• Title/Summary/Keyword: user's perspective

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CERES: A Log-based, Interactive Web Analytics System for Backbone Networks (CERES: 백본망 로그 기반 대화형 웹 분석 시스템)

  • Suh, Ilhyun;Chung, Yon Dohn
    • KIISE Transactions on Computing Practices
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    • v.21 no.10
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    • pp.651-657
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    • 2015
  • The amount of web traffic has increased as a result of the rapid growth of the use of web-based applications. In order to obtain valuable information from web logs, we need to develop systems that can support interactive, flexible, and efficient ways to analyze and handle large amounts of data. In this paper, we present CERES, a log-based, interactive web analytics system for backbone networks. Since CERES focuses on analyzing web log records generated from backbone networks, it is possible to perform a web analysis from the perspective of a network. CERES is designed for deployment in a server cluster using the Hadoop Distributed File System (HDFS) as the underlying storage. We transform and store web log records from backbone networks into relations and then allow users to use a SQL-like language to analyze web log records in a flexible and interactive manner. In particular, we use the data cube technique to enable the efficient statistical analysis of web log. The system provides users a web-based, multi-modal user interface.

The effects of attitude toward characters, social interaction, competition, physical activity, and attention switching on user's attachment to a mobile augmented reality game (캐릭터에 대한 태도, 대인 교류, 경쟁심, 신체 활동과 주의 전환이 모바일 증강 현실 게임 사용자의 애착에 미치는 영향)

  • Lee, Gyu-Dong
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.143-149
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    • 2020
  • Many users enjoy a location-based augmented reality game such as Pokémon GO. From the perspective of attachment, this paper investigated the antecedents of Pokémon GO use. A total of 182 responses from Pokemon Go users was collected through an online survey. The result of regression analysis showed that attitude toward game characters, social interaction, competition, and physical activity increased attachment to game. Attention switching, however, decreased attachment to the game. This study suggested that attachment to mobile augmented games could be achieved through social interaction, competition, and physical activity. Implications for researchers and practitioners were discussed.

The Countermeasure for Threat of Cyber Terror in Sociological Perspective (사회적 이슈 관점에서 바라 본 사이버 테러 유형에 대한 위험 대응방안)

  • Choi, Heesik;Kim, Hyunkyu
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.59-67
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    • 2017
  • In recent years, cyber terror that break into major institution's information system and destroy and paralyzed important information occurs frequently. Some countries do dangerous acts such as train hackers and order hackers to hack important industrial confidential documents which are core of national competitiveness to reduce the competitiveness of the country and cause social confusion. In this thesis, it will study problems of cyber terror to help people to use Internet in web environment that safe from cyber terror and to avoid the risk from cyber terror such as malware and DDos. This thesis is organized as following. In second chapter, it will look thorough the research that are related to cyber terror. In third chapter, it will study attack types of cyber terror. In fourth chapter, to defend from cyber violence, it will suggest safe solution. In fifth chapter, it will end with conclusion. Finally, to prevent urgent incidents like North Korean Cyber-attack, every Internet user must indicate their recognition on Internet security and it is significant to make a quick response treatment to create the safe online environment.

The Effect of Psychological Temptation, Site Quality and Sense of Community upon Online Game (심리적 유인과 사이트 품질, 공동체의식이 온라인게임에 미치는 영향)

  • Lee, Sang-Chul;Kim, Nam-Hee;Moon, Jae-Young;Suh, Young-Ho
    • Asia pacific journal of information systems
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    • v.13 no.4
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    • pp.207-227
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    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and to identify causalities among flow, addiction, customer satisfaction and customer loyalty in online industry. Many previous researches in the area of online games have been carried out about addiction by psychologist and about the development of related technologies by scientists. There are only a few studies about the customer satisfaction from the online business perspective. However, this research is different from the previous ones in the sense that both flow and addiction are considered in the study of the relationship between customer satisfaction/loyalty and flow/addiction in the area of online industry. The empirical results of high-order factor analysis indicate that six independent variables such as design, information, feedback, impulsiveness and motivation have converge three second-order variables such psychological temptation, site quality and sense of community. Consequently, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Conclusively, customer satisfaction and loyalty are positively related not with the addiction but with the flow. Besides, customer loyalty is significantly influenced by the flow and the customer satisfaction. This indicates that companies in the online game industry have to develop a strategy for the flow which is more socially and ethically allowable than the addiction.

