Software Engineering Ai Networking Computing
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Preface
v
vi Preface
a unit, by measuring the ratio of the number of RTs and Likes based on the number
of RTs and Likes of users in the past.
In the chapter “The Experience of Developing a FAT File System Module
in the Rust Programming Language”, Shuichi Oikawa describes the experience of
developing the FAT file system as a kernel module in Rust employing Rust for Linux
as a basis of the development. They performed the experiments to measure its execu-
tion costs, and found that its performance is comparable with the original FAT file
system written in C.
In the chapter “Factors Influencing Consumers’ Online Grocery Shopping Under
the New Normal”, Satoshi Nakano aims to assess the psychological factors that
influence consumers’ actual online grocery purchases under the new normal by
combining purchase panel data and survey data. This study confirms that online
grocery purchase amount is affected by traditional utilitarian channel choice factors
including perceived risk, search cost, price-consciousness and quality-consciousness.
In the chapter “Skeletal Muscle Segmentation at the Third Lumbar Vertebral Level
in Radiotherapy CT Images”, Xuzhi Zhao, Haizhen Yue, Yi Du, Shuang Hou, Weiwei
Du and Yahui Peng propose a computer algorithm to segment skeletal muscles at
the third lumbar vertebral (L3) level in radiotherapy computed tomography (CT)
images. Included in the study are 20 patients who were diagnosed with rectal cancer
and their pelvic CT images were acquired with a radiotherapy CT scanner.
In the chapter “Speed-up Single Shot Detector on GPU with CUDA”, Chenyu
Wang, Toshio Endo, Takahiro Hirofuchi and Tsutomu Ikegami implemented a Single
Shot Multibox Detector (SSD) using GPU with CUDA. They have improved the
object detection speed of SSD, which is one of the most regularly used object
detection frameworks.
In the chapter “An Empirical Study on the Economic Factors Affecting
on the Export of Defense Industry Using Hofstede’s Culture Dimension Theory”,
Taeyeon Kim, Dongcheol Kim, Jaehwan Kwon and Gwangyong Gim propose the
necessity of considering the cultural factors of the countries listed to export in order
to establish a defense export marketing strategy effectively. To support the proposal,
the defense export marketing strategies and purchasing models of the other countries,
that are not clearly established at present, were proposed and partially verified in this
thesis by conducting statistical analysis using data related to defense, national and
military size of each country in the world.
In the chapter “A Study on the Application of Blockchain Technology in Non-gov-
ernmental Organizations”, Minwoo Lee, Saeyeon Lee, Heewon Lee and Gwangyong
Gim use block chain technology to study the market trend of Non-Profit Organiza-
tions (NGOs). They present the implications of data for introducing and utilizing
blockchain technology to non-profit organizations (NGOs) in the future and discussed
the limitations of this study and future research tasks.
In the chapter “Confidential Documents Sharing Model Based on Blockchain
Environment”, Sung-Hwa Han proposes a model that can share confidential docu-
ments in a blockchain environment. The proposed confidential document sharing
model operates on the blockchain platform and has the advantage of not using a key
management server.
Preface vii
ix
x Contents
xi
xii Contributors
Antoine Bossard
1 Introduction
Sensors and sensor networks are an important part of the Internet of things (IoT).
Sensors are often minimalistic devices based on cost-effective chips such as, typically,
microcontrollers. In order to reduce their cost as well as their power consumption,
such particular hardware comes with severely limited resources, especially memory.
Hence, microcontroller programming has to do with various restrictions, such as
the absence of libraries, let alone of an operating system. In order to circumvent
those inherent weaknesses, direct programming of these devices with the assembly
language has been shown to be effective [1, 3].
A. Bossard (B)
Graduate School of Science, Kanagawa University, 2946 Tsuchiya, Hiratsuka 259-1293, Japan
e-mail: [email protected]
Microcontrollers based on the AVR architecture have proven popular over the
years, notably due to the widespread usage of the Arduino Uno boards equipped
with the ATmega328P microcontroller of Microchip Technology [2, 11]. The AVR
instruction set architecture (ISA) relies on the reduced instruction set computer
(RISC) principle; it is an 8-bit architecture [12]. (It can be noted though that a
32-bit version, AVR32, which is only partly related to AVR, did also exist but is not
supported any more.)
In addition, popular development environments for microcontrollers support high-
level languages such as C/C++ (e.g. the Arduino development environment [8]),
Python (e.g. Python Editor for BBC micro:bit [5]) and even visual programming
(e.g. Scratch for BBC micro:bit [9]). Combined with an accessible user interface,
these make performant solutions for general programming educational purposes.
However, they are less fit for, say, computer architecture lectures of undergradu-
ate computer science curricula. In this case, a precise understanding of hardware
units and their operation is required, which is why directly relying on the assembly
language is definitely meaningful in such a context [4, 6, 15].
The objective of this research project is thus to provide a non-intrusive, cross-
platform development environment for AVR programming in assembly which fea-
tures a high accessibility so as to be suitable for educational environments and appli-
cations. The proposed development environment is neither just a front-end nor just
a code editor, it is a combination of both, and with additional, specific features for
AVR programming in assembly. It is an integrated development environment (IDE).
We have called it A-IDE.
The rest of this paper is organised as follows: preliminary information is given in
Sect. 2. The proposal is described in detail in Sect. 3 and quantitatively evaluated in
Sect. 4. Finally, Sect. 5 concludes this paper.
2 Preliminaries
AVR programming relies in general on the tool chain provided by elements of the
GNU Binutils collection, namely the assembler avr-as from the GNU as assem-
bler collection, the linker avr-ld from GNU ld, the machine code translator
avr-objcopy from GNU objcopy and the machine code uploader avrdude.
In addition, A-IDE relies on the machine code size calculation utility avr-size
from GNU size.
For the sake of simplicity, portability and even robustness, these tools of the GNU
Binutils collection are purposefully not bundled with A-IDE, although they could
easily be, and so it is required to have them installed beforehand on the system. In
addition, the operating system driver to communicate with the microcontroller (USB
serial driver) also needs to be separately installed. These two prerequisites can be
easily cleared by installing, for example, the Arduino IDE, or they can be addressed
directly by manually installing these components in case memory usage is a concern
(see Sect. 4).
A-IDE: A Non-intrusive Cross-Platform Development Environment … 3
3 System Description
Syntax colouring has been realised with the color:text% class of Racket’s
framework library and with the lexer feature provided by the parser-tools
library. Assembler directives, instructions, registers, numeric values, labels and com-
ments (both single and multiline) are automatically detected and emphasised (refer
to Fig. 1).
The conventional text edition operations have been implemented as well: for
example, text selection for the cut, copy and paste trio, the undo and redo duo, and a
bidirectional text search feature. In addition, deletion of the current line and deletion
of the rest of the current line are two other editing features provided in the editor
panel. The number of the line where the caret is located is shown in the tool bar
4 A. Bossard
menu
bar
tool
bar
editor
panel
output
panel
Fig. 1 An overview of the accessible user interface of A-IDE. This screenshot illustrates the case
of the Microsoft Windows operating system
3.3.1 Preferences
First and foremost, the tool chain that was described in Sect. 2 can be configured in the
preferences dialog of A-IDE; refer to Fig. 2. The path of each of all the components of
the tool chain (i.e. avr-as, avr-ld, avr-objcopy, avr-size and avrdude)
is specified, and either highlighted in green or red to indicate a successful setup or
not, respectively. The user is given the possibility to use a file selection dialog to
avoid typing in the full path. It is recalled that accessibility is essential to A-IDE.
In addition, the user can select which microcontroller is targeted, for instance
the ATmega328P chip, and which programmer to use. Once again for accessibility
reasons, a list of supported devices is provided, in other words, the user is not required
to type in the corresponding string constant (value). Of course, the connection port
(e.g. COM port on Microsoft Windows) of the device can also be declared, albeit
manually this time.
Fig. 2 The preferences dialog of A-IDE, which is used to configure, when necessary, the build and
upload tool chain
6 A. Bossard
The build and upload process is conducted asynchronously: a second thread is started
to refrain from freezing the main thread, which is notably responsible for the respon-
siveness of the user interface. This is thus critical so as to retain system usability.
Technically, this is achieved with the thread function of Racket.
In addition, the build and upload commands, run in this second thread, are also
called in a non-blocking manner in order to retrieve their respective output data as
they are emitted. Otherwise, such data would be available only once the command
has finished its execution. As a result, it is possible to track in detail the execution
progress of the build and upload commands. Technically, this is achieved with the
subprocess function of Racket, and its siblings such as subprocess-wait
and subprocess-status.
Besides, the standard output and standard error streams are merged with the
merge-input function and are thus both redirected to A-IDE, the parent (call-
ing) process. Their content is displayed in the output panel.
Furthermore, the upload process can be aborted since avrdude could enter a
“retry loop” upon failure, for instance when the connection to the microcontroller
cannot be established. The flow of the build and upload thread is illustrated in Fig. 3;
each element of the tool chain is run asynchronously with this thread, which is thus
operating in a non-blocking mode.
Regarding the building process, any .eeprom section as output by the linker
avr-ld is excluded with the translation utility avr-objcopy as such a section
is not bound for the program memory in flash, obviously. But since programming
directly in assembly, the presence of an .eeprom section is unlikely, unless so
desired by the user.
Fig. 3 Flow of the build and upload thread. Each element of the tool chain is run asynchronously
with this thread, which is thus non-blocking
We use native controls unlike the Arduino IDE and Python Editor for micro:bit as
such controls are desirable to flatten the learning curve of the user: the system user
is already well accustomed to them. More generally, native controls are expected in
various scenarios [7, 10].
The installation package of A-IDE (i.e. the corresponding ZIP file) for Microsoft
Windows takes only 36.0 MB of disk space, and only 64.2 MB of disk space once
installed (i.e. unzipped) on this operating system. This is to be compared with the
200 MB of the installation package of the Arduino IDE (in the ZIP format) and
8 A. Bossard
the 539 MB of disk space taken once installed (for version 1.8.19). This is also
to be compared with the 933 MB required let alone by the installation package of
Microchip Studio (for the offline installer of version 7.0.2542) and the very large
amount of required disk space: 6 GB [13]. It should be noted as well that the size of
the installation package also directly impacts the data transfer costs over the network
as it is very likely that such data would be retrieved directly from the Internet.
Once installed, we have calculated that Microchip Studio (formerly Atmel Studio)
and bundled software take 1.77 GB for XC8, 750 MB for Microchip Studio (includ-
ing the tool chain), 234 MB for Visual Studio components, 13.5 MB for another
Microchip folder and 58.8 MB for MSBuild. So, about 2.83 GB in total. It is only an
approximation since it is difficult to track all the components installed by Microchip
Studio on the whole operating system. Note that for a fair comparison, Microchip
Studio was installed only for the AVR architecture, that is, not including the UC3
and SAM architectures, and without any extension.
Yet, it should be noted that, as explained in Sect. 2, A-IDE does not include the
tool chain, unlike the Arduino IDE and Microchip Studio. So, we add the size of
the tool chain to A-IDE for a fair comparison: the tool chain takes 54 MB of the
installation package of the Arduino IDE and 217 MB once installed. Besides, in the
case of Microchip Studio, it consumes 148 MB once the software has been installed.
So, we can consider that the size of the installation package of A-IDE plus the tool
chain is at most 36 + 54 = 90 MB, and that once installed, A-IDE together with the
tool chain take at most 64.2 + 217 = 281.2 MB. The comparison of these actual disk
space requirements is illustrated in Fig. 4 and summarised in Table 1. Note that the
USB serial communication driver files for the operating system, which are neither
included in A-IDE, are of negligible size and thus not taken into account here.
Of course, Microchip Studio is a development environment packed with numerous
features. However, A-IDE is cross-platform whereas Microchip Studio supports only
the Microsoft Windows operating system [13]. And, although Microchip Studio does
enable programming directly with the assembly language, its documentation rather
clearly shows that it favours programming in C/C++ instead [14]. As a result, A-IDE
is more suitable for the educational purposes mentioned previously in introduction.
Table 1 Comparison of the actual disk space required for the installation package and after instal-
lation of A-IDE (with the tool chain), Arduino IDE and Microchip Studio
A-IDE + tool chain Arduino IDE Microchip Studio
(in megabytes) (in megabytes) (in megabytes)
Installation package 90 200 933
After installation 281 548 2 826
Total 371 748 3 759
A-IDE: A Non-intrusive Cross-Platform Development Environment … 9
3000 2 826
2500
2000
size (in megabytes)
1500
1000 933
548
500
281
200
90
0
Fig. 4 Disk space required for the installation package and after installation of A-IDE (with the
tool chain), Arduino IDE and Microchip Studio (in megabytes)
After file edition and running a build and upload process, the RAM memory util-
isation of A-IDE stays at 333.8 MB on Microsoft Windows. This is to be compared
with the 221.2 MB taken in the RAM by the Arduino IDE after similar operations
on the same operating system. Hence, the RAM utilisation of our proposal is slightly
more demanding: this is due to the Racket libraries that are required to run the exe-
cutable file. The Java machine code that is required by the Arduino IDE consumes
less RAM in this case. But considering the amount of available RAM on a typical
modern computer—in the order of several gigabytes—, this difference of approxi-
mately 113 MB remains negligible.
