• 제목/요약/키워드: user traits

검색결과 72건 처리시간 0.03초

한국 시장 내 중국산 모바일 게임 사용자 취향 분석 (Analysis of User Traits of Chinese Mobile Game Users in Korean Game Market)

  • 박의인;조형규;송두헌
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2017년도 추계학술대회
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    • pp.437-440
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    • 2017
  • 2017년 상반기 우리 게임 시장의 특징 중 하나가 중국산 모바일 게임의 국내 흥행이라 할 만 하다. 3월 경만 해도 중국 게임사들이 카카오 등 국내 유통 업체 등을 통해 시장에 들어왔다면 7월 이후 우리 시장을 포함한 구글 플레이 마켓에서 초강세를 보이는 소녀전선 등은 국내 시장을 노린 한글화 작업 이외에는 중국, 대만, 홍콩 등의 업계가 제작과 배급을 다 담당하고 있는 실정이다. 본 논문은 이러한 국내 모바일 게임 시장에서 강세를 보이는 중국 게임을 플레이하는 국내 사용자들이 중국 게임임을 인지하고 있었는지, 또 어떤 면에서 국내 게임보다 더 선호되었는지를 여러 모바일 게임 사이트를 통한 201명의 설문 조사를 통해 밝히고자 하였다. 중국산 게임의 한국 사용자들은 79%가 남성이고 대부분이 20대 이하였으며 미소녀 함선 게임을 주로 하지만 그런 장르적 특성 이외에 소녀성, 판타지성, 선정성이 강화된 일러스트와 한국 게임과는 다른 과금정책 및 운영정책에 높은 점수를 주었음이 드러났다. 더 이상 한국 모바일 게임이 중국 수출품용이 아니라 오히려 우리가 시장을 방어해야 할 단계가 아닌지 심히 우려되는 상황이라 하겠다.

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Face Spoofing Attack Detection Using Spatial Frequency and Gradient-Based Descriptor

  • Ali, Zahid;Park, Unsang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권2호
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    • pp.892-911
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    • 2019
  • Biometric recognition systems have been widely used for information security. Among the most popular biometric traits, there are fingerprint and face due to their high recognition accuracies. However, the security system that uses face recognition as the login method are vulnerable to face-spoofing attacks, from using printed photo or video of the valid user. In this study, we propose a fast and robust method to detect face-spoofing attacks based on the analysis of spatial frequency differences between the real and fake videos. We found that the effect of a spoofing attack stands out more prominently in certain regions of the 2D Fourier spectra and, therefore, it is adequate to use the information about those regions to classify the input video or image as real or fake. We adopt a divide-conquer-aggregate approach, where we first divide the frequency domain image into local blocks, classify each local block independently, and then aggregate all the classification results by the weighted-sum approach. The effectiveness of the methodology is demonstrated using two different publicly available databases, namely: 1) Replay Attack Database and 2) CASIA-Face Anti-Spoofing Database. Experimental results show that the proposed method provides state-of-the-art performance by processing fewer frames of each video.

사용자 제작 콘텐츠의 활성화 요인에 대한 정성적 연구: 구비문학 이론을 중심으로 (A Qualitative Study on Facilitating Factors of User-Created Contents: Based on Theories of Folklore)

