• Title/Summary/Keyword: online systems

Search Result 1,935, Processing Time 0.024 seconds

COMMUNITY-GENERATED ONLINE IMAGE DICTORNARY

  • Li, Guangda;Li, Haojie;Tang, Jinhui;Chua, Tat-Seng
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2009.01a
    • /
    • pp.178-183
    • /
    • 2009
  • Online image dictionary has become more and more popular in concepts cognition. However, for existing online systems, only very few images are manually picked to demonstrate the concepts. Currently, there is very little research found on automatically choosing large scale online images with the help of semantic analysis. In this paper, we propose a novel framework to utilize community-generated online multimedia content to visually illustrate certain concepts. Our proposed framework adapts various techniques, including the correlation analysis, semantic and visual clustering to produce sets of high quality, precise, diverse and representative images to visually translate a given concept. To make the best use of our results, a user interface is deployed, which displays the representative images according the latent semantic coherence. The objective and subjective evaluations show the feasibility and effectiveness of our approach.

  • PDF

The application of a fuzzy inference system and analytical hierarchy process based online evaluation framework to the Donghai Bridge Health Monitoring System

  • Dan, Danhui;Sun, Limin;Yang, Zhifang;Xie, Daqi
    • Smart Structures and Systems
    • /
    • v.14 no.2
    • /
    • pp.129-144
    • /
    • 2014
  • In this paper, a fuzzy inference system and an analytical hierarchy process-based online evaluation technique is developed to monitor the condition of the 32-km Donghai Bridge in Shanghai. The system has 478 sensors distributed along eight segments selected from the whole bridge. An online evaluation subsystem is realized, which uses raw data and extracted features or indices to give a set of hierarchically organized condition evaluations. The thresholds of each index were set to an initial value obtained from a structure damage and performance evolution analysis of the bridge. After one year of baseline monitoring, the initial threshold system was updated from the collected data. The results show that the techniques described are valid and reliable. The online method fulfills long-term infrastructure health monitoring requirements for the Donghai Bridge.

Extraction of System-Wide Sybil-Resistant Trust Value embedded in Online Social Network Graph (온라인 소셜 네트워크 그래프에 내포된 시스템-차원 시빌-저항 신뢰도 추출)

  • Kim, Kyungbaek
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.2 no.12
    • /
    • pp.533-540
    • /
    • 2013
  • Anonymity is the one of main reasons for substantial improvement of Internet. It encourages various users to express their opinion freely and helps Internet based distributed systems vitalize. But, anonymity can cause unexpected threats because personal information of an online user is hidden. Especially, distributed systems are threatened by Sybil attack, where one malicious user creates and manages multiple fake online identities. To prevent Sybil attack, the traditional solutions include increasing the complexity of identity generation and mapping online identities to real-world identities. But, even though the high complexity of identity generation increases the generation cost of Sybil identities, eventually they are generated and there is no further way to suppress their activity. Also, the mapping between online identities and real identities may cause high possibility of losing anonymity. Recently, some methods using online social network to prevent Sybil attack are researched. In this paper, a new method is proposed for extracting a user's system-wide Sybil-resistant trust value by using the properties embedded in online social network graphs. The proposed method can be categorized into 3 types based on sampling and decision strategies. By using graphs sampled from Facebook, the performance of the 3 types of the proposed method is evaluated. Moreover, the impact of Sybil attack on nodes with different characteristics is evaluated in order to understand the behavior of Sybil attack.

A Study on the Effects of Playfulness of Blog on Online Word-of-Mouth (블로그의 즐거움이 온라인 구전에 미치는 영향)

  • Ock, Jung-Bong;Kwahk, Kee-Young;Kim, Hee-Woong
    • Information Systems Review
    • /
    • v.11 no.3
    • /
    • pp.19-38
    • /
    • 2009
  • This study aims to investigate the effects of playfulness of blog as an intrinsic motivator on online word-of-mouth. For this purpose, we proposed a research model that consists of user participation, interaction, and community trust as mediating factors and tested it empirically using LISREL 8.7 based on the structural equation model. The empirical results showed that playfulness of blog had an impact on trust through user participation and interaction, which in turn affected online word-of-mouth. In conclusion, we discussed both theoretical and practical implications of this research and suggested its limitations.

Factors Influencing on Trust toward E-Commerce by Consumer Experience of Online Buying (소비자의 온라인 구매경험에 따른 전자상거래 신뢰형성 요인에 관한 연구)

  • Park, Cheol;Kang, Byung-Ku
    • Information Systems Review
    • /
    • v.5 no.1
    • /
    • pp.81-95
    • /
    • 2003
  • This paper tried to identify factors influencing consumer trust of Internet shopping mall. There found five factors; validation & contact, security & protection, publicity & image, convenience & pleasure, and refund & delivery. There were differences of mean factor scores among consumer groups classified by frequency of online buying. Implications of the study and further research issue are discussed.

Facebook Users' Behaviour and Motivation for Writing Reviews

  • Jeong, So Hee;Chung, Myoung Sug;Lee, Joo Yeoun
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.23 no.3
    • /
    • pp.97-116
    • /
    • 2018
  • Individuals depend considerably on gathering information from personal social networks rather than from commercial network channels or the mass media. Most academic journals that have examined this topic concentrate on online users' information-searching behaviours; however, this paper discusses online users' information-providing behaviour in the online community. The aim of this study is to investigate that online users' motivation to write reviews on Facebook and how the motivations affect users' information-providing behaviour. This study focusses on Facebook members' motivations that affect their review-writing behaviour. The fundamental theory for examining this topic is Vogt and Fesenmaier's (1998) 'information need'. This study modifies Vogt and Fesenmaier's (1998) theory for virtual communities through the development of each concept's measurement items, selecting the information need of four variables: functional, hedonic, innovation, and sign need. Among the four variables, sign need is the most important factor for Facebook users in the virtual environment. Through sign need, people indicate their status, personality form, and position, which significantly affects members' review-writing behaviour on Facebook.