Although an advanced text editor such as Emacs could provide syntax colouring
and the integration of system commands and their input and output streams, this
would require a more or less difficult setup and, besides, such a text editor can hardly
provide all the specialised features of A-IDE, like the facilitated build and upload
process configuration and the build information message which notably shows the
size of the produced machine code after build.
10 A. Bossard
5 Conclusions
The Internet landscape has evolved significantly with the advent of the Internet of
things, with sensors being one category of such devices. They are in general mini-
malistic devices to reduce costs as much as possible. As a result, their programming
faces several restrictions, severe memory limitations being one notable example.
Direct programming of the chip with the assembly language is thus important to
keep memory utilisation at a minimum.
In this research, we have introduced A-IDE, a non-intrusive and cross-platform
development environment for programming the AVR architecture in assembly.
Related systems often favour high-level languages instead, such as C/C++ for the
Arduino IDE. We have quantitatively shown the comparatively low requirements
of A-IDE, and we have qualitatively demonstrated its practicability, accessibility
and cross-platform ability. These results have shown that A-IDE enables a scenario,
programming within an IDE directly in assembly, which would be otherwise signifi-
cantly more costly—Microchip Studio: more intrusive, resource expensive, platform
specific (no portability), closed-source software.
Regarding future works, adding a serial monitor feature to further improve inter-
facing with the microcontroller is a meaningful objective. In addition, support for
common debugging features of microcontrollers such as JTAG and debugWIRE is
yet another possible research direction. Finally, integration of user-friendly library
dependency support could also be investigated.
Acknowledgements The author is sincerely grateful towards the reviewers for their comments and
suggestions. This research was partly supported by a Grant-in-Aid for Scientific Research (C) of
the Japan Society for the Promotion of Science under grant no. 19K11887.
Appendix
An illustration of the user interface in the case of the Linux operating system with the
Ubuntu distribution running on the Windows Subsystem for Linux (WSL) is given
in Fig. 5.
Finally, the source code of A-IDE as well as binaries can be downloaded from the
official homepage at https://www.sci.kanagawa-u.ac.jp/info/abossard/a-ide/.
A-IDE: A Non-intrusive Cross-Platform Development Environment … 11
Fig. 5 An overview of the accessible user interface of A-IDE. This screenshot illustrates the case
of the Linux operating system with the Ubuntu distribution running on WSL
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10.1145/2382564.2382566
Develop a Horizontal Virtual Frame
by Adding Field of View Restrictions
to Reduce VR Sickness
Hexi Huang
1 Introduction
In recent years, virtual reality has been widely used in real estate previews, reha-
bilitation of sequelae caused by cerebral infarction, work education, entertainment,
and advertising industries. However, as it became more widespread in the world,
the drawbacks of VR have become apparent. When using VR, symptoms similar to
motion sickness such as strong discomfort, nausea, dizziness, and headache, and 3D
sickness may occur. These are called “VR sickness”. The degree and type of sickness
symptoms vary greatly from person to person, and some people do not develop the
symptoms, some develop them immediately, and some people have the symptoms
for a long time.
In the previous research, we approached from the visual aspect among the elements
of VR sickness, and aimed to reduce sickness only by images without the need for
peripheral devices or special tools other than VR. Then, in order to suppress the
H. Huang (B)
Department of Information Science, Aichi Institute of Technology, Toyota, Japan
e-mail: [email protected]
occurrence of vection and confusion of the spatial recognition function, which are
one of the causes of VR sickness, a virtual horizontal frame that “covers the peripheral
visual field” and “visualizes the actual horizontal position and the inclination of one’s
own field of view” was developed. Post-experimental SSQ results showed a decrease
in SSQ scores for all subjects wearing virtual horizontal frames. In particular, it was
found that the subjects with high SSQ scores in the “no virtual horizontal frame”
state were effective in reducing the feeling of discomfort and wobbling by wearing
the virtual horizontal frame.
However, in the previous study, the content that verified the effect of the virtual
horizontal frame was limited to the roller coaster. Therefore, we have not verified
the effect on VR content that can be moved arbitrarily in 3D space by operating
the controller while it is stationary, or that is performed while moving the body. We
also verified the virtual horizontal frame using the horizon and the ring, but did not
compare and verify it with the virtual frames of other designs. Therefore, it was not
possible to determine whether the effect of suppressing VR sickness was due to the
horizon placed in the center or the effect brought about by covering the peripheral
visual field.
Therefore, in this research, in order to verify the effect of the virtual horizontal
frame, in addition to the content that the player moves by himself/herself using the
controller, the effect on the content that cannot exist in reality such as shooting
games is measured. We will also develop a frame that only covers the peripheral
vision and verify whether the horizon has the effect of suppressing VR sickness.
We measured each of the frame that obscures the peripheral visual field, the virtual
horizontal frame of the previous study, and the virtual horizontal frame of this study,
and verified whether the horizon is effective.
2 Purpose of Research
In the previous study, we created a virtual horizontal frame, but we could not deter-
mine whether the effect of suppressing VR sickness was due to the horizontal line
placed in the center or the effect brought about by covering the peripheral visual
field. Therefore, in this study, we will develop a frame that only covers the peripheral
visual field and verify whether the horizon has the effect of suppressing VR sickness.
We measured each of the frame that obscures the peripheral visual field, the virtual
horizontal frame of the previous study, and the virtual horizontal frame of this study,
and verified whether the horizon is effective.
Actually, use the created virtual frame and compare the degree of sickness with the
unused state. At that time, a questionnaire for quantifying sickness by a simulator
called SSQ (Simulator Sickness Questionnaire) is used as an index. SSQ is performed
on the subject after viewing the content in a relaxed state and without using the virtual
frame, and after viewing the content with the virtual frame, and the effect of the virtual
frame is proved by comparing the results. In addition, the cerebral blood flow meter is
used under the same conditions, and the effect of the frame is confirmed by using not
only the subjective evaluation but also the physiological index. Also, in the previous
research, we experimented with one VR content, but in this research, we use various
VR contents and confirm that it is effective for a wide variety of contents.
16 H. Huang
3 VR Sickness
The cause of VR sickness is thought to be the same as that of motion sickness because
the symptoms of VR sickness and agitation are similar [1, 2].
One of the causes of motion sickness is the theory of sensory contradiction. There
is a contradiction between the body’s sense of balance information obtained by the
human semicircular canals and the visual information obtained by the eyes. Motion
sickness develops when they accumulate in the brain [3–5].
Since the cause of developing VR sickness is related to the cause of motion
sickness, it is necessary to apply the existing mechanism for reducing the symptoms
of motion sickness to VR and explore the effect in order to reduce VR sickness. VR
sickness is attributed to the discrepancy between sensory and visual information from
the vestibule and somatosensory, and one of the causes of VR sickness is visually
induced self-motion sensation (vection) [1].
VR sickness can be suppressed by suppressing the vection that occurs when using
VR content. In order to suppress vection, it is necessary to eliminate the discrepancy
between visual information and spatial information obtained from the vestibule and
somatosensory. There are two main methods for eliminating vection.
The first is a method that does not cause vection by making the VR environment
and the natural environment the same. By transmitting visual information from the
VR environment as motion information to the vestibule and somatosensory using a
machine, the spatial information from the VR environment and the natural environ-
ment are matched. In addition, the spatial information can be matched by completely
reproducing the natural environment on the VR environment. Reported that VR sick-
ness was significantly reduced by creating a motorcycle in a VR environment and
synchronizing the magnitude of engine sound and vibration with the image [6].
However, there are various problems in introducing a machine that reproduces
the motion of VR in the natural environment. In order to use the machine, VR can be
used only in a place where a sufficient range of movement is secured. Furthermore,
considering the increase in the cost of introducing a machine, it is not a casual measure
against VR sickness. In addition, the content that can be experienced is limited if the
natural environment is reproduced in the VR environment.
The second is to suppress the occurrence of vection by blocking or adjusting
the equilibrium information and peripheral visual field information related to spatial
recognition.
The human eye can see a range of about 200° in the horizontal direction and about
125° in the vertical direction when the front is 0°, and this range is called the field
of view.
A. The discriminative visual field is the central region (within about 5°) that has
excellent visual functions such as visual acuity and color discrimination.
B. Effective visual field is an area that can be instantly receptive only by eye
movement (horizontal about 30°, vertical within about 20°).
Develop a Horizontal Virtual Frame by Adding Field of View … 17
C. Stable gaze is the area where you can gaze comfortably with eyeball/head move-
ment (horizontal 60°–90°, vertical 45°–70°, range where effective information
reception is possible).
D. The guided visual field has low discriminating ability, but the area where the
viewing angle information affects the spatial coordinate system (horizontal 30°–
100°, vertical 20°–85° range has a large effect).
E. The auxiliary visual field (peripheral visual field) is a region where the presence
of stimuli can be seen (horizontal 100°–200°, vertical 85°–130°) [7].
The central visual field of the human eye is better at identifying given information
(color, shape, etc.) than the peripheral visual field. On the other hand, the peripheral
visual field is good at sensing changes in the position and shape of an object, and
performs motion perception [8]. Therefore, it has been clarified that the peripheral
visual field is deeply related to the occurrence of vection, and that the addition of
a mask area that covers the peripheral visual field makes it difficult for vection to
occur [9].
In the previous study, we created a roller coaster using Unity’s asset Animated Steel
Coaster to create content that causes VR sickness. In the previous course, in order
to induce and amplify VR sickness, we created a roller coaster that reproduces yaw,
pitch, and roll movements in a VR environment and makes visual information and
spatial information from somatosensory inconsistent. Hereinafter, this content is
referred to as coaster α (Fig. 1).
We decided that a roller coaster, which is a mixture of fast linear motion and
rotational motion, is the most suitable content for generating effective spins on the
subject. In addition, since the roller coaster has multiple rotations of the roll axis, pitch
axis, and yaw axis, it is considered that the occurrence of vection can be expected. In
addition, realistic snow mountain objects are arranged so as not to lose the sense of
up and down. For the roller coaster course, we used Unity’s asset Track_and_Rails
and created a course of about 1 min 30 s per lap. Hereinafter, this content is referred
to as coaster β (Fig. 2).
18 H. Huang
Fig. 1 Coaster α
We decided that a roller coaster, which is a mixture of fast linear motion and
rotational motion, is the most suitable content for causing sickness, but since the
viewpoint movement is constant, the target is placed on the course to increase the
viewpoint movement. I decided to create a simple shooting game. In addition, by
installing these, we tried to induce sickness more than a roller coaster. Using Unity’s
assets Tracks and Rails, I created a shooting course for about 1 min per lap, and
created an original shooting game. In addition, by recording the score at the time of
three laps, we improved the competitiveness and devised a way to concentrate more
on the game (Fig. 3).
Develop a Horizontal Virtual Frame by Adding Field of View … 19
Since the roller coaster moves automatically, we thought that content for the
player to control the movement was necessary. We decided to create a game in which
the movement method in VR is slide movement, because the player operates it and
causes vection by linear motion and rotational motion more effectively. The outline
of the game is to operate the avatar with the controller and collect the items placed
in the map. In addition to stick operations, we also incorporated elements such as
crouching buttons, jump buttons, and dash buttons to bring them closer to general
game actions, and also tried to induce sickness when performing those actions. I
created an original game using the map of RPG/FPS Game Assets for PC/Mobile of
Unity assets (Fig. 4).
In the previous research, we developed a frame that can easily grasp the angle of
view on the horizon. The horizon part is not affected by the movement of the camera
depending on the direction of the head, and is always displayed fixed on the screen.
This makes it possible to always grasp the horizontal position of the field of view.
The ring part rotates with the movement of the camera and gradually returns toward
the horizon with a slow movement. This movement visually represents the hori-
zontal position and the angle of inclination of oneself, and eliminates the gap in
spatial recognition. In addition, the ring part hides the peripheral vision and works
to suppress the occurrence of vection. However, since it is inevitable that displaying
the virtual horizontal frame obstructs the view when viewing the VR content, the
20 H. Huang
range in which the VR content can be viewed is increased by using the broken lines
for both the horizontal line and the ring, and the VR content is displayed. I try not to
spoil the immersive feeling. Hereinafter, this frame is referred to as frame 1 (Fig. 5).
In order to prove that the horizontal lines and rings of the virtual horizontal frame
are effective in suppressing VR sickness, we created a virtual frame for comparison
that obscures the peripheral visual field and provides a gaze point (Fig. 6).