  • 정승기;이기호;이인성;김진우
    • Asia pacific journal of information systems
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    • 제19권2호
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    • pp.43-72
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    • 2009
  • Recently, user-created content (UCC) have emerged as popular medium of on-line participation among users. The Internet environment has been constantly evolving, attracting active participation and information sharing among common users. This tendency is a significant deviation from the earlier Internet use as an one-way information channel through which users passively received information or contents from contents providers. Thanks to UCCs online users can now more freely generate and exchange contents; therefore, identifying the critical factors that affect content-generating activities has increasingly become an important issue. This paper proposes a set of critical factors for stimulating contents generation and sharing activities by Internet users. These factors were derived from the theories of folklores such as tales and songs. Based on some shared traits of folklores and UCC content, we found four critical elements which should be heeded in constructing UCC contents, which are: context of culture, context of situation, skill of generator, and response of audience. In addition, we selected three major UCC websites: a specialized contents portal, a general internet portal, and an official contents service site, They have different use environments, user interfaces, and service policies, To identify critical factors for generating, sharing and transferring UCC, we traced user activities, interactions and flows of content in the three UCC websites. Moreover, we conducted extensive interviews with users and operators as well as policy makers in each site. Based on qualitative and quantitative analyses of the data, this research identifies nine critical factors that facilitate contents generation and sharing activities among users. In the context of culture, we suggest voluntary community norms, proactive use of copyrights, strong user relationships, and a fair monetary reward system as critical elements in facilitating the process of contents generation and sharing activities. Norms which were established by users themselves regulate user behavior and influence content format. Strong relationships of users stimulate content generation activities by enhancing collaborative content generation. Particularly, users generate contents through collaboration with others, based on their enhanced relationship and specialized skills. They send and receive contents by leaving messages on website or blogs, using instant messenger or SMS. It is an interesting and important phenomenon, because the quality of contents can be constantly improved and revised, depending on the specialized abilities of those engaged in a particular content. In this process, the reward system is an essential driving factor. Yet, monetary reward should be considered only after some fair criterion is established. In terms of the context of the situation, the quality of contents uploading system was proposed to have strong influence on the content generating activities. Among other influential factors on contents generation activities are generators' specialized skills and involvement of the users were proposed. In addition, the audience response, especially effective development of shared interests as well as feedback, was suggested to have significant influence on contents generation activities. Content generators usually reflect the shared interest of others. Shared interest is a distinct characteristic of UCC and observed in all the three websites, in which common interest is formed by the "threads" embedded with content. Through such threads of information and contents users discuss and share ideas while continuously extending and updating shared contents in the process. Evidently, UCC is a new paradigm representing the next generation of the Internet. In order to fully utilize this innovative paradigm, we need to understand how users take advantage of this medium in generating contents, and what affects their content generation activities. Based on these findings, UCC service providers should design their websites as common playground where users freely interact and share their common interests. As such this paper makes an important first step to gaining better understand about this new communication paradigm created by UCC.

Development of an Integrated General Model (IGM) System for Comparison of Genetic Gains from Different Bull Selection Strategies for Korean Brown Cattle (Hanwoo)

  • Lee, Jeong-Soo;Kim, Hee-Bal;Kim, Si-Dong
    • Asian-Australasian Journal of Animal Sciences
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    • 제24권11호
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    • pp.1483-1503
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    • 2011
  • To advance the effectiveness of the current Hanwoo improvement system, we developed a general simulation that compared a series of breeding schemes under realistic user circumstances. We call this system the Integrated General Model (IGM) and it allows users to control the breeding schemes and selection methods by manipulating the input parameters. The Current Hanwoo Performance and Progeny Test (CHPPT) scheme was simulated with a Modified Hanwoo Performance and Progeny Test (MHPPT) scheme using a Hanwoo Breeding Farm cow population of the Livestock Improvement Main Center (LOMC) of the National Agricultural Cooperatives Federation (NACF). To compare the two schemes, a new method, the Simple Hanwoo Performance Test (SHPT), which uses ultrasound technology for measuring the carcass traits of live animals, was developed. These three models, including the CHPPT, incorporated three types of selection criteria: phenotype (PH), true breeding value (TBV), and estimated breeding value (EBV). The simulation was scheduled to mimic an actual Hanwoo breeding program; thus, the simulation was run to include the years 1983-2020 for each breeding method and was replicated 10 times. The parameters for simulation were derived from the literature. Approximately 642,000 animals were simulated per replication for the CHPPT scheme; 129,000 animals were simulated for the MHPPT scheme and 112,000 animals for the SHPT scheme. Throughout the 38-year simulation, all estimated parameters of each simulated population, regardless of population size, showed results similar to the input parameters. The deviations between input and output values for the parameters in the large populations were statistically acceptable. In this study, we integrated three simulated models, including the CHPPT, in an attempt to achieve the greatest genetic gains within major economic traits including body weight at 12 months of age (BW12), body weight at 24 months of age (BW24), average daily gain from 6 to 12 months (ADG), carcass weight (CWT), carcass longissimus muscle area (CLMA), carcass marbling score (CMS), ultrasound scanned longissimus muscle area (ULMA), and ultrasound scanned marbling score (UMS).

습지 이용자 생태의식과 시설선호도 연구 - 우포늪을 대상으로 - (A Study on the Wetland User's Eco-consciousness and Preference of Amenities - Focused on Upo Marsh Users -)

