junhyoung;Kim, Tae Ho;Lee, Kyung Ho
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.3
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    • pp.1722-1737
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    • 2019
  • We developed an insider threat detection model to be used by organizations that repeat tasks at regular intervals. The model identifies the best combination of different feature selection algorithms, unsupervised learning algorithms, and standard scores. We derive a model specifically optimized for the organization by evaluating each combination in terms of accuracy, AUC (Area Under the Curve), and TPR (True Positive Rate). In order to validate this model, a four-year log was applied to the system handling sensitive information from public institutions. In the research target system, the user log was analyzed monthly based on the fact that the business process is processed at a cycle of one year, and the roles are determined for each person in charge. In order to classify the behavior of a user as abnormal, the standard scores of each organization were calculated and classified as abnormal when they exceeded certain thresholds. Using this method, we proposed an optimized model for the organization and verified it.

A Study on Netiquette and Inappropriate Behavior in Cyberspace (사이버공간에서의 네티켓과 일탈행위에 관한 연구)

  • 조찬식
    • Journal of the Korean Society for information Management
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    • v.18 no.2
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    • pp.187-202
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    • 2001
  • Given the lack of moral consciousness and increase of inappropriate behavior in cyberspace which is part of information society, more emphasis has been laid on netiquette. In this context, this study develops a theoretical background on netiquette, analyzes types of inappropriate behavior in cyberspace, and suggests some recommendations to settle down the sound cyber-culture and information society.

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A Real-Time System for Recognizing Companion Dog Behavior Through Video (반려견 영상 실시간 행동 인식 시스템)

  • Jung-Geun Bong;Min-A Jo;Yu-Seong Ha;Jun-Won Hwang;IL-Yong Weon
    • Annual Conference of KIPS
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    • 2023.11a
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    • pp.504-505
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    • 2023
  • 본 논문은 기존의 웨어러블 센서 방식이 아닌 영상으로 반려견의 행동을 분석하는 연구에 대한 것이다. 제안한 시스템은 영상에서 반려견의 영역을 탐지하고, 탐지된 이미지에서 반려견의 관절 좌표를 추출하여 행동을 판단하는 방식이다. 모든 프레임에 대해 처리하지 않고, 일정 주기 단위로 영상을 처리해 실시간성을 확보하였다. 제안한 시스템의 유용성은 실험으로 검증하였으며, 유의미한 실험 결과를 얻을 수 있었다.

Development of a Fish-trait Editor for Constructing Cyber Aquarium (사이버 아쿠아리움 구축을 위한 어류속성 편집기 개발)

  • Kang, Gyeong-Heon;Geong, Seung-Moon;Lee, Hyeon-Cheol;Kim, Eun-Seok;Hur, Gi-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.528-532
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    • 2006
  • In a cyber aquarium, the behavior of fish objects is the most important factor in respect of visual effects. In this paper, we analyze the principal habits of fish objects such as the vitality, the range of movement, the maximum depth of water they can live, and the cycle of eating. Then, we suggest a method for simulating the stable marine ecosystem with controlling the behaviors, the interaction with other species, the average span of life, and all that sort of thing based on the result of analysis. Because we can freely modify the behavior of fish object by altering the values of attributes, it can be utilized in the dynamic cyber aquarium, the 3D aquarium screen saver, and the cyber fish game, and so on.

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Ubiquitous Cyber Aquarium Using Schooling Animation (군집 애니메이션을 이용한 유비쿼터스 사이버 아쿠아리움)

  • Kim, Jong-Chan;Cho, Seung-Il;Kim, Eung-Kon
    • Journal of Korea Multimedia Society
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    • v.11 no.10
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    • pp.1427-1435
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    • 2008
  • It is worth it to properly present the behaviors of cyberspace and game characters. It is not so easy to manually supply the actions for all objects one by one, so we need to use crowd animation techniques in order to display automatically, realistically, and effectively. In this paper, we construct a ubiquitous cyber aquarium based on sensors, using the crowd behavior library, which is applied to programming crowd behavior in cyberspace and game applications. We use a sensor board to become aware of a person approaching the cyber aquarium, and according to the perceived distance, the objects in the cyber aquarium automatically react and behave accordingly.

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A Study on the Design and Evaluation of the Model of MyCyberLibrary for a Customized Information Service (맞춤정보서비스를 위한 MyCyberLibrary 모형 설계와 평가에 관한 연구)

  • 김현희;구내영
    • Journal of the Korean Society for information Management
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    • v.19 no.2
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    • pp.131-158
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    • 2002
  • The purpose of this study is to suggest the basic data for providing library information services of high quality with clients, by designing the model of MyCyberLibrary and evaluating it. The model of MyCyberLibrary was constructed based on the survey results on the information-seeking behavior of users and on the review of the existing mylibraries'functions. The model is implemented into the prototype system which consists of nine modules. Finally, we evaluated the proposed system via mail questionnaires, and proposed three suggestions to make this system a much more comprehensive and effective one.

METAPHORIC NAVIGATION AIDS FOR CYBER SHOPPING MALLS: AN EMPIRICAL STUDY TOWARD THE CONSTRUCTION OF CUSTOMER INTERFACE

  • Kim, Jin-Woo
    • Management Science and Financial Engineering
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    • v.3 no.2
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    • pp.1-27
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    • 1997
  • Designing effective navigation aids for customer interfaces is critical for the success of cyber shopping malls. Navigation aids can be classified into either basic ones which are based on the structure of the malls or add-ons which are not. Add-on navigation aids provide various short-cuts to promote efficient traversal in the cyber shopping malls, but too many of them would increase the complexity of the customer interface. Metaphors have been used widely for the design of add-on navigation aids, but little research evaluates their impact on the processes and outcomes of customers behavior in cyber shopping malls. This paper presents an empirical study that investigates the navigation process of customers and the subjective evaluation of their shopping experience. This research implemented two versions of a test-bed cyber shopping mall according to different metaphors used; one based on a spatial metaphor, and the other based on a non spatial metaphor. The results of the experiment indicate that navigation aids based on the spatial metaphor were used more frequently, which resulted in better understanding about the entire structure of the cyber shopping malls, which in turn led to an increased ease of finding target items and also a more pleasant shopping experience. The benefits of navigation aids based on the spatial metaphor became more evident when customers were looking for ad-hoc category items rather than common items. This paper presents plausible explanations for the results and implications to the design of navigation aids for cyber shopping malls.

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