Develop a Horizontal Virtual Frame by Adding Field of View … 21
We have developed a new virtual horizontal frame based on the virtual horizontal
frame developed in the previous research. We have devised a frame design that
inherits the rotation function of the horizon and ring of frame 1 and does not hinder
the immersive feeling of the horizon and ring. In addition, the design of the horizon
has been simplified. Therefore, it is assumed that the horizon is less likely to interfere
with the content. In addition, in order to cover the design of the ring over the entire
22 H. Huang
peripheral visual field, the ring, which was a semicircle, was changed to a circle. It
is speculated that this makes it possible to cover the peripheral visual field more and
suppress vection. Also, by changing the gradation of the upper half of the circle to
draw the horizontal line of the ring, the gradation and the boundary line of the lower
half of the circle can be created. This boundary line is used as a new horizontal line.
Hereinafter, this frame is referred to as frame 3 (Fig. 7).
The horizon part has been replaced with a black circle to provide a gaze point that
does not interfere with the immersive feeling of VR content. This makes it difficult
to grasp the horizontal position of the field of view, but its role as a gazing point does
not change. Therefore, the effect of suppressing VR sickness on the horizon can be
verified by comparing it with the virtual horizontal frame. In addition, by removing
the rotation function of the ring part and changing from a broken line to a solid line,
the frame is made to only cover the peripheral visual field. This makes it possible to
verify how effective the rotation of the ring in the peripheral vision is in suppressing
VR sickness. Hereinafter, this frame is referred to as frame 2.
5 Experiment
For the evaluation method of motion sickness, we used SSQ (Simulator Sickness
Questionnaire) to perform subjective evaluation as a psychological index measure-
ment. Although subjective evaluation is more prevalent in evaluation of motion sick-
ness, VRsickness is thought to be caused by disturbance of autonomic nervous system
due to sensory inconsistency of visual and brain perception.
Develop a Horizontal Virtual Frame by Adding Field of View … 23
In order to evaluate VR sickness, SSQ and cerebral blood flow are measured. SSQ is
used as a subjective evaluation. Cerebral blood flow is used as a physiological index.
The reason for not using physiological indicators other than cerebral blood flow is
that the study by Graybiel et al. Could not confirm a significant tendency in the
onset of motion sickness and the tendency of fluctuations in physiological indicators
[10]. On the other hand, Seraglia et al. Demonstrated that cerebral blood flow can
be accurately measured even while experiencing VR in an experiment combining
VR and cerebral blood flow meter (NIRS) measurement [11]. Therefore, this study
verifies cerebral blood flow as a physiological index.
In this study, 5 subjects were assigned to each of the 4 contents, and a total of
20 male and female subjects cooperated. The subjects were asked to experience the
content in each of the states of no frame, frame 1, frame 2, and frame 3, and then
answered the SSQ questionnaire to compare the degree of sickness with and without
each frame. In addition, when VR was attached, a cerebral blood flow meter was also
attached at the same time, and changes in cerebral blood flow with and without each
frame were compared. In addition to SSQ, we also conducted a simple questionnaire
and decided to collect subjective evaluations for frames other than SSQ. In order to
unify the measurement environment, the measurement was performed on a sunny
day with more than 2 h after eating, and the room temperature was set to 25°.
rating of 1 + rating of 6 + rating of 7 + rating of 8
N = 9.54 × (1)
+ rating of 9 + rating of 15 + rating of 16
24 H. Huang
rating of 1 + rating of 2 + rating of 3 + rating of 4
O = 7.58 ×
+ rating of 5 + rating of 9 + rating of 11
rating of 5 + rating of 8 + rating of 10 + rating of 11
D = 13.92 ×
+ rating of 12 + rating of 13 + rating of 14
that non-invasively measures blood volume in the brain and visualizes changes in
blood volume in the frontal lobe. Hemoglobin, a blood component, scatters light,
and when oxygen is bound to it, the degree of scattering changes. Light absorption in
the near-infrared wavelength range is caused by oxygenated hemoglobin (oxy-Hb)
and deoxygenated hemoglobin (deoxy-Hb), both of which have different absorption
spectra. If the molar extinction coefficient of oxy-Hb and deoxy-Hb is known, the
concentration change of oxy-Hb and deoxy-Hb can be calculated by measuring the
change in absorbance at two or more wavelengths. A graph of cerebral hemoglobin
can be displayed by the software in real time [14].
Seraglia et al. Combined VR and NIRS measurement to measure brain activity
(parietal lobe/occipital lobe) when active on VR, and proved that cerebral blood flow
can be accurately measured even while experiencing VR [11]. In addition, oxy-Hb
increases by actively exercising by one’s own will, such as voluntary movement,
but oxy-Hb changes significantly in exercise that is not related to intention due to
external influences can not be observed [11, 15]. From these, changes in oxy-Hb can
be used as parameters that reflect brain activity.
The results of each SSQ questionnaire when experiencing content without a frame,
when experiencing with frame 1, when experiencing with frame 2, and when experi-
encing with frame 3 are for each of the four contents. It is summarized in the graph.
Each graph is the average value of N, O, D, and TS of all the subjects who experienced
the content.
Graph 1 is the result of SSQ of coaster α. In frame 1, all the values of N, O, D,
and TS were significantly reduced compared to those without a frame. In the case of
frame 2, although it decreased, the value did not decrease from frame 1. In frame 3,
the value of D decreased significantly, and the value of TS decreased from frame 2,
but did not decrease from frame 1.
Graph 2 shows the SSQ results of coaster β. The values of D and TS decreased
in all frames, and frame 2 decreased the most. In addition, the value of O decreased
only in frame 2 and increased in frame 3. The value of N resulted in an increase in
all frames.
Graph 3 is the result of SSQ of the shooting game. The overall value of frame 1
decreased compared to that without a frame, and the value of D in particular decreased
significantly. In the case of frame 2, the values of N, D, and TS decreased, but O
increased a little. As with frame 1, all values of frame 3 were reduced, and the result
was that it was further reduced than that of frame 1.
Graph 4 shows the SSQ results of the action game. Compared with the case without
a frame, the values of N, O, D, and TS were all reduced by adding a frame. Frame 2
had a small decrease compared to other frames. In frame 1 and frame 3, the values
of N and D decreased most in frame 1, the value of O decreased most in frame 3,
and the value of TS became similar.
In addition, in the four measured contents, all D values were large when there
was no frame. However, by adding a frame, it was confirmed that the value of D
decreased in all the contents. In particular, Figs. 8 and 11 in frame 1, Fig. 9 in frame
2, and Figs. 8 and 10 in frame 3 decreased significantly.
26 H. Huang
From the above, the result is that the SSQ value is reduced overall for all frames
compared to the case without frames. From this, it was confirmed that the system
using virtual frames for various contents is effective in suppressing VR sickness. In
addition, it was confirmed that frame 1 and frame 3 had lower SSQ values than frame
2, so the horizon is considered to be effective.
Develop a Horizontal Virtual Frame by Adding Field of View … 27
6 Conclusion
In this research, we improved the virtual horizontal frame developed in the previous
research and developed a horizontal sensation holding frame with visual field limi-
tation. This suppresses VR sickness and enables a more immersive VR experience.
From the experiment using the omnidirectional virtual frame developed on the way,
it was found that the effect of suppressing VR sickness like the virtual horizontal
frame cannot be obtained only by covering the peripheral visual field. In other words,
the horizontal lines and rings of the virtual horizontal frame were greatly involved
in suppressing VR sickness. In addition, in experiments using VR content, which
is performed while the player is stationary and arbitrarily moves in 3D space by
operating the controller, or while moving the body, the SSQ score was lowered after
28 H. Huang
References
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Represent Score as the Measurement
of User Influence on Twitter
Abstract In this paper, we present a novel method for quantifying a user’s ability to
spread information based on the number of Retweets (RTs) and Likes they receive
on Twitter. In today’s social network services, there are numerous users with the
ability to spread information, called “influencers”. However, even if they post the
same content, the reactions they receive vary from user to user. Therefore, it is useful
to create an index that represents the diffusion ability of each account to analyze
diffusion behavior in social network services. In general, the diffusion status of
information on Twitter is often quantified in terms of the number of RTs, Likes,
and impressions of tweets alone. In this novel method, we propose a method for
extracting indicators that show the diffusion power, not of tweets alone, but users as
a unit, by measuring the ratio of the number of RTs and Likes based on the number
of RTs and Likes of users in the past. The index obtained by this method can be used
as an indicator for analyzing diffusion behavior on Twitter and may help conduct
a more granular analysis. In this study, we conducted an experiment in which we
collected tweets from 10 international celebrities for three years, divided them into
multiple time series types, and applied this method to qualitatively evaluate them
from the tweet text. The results showed that a bias exists when the period covered
by the method is narrow, but when measured over a periodic unit of one year, there
was no significant blurring, and it was possible to determine the status of the user
in terms of the tweet text. We also found that each field was coherent and that there
was a nature to the field.
1 Introduction
Social networking services such as Twitter, Instagram, and Facebook have become
important communication, information transmission, and information-gathering
tools in the modern age. These services have replaced television and newspapers.
They are used to obtain important information promptly, as well as to share daily life
among friends. A common feature of these services is the ability to “share” posts.
Recently, there are “influencers” who can information on these services as much as
or more than television personalities and news organizations. Their posts are shared
more than the typical user’s. This means that the diffusion of information depends
not only on the information itself but also on the one disseminating it. Many social
networking services allow users to “Like” a post, which does not spread the informa-
tion, but shows a liking for the post. Although text mining and machine learning have
been used to study the diffusion of posts, we believe that it is promising to include
user characteristics that consider the different nature of these reactions as a factor.
In this paper, we propose a method to extract a represent score, which is a measure
of a user’s diffusion ability, from the number of RTs and Likes of a Twitter user.
The main features of this paper are as follows.
• Collected tweets from target users based on the defined rules, and constructed a
tweet database including reaction information.
• We proposed a method to calculate the Represent Score, which is an index of
diffusion power, using RTs and Likes in the tweet database. Represent Score
shows the degree to which a user represents (speaks for) the ideas of other users.
• We also applied this method to the accounts of international celebrities and
conducted a qualitative evaluation.
Most studies of user influence on Twitter use social graph analysis. These analyses
mainly use in-degree (following), RT, mention and reply as features. Our study
focuses on the ratio of RTs to Likes to determine the characteristics of user influence.
The remaining paper is organized as follows: In Sect. 2, we describe related
research. In Sect. 3, we propose the Represent Score, a measure of diffusion power
using the number of reactions to tweets on Twitter, which is our proposed method.
In Sect. 4, we show summarizes the evaluation results and discussion, and Sect. 5
concludes the study and highlights future research.
2 Related Work
Our research focuses on user influence on Twitter. Therefore, this section presents the
research on Twitter user influence. The Merriam-Webster dictionary defines influ-
ence as “the power or capacity of causing an effect in indirect or intangible ways.”
The role of influence and its effects is studied extensively in Sociology, Marketing,
Communication and Political Science [1].
Represent Score as the Measurement of User Influence on Twitter 33
3 Proposed Method
In this section, we present our proposed method of extracting a represent score for
measuring user influence on Twitter. This method collects users’ tweets, aggregates
their reactions to the tweets, and scores the users’ diffusion ability based on the aggre-
gate reactions. This is because the number of reactions on Twitter varies depending
on the status of the influencer. The Represent Score is defined as the ratio of RTs and
Likes as one of the indicators of the diffusion power of a post.
3.1 Overview
We show the overview of our proposed method in Fig. 1. The method consists of two
main modules: Scraping, and Extracting Represent Score.
Fig. 1 Overview of
proposed method. It consists
of two main modules:
scraping, extracting
represent score, the user is
specified, the user’s tweets
are collected, a tweet
database is built, RTs and
Likes are extracted from the
reactions to those tweets, and
the represent score is
calculated based on those
RTs and Likes
Represent Score as the Measurement of User Influence on Twitter 35
In our proposed method, we first input a username as a query and then collect
tweets from the username by scraping. The number of likes and retweets are extracted
from the collected tweets to build a database.
The Represent Score calculation for each account is applied to this database.
3.2 Scraping
In our method, we first enter a username as the search query, and then use the Twitter
API or a tweet collection library to collect tweets from the target user. We search by
specifying a period and collect all tweets during it. Replies are excluded during this
period.
The reason for this is that replies are more of a response to other users, in other
words, they are more conversational in nature. Since this method focuses on the ability
of users to share their reactions to posts, replies that are not considered to be aimed
for sharing by the influencer were excluded in consideration of this characteristic.
The collected tweets were saved as the “Database of tweets containing the
keyword”. In this database, we retrieve and save the information of “main text”,
“Like”, and “Retweet” from the tweet.
On Twitter, there are two types of responses to a tweet: “Like” and “Retweet”. Like
is a response that exhibits a positive feeling about the tweet. Retweet is a response
corresponding to sharing a tweet.
In general, tweets receive more Likes than Retweets, but the ratio varies from
account to account. We assume that the ratio of Likes to Retweets represents the
characteristics of the account. For example, accounts that are rooted only in the
offline community will have a smaller ratio of retweets. In contrast, accounts that
talk about social issues will have a larger ratio of retweets. Even if two accounts
have the same number of followers, they have different abilities to spread tweets. We
defined represent score to express this propensity to be retweeted.