  • 정재만;오정학;김진선
    • 한국환경복원기술학회지
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    • 제16권6호
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    • pp.77-91
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    • 2013
  • The researcher noted the fact that wetland users are more and more diversified while people are more conscious of their ecological importance. Wetlands tend to be very sensitive in ecological terms, and therefore, they can hardly accommodate their users' needs indefinitely. With such basic perception in mind, the purpose of this study was to survey wetland users' eco-consciousness, determine their traits, analyze the corelation between their traits and preferences of wetland amenities, and thereby, provide the data useful to planning of an effective wetland management policy. To this end, the researcher sampled nation's largest wetland, Upo Marsh located in Changnyeong for a questionnaire survey. Wetland users' eco-consciousness was measured, using Dunlap's NEP (New Ecological Paradigm) approved by many researchers. Wetland users' preferences of the wetland amenities were measured, centered around 11 amenity types observed commonly at the domestic wetlands. As a result of the survey conducted in October, 2012, a total of 228 effective samples were acquired. Wetland users' eco-consciousness was higher than normal, scoring 3.45 on the 5-point scale consisting of 5 sub-scales. In particular, users were more conscious of 'the possibility of an eco-crisis,' while being less conscious of 'ejection of exemptionalism.' As a result of classifying the users into 3 sub-groups in reference to their eco-consciousness and analyzing their preferences of amenities comparatively, significant differences were found in all 3 sub-areas. In particular, the sub-group most eco-conscious tended to prefer the learning amenities, but the least eco-conscious sub-group tended to prefer the utilities. As a result of the post-hoc test, it was found that most and normal eco-conscious sub-groups were more or less homogeneous, while the least eco-conscious sub-group was significantly different from the former 2 sub-groups in terms of eco-consciousness. As the wetland users were found to be diversified in terms of their eco-consciousness, it is necessary to plan the wetland management policies in consideration of such differences. However, it is perceived that the wetland amenities need to be built to meet the more eco-conscious users.

위조지문 판별률 향상을 위한 학습데이터 혼합 증강 방법 (Data Mixing Augmentation Method for Improving Fake Fingerprint Detection Rate)

  • 김원진;김성빈;유경송;김학일
    • 정보보호학회논문지
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    • 제27권2호
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    • pp.305-314
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    • 2017
  • 최근 모바일 및 핀테크(fin-tech) 분야의 최신 트렌드로 지문인식, 홍채인식과 같은 생체인식을 통한 사용자 본인인증이 주목 받고 있다. 특히 지문인식을 이용한 인증 방식은 전통적인 생체인식 방식으로써 사용자들이 사용하는데 발생하는 거부감이 다른 생체인식에 비해 현저히 낮아 현재 가장 보편적으로 이용되는 방식이다. 이와 동시에 지문을 이용한 인증 시 보안에 대한 중요성이 부각되어 지문의 위조 여부 판별의 중요성 또한 증가하고 있다. 본 논문에서는 CNN(Convolutional Neural Networks) 특징을 이용한 위조 여부 판별 방법에 있어 판별률을 향상시키기 위한 새로운 방법을 제시한다. 학습데이터에 영향을 많이 받는 CNN 특성 상 기존에는 판별률을 향상시키기 위해 아핀 변환(affine transformation) 또는 수평 반전(horizontal reflection)을 사용하여 학습데이터의 양을 증가 시키는 것이 일반적인 방법이었으나 본 논문에서는 위조지문 판별 난이도를 기반으로 한 효과적인 학습데이터 증강(data augmentation) 방법을 제시하며 실험을 통해 제안하는 방법의 타당성을 확인하였다.

시스템·지식 품질, 조직지원, 개인특성이 지식관리시스템 성공에 미치는 영향 -연구조직을 중심으로- (Effects of System and Knowledge Quality, Organizational Support and Individual Traits on Knowledge Management System(KMS) Success in Research Organizations)

  • 한인수;박길수
    • 한국콘텐츠학회논문지
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    • 제11권11호
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    • pp.364-377
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    • 2011
  • 지식관리시스템(KMS)이 조직 내에서 확산되게 됨에 따라 효과적 활용방안에 대한 관심도 증가하고 있다. 본 연구에서는 연구조직을 대상으로 시스템 지식 품질, 조직지원, 개인특성이 KMS의 성공에 미치는 영향에 대한 실증적 연구를 시행하였다. 실증연구의 결과는 시스템 사용, 사용자 만족, 유용성 지각 등으로 측정된 KMS의 성공에 가장 큰 영향을 미치는 변수로는 KMS의 시스템 품질(system quality)인 것으로 밝혀졌다. 즉 시스템의 사용자들이 유용성을 인식하고 만족스럽게 사용하기 위해서는 시스템이 사용자들에게 편리하게 활용할 수 있도록 잘 설계되는 것이 매우 중요한 요인이다. 또한 KMS성공요인들 중에는 사용자 만족과 유용성 지각이 시스템 사용의 선행요인이라는 것도 밝혀지고 있다. 끝으로 사용자의 개인적 요인인 조직기반 자기존중감이 독립변수인 영향요인과 종속변수인 KMS의 성공 간에 조절역할을 하는 것도 구명되고 있다. 이 연구는 연구조직에서는 지식관리시스템의 활용빈도를 높이기 위해서는 시스템의 사용이 연구자 친화적으로 설계, 운용되는 것이 매우 중요한 요인이라는 시사점을 주고 있다.