Status and Problems of Online Game Regulations for Juvenile Protection- Centered on the Online Game Shutdown System of Korea

  • Kim, Il Hwan;Kim, Jaehyoun;Kim, Myeong Sik;Hong, Seok Han
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.9 no.4
    • /
    • pp.1548-1568
    • /
    • 2015
  • Korea's Compulsive Shutdown System bans online game providers from offering their services to children under 16 years of age from midnight to 6 a.m. Although it was introduced only after lengthy rounds of discussion, controversy over the system still continues. The key question is whether the system, which unilaterally emphasizes juvenile protection, infringes upon the freedom of playing games for teenagers, the freedom of business for game products related business operators and the right to foster children for parents, which are basic rights under the Constitution. It is very encouraging that the State took up the issue and prepared various systems for juvenile protection through the Compulsive Shutdown System. Yet the government has to plan as comprehensive and effective of a measure as it possibly can by predicting the trends of technology development and game use, and also set detailed standards to ensure that the system should not become an excessive or inappropriate regulation. Although the State's compulsive intervention may be positive since it is hard to expect a self purification capability to exhibit itself concerning game use among teenagers, a plan to prevent game addiction among adolescents from the long-term and fundamental perspectives should be prepared as well.

Decision Rules of Intelligent Agents for Purchase Pricing Decision (거래가격 결정을 위한 에이전트의 의사결정규칙에 대한 연구)

  • Chu Seok-Chin
    • The Journal of Information Systems
    • /
    • v.14 no.2
    • /
    • pp.55-74
    • /
    • 2005
  • In order to purchase a product cheaper, a lot of customers have been trying to search one or more marketplaces. Ever since the commercial use of the Internet, several types of marketplaces have been operating successfully on the Internet. Some of them are online shopping malls, auction markets, and group-buying markets. They have the price settlement mechanisms of their own. Online shopping malls where many stores are located support a customer to purchase the product that matches his/her requests such as price, function, design, and so forth. In online auction market, a customer can buy the product by making bids sequentially and competitively until a final price is reached. In online group-buying market, a customer can purchase the product by aggregating the orders from several buyers so that cheaper prices can be negotiated. The cheaper customers could purchase the same product item, the more satisfied they would be. However, it is very difficult for the customer to determine the marketplace to purchase, considering different kinds of marketplaces at the same time. Even though the purchasing price is cheapest in one marketplace, it is very difficult for customers to convince it the cheapest for all marketplaces. Therefore, rules and methods have been developed for purchase decision making in multiple marketplaces to reach the optimal purchase decision as a whole. They can maximize customer's utility and resolve the conflicts with other marketplaces through multi-agent negotiation.

  • PDF

The Influence of Group Characteristics on Effectiveness of Online Game : Focuses on MMOG (집단특성이 온라인 게임의 유효성에 미치는 영향 : MMOG를 중심으로)

  • Lee, Woong-Kyu;Kwon, Jeong-Il
    • The Journal of Information Systems
    • /
    • v.20 no.2
    • /
    • pp.81-107
    • /
    • 2011
  • Group features such as group cohesion and consistency on appropriation(COA), which have been constructed through social interactions, should be noted for characterizing online game, especially, clan based massively multi-players online game (MMOG). This study attempted to identify the relationship between group characteristics and users' effectiveness of MMOG considering group experience. For this purpose, a research model was suggested: group cohesion and COA are variables for explaining group features, perceived use control is a variable for individual competency of playing MMOG, and perceived winning and perceived enjoyment are dependent variables. Moreover, group experience was included as a moderating variables for two relationships, group cohesion-preceived winning and COA-perceived winning. For the validation of this research model, 100 users for Sudden Attack which is one of very well known MMOG games were surveyed by questionnaires. Before survey, they were grouped into 10 teams and were played over ten times by team for perceiving group consciousness. In result, most hypotheses were statistically supported except the relationship between group cohesion and perceived winning.

Government Support for Entrepreneurship Damage to Small Retail Traders from Large Wholesalers' Online Business Expansion

  • Suh, Geun-Ha;Kim, Mi-Gou;Suh, Chang-Soo
    • Journal of Distribution Science
    • /
    • v.13 no.12
    • /
    • pp.13-21
    • /
    • 2015
  • Purpose - The purpose of this research paper is twofold. First, this paper attempts to grasp the damage caused to small and medium-size retail traders from online wholesalers in the field. Second, this paper engages in a psychological characterization of the enterprise spirit and the management of small and medium-size entrepreneurs in the retail trade business that are harmed by online wholesalers. Research design, data, and methodology - Data on three large Korean wholesalers engaged in ongoing litigation during the first half of 2014, including E-Mart Traders E-Club, and regarding applications for business adjustments from three large wholesalers were used. Results - The results show that small and medium-size distribution merchants seek political support for facility modernization, policy-specific funds, development of the distribution of PB products, advanced distribution techniques, joint logistics systems, establishment of distribution and logistics centers, sharing of parking facilities, and joint ordering systems. Conclusions - This study examined the damage to, and the government's support of policy demands from, small retail traders.