Twitter also has other reaction functions such as the number of replies and quoted
retweets, but only the typical RT and Like functions have been used in this method
to avoid complications.
The extraction represent score module consists of four steps:
1. Get the latest n tweets of the target account by scraping.
2. Extract the number of likes and retweets from those tweets.
3. Calculate the Approval Score with the following equation.
Represent Score is defined by the equation below.
36 Y. Noji et al.
n
ri
A = in
i si
A: approval Score
r i : number of retweets of tweet i
si : number of likes of tweet i.
Our method does not use all of the collected tweets in the database but selects
the usable data by setting a time condition, relative to the date that the tweet was
posted. This is to avoid bias differences due to environmental factors such as when
reactions are more likely or less likely to occur depending on the period of interest and
timing. For instance, this problem arises when comparing actors who are expected
to get more reactions during the airing of their performances, artists whose reactions
increase during the timing of their releases, or athletes whose competitions are held
at specific times of the year. We believe that aligning the period of interest is an
important factor in conducting an appropriately controlled experiment, except when
applied to specific cases or topics with fixed timing.
4 Experiment
In this experiment, we collected tweets from 2019 to 2021 from ten internation-
ally active celebrities, two from each field. The fields were “politician”, “athlete”,
“artist”, “actor” and “news”. A summary of target users and collected data is shown in
Table 1.
There is a difference in the number of tweets, but no down-sampling was
performed because it does not affect the calculation formula.
Represent Score as the Measurement of User Influence on Twitter 37
Figure 2 shows the distribution of RTs and Likes for each tweet for each user in
2021. As can be seen in the figure, the scale of reactions is coherent for each user.
In this environment, there is a correlation between RTs and Likes, with a correlation
coefficient of 0.915956.
Fig. 2 RT and Like distribution chart. Scatterplot of RTs and Likes per tweet in 2021 for 10 subjects,
displayed as a logarithmic graph
38 Y. Noji et al.
Fig. 3 Monthly represent scores in 2021. This figure shows the results of calculating the represent
Score for the 10 target accounts’ tweets in 2021 by tallying the reactions by month
Figure 3 shows the monthly Represent Score in 2021. First, using the data presented
in Sect. 4.1, we extracted the monthly Represent Score for each user. The results
show a range of scores for the same user at different times of the year. As shown
in Sect. 3.4, this indicates a bias depending on the time of year of the data used to
calculate the score. This can also be taken as an indication of the score for the topic
during that time period.
Figure 4 shows a comparison of each user’s Represent Score by year. The data
presented in Sect. 4.1 was also used to extract each user’s Represent Score for each
year in the three-years: 2019, 2020, and 2021. The results show that, as with the
monthly results, there is a range in the user’s Represent Score depending on the time
of year. However, the rank order of the scores did not change significantly, and the
same trend can be seen even if the time period changes.
As with the monthly scores, there is a range of fluctuation, but because the scores
were extracted over a cyclical period of one year, they are considered to represent
changes in a person’s status, rather than in a topic.
Represent Score as the Measurement of User Influence on Twitter 39
Fig. 4 Yearly represent scores in 2021. This figure shows the results of calculating the Represent
Score for tweets from 2019 to 2021 for the 10 target accounts by tallying reactions by year
Table 2 shows the most retweeted tweets from the users shown in Sect. 4.1, excluding
outliers; The Represent Score column lists each user’s 2021 Represent Score, which
is sorted in an ascending order. This shows that posts by users with high Represent
Scores, such as “cnnbreak”, “BBCBreaking”, and “justinbieber” are intended to
reach a large audience. For example, the first two accounts are news media accounts,
which specialize in sending out news related information, and “justinbieber” is an
artist who sends out information about new arrivals.
In addition, tweets that receive RTs from users with low Represent Score appear
to be daily tweets or highly communicative rather than informative. For example, the
tweet posted by “Cristiano” is topical, but lacks the importance of information, as
it reports on his achievements. “BarackObama” is an accomplished and influential
politician, but the post is directed to a specific individual and is long. Even if these
users with low Represent Score have potential influence, the content of their tweets
and the structure of their sentences suggest that they are less inclined to spread the
information.
4.5 Discussion
In Sects. 4.2 and 4.3, depict the existence of bias depending on the time period used
for score calculation. At the same time, the fact that the score fluctuates depending on
the timing also indicates that the Represent Score can be characterized for detailed
40 Y. Noji et al.
Table 2 (continued)
Username Followers Represent Tweet RT Like
score
Schwarzenegger 5.1 M 0.168353 I hope all of our 0.5 K 7K
politicians stand on the
side of the voters today.
I’ll be watching
justinbieber 114.3 M 0.168666 Justice World Tour 2022 19 K 82 K
International tickets on
sale Friday
cnnbrake 62.8 M 0.204531 Police found multiple 0.7 K 15 K
victims, including
fatalities, at an office
complex in Orange,
California, after
responding to a call of
shots fired
BBCBreaking 49.7 M 0.279938 Duke and Duchess of 1709 9042
Sussex tell Queen they
will not be returning as
working members of
Royal Family
topics by appropriately narrowing down the time period and topics. If there is no
topic or period condition in the analysis, it is considered better to calculate the Score
by year to obtain the most recent stable Represent Score.
In Sects. 4.1 and 4.3, indicate that even though there is a strong correlation between
RT and Like, the absolute difference in Represent Score is not very large, and it
would not be possible to say that Represent Score alone shows a precise difference
in diffusion ability.
Next, we compare the Represent Score including the number of followers and
the scale of reactions. First, in both cases, there seems to be no direct relationship
between the size of the Represent Score and the number of followers. This is prob-
ably because the Represent Score is a ratio index. However, further insight into the
power of diffusion can be gained by examining the relationship between these three
quantitative pieces of information among users. For example, compare “JoeBiden”
and “BarackObama,” they are both American politicians with similar attributes of
global visibility and voice as presidential officeholders, their Represent Scores are
0.100082 and 0.106535, respectively, which are very close to each other. Figure 2
shows that their reactions are similar in scale. However, when comparing the number
of followers, “JoeBiden” has about a quarter of the number of followers. In this case,
“JoeBiden” has more spreading power than “BarackObama” because “JoeBiden”
has more reactions despite of his small number of followers. From this point of view,
the ratio of RT and Like is used as the score in this method because of the differ-
ence in their characteristics. However, to indicate diffusion power, it is thought to be
more effective to set another index or weight that includes the relationship between
42 Y. Noji et al.
the number of followers and the scale of reactions. Depending on the number of
followers and the size of the reaction, these could be used as weights.
The order of the scores also shows that celebrities are grouped by field, with
athletes’ tweets being more community- oriented and news accounts as information
providers being more likely to be shared. Politicians also have lower scores and
political tweets from the “Schwarzenegger” account have more Likes compared to
RTs. This suggests that each field has its characteristics related to diffusion power.
From Sect. 4.4, it can be assumed that there is a difference in the Represent
Score between informational and community-oriented tweets when looking at the
qualitative tweets for each tweet. However, since there are differences in reactions to
each tweet, it is necessary to consider the nature of the user’s usual posting content
and its influence on the frequency of such content. In addition, although these 10
accounts were targeted as international celebrities in this study, the fact that they
were grouped by field suggests the need to conduct verification in an environment
that facilitates qualitative comparisons by narrowing down the fields and increasing
the number of people targeted to examine the aforementioned number of followers
and scale of reactions. By doing so, we believe that we will be able to qualitatively
examine the information that we were not able to explore in depth this time.
5 Conclusion
In this paper, we focus on the nature of Retweet and Like reactions on Twitter and
present a method to calculate the diffusion power of influencers using these reactions.
With this method, the diffusion power of each user can be quantified as an index called
the “Represent Score”.
In order to validate this method; we conducted a qualitative evaluation of its
effectiveness by selecting international celebrities from multiple fields. The results
showed that a bias exists when the period of application is narrow, but when measured
on a periodic basis of one year, there was no significant blurring, and it was possible
to determine the status of users in terms of the tweet text. It was also found that there
was a cohesiveness in each field and that there was a nature to the field.
In the near future, we will apply this analysis after organizing other reaction infor-
mation, such as the number of quoted retweets and replies; and account information,
such as the number of followers and fields of a user’s account, to apply more detailed
information to the analysis, conducting controlled experiments, incorporating such
information into the formula, or developing a formula that consists of such infor-
mation. New indicators are being proposed. In addition, it would be necessary to
compare and improve the formula, for example, by comparing statistics on the ratio
of tweets per tweet, rather than the ratio of totals.
As a development of this study, we believe that qualitative analysis of Twitter
diffusion behavior is possible by combining this method with text mining, such as
the sentence structure of the tweet body and the words it contains.
Represent Score as the Measurement of User Influence on Twitter 43
Acknowledgements This research is a product of the research program of The Tokyo Foundation
for Policy Research. We would like to thank Editage (www.editage.com) for English language
editing.
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2011 IEEE Third International Conference on Privacy, Security, Risk and Trust and 2011 IEEE
Third International Conference on Social Computing, pp. 497–500. IEEE (2011)
2. Antonakaki, D., Fragopoulou, P., Ioannidis, S.: A survey of twitter research: data model, graph
structure, sentiment analysis and attacks. Expert Syst. Appl. 164, 114006 (2021). https://doi.
org/10.1016/j.eswa.2020.114006
3. Brin, S., Page, L.: The anatomy of a large-scale hypertextual Web search engine. Comput. Netw.
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Proceedings of the 19th International Conference on World Wide Web - WWW ’10, p. 591.
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5. Said, A., Bowman, T.D., Abbasi, R.A., Aljohani, N.R., Hassan, S.-U., Nawaz, R.: Mining
network-level properties of Twitter altmetrics data. Scientometrics 120(1), 217–235 (2019)
6. Weng, J., Lim, E.-P., Jiang, J., He, Q.: Twitterrank. In: Proceedings of the Third ACM Inter-
national Conference on Web Search and Data Mining - WSDM ’10, p. 261. ACM Press, New
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The Experience of Developing a FAT File
System Module in the Rust Programming
Language
Shuichi Oikawa
Abstract The Linux kernel is a heart of the operating system, and provides the
abstractions of hardware resources and manages them to be used efficiently and effec-
tively by application programs. The operating system kernel has been programmed
by the C programming language. It has been a major system programming language
for a long time due to its efficiency and simplicity. Recently, there is a move towards
introducing the Rust programming language to the Linux kernel for the type and
memory safety; thus, it is meaningful to explore the possibility of utilizing Rust to
program Linux kernel modules. This paper describes the experience of developing
the FAT file system as a kernel module in Rust employing Rust for Linux as a basis of
the development. We performed the experiments to measure its execution costs, and
found that its performance is comparable with the original FAT file system written
in C.
1 Introduction
S. Oikawa (B)
School of Industrial Technology, Advanced Institute of Industrial Technology, 1-10-40
Higashiooi, Shinagawa, Tokyo, Japan
e-mail: [email protected]
effectively by application programs. Since the kernel needs to interact with hardware
directly, it is programmed in system programming languages, which provide the
functionalities to cope with hardware, such as inline assembler, controlling data
allocation on CPU registers, and data representations that fit hardware registers. The
C programming language has been a major system programming language for a long
time because of its efficiency and simplicity; thus, it has been used to program a
number of operating system kernels including the Linux kernel.
Recently, there is a move towards introducing the Rust programming language
to the Linux kernel for the type and memory safety [9]. The C language has been
used as the programming language for the Linux kernel. While C is a popular system
programming language, it is not a safe programming language. It is not strictly type
safe since the C compiler successfully compiles programs that include undefined
behavior while it checks the types of variables and functions. It is not memory safe
since the C compiler does not check the memory boundary. Such unsafety features
of C are the root cause of various vulnerability and defects.
The Rust programming language is a novel system programming language. It
features type safety and memory safety while it can be used for the low-level pro-
gramming that enables Rust programs to interact with hardware. Such features enable
safe programming and help the reduction of vulnerability and defects. Therefore, it
is significantly meaningful for the reduction of threats to societies to explore the
possibility of utilizing Rust to program Linux kernel modules.
This paper describes the experience of developing the FAT file system as a kernel
module written in the Rust programming language. We employ Rust for Linux [11]
as a basis of the development. While Rust for Linux defines the interface that enables
kernel modules written in Rust, it does not provide Rust interfaces required for a file
system module. Thus, the implemented file system module in Rust interacts with the
data structures defined in C. We discuss the impacts of such implementation in the
aspects of type safety and memory safety. We performed the experiments to measure
the execution costs of the programs that operate on the original FAT file system
written in C and our Rust FAT file system in order to compare their performance.
The experiment results showed that the performance of our Rust FAT file system is
comparable with the original FAT file system.
The rest of this paper is organized as follows. Section 2 describes the overview
of Rust for Linux. Section 3 describes the design and implementation of a FAT file
system module in Rust. Section 4 shows the preliminary experiment results. Section 5
describes the related work. Finally, Sect. 6 concludes this paper.
