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2019 International Conference on Advanced Computer Science and information Systems (ICACSIS)最新文献

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Discriminating Unknown Software Using Distance Model 利用距离模型判别未知软件
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979970
Yassine Lemmou, Hélène Le-Bouder, Jean-Louis Lanet
Crypto-ransomware is a class of malware that encrypt their victim’s data and only return the decryption key in exchange for a ransom. In a previous work, we have yet designed a solution able to detect any ciphering of files using statistical estimator. Once detected, a pop up requests the user to verify if that operation is allowed on not. To improve our tool, automation is needed. In this paper, an anomaly detection mechanism to determine if a suspected group of threads is an authorized cryptographic software or a malicious code is presented. The effectiveness of our solution to correctly distinguish between valid programs and ransomware is evaluated using a string analysis. The tf-idf metric is used to choose the most pertinent features. The distance of a candidate software with a vector representing the allowed cryptographic software is measured. If the distance exceeds a threshold, the suspected process is flagged as a ransomware. We have evaluated our approach with the samples provided by open databases and executed on our bare metal platform.
加密勒索软件是一类恶意软件,它们加密受害者的数据,只返回解密密钥以换取赎金。在以前的工作中,我们已经设计了一个能够使用统计估计器检测任何文件加密的解决方案。一旦检测到,一个弹出请求用户验证该操作是否被允许。为了改进我们的工具,需要自动化。本文提出了一种异常检测机制,用于判断可疑线程组是授权加密软件还是恶意代码。我们的解决方案的有效性,正确区分有效的程序和勒索软件使用字符串分析进行评估。tf-idf指标用于选择最相关的特性。测量候选软件与表示允许的加密软件的矢量之间的距离。如果距离超过阈值,则将可疑进程标记为勒索软件。我们使用开放数据库提供的示例评估了我们的方法,并在裸机平台上执行。
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引用次数: 1
ICACSIS 2019 Committees
Pub Date : 2019-10-01 DOI: 10.1109/icacsis47736.2019.8979651
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引用次数: 0
Inhibiting Motivating Factors on Online Gig Economy Client in Indonesia 印尼在线零工经济客户的抑制因素
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979703
Sinta Nur Asih, Y. G. Sucahyo, Arfive Gandhi, Y. Ruldeviyani
Online Gig Economy (OGE) as a result of digitalization results in a group of freelancers called gig workers. The rapid growth of the OGE platform and the high number of internet users in Indonesia has the potential to open up online job market opportunities and can lead to an excess supply of online gig workers. The growth of OGE in Indonesia needs to be balanced with the existence of research to find solutions to factors that influence people’s interest in using online gig worker services. Data collection is done by distributing online questionnaires. Based on the results of the study, the factors that are motivating the interest of the public to use the gig worker online services are the Perceived Usefulness, and Social Influence while the inhibiting factor is the Perceived of Risk.
数字化带来的在线零工经济(OGE)产生了一群被称为零工的自由职业者。OGE平台的快速增长和印度尼西亚大量的互联网用户有可能打开在线就业市场的机会,并可能导致在线零工的过剩供应。OGE在印度尼西亚的增长需要与研究的存在相平衡,以找到影响人们使用在线零工服务兴趣的因素的解决方案。数据收集是通过分发在线问卷来完成的。根据研究结果,激发公众使用零工在线服务兴趣的因素是感知有用性和社会影响,而抑制因素是感知风险。
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引用次数: 8
Development and User Experiences of the Learn Viena Karelian Mobile Web Game 学习维也纳卡累利阿移动网页游戏的开发和用户体验
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979925
Triando, Leena Arhippainen
Viena Karelian is a dialect of Karelian language, which is categorized as an endangered language and requires an innovative approach to increase motivation and skills of learners. Currently, there are mainly traditional ways to learn Viena Karelian dialect such as occasional gathering and language courses are conducted by a cultural community. Therefore, gamification approach was utilized to develop a mobile web game, so beginner learners could learn in a fun and effective ways, also location-independently. A mobile web game prototype was implemented by utilizing the Laravel PHP framework and Bootstrap frontend framework, which enable the game prototype accessible on mobile web browsers. The main concept of this game was constructed by using a language learning model, which was defined with levels of easy, medium, and hard, also skill sections of listening, reading, and writing. Preliminary user experience test was conducted with 12 game experts and the result shows the game prototype was experienced as Engaging, Easy to use, Useful, Approachable and Consistent.