기혼자의 일-가족 전이에 미치는 영향 연구: 건강가정지원센터 이용유무에 따른 조절효과 중심으로 (Study on the Effects of Work-Family Spillover among Married Individuals: Focusing on the Moderating Effects of the Use of HFSC)

  • 장진경;전종미
    • 가정과삶의질연구
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    • 제33권4호
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    • pp.1-17
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    • 2015
  • The purpose of this study was to investigate the effects of individual characteristics, family characteristics, job characteristics, and family strength on work-family spillover in dual-earner families focusing on users and non-user of Healthy Family Support Centers(HFSC). The subjects were 703 people who lived in Seoul and Gyeonggi-Do. The results were analyzed by using the PASW 21.0 program. The findings of this study led to the following conclusions: First, the users of HFSC showed a higher level of family strength than the non-users did. This is the users had a high level of awareness of family's values and importance compared to the non-users. Second, the users revealed higher levels at a positive spillover from work to family and from family to work than the non-users. Therefore, it is confirmed that the users have a positive view of work-family spillover due to their family strength. Finally, there was a significant result at the moderation effects of work-family spillover according to personal traits, family and job characteristics. Specifically, work-family negative spillover was effected family strength through the age of the users' children. The result suggest that family strength has positive effects on the family cycle. It will be worthwhile to pay attention in future research to discover what is the appropriate support for dual earner families.

대학도서관 외국인 이용자의 도서관불안의 특성과 해소방안 연구 (A Study on Traits and Remedy of Library Anxiety among International Users in Academic Library)

  • 유지윤;정동열
    • 한국비블리아학회지
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    • 제31권1호
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    • pp.21-42
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    • 2020
  • 본 연구는 대학도서관을 이용하는 외국인 이용자가 경험하는 도서관불안을 다양한 측면에서 분석하여 그들의 도서관불안을 완화할 수 있는 방안을 제안하였다. 연구의 대상은 '대학도서관을 이용하는 외국인 이용자'로 외국인 학생은 물론 외국인 전임교원 및 연구원을 포함하여 다각적으로 도서관불안을 분석하였다. 외국인 이용자수가 가장 많은 S대학교를 선정하여 설문조사를 실시하였고, 외국인 이용자 369명의 응답을 분석하였다. 전체 도서관불안 점수는 2.96점으로 나타났고, '도서관에 대한 지식'으로 인한 도서관불안을 가장 크게 느끼는 것으로 나타났다. 관련 요인을 분석해 본 결과 신분, 국적, 이용교육 참여 여부, 방문목적, 한국어 실력, 한국문화 이해도의 차이에 따라 도서관불안 정도에 유의미한 차이를 보였다. 분석결과를 바탕으로 도서관 서비스, 인적 요소, 환경 및 자원 측면에서 도서관불안 완화방안을 제시하였다.

충성도에 따른 블레이드 앤 소울 게임의 사용자 그룹 행동 패턴 분석 (Group Behavior Pattern Analysis with respect to Playing Loyalty among Blade & Sole Game Users)

  • 정지인;송두헌
    • 한국정보통신학회논문지
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    • 제22권10호
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    • pp.1340-1346
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    • 2018
  • 게임 고객의 충성도 혹은 재구매 의도를 경영학의 고객 충성도 이론을 적용해 보는 거시적 분석이 있었지만 게임 시스템이 복잡해지면서 흥행에 성공한 특정 게임의 장기 충성 사용자의 행동 패턴을 분석함으로써 실증적으로 그 게임에 대한 애착과 성공의 원인을 알아보는 것도 의미가 있다. 본 논문에서는 2012년 출시되어 초창기에 흥행에 큰 성공을 거두고 지금도 점유율 10위권에 자리하고 있는 판타지 퓨전 무협 MMORPG 블레이드 앤 소울의 3년 이상 장기충성 사용자들의 행동 패턴이 1년 미만의 캐주얼 집단, 플레이 경력 1~3년 사이의 집단과 어떻게 다른 지 222명의 피험자에 대해 설문을 통해 살펴보았다. 그 결과 그 게임의 강점으로 알려진 던전 활동, 비무, 전장의 전투 방식과 내용보다는 그 게임 커뮤니티에의 끈끈한 애착이 더 중요했다. 심지어 전투 밸런스의 만족도는 5점 척도에서 모든 그룹이 1점대를 기록하기도 하고 초심자와 장기사용자가 1~3년 사용자보다 전투 레벨이 높은 U-커브를 나타내기도 했다. 이에 다시 148명의 장기 사용자의 설문 분석을 통해 커뮤니티 내 인간관계 형성 요인과 패턴을 조사하였다.