Rust for Linux [11] is an effort to introduce the Rust programming language to the
Linux kernel. First, this section introduce the overview of the Rust programming
language. Second, Rust for Linux is briefly described. Then, the development of the
Linux kernel with Rust modules is described.
The Experience of Developing a FAT File System Module … 47
Rust for Linux attracted major attention when it became a part of Linux-next in
March, 2021 [8], which is followed by the request for comments (RFC) for its
development [9] and also the announcement from Google to support it for the Android
platform [12]. Linux-next is the source tree that is intended for integration testing
and is managed separately from the main line kernel. The integration into Linux-next
is a major step toward the integration into the main line kernel while it is not always
guaranteed and it often takes a long time especially for projects that include a large
amount of work. Actually, the latest patch of Rust for Linux posted for review is
already a fourth time but is still to be considered experimental [10].
Rust for Linux defines a platform to develop kernel modules in Rust. Since the
main body of the Linux kernel is the same, the majority of the source code remains
written in C. By taking advantage of the feature of Rust that its programs can be
linked with C programs, kernel modules written in Rust is linked with the Linux
kernel. Since the main functionality of the kernel remains in the main body of the
kernel, Rust modules must interact with the main body written in C.
Rust for Linux provides numerous interfaces defined in Rust as traits in order to
interact with the main body of the Linux kernel. A trait in Rust defines a group of
functions that can be invoked for its type; thus, it defines the behavior of the type.
The traits provided by Rust for Linux define the interface and behavior of the kernel
48 S. Oikawa
data structures by grouping the data structures and their supporting functions. Just
as C modules utilize the interfaces to the kernel data structures, Rust modules utilize
those traits defined by Rust for Linux.
At this moment, Rust for Linux is just an add on to the Linux kernel. It is possible
to gradually rewrite the source code from C to Rust. The development of the Linux
kernel is rapid, and its source code tree is always renewed. In other words, new source
code is added while old unused code is removed. The Rust foundation is supported
by major technology companies, such as Amazon, Meta, Google, and Microsoft, and
they are also among active major Linux developers. Once Rust for Linux becomes a
part of the main line kernel, it is possible that a number of Rust modules will replace
the current C modules, and the majority of the kernel will be written in Rust.
Building Rust for Linux means building the Linux kernel with the Rust support and
Rust modules. The Rust support option is found in the General setup menu of the
Linux kernel configuration. The option is displayed only when a compatible version
of the Rust compiler is found. Sample Rust modules can be compiled by selecting
the Rust sample option in the Sample kernel code menu of the Kernel hacking menu.
Figure 1 shows the display image of the General setup menu, in which the Rust
support option is enabled.
After the configuration, the Linux kernel is build. Rust for Linux requires the
LLVM C compiler (clang) along with the Rust compiler in order to correctly match
the compiler infrastructure. While only using clang by invoking the make command
with the CC=clang option is possible, using the whole LLVM tool chain is the most
portable way by invoking the make command with the LLVM=1 option. In this way,
the binary utility programs other than the C compiler are taken from the LLVM tool
chain.
The development of Rust modules is self contained. Rust modules can be written only
in Rust, and there is no need to write C programs in order to link them to the main
body of the Linux kernel. The following shows example kernel modules written in
C and Rust. First, a C kernel module definition example is described. A Rust kernel
module definition example is described, next.
A simple C kernel module can be defined as shown in Fig. 2. It just prints out a
message when it is loaded and unloaded. module_init() specifies the function,
which is helloworld_init() for this example, invoked when a module is loaded
and initialized. Similarly, helloworld_exit() specifies the function, which
is helloworld_exit(), invoked when a module exits and is unloaded. The
The Experience of Developing a FAT File System Module … 49
Fig. 1 Configuring Rust for Linux in the menuconfig command by selecting the Rust support
option in the General setup menu
This section first describes our motivation to develop a file system module in the
Rust programming language. It then describes the interaction and interfaces with the
kernel and the operations on the kernel data structures.
procfs (process file system) and tmpfs (temporary file system), the file systems in
the Linux kernel are implemented as kernel modules.
Rust for Linux provides several kernel modules as samples, and those modules can
be used as references for implementation. Most of them are device drivers, and the
rest of them are mere simple samples mostly similar to the Rust kernel module shown
in Fig. 3. The status that there is no Rust kernel modules other than device drivers
and mere samples motivated us to choose a file system as a target for development
since a file system interacts with the kernel main body in a completely different way
through different interfaces.
Next, the interaction of a file system with the kernel, the interfaces of the kernel
used by a file system, and how they are realized in a Rust file system module are
described.
The interactions of a file system module with the kernel main body are typically
performed in the following order:
1. Initialization of a module.
2. Registration of a file system.
3. Mounting a file system.
4. Mounting a block device.
5. Initialization of a file system.
6. Performing read/write operations.
Figure 4 illustrates the direction of the above interactions.
Fig. 4 The interactions of a file system module with the Linux kernel from the initialization to start
read/write operations
52 S. Oikawa
The brief statement and the involving interfaces along with how each interaction
is realized in Rust are described below.
(1) Initialization of a module is performed when the module is loaded into the kernel,
and the main body of the kernel calls the specific initialization function of the
module. The initialization function is registered to the kernel as shown in the
Rust kernel module example of Fig. 3. The initialization performed in a module
is different depending on the functionality of the module. The subsystems a
module depends basically define the interfaces used for the initialization. If the
module is a part of the file system subsystem, the module calls the interface to
register it as a file system, and it is the second step described below.
(2) Registration of a file system is called by a file system module in order to liter-
ally register the module as a file system. Calling the register_filesystem
interface registers a module as a file system with the kernel. The interface is in
the main body of the kernel; thus, it is written in the C language. Since Rust for
Linux does not provide the interface, its declaration in Rust was generated as
shown in Fig. 5. The register_filesystem interface takes an argument of
the file_system_type structure, which include the mount and name mem-
bers. The mount member is a function pointer, and the name member is a charac-
ter string that represents the type (or name) of a file system. If the file system type
specified by the mount command matches the one specified by the name member
of file_system_type, the main body of the kernel calls the function pointer
specified by the mount member as the third step described below.
(3) Mounting a file system is called through the function pointer that was registered
for the file system module as described above. Figure 6 shows the msdos_mount
function that is called through the function pointer in order to mount the FAT file
system. It is written in Rust for this work. The msdos_mount function needs to be
callable from C programs since the file_system_type structure is defined in
Candthemainbodyofthekernelcallsthemsdos_mountfunctionspecifiedbyits
mount member. The extern "C" declaration is specified for this reason. More-
over, unsafe is specified since the function takes C pointers as its arguments. The
function simply transfers the received arguments by calling the mount_bdev
interface, which is the fourth step described below.
(4) Mounting a block device is performed by calling the mount_bdev interface. A
file system defines a logical management structure in order to store data on a block
device. Mounting a block device associates a file system with the block device
Fig. 5 The register_filesystem interface to register a module as a file system with the
kernel
The Experience of Developing a FAT File System Module … 53
and makes the file system its logical management structure. Figure 6 shows
that the mount_bdev interface takes the msdos_fill_super function as
its argument. It creates such an association between a file system and a block
device through the initialization of a file system, which is the fifth step described
below.
(5) Initialization of a file system is called through the msdos_fill_super func-
tion that is passed to the main body of the kernel by calling the mount_bdev
interface as described above. Figure 7 shows the msdos_fill_super func-
tion that performs the initialization of the FAT file system. The function simply
transfers the received arguments by calling the fat_fill_super function,
which processes the detailed work of the FAT file system initialization. The ini-
tialization process first reads the management region (i.e. superblock) of the file
system from the block device in order to obtain the file system management
information, the location of the file allocation table, the block size, and so on,
created on the block device. It then reads the root directory that is the start point
to traverse to and perform read/write of directories and files on the file system,
which is the sixth step described below.
(6) Performing read/write operations is done through the inode_operations
interface, which is the structure of function pointers. The interface is created for
directories and files, separately. Each contains the function pointers, that perform
appropriate operations on them. While the inode_operations interface is
defined in C, its functions are written in Rust for this work.
Fig. 7 The msdos_fill_super function performs the initialization of the FAT file system
54 S. Oikawa
The Linux kernel defines various data structures that manage subsystems, abstrac-
tions, and data. The main body of the kernel passes those data structures to kernel
modules as arguments. Kernel modules obtain necessary information from them,
perform necessary processing, store the results in them, and share them with the
main body of the kernel to return the results. Therefore, they play the important roles
in order to realize the functionalities of the kernel.
The followings are the major data structures that file system modules operate on.
• super_block
• dentry
• inode
• buffer_head
The above data structures are defined for the following purposes. The super_block
structure is for file system management information. The dentry structure is for a
directory. The inode structure is for a file on storage. The buffer_head structure
is for the read/write operations of data on storage.
Rust for Linux does provide no support for the above data structures as of the
current date of writing this paper. It means that Rust modules directly operate on
the data structures defined in C. In this case, Rust modules receive the raw pointers
to the data structures as their arguments. Such operations impact the safety features
provided by Rust. The impacts are discussed in the aspects of type safety and memory
safety below.
Rust can guarantee type safety even for the data structures defined in C. They can
be translated into the definitions in Rust automatically by the tool named bindgen, and
the data structures can be transparently handled in C and Rust programs. Therefore, it
is possible to write programs in C and Rust that process the same data of a certain type
of a data structure. In terms of type safety that is not provided by C, Rust performs no
implicit type translation. It requires explicit type translation everywhere necessary,
and there are a number of places where explicit type translation is necessary in the
Rust FAT file system module. It exposes the fact that the types used in the kernel
source code are not cleanly defined. While it is cumbersome to write explicit type
translation, it makes the type of variable and functions clear. Therefore, explicit type
translation is effective to improve the readability of the source code.
Rust in principle does not operate on raw pointers for memory safety since there
is no way to perform necessary checking at compile time. Rust requires the code
to deal with raw pointers to be placed in the unsafe block in order to tell the Rust
compiler that raw pointers are allowed in exchange for risk; thus, Rust does not
provide memory safety for the code in the unsafe block. Rust modules inherently
receive the raw pointers from the main body of the kernel. The raw pointers point
to the data structures defined in C. Therefore, the code that interacts with the kernel
interfaces ends up with being in the unsafe block.
The Experience of Developing a FAT File System Module … 55
4 Experiments
We performed the experiments to measure the execution costs of the programs that
operate on the original FAT file system written in C and our Rust FAT file system in
order to compare their performance. We first describe the experiment environment
that are used for the experiments, and then show the measurement results.
We employ the QEMU system emulator as a target environment for experiments. The
version of QEMU used for the evaluation is Sect. 2.1, and QEMU emulates x86_64.
The configuration of QEMU used for the evaluation is 1 CPU, 256MB of RAM, and
the virtio-blk paravirtual block device. Evaluation programs were stored in the initial
ram disk.
The evaluation of execution costs needs to measure execution times. Times
counted by the interrupts from a timer device are not accurate enough on system
emulators. Instead, the number of instructions executed is used as the measure of exe-
cution costs. The -icount 0 option of QEMU lets the TSC (time stamp counter)
register count the number of instructions executed. The RDTSC instruction reads the
value of TSC.
We measured the execution times to read data from a file since it is the most basic
operation of a file system. We created files, of which sizes are 1, 4096, and 8192
bytes, on the FAT file system, and measured the execution times to read data from
them. The page cache is discarded before each measurement in order to read data
from storage. The measurements were performed 1000 times, and their averages are
shown as the results.
Table 1 shows the results of the measurements, and Fig. 8 depicts them. For a file
of which size is just 1 byte, the performance of the Rust FAT file system is comparable
with the original one. When the sizes of file are larger, however, the performance of
the Rust FAT file system degrades significantly. The result does not match intuition.
Since a file system locates the block number of data in storage and the main body of
the kernel performs data transfer, the cost to read a 1 byte file is the basic cost mostly
affected by a file system. We will investigate the reason of the results.
5 Related Work
6 Summary
Recently, there is a move to introduce the Rust programming language to the Linux
kernel for the type and memory safety. This paper described the experience of devel-
oping a FAT file system module in Rust employing Rust for Linux as a basis of the
development. We implemented the FAT file system as a kernel module in Rust. We
performed the preliminary experiments to measure its execution costs. We found
that they are comparable with the original FAT file system for a small file while the
performance of the Rust FAT file system degrades significantly for larger files. Our
future work include the investigation of the reason of the performance degradation
and the completion of the file system development by implementing the missing
functionalities. Moreover, the investigation of implementing the traits necessary for
the interface with file system modules.
References
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S.: Engineering the servo web browser engine using rust. In: Proceedings of the 38th Interna-
tional Conference on Software Engineering Companion, ICSE ’16, pp. 81–89. Association
for Computing Machinery, New York, NY, USA (2016). https://doi.org/10.1145/2889160.