Application of UML (Unified Modeling Language) in Object-oriented Analysis of Microarray Information System (UML을 활용한 마이크로어레이 정보시스템의 객체지향분석)

  • Park, Ji-Yeon;Chung, Hee-Joon;Kim, Ju-Han
    • Proceedings of the Korean Society for Bioinformatics Conference
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    • 2003.10a
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    • pp.147-154
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    • 2003
  • Microarray information system is a complex system to manage, analyze and interpretate microarray gene expression data. Establishment of well-defined development process is very essential for understanding the complexity and organization of the system. We performed object-oriented analysis using Unified Modeling Language (UML) in specifying, visualizing and documenting microarray information system. The object-oriented analysis consists of three major steps: (i) use case modeling to describe various functionalities from the user's perspective (ii) dynamic modeling to illustrate behavioral aspects of the system (iii) object modeling to represent structural aspects of the system. As a result of our modeling activities we provide the UML diagrams showing various views of the microarray information system. We believe that the object-oriented analysis ensures effective documentations and communication of information system requirements. Another useful feature of object-oriented technique is structural continuity to standard microarray data model MAGE-OM (Microarray Gene Expression Object Model). The proposed modeling e(forts can be applicable for integration of biomedical information system.

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On Value-driven Market Orientation Strategies in Academic Libraries (대학도서관의 가치 기반 서비스 마케팅 강화 전략)

  • Shim, Won-Sik
    • Journal of Korean Library and Information Science Society
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    • v.38 no.3
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    • pp.321-334
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    • 2007
  • Marketing techniques developed for private organizations are being widely used in libraries. The primary focus in marketing has shifted to maximizing user perceived value from the perspective of library users. This paper examines library as an industry as a way to establish the basis for library's overall value, applies the R-I-R model and its taxonomy of value in using library and information services, and proposes market orientation approach to systematically plan and coordinate academic library marketing activities.

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A Study on Evaluating Service Quality in Special Libraries (전문도서관의 서비스 품질평가에 관한 연구)

  • 김윤실
    • Journal of the Korean Society for information Management
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    • v.19 no.3
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    • pp.161-188
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    • 2002
  • The rapid change in almost every area of science at the turn of the 21s1 century have also affected libraries and information centers. Whatever the change, from the library users' perspective, the functions provided by the library, is perceived as "service" and the satisfaction of the users can only be measured by the quality of the service. The study adopted the SERVQUAL model and five factors of SERVQUAL. Tangibles, Reliability, Responsiveness, Assurance. and Empathy are used as parameter values. In measuring the parameter variable, both the users' expectations and their perceived service level were measured. The difference between the expectations and the perceived level was used as users' assessment of service quality. According to the results. all but re-investment dependence level among the five SERVQUAL levels, were linked in one way or another.r another.

Mixed Reality(MR) Technology Trends and Development Prospect (혼합현실(Mixed Reality) 기술 동향과 발전 전망)

  • Moon, Hyung-Nam;Cho, Hee-in;Han, Youngmi
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.3
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    • pp.21-25
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    • 2017
  • In this paper, we review relevant technologies of Mixed Reality(MR) and show important components of perspective that can overcome technical limitations of the current MR. An MR technology combines real and virtual objects in a real environment, and runs interactive in real time, and is regarded as an emerging technology in a large part of the future of Information Technology(IT). We've grouped the major obstacles limiting the wider use of MR technologies into three themes: technological limitations (i,e., tracking, rendering, authoring, and registration), user interface(UI) limitations(i.e., UI metaphor for MR interaction), and social acceptance issues.

A Study on the New-Product Development Strategy for the Game Market using Conjoint Analysis (컨조인트 분석을 이용한 게임시장의 신제품 개발 전략에 관한 연구)

  • Lee, Ji-Hun;Jung, Heon-Soo
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.37-48
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    • 2003
  • Although the user needs for computer game have been complicated and fragmented, new game development of Korean computer game developers are carried out from the developer's perspective. In the light of this limitation. This study introduces conjoint that designs an optimal new product for game users. We applied the conjoint analysis to Koran game market and found several important issues regarding Koran game users. Our results show that, regardless of game types, Korean game useis' preference mainly center on "variety of game."

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Risks and Safeguards of the Spywares (스파이웨어의 위험관리에 대한 연구)

  • Kim, Sang-Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.4 s.36
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    • pp.305-313
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    • 2005
  • Spyware is any software which employs a user's Internet connection in the background without their knowledge or explicit permission. The installation of spywares is generally done in a sneaky, misleading or unannounced manner. It does not only compromise the security and privacy of affected users but also be an obstruction to the digital convergence and ubiquitous computing environments. This paper provides a summary of the definition, status, risk analysis, and security controls of the spywares. Furthermore, this paper suggests additional controls which should be considered at an individual, organizational and national perspective.

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