维也纳卡累利阿语是卡累利阿语的一种方言,卡累利阿语被列为濒危语言,需要一种创新的方法来提高学习者的动力和技能。目前,学习维也纳卡累利阿方言主要有传统的方式,如偶尔的聚会和由文化社区举办的语言课程。因此,我们利用游戏化的方法来开发一款手机网页游戏,让初学者能够以一种有趣而有效的方式学习,并且不依赖于地理位置。利用Laravel PHP框架和Bootstrap前端框架实现手机网页游戏原型,使游戏原型能够在手机网页浏览器上访问。这款游戏的主要概念是通过使用语言学习模型来构建的,该模型由简单,中等和困难的级别定义,以及听力,阅读和写作的技能部分。我们与12位游戏专家进行了初步用户体验测试,结果显示游戏原型具有吸引力,易于使用,有用,平易近人和一致性。
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引用次数: 4
Does Gamification Motivate Gig Workers? A Critical Issue in Ride-Sharing Industries 游戏化能激励零工吗?共享出行行业的一个关键问题
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979938
Rahmanto Prabowo, Y. G. Sucahyo, Arfive Gandhi, Y. Ruldeviyani
The gamification in ride-sharing applications is actualized in a point system for incentives and ratings for feedback. By growth of driver’s number, the current gamification is facing problems. Drivers should spend more time and serve more orders to achieve targeted points. As the impact, their performance got worse, and their customers’ satisfaction was reduced. To analyze the gamification effect on driver motivation, this study synthesizes Self Determination Theory (SDT) and Motivational Affordance Perspective (MAP). This study is a case study based on empirical data using a quantitative approach. By involving 103 participants, this study examines seven variables: Identified Regulation, External Regulation, Need for Autonomy, Self-Efficacy, Playfulness, Extrinsic Motivation, and Intrinsic Motivation. After mapping them into nine hypotheses, there were five accepted ones. The results unveiled that gamification can influence extrinsic motivation, but it cannot influence intrinsic motivation. As general interpretation, gamification motivates drivers to take more orders since they are forced to reach targeted points. This study provides recommendations for ride-sharing operators to improve gamification by adding new features to cover self-efficacy, need for autonomy, and playfulness in order to influence drivers’ intrinsic motivation.
拼车应用的游戏化是通过积分系统来实现的,积分系统用于激励和反馈评级。随着司机数量的增长,当前的游戏化面临着一些问题。司机应该花更多的时间和服务更多的订单,以达到目标积分。由于受到影响,他们的业绩变差了,客户的满意度降低了。为了分析游戏化对驾驶员动机的影响,本研究综合了自我决定理论(SDT)和动机支持理论(MAP)。本研究是以实证数据为基础,运用定量方法进行个案研究。本研究共涉及103名参与者,考察了7个变量:识别调节、外部调节、自主需求、自我效能、游戏性、外在动机和内在动机。在将它们映射成9个假设之后,有5个被接受的假设。结果表明,游戏化可以影响外在动机,但不能影响内在动机。一般的解释是,游戏化促使司机接受更多订单,因为他们被迫到达目标点。本研究为网约车运营商提供了改善游戏化的建议,通过增加新的功能来覆盖自我效能感、自主性需求和游戏性,以影响司机的内在动机。
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引用次数: 7
Segmentation of Neuro Retinal Rim Area using Histogram Feature-based for Glaucoma Detection in Retinal Fundus Image 基于直方图特征的神经视网膜边缘区域分割用于视网膜眼底图像青光眼检测
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979715
A. Juliansyah, Gibran Satya Nugraha
Neuro retinal rim is an area between optic disc and optic cup. Neuro retinal rim area consists of four parts, namely inferior, superior, nasal, and temporal (ISNT). The diagnosis of glaucoma can be done by observing the shape of the neuro retinal rim. In normal eyes, the size of the four parts in the neuro retinal rim follows the ISNT rule, from the largest to the smallest, as follows: inferior, superior, nasal, and temporal. This research was conducted to examine an adaptive threshold of neuro retinal area segmentation. The neuro retinal rim area was obtained by reducing the optic disc and the optic cup parts. Before that, optic cup and optic disc was segmented by analyzing histogram features likes mean and standard deviation values. Normal image has the area from the largest to the smallest according to the ISNT rules, however, in glaucoma, it is usually the inferior and superior areas attacked first, so that they experience notching or narrowing and violate the ISNT rules. The accuracy of the system was 91.25%, with 73 images from DRISTHI-GS retinal image database successfully diagnosed with the ISNT area that experienced notching, while the 8 images were still failed to diagnose due to a poor level of brightness.