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System programming in rust: Beyond safety. In: Proceedings of the 16th Workshop on Hot
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3. Hoare, G.: Project servo: technology from the past come to save the future from itself. http://
venge.net/graydon/talks/intro-talk-2.pdf(2010). Accessed 01 July 2022
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ACM 64(4), 144–152 (2021). https://doi.org/10.1145/3418295
5. Levy, A., Campbell, B., Ghena, B., Pannuto, P., Dutta, P., Levis, P.: The case for writing
a kernel in rust. In: Proceedings of the 8th Asia-Pacific Workshop on Systems, APSys ’17.
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58 S. Oikawa
Satoshi Nakano
Abstract Adoption of online shopping for groceries has remained low compared to
other retail domains but has accelerated due to the long-term impact of COVID-19.
This study aims to assess the psychological factors that influence consumers’ actual
online grocery purchases under the new normal by combining purchase panel data
and survey data. This study confirms that online grocery purchase amount is affected
by traditional utilitarian channel choice factors including perceived risk, search cost,
price-consciousness, and quality-consciousness. In addition, under the new normal,
the results reveal that staying at home (especially during weekdays) and having
more time leads consumers to purchase more online. Further, consumers with higher
anxiety about COVID-19 are more likely to purchase online. The insights from this
paper help retailers and marketers develop customer strategies.
1 Introduction
The retail environment has changed dramatically with the spread of COVID-19 as
consumers become accustomed to a new way of shopping—the “new normal” [31].
An increasing number of consumers is purchasing online, even groceries, for which
online shopping adoption is still lower than in other online retail sectors. When
consumers discover the convenience of e-commerce technology and this technology
makes a significant change in their lives, new shopping styles will become habitual
[32]. However, little is known about how different factors are affecting consumer
shopping styles in the new normal than before the pandemic. Understanding this is
important for marketers and retailers for designing their channel strategies.
For grocery shopping, studies have shown that many consumers do not purchase
products online, but instead prefer to visit local offline stores [6, 24, 27]. This is
S. Nakano (B)
Faculty of Economics, Meiji Gakuin University, Tokyo, Japan
e-mail: [email protected]
because grocery shopping is based on more habitual needs and lower product differ-
entiation compared to other product categories. Thus, making it difficult to take
advantage of the online convenience [23, 24]. In addition, from the standpoint of
logistics such as delivery and inventory management, it is difficult to take advan-
tage of online retailing, especially when dealing with highly perishable products, for
which a long-tail assortment may not be suitable [23] Hence, the adoption of online
grocery shopping still lags behind other online retail domains. Driving consumers to
this channel remains a challenge for retailers [11].
The motivation of this study is to assess the factors driving consumers’ online
grocery shopping under the new normal. Our research makes several contribu-
tions to the literature. First, we extend the research related to the determinants of
consumers’ channel choices. These determinants have been addressed by numerous
studies. Using online channels, consumers gain the utilitarian benefits of conve-
nience and time saving [7, 11, 24, 26], and product prices [9, 23], but they must also
accept the disadvantage of purchase risks [17, 26]. It is also known that consumers
gain hedonic benefits related to entertainment and exploration [21, 27]. However, it is
unclear whether these factors contribute to online grocery shopping after COVID-19.
In addition, since COVID-19 changed the way people work and spend their leisure
time, we also need to pay attention to context-specific factors in consumers’ lives of
post-COVID-19. More and more people work from home on weekdays and spend
their holidays at home as well. The perceived shopping values are also expected to
change. Therefore, we consider context-specific factors in addition to the traditional
channel choice factors.
Second, this study is among the first to provide an integrated view of consumer
actual online shopping behavior and psychological factors after COVID-19. Most
channel studies at the consumer or customer level can be divided into those based
on behavioral data using scanner panel data or ID-POS data (e.g., [6, 7, 24]), and
those using surveys (e.g., [11, 21]). The former is more accurate because they are
based on actual behavior, but cannot consider consumers’ internal factors. The latter
can incorporate a variety of factors, but cannot evaluate whether those factors are
linked to actual behaviors. To take advantage of both approaches, our study adopts
an integrated approach by combining purchase panel data and survey data. In doing
so, we aim to gain an integrated view of behavior and the psychology.
2 Theoretical Background
Consumer adoption of online shopping has been the subject of numerous studies
in multichannel and omnichannel retailing. It is a fairly mature research area [29].
Among these, the studies on consumers’ online grocery shopping have also been
ongoing since the early 2000s [9, 17, 23]. With the spread of the Internet and mobile, it
Factors Influencing Consumers’ Online Grocery Shopping Under … 61
has been predicted that most consumers will adopt online grocery shopping. However,
this is not necessarily the case at this time.
One provocative finding that emerges from a review of the literature [29] is the
persistent existence of offline single channel consumers. Over the past two decades,
retailers have faced the reality that consumers have been slower than expected to
adopt online as a channel for purchasing groceries [11]. For example, in Japan, e-
commerce (EC) for groceries has been steadily gaining popularity, but the EC rate is
still low compared to other product categories such as electronics, clothes, stationery,
and books. According to the Ministry of Economy, Trade and Industry [25], in 2019,
the EC rate, which is the ratio of EC to total sales, for Japan’s merchandise sales
sector was 41.8% for office supplies and stationery, 34.2% for books, video and
music software, 32.8% for electronics and 13.9% for clothing, while the rate for
foods, beverages, and alcoholic beverages was only 2.9%.
There are several reasons why the EC is difficult to advance in the grocery sectors.
The business model of grocery retailing has a low margin and high turnover. The
degree of product differentiation among stores is small and leads to price competition
[23]. In addition, the EC of grocery face challenges such as the heavy burden of
picking and delivery and the limited capacity to accept orders. As a result, existing
brick-and-mortar grocery retailers may continue to lose money when adding new
online channels. Grocery retailers are finding it difficult to maintain both brick-and-
mortar and online channels [11].
However, this situation could change. The pandemic has forced consumers to
become more experienced online. This may well result in consumers who have
remained stuck in the single channel migrating to the multichannel [29]. The question
is how to predict the habitual formation of such behavior. In order to do that, it is
important to update the factors that influence consumers’ online grocery shopping in
a new normal environment. In this study, we construct the behavior model based on
the theory of consumer channel choice and the contextual factors after COVID-19.
Previous research suggests that consumers’ channel choice can be explained by the
shopping utility maximization theory [6, 7, 34]. In line with this theory, consumers
can be expected to select the channel that provides the highest overall acquisition
and transaction utility. Acquisition utility refers to the net effect of the benefits and
costs of products that need to be purchased. Consumers can receive benefits such
as product quality, while they need to pay costs such as price. Transaction utility
is the utility (or disutility) of delivering products from stores to homes. From the
transactions of online shopping, consumers gain advantages such as convenience
and time savings, while they accept disadvantages such as purchase risk. Online
and physical stores each have positive or negative utility drivers, and the trade-offs
between them determine consumers’ channel usage.
62 S. Nakano
Quality and price for acquisition. The key aspects of acquisition utility are quality
and price [34]. In general, the advantage of online retailing is the “long tail,” which
allows retailers to deal with niche products. The depth and breadth of the assortment
allow retailers to target customer segments with varying needs for product quality
[30]. Quality-conscious consumers pay higher prices to get better product quality,
and tend to be more loyal to their primary channel [5].
Price is a cost that consumers must pay, but online shopping can lead to savings
benefits. Consumers have perceptions of pricing and value for each channel. When
a sales price is lower than the product’s perceived value, it is an incentive to use that
channel [33]. Since consumers can easily access a wide range of information through
the Internet, the online channel has the utilitarian benefit of price comparison ease.
For many product categories, the online price tends to be lower than offline, but this
is not always the case for groceries, where discounts may not apply [11]. This has
to do with the low margins in grocery retailing and the cost of picking and delivery.
Therefore, some research suggests that the role of price is less important in online
grocery retailing [23]. However, the results are mixed. Conversely, [9] finds that
consumers who shop online for groceries more frequently are more price sensitive.
Hedonic benefits (exploration and entertainment). In addition to these utilitarian
benefits and costs, consumers can also obtain hedonic benefits when acquiring prod-
ucts. The exploration benefit is one of the hedonic benefits. By searching several
channels, consumers get the opportunity to try new products. Consumers’ propensity
to seek hedonic exploration benefits is related to innovativeness [1, 21]. Reference
[21] suggests that multichannel shoppers have a higher tendency to be innovative in
their trialability of new and unpurchased products. Few grocery shoppers purchase
everything online, and many of those who purchase online are multichannel shoppers
who also use physical stores [23, 27]. In the grocery shopping context, [27] suggests
that multichannel shoppers with more media touchpoints, such as individuals using
multiple devices (e.g., PC and mobile phone) and social media, tend to be more
innovative.
The entertainment benefit is also a hedonic benefit that consumers can gain from
shopping [3]. The tendency to derive pleasure and excitement from shopping influ-
ences channel selection. Previous research reports the positive effects of shopping
enjoyment on multichannel selection for search and purchase [21, 33].
Convenience and perceived risk for transaction. Transaction utility includes conve-
nience and perceived risk. The online channel differs from offline grocery stores
regarding the convenience of 24 h ordering capabilities and home delivery. Since
online shopping allows consumers to make purchases without time constraints, the
online channel provides consumers with time-saving benefits. Several studies suggest
that there is a positive relationship between the lack of time and frequent online
shopping [7, 24, 26].
Further, online channels provide convenience in the information search process.
Using online channel, consumers have fast, optimal access to enormous amounts of
product information. It has been proposed that the ease of searching for information
online has a significant impact on the usage of online channels [33]. While online
Factors Influencing Consumers’ Online Grocery Shopping Under … 63
purchasing has the benefit of convenience, consumers who have high loyalty to
physical stores may not necessarily feel the convenience. Reference [21] shows that
consumers who do not make online purchases and focus on stores tend to have higher
store loyalty than multichannel shoppers.
Regarding transaction disadvantages, the perceived purchase risk is a major factor.
This risk is higher for online purchases than for offline ones because consumers
cannot have direct contact with the product or retailer. At times, the product the
consumer receives may arrive damaged or may be different from what the consumer
expected. In particular, a significant risk in online grocery is associated with receiving
perishable food [26]. Previous research suggests that consumers who look to avoid
such risks are less likely to make online purchases [17, 26]. However, some recent
studies have shown that the perceived purchase risk does not strongly influence the
adoption of online shopping. In the context of online grocery, [11] suggests that this
is because consumers are more familiar and more trusting toward online shopping
than a decade ago.
This study focuses on grocery shopping, which has been slow to adopt online, and
discusses how this is changing in the new normal. Figure 1 shows our conceptual
model. We set the following research questions.
• RQ1. Which of the existing consumer channel choice factors influence online
grocery purchase amount in the new normal environment?
• RQ2. What contextual factors related to after COVID-19 influence online grocery
purchase amount?
3 Methods
3.1 Data
We used a consumer scanner panel data, called the Syndicated Consumer Index
(SCI), operated by the Japanese marketing research company INTAGE Inc. The SCI
is the de facto standard scanner panel data used for marketing by many companies in
Japan. The data document individuals’ detailed purchase histories (purchase amount
and unit). The product categories covered in this study are staple foods, seasonings,
processed foods, snacks, ice cream, milk-based drinks, soft drinks, and alcohol (but
not fresh fish, vegetables, or prepared box lunches). The data period is six months,
from March 1 to August 31, 2020 from the beginning of the severe pandemic of
COVID-19 in Japan until it settled down to some extent. From the data, the monthly
online grocery purchase amount of each individual was extracted and used as the
dependent variable for the analysis.
In addition, we conducted an online questionnaire survey between October 9,
2020 and October 19, 2020 among the panelists to collect their staying at home
status and psychographics as described in detail later. Of the approximately 50,000
scanner panelists, we randomly conducted the online survey to the panelists. As a
result, the online survey was delivered to 1,226 panelists and the valid responses
were 883 (72.0%). These consumers are male and female between the ages of 20
and 69 who live in Japan.
The dependent variable, monthly online grocery purchase amount, includes a
large number of zeros (i.e., a large number of consumers who did not make an online
purchase during the month). This is a common phenomenon in data related to online
shopping and has been observed in many other previous studies [2, 22]. To address
this issue, we respond by using a Tobit regression model which corresponds the
dependent variable containing many zeroes as described in the next section.
Moreover, actual purchase data such as scanner panel data often includes outliers
on the right side. Therefore, we controlled for the effect of extreme outliers with
reference to [22], which analyzed similar online purchase transactional data. We stan-
dardized the total online grocery purchase amounts for each consumer and dropped
66 S. Nakano
We measured the psychographic variables using multiple items with five-point Likert
scales ranging from 1 (fully disagree) to 5 (fully agree), as shown in Table 1. Refer-
ence [1]’s items were used for quality consciousness, price consciousness, innova-
tiveness, shopping enjoyment, time pressure, store loyalty and impulsiveness. The
constructs proposed by [1] have been used in many other previous studies for under-
standing consumer heterogeneity in a multichannel environment [21, 27]; thus, we
also adopted them. For the lower search cost online, we used the items from [19].
