• Title/Summary/Keyword: software developers

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Detecting Stress Based Social Network Interactions Using Machine Learning Techniques

  • S.Rajasekhar;K.Ishthaq Ahmed
    • International Journal of Computer Science & Network Security
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    • v.23 no.8
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    • pp.101-106
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    • 2023
  • In this busy world actually stress is continuously grow up in research and monitoring social websites. The social interaction is a process by which people act and react in relation with each other like play, fight, dance we can find social interactions. In this we find social structure means maintain the relationships among peoples and group of peoples. Its a limit and depends on its behavior. Because relationships established on expectations of every one involve depending on social network. There is lot of difference between emotional pain and physical pain. When you feel stress on physical body we all feel with tensions, stress on physical consequences, physical effects on our health. When we work on social network websites, developments or any research related information retrieving etc. our brain is going into stress. Actually by social network interactions like watching movies, online shopping, online marketing, online business here we observe sentiment analysis of movie reviews and feedback of customers either positive/negative. In movies there we can observe peoples reaction with each other it depends on actions in film like fights, dances, dialogues, content. Here we can analysis of stress on brain different actions of movie reviews. All these movie review analysis and stress on brain can calculated by machine learning techniques. Actually in target oriented business, the persons who are working in marketing always their brain in stress condition their emotional conditions are different at different times. In this paper how does brain deal with stress management. In software industries when developers are work at home, connected with clients in online work they gone under stress. And their emotional levels and stress levels always changes regarding work communication. In this paper we represent emotional intelligence with stress based analysis using machine learning techniques in social networks. It is ability of the person to be aware on your own emotions or feeling as well as feelings or emotions of the others use this awareness to manage self and your relationships. social interactions is not only about you its about every one can interacting and their expectations too. It about maintaining performance. Performance is sociological understanding how people can interact and a key to know analysis of social interactions. It is always to maintain successful interactions and inline expectations. That is to satisfy the audience. So people careful to control all of these and maintain impression management.

Estimate Customer Churn Rate with the Review-Feedback Process: Empirical Study with Text Mining, Econometrics, and Quai-Experiment Methodologies (리뷰-피드백 프로세스를 통한 고객 이탈률 추정: 텍스트 마이닝, 계량경제학, 준실험설계 방법론을 활용한 실증적 연구)

  • Choi Kim;Jaemin Kim;Gahyung Jeong;Jaehong Park
    • Information Systems Review
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    • v.23 no.3
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    • pp.159-176
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    • 2021
  • Obviating user churn is a prominent strategy to capitalize on online games, eluding the initial investments required for the development of another. Extant literature has examined factors that may induce user churn, mainly from perspectives of motives to play and game as a virtual society. However, such works largely dismiss the service aspects of online games. Dissatisfaction of user needs constitutes a crucial aspect for user churn, especially with online services where users expect a continuous improvement in service quality via software updates. Hence, we examine the relationship between a game's quality management and its user base. With text mining and survival analysis, we identify complaint factors that act as key predictors of user churn. Additionally, we find that enjoyment-related factors are greater threats to user base than usability-related ones. Furthermore, subsequent quasi-experiment shows that improvements in the complaint factors (i.e., via game patches) curb churn and foster user retention. Our results shed light on the responsive role of developers in retaining the user base of online games. Moreover, we provide practical insights for game operators, i.e., to identify and prioritize more perilous complaint factors in planning successive game patches.

Deriving Usability Evaluation Criteria for Threat Modeling Tools (위협 모델링 도구의 사용성 평가기준 도출)

  • In-no Hwang;Young-seop Shin;Hyun-suk Cho;Seung-joo Kim
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.4
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    • pp.763-780
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    • 2024
  • As the domestic and international landscape undergoes rapid changes, the importance of implementing security measures in response to the growing threats that businesses face is increasing. In this context, the need for Security by Design (SbD), integrating security from the early design stages, is becoming more pronounced, with threat modeling recognized as a fundamental tool of SbD. Particularly, to save costs and time by detecting and resolving security issues early, the application of the Shift Left strategy requires the involvement of personnel with limited security expertise, such as software developers, in threat modeling. Although various automated threat modeling tools have been released, their lack of user-friendliness for personnel lacking security expertise poses challenges in conducting threat modeling effectively. To address this, we conducted an analysis of research related to threat modeling tools and derived usability evaluation criteria based on the GQM(Goal-Question-Metric) approach. An expert survey was conducted to validate both the validity and objectivity of the derived criteria. We performed usability evaluations of three threat modeling tools (MS TMT, SPARTA, PyTM), and the evaluation results led to the conclusion that MS TMT exhibited superior usability compared to other tools. This study aims to contribute to the creation of an environment where personnel with limited security expertise can effectively conduct threat modeling by proposing usability evaluation criteria.