神经视网膜边缘是视盘和视杯之间的区域。神经视网膜边缘区由下、上、鼻、颞四部分组成。青光眼的诊断可以通过观察神经视网膜边缘的形状来完成。在正常的眼睛中,神经视网膜边缘的四个部分的大小遵循s规则,从最大到最小依次为:下、上、鼻和颞。本研究探讨了神经视网膜区域分割的自适应阈值。通过缩小视盘和视杯部分获得神经视网膜边缘区域。在此之前,通过分析均值和标准差值等直方图特征对视杯和视盘进行分割。正常图像的面积由大到小,符合眼瞳规则,但青光眼通常是先攻击下、上区域,使其出现缺口或变窄,违反眼瞳规则。该系统的准确率为91.25%,其中来自dristi - gs视网膜图像数据库的73幅图像成功诊断出有缺口的its区域,而8幅图像由于亮度较差仍未诊断出。
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引用次数: 2
User’s Intentions in Health Information Exchange in Social Media 社交媒体中健康信息交流的用户意图
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979731
Atikah Zahrah Halim, P. W. Handayani, A. Pinem
The activity of exchanging information on social media has become widespread and more open in Indonesia with the increasing number of Internet users. This study analyzes the factors that influence users to exchange information related to health on social media, and users’ intention to implement or use information that has been obtained. This study used quantitative methods and an online questionnaire for data collection. There were 1,456 respondents, who had searched for and shared health information on social media. The collected data were analyzed by Partial Least Squares Structural Equation Modeling (PLS-SEM) using SmartPLS 3.0 tools. This study found that the outcome of the expectation of social relationship did not affect health information usage intention, and human-to-human interaction did not affect health information exchange.
随着印尼互联网用户的不断增加,社交媒体上的信息交流活动变得越来越普遍和开放。本研究分析了影响用户在社交媒体上交换健康相关信息的因素,以及用户实施或使用已获得信息的意愿。本研究采用定量方法和在线问卷进行数据收集。共有1456名受访者在社交媒体上搜索并分享了健康信息。采用SmartPLS 3.0工具对收集的数据进行偏最小二乘结构方程建模(PLS-SEM)分析。本研究发现,社会关系预期结果不影响健康资讯使用意愿,人际互动不影响健康资讯交换。
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引用次数: 0
Why do Enterprises Adopt Natural Language Processing Services? Startups’ Landscape and Opportunities in Artificial Intelligence 企业为什么采用自然语言处理服务?初创公司在人工智能领域的前景和机遇
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979806
R. N. Ruliputra, Y. G. Sucahyo, Arfive Gandhi, Y. Ruldeviyani
The large number of internet users in Indonesia contributes to Indonesia’s growth potential in general in the digital economy. This rapid growth urged the government to plan for the industrial 4.0 revolution with artificial intelligence (AI) technology as its basis. Innovations in the field of AI come from many startup companies. Despite many benefits, only 40 percent companies in Asia-Pacific utilized the AI technology in functional areas, such as chatbot services and customer service robots. This gap needs to be addressed considering that more than 87 percent of internet users in Indonesia utilize chat services and social media. AI utilization can be implemented by using the services of companies engaged in AI, including startups. However, AI-based startups in Indonesia are not yet mapped. Furthermore, practical impact of AI implementation needs to be surveyed as knowledge to implement AI in business. This research mapped 68 Indonesian startups of AI service providers. In addition, this study evaluates the implementation of AI in the Natural Language Processing (NLP) category for companies from the perspective of the service provider. Of all 8 mapped NLP service providers, 4 of them are chosen as the research objects. The impacts of its implementation are categorized into eight categories: motivation, profit, interest, change in strategy, competition, satisfaction, trust, and ethics. Recommendations are given to companies related to NLP with the most important things which are defining purposes and dare to try.