For risk perceptions, we used [8]’s items. Anxiety was measured using four items
following [35].
Confirmatory factor analysis was used to create psychographic variables (Tables 1
and 2). As a result of the analysis, the model fits the data well (GFI = 0.924, CFI
= 0.946, RMSEA = 0.047). For reliability, Cronbach’s α values for all constructs
are greater than 0.7 [16]. The composite reliability (CR) values of all constructs
Factors Influencing Consumers’ Online Grocery Shopping Under … 67
Table 1 (continued)
Construct with measurement items Factor loadings
I feel anxious about the COVID-19 pandemic 0.797
I feel stressed about the COVID-19 pandemic 0.675
I feel nervous about the COVID-19 pandemic 0.753
Impulsiveness
I often find myself buying products on impulse in the grocery store 0.847
I often make an unplanned purchase when the urge strikes me 0.787
are greater than 0.7, which is above the cut-off criterion of 0.6 [4]. For convergent
validity, average variance extracted (AVE) values of all constructs are greater than
0.5. For discriminant validity, we confirmed that the square root of the AVE for each
construct is higher than its correlations with another construct [10].
Besides psychographic variables, we measured the status of staying at home on
weekdays and holidays each month as time-variant variables. The question state-
ment is: “Since the spread of COVID-19, I feel the need to stay at home on
weekdays/holidays”. The questionnaire was answered with a five-point Likert scale
ranging from 1 (strongly disagree) to 5 (strongly agree). The items are measured
separately for weekdays and holidays on a monthly basis, from March to August
2020.
As control variables, we used demographics including gender, age, number of
family members, income (million yen). Gender is expressed as a dummy variable,
where 1 represents males. Other demographics are expressed as continuous variables.
We show the summary statistics for staying at home variables and demographics in
Table 3.
3.3 Model
We designed a Tobit model for panel data to predict the online purchase amount,
denoted by yit , which refers to consumer i’s (i=1,…, N ) online purchase amount in
the month of year t (t=1,…, T ). The Tobit model with individual random effect is
used considering that the panel data formulation includes repeated observations for
each individual. Since the distribution of online purchase amounts includes a large
number of individuals who do not make any online purchases (equal to zero), we
adopted a left-censored model. The Tobit model with a lower limit of zero can be
described as follows:
yit∗ = α + x it β + z i γ + μi + υit (1)
and
Table 2 Reliability, validity and correlation matrix
α CR AVE Correlation matrix
1 2 3 4 5 6 7 8 9 10
Quality consciousness 0.741 0.743 0.503 0.709
Price consciousness 0.812 0.814 0.595 0.558 0.771
Innovativeness 0.817 0.821 0.606 0.376 0.300 0.778
Shopping enjoyment 0.839 0.841 0.639 0.455 0.425 0.396 0.800
Time pressure 0.901 0.904 0.759 0.267 0.127 0.151 0.095 0.871
Lower search cost online 0.738 0.752 0.51 0.414 0.224 0.156 0.303 0.153 0.714
Store loyalty 0.891 0.893 0.736 −0.042 −0.089 −0.086 −0.113 0.184 −0.024 0.858
Risk perceptions 0.875 0.883 0.719 0.068 −0.021 0.034 −0.002 0.166 0.037 0.483 0.858
Anxiety 0.838 0.839 0.567 0.267 0.178 0.190 0.150 0.268 0.207 0.172 0.172 0.753
Factors Influencing Consumers’ Online Grocery Shopping Under …
Impulsiveness 0.799 0.799 0.665 0.115 −0.129 0.418 0.196 0.161 0.104 0.199 0.160 0.191 0.815
The diagonal values of the correlation matrix represent the square root of the AVE values. All other values represent the correlation coefficients
69
70 S. Nakano
yit∗ i f yit∗ > 0
yit = (2)
0 i f yit∗ ≤ 0
where yit∗ refers to the unobserved latent variable. α is the constant term. μi is the
random effect term that follows the normal distribution with mean 0 and variance
σμ2 . υit is the remaining disturbance term which follows the normal distribution with
mean 0 and variance σν2 . x it is a vector of time-variant variables that capture the
status of staying at home on weekdays and holidays each month. z i is a vector of
time-invariant variables including psychographics and demographics. β and γ are
parameter vectors. In the random effect model, μi and the explanatory variables are
assumed to be independent.
4 Results
Our aim is to assess the impact of the existing consumer channel choice factors (RQ1)
and contextual factors (RQ2) on online purchase amount using Tobit regression
analysis. Table 4 shows the estimation result.
Concerning utilitarian benefits for acquisition utility, quality-consciousness
appears to have a significant effect (p < 0.01), suggesting that quality-conscious
consumers are more likely to purchase groceries online than those who are less
quality-conscious. Further, the estimate of price-consciousness is also significant
(p < 0.01). Therefore, we conclude that price-conscious consumers are more
likely to purchase groceries online than those less price-conscious. In contrast, as
hedonic benefits, innovativeness and shopping enjoyment appears to be insignificant
(p > 0.1).
Regarding transaction utility, the estimate of time pressure is significant (p < 0.01).
However, this result is contrary to the findings of previous studies [7, 24], which show
that consumers with less time purchase online. This study indicates that consumers
with lower time pressure are more likely to purchase groceries online than those
with higher time pressure in the new normal environment. The estimate of search
Factors Influencing Consumers’ Online Grocery Shopping Under … 71
cost online is positively significant (p < 0.01). Thus, consumers who perceive online
search costs to be lower are more likely to purchase groceries online. Further, store
loyalty is marginally significant (p < 0.1) with the expected sign. It was hypothesized
that store loyalty would be strongly negative and significant, but the result indicates
that store loyalty does not necessarily have a strong effect. The estimate of risk
perception is negative and significant (p < 0.01). Therefore, consumers with lower
perceived risk are more likely to purchase groceries online than those with higher
perceived risk.
As the contextual factors after COVID-19 related to RQ2, we discover that anxiety
is positive and significant (p < 0.05). Hence, consumers with high anxiety about
COVID-19 are more likely to purchase groceries online. However, this anxiety-
based purchasing is not as impulsive as panic buying. The estimate of impulsiveness
is insignificant (p > 0.1).
Another perspective under the pandemic is how staying at home leads to online
grocery shopping. The estimate of staying at home weekday is positive and significant
(p < 0.05), but the estimate of holiday is insignificant (p > 0.1). This result indicates
that consumers who feel the need to be home during the weekdays are more likely
to do online grocery shopping.
72 S. Nakano
5 Robustness Checks
We checked whether the insignificant explanatory variables could have created signif-
icant results for the other explanatory variables in the model [16]. After excluding
all variables that showed insignificant results in Table 4, we estimated the model
again. In the channel research context, [14] performs a robustness check in a similar
way. As a result, even after excluding four variables—staying at home on holidays,
innovativeness, shopping enjoyment and impulsiveness—the significance level and
directions of the remaining explanatory variables did not change. Therefore, we
confirmed the robustness of our results.
In addition, since this study used monthly data for six months, the time trend may
have influenced the results. Therefore, we included dummy variables for the month
in the model and re-estimated the model. As a result, none of the dummy variables
for the month became significant, and the significance level and directions of the
other explanatory variables did not change. Hence, we confirmed that our results are
not influenced by any particular month.
6 Discussion
While the adoption of online shopping for groceries has remained lower than that
in other retailing domains [24, 27], its popularity had been steadily increasing prior
to the beginning of the COVID-19 pandemic. However, the long-lasting impact of
COVID-19 has changed consumers’ daily lifestyles and has accelerated online shop-
ping. Under the new normal, better understanding the factors influencing consumers’
online grocery shopping is helpful to various practitioners such as retailers, marketers
and policymakers. Hence, this issue is influential for grocery retailing research [11].
We present an integrated approach to evaluate the impact of psychological factors
on the consumers’ actual purchasing behaviors. In previous studies, studies dealing
with psychological factors and behavioral traits have been studied separately, but we
propose a holistic view. Furthermore, this study captures the contextual factors of
consumer behavior after COVID-19, which is the novelty of this study.
Among the existing consumer channel choice factors, we showed that utilitarian
factors have more influence on online purchase amount than hedonic factors. One
reason for this is that the activity of grocery shopping is considered a mundane,
routine task in general [26]. Further, our result reveals that the convenience of online
search is positively associated with online grocery shopping. The result reflects the
consumers’ tendency to make everyday purchases more efficiently.
Perceived risk is the influential factor in our results. While many studies have
supported this [17, 26], recent research has suggested that this is not necessarily the
case as online grocery shopping becomes more common [11]. However, the evidence
shows that perceived risk is still strongly related to online grocery shopping in the
Factors Influencing Consumers’ Online Grocery Shopping Under … 73
Japanese market. This tendency may depend on the maturity of the market in the
target country.
An interesting finding is about time pressure. This study indicates that consumers
with lower time pressure are more likely to purchase groceries online. However,
previous studies have shown that consumers with less time are likely to purchase
online for the purpose of time-saving [7, 11, 24, 26]. This study indicates that the
opposite is true; rather, staying at home (especially on weekdays) and having more
time to spare leads consumers to purchase more online. The self-restraint from going
out due to COVID-19 could have given consumers more time to adopt a new shopping
format. The dominance of physical stores in grocery shopping has made it difficult
for online shopping to become widespread in the past, but with more time available,
the new format may take root in the future.
Moreover, we find that consumers with higher anxiety about COVID-19 are more
likely to purchase groceries online. Current and future retailing is expected to provide
hygienic and efficient ways to shop for consumer convenience [13]. Therefore, this
format of online grocery shopping is expected to become more popular, alleviating
consumer anxiety.
In contrast, consumers’ propensity to seek hedonically and entertainment benefits
are not associated with online shopping. Further, the tendency for impulsive buying is
not associated. Based on the results, the shift to online shopping does not encourage
unplanned purchases. The critical question for retailers in the future would be whether
online grocery retailing will increase the total amount of shopping by consumers,
and if not, how to increase the total amount. According to [24], in the long run,
multichannel grocery shoppers expand the share of wallets allocated to the online-
visited chain compared to single-channel shoppers. However, there is a need for
additional validation as to whether these phenomena are also occurring in the new
normal environment. It will be a challenge for retailers to figure out how to make
online shopping more enjoyable for consumers and increase unplanned purchases.
COVID-19 has forced people to change their lives, and retail formats have evolved
along with it. Some of the changes could be permanent in the future. One of the
reasons for the lack of online purchasing diffusion may be that the cost of switching
channels was too high for consumers, either because of a lack of online experience
or because of offline purchasing habits and inertia [20]. However, the pandemic
forced consumers to try new formats. Moreover, as the effects of the pandemic
lingered, it became a habit. Based on the empirical data, this study has implica-
tions regarding several important consumer characteristics. It is expected that many
researchers and practitioners will use this knowledge to draw up strategies related to
customer acquisition and retention after COVID-19.
74 S. Nakano
7 Future Research
Our study has some limitations that point to areas of future research interest. The first
limitation is the timeframe of our study, which includes only six months following the
onset of COVID-19. A longitudinal study will be necessary in the future to identify
whether consumers’ online grocery shopping will become more popular. Second,
our study focuses on online purchasing for all groceries using scanner panel data
but does not consider any specific firm channels. Several studies of multichannel
retailing provide implications regarding profitability and customer retention when
a firm deploys multiple channels (e.g., [2, 7, 24]). It would be helpful to better
understand how the factors identified in this study can be applied to the channel
development of individual firms. Third, our online survey design has a limitation.
We measured the stay home status variable for March 2020 through September 2020
in a single online survey. However, it is difficult for consumers to recall their past
monthly stay home situation. To collect more accurate data, future studies should
conduct monthly surveys.
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Skeletal Muscle Segmentation
at the Third Lumbar Vertebral Level
in Radiotherapy CT Images
Xuzhi Zhao, Haizhen Yue, Yi Du, Shuang Hou, Weiwei Du, and Yahui Peng
1 Introduction
Rectal cancer is one of the common malignant neoplasm diseases in the world [1]
and the nutritional status of patients is of great significance to the prognosis outcome
[2]. Skeletal muscle mass at the third lumbar vertebral (L3) level has been shown to
correlate with patient nutritional status [3, 4]. Computed tomography (CT) plays an
import role in muscle mass evaluation since the morphology of the muscles can be
demonstrated clearly [5]. How to develop a computer program to segment skeletal
muscles accurately at the L3 level in CT images has been investigated extensively
[6–13].
Previous studies on the segmentation of skeletal muscles at the L3 level in
CT images revolved around traditional image processing algorithms [6–9] and
deep learning-based methods [10–13]. Traditional algorithms include shape prior
modeling-based image registration [6, 9], atlas-based segmentation [7] and fuzzy
c-means clustering [8]. Deep learning-based methods include fully convolutional
neural networks [10, 11], UNet-based models [10, 12] and YOLOv3-based models
[13]. However, the existing traditional algorithms tend to rely on complex mod-
eling and thus, having trouble reproducing the results on different datasets, while
deep learning-based methods generally require a large number of images with labels
manually annotated by skilled radiologists for network training.