Evaluation of Web Service Similarity Assessment Methods (웹서비스 유사성 평가 방법들의 실험적 평가)

  • Hwang, You-Sub
    • Journal of Intelligence and Information Systems
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    • v.15 no.4
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    • pp.1-22
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    • 2009
  • The World Wide Web is transitioning from being a mere collection of documents that contain useful information toward providing a collection of services that perform useful tasks. The emerging Web service technology has been envisioned as the next technological wave and is expected to play an important role in this recent transformation of the Web. By providing interoperable interface standards for application-to-application communication, Web services can be combined with component based software development to promote application interaction and integration both within and across enterprises. To make Web services for service-oriented computing operational, it is important that Web service repositories not only be well-structured but also provide efficient tools for developers to find reusable Web service components that meet their needs. As the potential of Web services for service-oriented computing is being widely recognized, the demand for effective Web service discovery mechanisms is concomitantly growing. A number of techniques for Web service discovery have been proposed, but the discovery challenge has not been satisfactorily addressed. Unfortunately, most existing solutions are either too rudimentary to be useful or too domain dependent to be generalizable. In this paper, we propose a Web service organizing framework that combines clustering techniques with string matching and leverages the semantics of the XML-based service specification in WSDL documents. We believe that this is one of the first attempts at applying data mining techniques in the Web service discovery domain. Our proposed approach has several appealing features : (1) It minimizes the requirement of prior knowledge from both service consumers and publishers; (2) It avoids exploiting domain dependent ontologies; and (3) It is able to visualize the semantic relationships among Web services. We have developed a prototype system based on the proposed framework using an unsupervised artificial neural network and empirically evaluated the proposed approach and tool using real Web service descriptions drawn from operational Web service registries. We report on some preliminary results demonstrating the efficacy of the proposed approach.

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S-MADP : Service based Development Process for Mobile Applications of Medium-Large Scale Project (S-MADP : 중대형 프로젝트의 모바일 애플리케이션을 위한 서비스 기반 개발 프로세스)

  • Kang, Tae Deok;Kim, Kyung Baek;Cheng, Ki Ju
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.8
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    • pp.555-564
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    • 2013
  • Innovative evolution in mobile devices along with recent spread of Tablet PCs and Smart Phones makes a new change not only in individual life but also in enterprise applications. Especially, in the case of medium-large mobile applications for large enterprises which generally takes more than 3 months of development periods, importance and complexity increase significantly. Generally Agile-methodology is used for a development process for the medium-large scale mobile applications, but some issues arise such as high dependency on skilled developers and lack of detail development directives. In this paper, S-MADP (Smart Mobile Application Development Process) is proposed to mitigate these issues. S-MADP is a service oriented development process extending a object-oriented development process, for medium-large scale mobile applications. S-MADP provides detail development directives for each activities during the entire process for defining services as server-based or client-based and providing the way of reuse of services. Also, in order to support various user interfaces, S-MADP provides detail UI development directives. To evaluate the performance of S-MADP, three mobile application development projects were conducted and the results were analyzed. The projects are 'TBS(TB Mobile Service) 3.0' in TB company, mobile app-store in TS company, and mobile groupware in TG group. As a result of the projects, S-MADP accounts for more detailed design information about 'Minimizing the use of resources', 'Service-based designing' and 'User interface optimized for mobile devices' which are needed to be largely considered for mobile application development environment when we compare with existing Agile-methodology. Therefore, it improves the usability, maintainability, efficiency of developed mobile applications. Through field tests, it is observed that S-MADP outperforms about 25% than a Agile-methodology in the aspect of the required man-month for developing a medium-large mobile application.