印度尼西亚的大量互联网用户有助于印度尼西亚在数字经济方面的总体增长潜力。这种快速增长促使政府制定以人工智能(AI)技术为基础的工业4.0革命计划。人工智能领域的创新来自许多初创公司。尽管有很多好处,但亚太地区只有40%的公司在功能领域使用人工智能技术,如聊天机器人服务和客户服务机器人。考虑到印尼超过87%的互联网用户使用聊天服务和社交媒体,这一差距需要得到解决。人工智能的利用可以通过使用从事人工智能的公司的服务来实现,包括初创公司。然而,印尼的人工智能创业公司尚未被列入地图。此外,需要将人工智能实施的实际影响作为知识进行调查,以便在业务中实施人工智能。这项研究绘制了印尼68家人工智能服务提供商初创公司的地图。此外,本研究从服务提供商的角度评估了公司在自然语言处理(NLP)类别中人工智能的实施情况。在所有8个映射的NLP服务提供商中,选择其中4个作为研究对象。其实施的影响可分为八类:动机、利润、利益、战略变化、竞争、满意度、信任和道德。推荐给与NLP相关的公司,其中最重要的是确定目标并敢于尝试。
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引用次数: 2
ICACSIS 2019 Cover Page ICACSIS 2019封面
Pub Date : 2019-10-01 DOI: 10.1109/icacsis47736.2019.8979990
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引用次数: 0
Discovering the Influencing Factors of Physical Gig Economy Usage: Quantitative Approach on Clients9 Perception 发现实体零工经济使用的影响因素:客户感知的定量方法
Pub Date : 2019-10-01 DOI: 10.1109/ICACSIS47736.2019.8979958
Ari Auditianto, Y. G. Sucahyo, Arfive Gandhi, Y. Ruldeviyani
Physical Gig Economy (PGE) in Indonesia has rapid growth in the last few years. Unfortunately, a large gap among PGE services occurred. Compared with ride-hailing services with highly frequent transactions, cleaning and mechanical services have had few transactions. This study aims to identify and analyze the factors that influence clients to use PGE services. Previous studies about users’ intention were synthesized to develop the research model and hypothesis. Factors that are thought to have an influence on client behavior and intention are platform quality, trust, social influence, perceived risk, hedonic motivation, and economic benefits. Furthermore, a quantitative approach with Partial Least Squares Structural Equation Modeling (PLS-SEM) and 318 valid respondents is demonstrated. The results show that hedonic motivation is the most influencing factor followed by economic benefits, trust, and perceived platform quality. This study also informs that social influence only affects client on the early usage of PGE. Having the knowledge of these factors, PGE operators could develop the right strategies to further expand their business and attract new clients.
过去几年,印尼的实体零工经济(PGE)增长迅速。不幸的是,PGE服务之间存在很大差距。与交易频繁的网约车服务相比,清洁和机械服务的交易很少。本研究旨在找出并分析影响客户使用PGE服务的因素。综合前人关于用户意向的研究,提出研究模型和假设。被认为影响客户行为和意向的因素有平台质量、信任、社会影响力、感知风险、享乐动机和经济利益。此外,利用偏最小二乘结构方程模型(PLS-SEM)和318名有效受访者进行了定量分析。结果表明,享乐动机是最重要的影响因素,其次是经济利益、信任和感知平台质量。本研究还发现,社会影响仅影响患者对PGE的早期使用。了解了这些因素,PGE运营商就可以制定正确的战略,进一步扩大业务,吸引新客户。
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引用次数: 6
期刊
2019 International Conference on Advanced Computer Science and information Systems (ICACSIS)
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