2 research outputs found

    Behaviour modelling with data obtained from the Internet and contributions to cluster validation

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    [EN]This PhD thesis makes contributions in modelling behaviours found in different types of data acquired from the Internet and in the field of clustering evaluation. Two different types of Internet data were processed, on the one hand, internet traffic with the objective of attack detection and on the other hand, web surfing activity with the objective of web personalization, both data being of sequential nature. To this aim, machine learning techniques were applied, mostly unsupervised techniques. Moreover, contributions were made in cluster evaluation, in order to make easier the selection of the best partition in clustering problems. With regard to network attack detection, first, gureKDDCup database was generated which adds payload data to KDDCup99 connection attributes because it is essential to detect non-flood attacks. Then, by modelling this data a network Intrusion Detection System (nIDS) was proposed where context-independent payload processing was done obtaining satisfying detection rates. In the web mining context web surfing activity was modelled for web personalization. In this context, generic and non-invasive systems to extract knowledge were proposed just using the information stored in webserver log files. Contributions were done in two senses: in problem detection and in link suggestion. In the first application a meaningful list of navigation attributes was proposed for each user session to group and detect different navigation profiles. In the latter, a general and non-invasive link suggestion system was proposed which was evaluated with satisfactory results in a link prediction context. With regard to the analysis of Cluster Validity Indices (CVI), the most extensive CVI comparison found up to a moment was carried out using a partition similarity measure based evaluation methodology. Moreover, we analysed the behaviour of CVIs in a real web mining application with elevated number of clusters in which they tend to be unstable. We proposed a procedure which automatically selects the best partition analysing the slope of different CVI values.[EU]Doktorego-tesi honek internetetik eskuratutako datu mota ezberdinetan aurkitutako portaeren modelugintzan eta multzokatzeen ebaluazioan egiten ditu bere ekarpenak. Zehazki, bi mota ezberdinetako interneteko datuak prozesatu dira: batetik, interneteko trafikoa, erasoak hautemateko helburuarekin; eta bestetik, web nabigazioen jarduera, weba pertsonalizatzeko helburuarekin; bi datu motak izaera sekuentzialekoak direlarik. Helburu hauek lortzeko, ikasketa automatikoko teknikak aplikatu dira, nagusiki gainbegiratu-gabeko teknikak. Testuinguru honetan, multzokatzeen partizio onenaren aukeraketak dakartzan arazoak gutxitzeko multzokatzeen ebaluazioan ere ekarpenak egin dira. Sareko erasoen hautemateari dagokionez, lehenik gureKDDCup datubasea eratu da KDDCup99-ko konexio atributuei payload-ak (sareko paketeen datu eremuak) gehituz, izan ere, ez-flood erasoak (pakete gutxi erabiltzen dituzten erasoak) hautemateko ezinbestekoak baitira. Ondoren, datu hauek modelatuz testuinguruarekiko independenteak diren payload prozesaketak oinarri dituen sareko erasoak hautemateko sistema (network Intrusion Detection System (nIDS)) bat proposatu da maila oneko eraso hautemate-tasak lortuz. Web meatzaritzaren testuinguruan, weba pertsonalizatzeko helburuarekin web nabigazioen jarduera modelatu da. Honetarako, web zerbizarietako lorratz fitxategietan metatutako informazioa soilik erabiliz ezagutza erabilgarria erauziko duen sistema orokor eta ez-inbasiboak proposatu dira. Ekarpenak bi zentzutan eginaz: arazoen hautematean eta esteken iradokitzean. Lehen aplikazioan sesioen nabigazioa adierazteko atributu esanguratsuen zerrenda bat proposatu da, gero nabigazioak multzokatu eta nabigazio profil ezberdinak hautemateko. Bigarren aplikazioan, estekak iradokitzeko sistema orokor eta ez-inbasibo bat proposatu da, eta berau, estekak aurresateko testuinguruan ebaluatu da emaitza onak lortuz. Multzokatzeak balioztatzeko indizeen (Cluster Validity Indices (CVI)) azterketari dagokionez, gaurdaino aurkitu den CVI-en konparaketa zabalena burutu da partizioen antzekotasun neurrian oinarritutako ebaluazio metodologia erabiliz. Gainera, CVI-en portaera aztertu da egiazko web meatzaritza aplikazio batean normalean baino multzo kopuru handiagoak dituena, non CVI-ek ezegonkorrak izateko joera baitute. Arazo honi aurre eginaz, CVI ezberdinek partizio ezberdinetarako lortzen dituzten balioen maldak aztertuz automatikoki partiziorik onena hautatzen duen prozedura proposatu da.[ES]Esta tesis doctoral hace contribuciones en el modelado de comportamientos encontrados en diferentes tipos de datos adquiridos desde internet y en el campo de la evaluación del clustering. Dos tipos de datos de internet han sido procesados: en primer lugar el tráfico de internet con el objetivo de detectar ataques; y en segundo lugar la actividad generada por los usuarios web con el objetivo de personalizar la web; siendo los dos tipos de datos de naturaleza secuencial. Para este fin, se han aplicado técnicas de aprendizaje automático, principalmente técnicas no-supervisadas. Además, se han hecho aportaciones en la evaluación de particiones de clusters para facilitar la selección de la mejor partición de clusters. Respecto a la detección de ataques en la red, primero, se generó la base de datos gureKDDCup que añade el payload (la parte de contenido de los paquetes de la red) a los atributos de la conexión de KDDCup99 porque el payload es esencial para la detección de ataques no-flood (ataques que utilizan pocos paquetes). Después, se propuso un sistema de detección de intrusos (network Intrusion Detection System (IDS)) modelando los datos de gureKDDCup donde se propusieron varios preprocesos del payload independientes del contexto obteniendo resultados satisfactorios. En el contexto de la minerı́a web, se ha modelado la actividad de la navegación web para la personalización web. En este contexto se propondrán sistemas genéricos y no-invasivos para la extracción del conocimiento, utilizando únicamente la información almacenada en los ficheros log de los servidores web. Se han hecho aportaciones en dos sentidos: en la detección de problemas y en la sugerencia de links. En la primera aplicación, se propuso una lista de atributos significativos para representar las sesiones de navegación web para después agruparlos y detectar diferentes perfiles de navegación. En la segunda aplicación, se propuso un sistema general y no-invasivo para sugerir links y se evaluó en el contexto de predicción de links con resultados satisfactorios. Respecto al análisis de ı́ndices de validación de clusters (Cluster Validity Indices (CVI)), se ha realizado la más amplia comparación encontrada hasta el momento que utiliza la metodologı́a de evaluación basada en medidas de similitud de particiones. Además, se ha analizado el comportamiento de los CVIs en una aplicación real de minerı́a web con un número elevado de clusters, contexto en el que los CVIs tienden a ser inestables, ası́ que se propuso un procedimiento para la selección automática de la mejor partición en base a la pendiente de los valores de diferentes CVIs.Grant of the Basque Government (ref.: BFI08.226); Grant of Ministry of Economy and Competitiveness of the Spanish Government (ref.: BES-2011-045989); Research stay grant of Spanish Ministry of Economy and Competitiveness (ref.: EEBB-I-14-08862); University of the Basque Country UPV/EHU (BAILab, grant UFI11/45); Department of Education, Universities and Research of the Basque Government (grant IT-395-10); Ministry of Economy and Competitiveness of the Spanish Government and by the European Regional Development Fund - ERDF (eGovernAbility, grant TIN2014-52665-C2-1-R)

    Designing engaging experiences with location-based augmented reality games for urban tourism environments.

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    Gameplay has recently unfolded as playfulness in various cultural forms using mobile technologies. The rapid affordability paired with the latest technology improvements enabled the diffusion of mobile devices among tourists, who are among the most avid users of mobile technologies. The advent of mobile devices has initiated a significant change in the way we perceive and connect with our environment and paved the way for location-based, mobile augmented reality (AR) games that provide new forms of experiences for travel and tourism. With the recent developments like Pokémon Go and a prediction of 420 million downloads per year by 2019, the mobile game market is one of the fastest growing fields in the sector. Location-based AR games for mobile devices make use of players‟ physical location via the GPS sensor, accelerometer and compass to project virtual 2D and 3D objects with the build-in camera in real time onto the mobile game user interface (GUI) in order to facilitate gameplay activities. Players interact with the virtual and physical game world and overcome artificial challenges while moving around in the real environment. Where current mobile games withdraw players from reality, location-based AR games aim to engage players with the physical world by combining virtual and physical game mechanics in an enhanced way that increases the level of interactive educative and entertaining engagement. Despite some recent research on location-based AR games, game designers do not know much about how to address tourism requirements and the development of mediated playful experiences for urban tourism environments. This study explores the use of location-based AR games to create engaging and meaningful experiences with the tourism urban environment by combining interdisciplinary research of social sciences, (mobile) game design and mobile game user research (mGUR) to contribute to experience design in the context of travel and tourism. Objectives of the study are to identify the influence of key game elements and contextual gameplay parameters on the individual game experience (GX). To achieve the aim, the study has taken a pragmatic interpretivist approach to understand the player‟s individual GX in an evolving gameplay process in order to inform location-based game design. The project explores the interaction between the player, the game and the tourism context, which is assessed by a sequential triangulation of qualitative mixed methods. Two games were identified to be relevant for the tourism application that fulfilled the attributes of a location-based AR game. The first game is a role-playing adventure game, set in the time and place of the Cold War, called Berlin Wall 1989. The second game, Ingress, is a fictive, large area, massively multiplayer role-playing game that uses the real world as the battleground between two game fractions. A conceptual framework has been developed that presents the player engagement process with location-based AR games in urban tourism environments. The findings of the study indicate that gameplay is a moment-by-moment experience that is influenced by multiple aspects. The creation of engaging experiences between players, the game and the tourism context is related to six identified engagement characteristics; emotional engagement, ludic engagement, narrative engagement, spatial engagement, social engagement and mixed reality engagement. The study identified that the main motivations of playing a location-based AR game are the exploration of and learning about the visited destination, curiosity about the new playful activity and socialising with other players. Emotions underlie the creation of engagement stimulated by the alteration of playful interactions. The findings revealed that storytelling and simple game mechanics such as walking, feedback and goal orientation are essential elements in the creation of engaging experiences. Augmented reality, as a feature to connect the real with the virtual world, needs to create real added value for the gameplay in order to be perceived as engaging for players. The study proposes serious location-based AR games as an alternative form for tourism interpretation and has showed opportunities to enhance the tourist experience through self-directed, physical and mental interaction between players, the environment and the location-based AR game. The findings of the research illustrate the complexity of designing location-based game experiences. The developed conceptual framework can be used to inform future location-based AR game design for travel and tourism
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