In this study, a novel computer algorithm is proposed to segment skeletal muscles
at the L3 level in radiotherapy CT images. The algorithm is based on the morpho-
logical characteristics of skeletal muscles in radiotherapy CT images. Because the
algorithm only consists of basic image processing techniques, it does not require a
large number of labeled images for training.
2.1 Patients
Included in the study are 20 rectal cancer patients (15 males and 5 females) who
were admitted to the Department of Radiation Oncology at Peking University Cancer
Hospital & Institute from April 2015 to December 2016. The patient age ranges from
31 to 77 years, with the mean of 61 years.
Skeletal Muscle Segmentation at the Third Lumbar Vertebral … 79
All patients underwent both plain and contrast-enhanced pelvic CT studies with a
Sensation Open CT scanner (Siemens Healthineers, Erlangen, Germany) for radio-
therapy. The corresponding CT imaging parameters are shown in Table 1.
Only the plain pelvic CT images are used for muscle segmentation in this study.
On the axial CT images at the L3 level, an oncologist selects a best slice that demon-
strates the structure of the spine morphology for each patient and annotates the skele-
tal muscles manually with the ITK-SNAP software [14]. A total of 20 axial images
are annotated and used as the ground truth for the assessment of the segmentation
accuracy.
Figure 1a shows a selected radiotherapy CT image at the L3 level and Fig. 1b
shows the ground truth annotated by the oncologist.
2.4.1 Preprocessing
• Global thresholding: The input image is first segmented with a given pair of lower
and upper thresholds, −29 and 150 Hounsfield unit (HU), respectively, which are
considered the range of standard skeletal muscle CT values [16]. This step removes
most pixels belonging to subcutaneous and visceral adipose tissue.
80 X. Zhao et al.
Fig. 1 A radiotherapy CT image at the level of the third lumbar vertebral (a) and the corresponding
manually-annotated skeletal muscles (b), including both the abdominal muscles (blue) and the
paraspinal muscles (orange), given by an oncologist. Note that, for better visualization, the annotated
image is cropped, and the gray level is adjusted
• Skin removal: The outermost pixels of skin tissue is removed through connected
component analysis and morphology processing.
• Convex hull extraction: The outer contour of the segmented region is found, then
the convex hull of the outer contour is extracted (Fig. 3).
• Distance map generation: To identify the thin layer of the abdominal muscles, a
Chebyshev distance map is generated from the convex hull (Fig. 4).
• Abdominal muscle identification: Inside the segmented region, the most probable
distance of the segmented pixels from the convex hull is recorded (Fig. 5). Seg-
mented pixels whose corresponding distance greater than or equal to the most
probable distance are removed.
Skeletal Muscle Segmentation at the Third Lumbar Vertebral … 81
• Abdominal muscle refinement: To refine the inner side of the region obtained in the
previous step, the convex hull of the inner contour of the previous result is extracted
(Fig. 6). Segmented pixels inside the convex hull are removed. The updated inner
side is repeatedly refined using the same method until the number of removed
pixels is less than 150.
82 X. Zhao et al.
• Adaptive thresholding: Caring about pixels of the input image that lie within the
region of the preprocessed result, the histogram profile is fitted to a normal distribu-
tion to obtain the mean value μ and the standard deviation σ . Adaptive thresholds
are then set to be µ − 1.5σ and μ + 1.5σ (Fig. 7), which are used as the lower and
upper limits. Pixels whose value in between are segmented.
• Paraspinal muscle localization: The L3 vertebral body is segmented using a thresh-
old of 110HU. Then, the bounding box of the vertebral body is identified. An
enlarged region is cropped after dilating the upper bound by three pixels and
extending the left and right bounds to evenly double the width (Fig. 8).
• Noise removal: To remove noise in the previous result, connected components
analysis is used to remove small regions. The largest eight connected components
are retained.
• Paraspinal muscle identification: A series of rectangular boxes are generated adap-
tively in the upper left and upper right regions of the cropped image in the following
way. Some fixed-length lines in vertical direction are set in the upper left (right)
region of the image and the end part of each line is checked whether intersects
with muscle tissue. If it intersects, skip. If not, a horizontal line is generated from
the left (right) border of the image to the end of the vertical line. Then, the spatial
position of the horizontal line lowers continuously along the y-axis until its end
part intersects with muscle tissue. By removing the pixels inside the rectangular
regions, the paraspinal muscles are roughly identified (Fig. 9).
• Paraspinal muscle refinement: The connected component analysis is then used.
Criteria regarding the size and location of the regions are enforced to filter out the
connected components of non-muscle tissue. Regions inside the vertebral body
are removed. Regions with size smaller than or equal to 8 are removed. Small
regions near the top, left, and right border of the image are removed. The holes in
the image are filled.
Finally, the results of the abdominal muscle segmentation and the paraspinal
muscle segmentation are combined to get the complete skeletal muscles.
Skeletal Muscle Segmentation at the Third Lumbar Vertebral … 83
Fig. 7 The histogram in a certain range is fitted to a normal distribution (green) to determine the
adaptive lower and upper thresholds (red) for paraspinal muscle segmentation
Fig. 8 Using the bounding box of the vertebral body (yellow) to localize the region of paraspinal
muscles (red)
Fig. 9 By removing non-muscle pixels on the left a and right b upper regions, paraspinal muscles
are identified
84 X. Zhao et al.
To assess the segmentation accuracy, Dice similarity coefficient (DSC) and 95th
percentile of the Hausdorff distance (HD95) are used [17]. The DSC is a measure of
pixel-wise overlap of the segmented and reference regions and HD95 evaluates the
distance between segmented and reference boundaries.
3 Results
The segmented abdominal muscles, paraspinal muscles and complete skeletal mus-
cles are shown in Figs. 10, 11, and 12, respectively.
Two segmentation results of skeletal muscles at the L3 level are shown in Fig. 13,
representing the best and worst segmentation performance in terms of DSC. HD95
is also given for reference.
The histograms of segmentation accuracy are compared between results from
using simple global thresholding method and the proposed algorithm (Fig. 14). The
statistics of the histograms are shown in Table 2. It is clear that the proposed algorithm
improves the segmentation performance on top of the global thresholding method.
Skeletal Muscle Segmentation at the Third Lumbar Vertebral … 85
Fig. 13 Demonstration of
the best (a) and worst (b)
skeletal muscle segmentation
results from using the
proposed algorithm. The
proposed skeletal muscle
segmentation result (cyan)
and manual segmentation
result (red) are highly
overlapped (yellow). DSC:
Dice similarity coefficient.
HD95: 95th percentile of the
Hausdorff distance
86 X. Zhao et al.
Fig. 14 Histograms of Dice similarity coefficient (a) and 95th percentile of the Hausdorff dis-
tance (b) over the entire dataset for the global thresholding method and the proposed segmentation
algorithm
Table 2 Comparison of segmentation results obtained using different methods. All values are
reported as MEAN ± SD
Method Evaluation Metric
DSC (%) HD95 (mm)
Thresholding 69.1 ± 6.2 102.2 ± 52.9
Proposed 93.8 ± 1.6 4.8 ± 1.2
4 Discussion
The nutrition status of rectal cancer patients is closely related to the prognosis of the
disease [2]. Features derived from skeletal muscles at the L3 level are correlated to
the nutritional status of the patients [3, 4]. Hence, it is of great importance to segment
skeletal muscles accurately at the L3 level in CT images.
The average DSC of the proposed algorithm is 93.8 ± 1.6 on the dataset in study.
For comparison, previous studies reported DCS of 94.53 ± 5.06 [9], 98.11 ± 1.47
Skeletal Muscle Segmentation at the Third Lumbar Vertebral … 87
[10], and 98 [13], not on the same dataset. Although the mean segmentation accuracy
of the proposed algorithm is slightly lower than similar studies [9, 10, 13], the
proposed algorithm is much less expensive. The proposed algorithm circumvents
the drawbacks of complex modeling and the need for a large number of images
with annotations manually labeled for network training. In addition, the proposed
method worked in radiotherapy CT images, whose quality is normally not as good
as diagnostic CT images.
There are limitations of this study. First, the number of cases is relatively small.
The segmentation accuracy of the proposed algorithm is estimated using 20 radiother-
apy CT images. More cases can be used to improve the reliability of the estimation.
Second, the proposed algorithm is tested on plain CT images acquired with a single
radiotherapy device. In future studies, the proposed algorithm will be tested on more
imaging devices and other imaging modes.
5 Conclusion
Acknowledgements This study was partially supported by the Beijing Natural Science Foundation
(No. 1212011, 1202009) and National Natural Science Foundation of China (No. 12005007).
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Speed-Up Single Shot Detector on GPU
with CUDA
C. Wang (B)
Tokyo Institute of Technology & National Institute of Advanced Industrial Science and
Technology (AIST), Tokyo, Japan
e-mail: [email protected]
T. Endo
Tokyo Institute of Technology, Tokyo, Japan
e-mail: [email protected]
T. Hirofuchi · T. Ikegami
National Institute of Advanced Industrial Science and Technology (AIST), Tokyo, Japan
e-mail: [email protected]
T. Ikegami
e-mail: [email protected]
1 Introduction
1.1 Context
1.2 Motivation
One of the most often utilized detection networks is SSD(Single Shot Multibox
Detector) [19]. When compared to other high-speed detection networks, it achieves
object detection with a high mean Average Precision(mAP). At the same time, SSD
has achieved a very good balance between accuracy and detection speed. It seems
to be an excellent research object. Major object identification networks are built on
convolutional neural networks, and numerous approaches have been developed to
speed up the computation of CNN’s convolution and full connection layers. However,
in detection networks, not only convolution and complete connection but also other
modules, need a significant amount of processing time. Therefore, in addition to the
CNN layer, attention should also be paid to the calculation of other layers. If we
accelerate other layers by GPU, we can also achieve a faster detection speed, which
is a major goal of our research.
2 Related Work
coordinates and forecast classification scores. In a single network pass, the one-stage
frameworks predict the box coordinates and classification result. Non-maximum sup-
pression (NMS) is one of the most important post-processing procedures for remov-
ing boxes with comparable locations and shapes but with lower confidence levels.
In [13], they analyzed the comparison of various object detection frameworks. They
not only analyzed the correctness of different framework detection but also specifi-
cally analyzed the detection speed of various frameworks, which is also an important
indicator of the maturity of the framework.
2.2 CUDA
the input image, the Single Shot Multibox detector is mainly divided into two types,
SSD300 [19] and SSD512, shown in Fig. 1. The basic architecture of SSD, as shown
in Fig. 1, is based on VGG16 [27]. The layers of the first part of the network are
constructed according to the standard architecture for image classification, which is
called the base network. Eigenvalues are detected in the underlying network. The
subsequent layers are auxiliary structures for multiple object detection through multi-
scale feature maps. A total of 24,564 candidate boxes are generated in SSD512, which
is compared with 8,732 in SSD300. Because of the increased size of an input image,
a larger size of feature map is generated, and more candidate regions are generated.
This number of candidate boxes are sieved by NMS algorithm.
dinates are also updated when suppressing adjacent boxes to improve localization
accuracy. In terms of time cost, the worst-case network management complexity
is O(N 2 ), where N is the number of boxes. Therefore, when the number of boxes
is large, the time cost becomes remarkably high. This problem is exacerbated in
crowded scene object detection, as thousands of boxes are created in the RPN of
the Faster R-CNN, and the number of candidate boxes can even be over 10,000,
especially now that detection of high-resolution images is becoming more popular.
The map-reduce approach is based on [21], which is a base of our implementation,
and we present a few enhancements to it here. To begin with, the [21] technique
demands a sorted input, but our method takes inputs in any order. Second, [21]
violates the non-transitive characteristic. We begin with the method described in
[21]. The procedure is depicted in Fig. 2 [21]. Assume that each object class has a
bit matrix M of size N × N . The matrix is described as follows:
1 if i > j and I OUi, j > threashold
Mi, j =
0 otherwise
Mi, j is a symmetric matrix, as shown in Fig. 2, since I OU(i, j) = I OU( j,i) . All of
the 1 components in the lower triangle are marked with as −1. This is the stage of
the map. Row by row, the matrix is reduced: if a row of the matrix has a -1 element,
output 1, else output 0.
This method parallelizes the NMS algorithm and achieves remarkable achieve-
ment, but their tests are incomplete. In the case of different numbers of boxes, this
GPU-based algorithm also has different acceleration effects. Our research will fur-
ther test this algorithm, and on this basis, we make a little improvement to make it
more suitable for object detection.
96 C. Wang et al.
Faster R-CNN [14] is the research object of another study [8]. Their study also
employs GPU and CUDA to produce Faster R-CNN and has obtained excellent
results, demonstrating that CUDA can be used to accelerate an existing object detec-
tion framework. Their research, on the other hand, may be better. However, there
is still much space for improvement. Furthermore, they only examined the detec-
tion speed in their study and did not assess the accuracy. Because accuracy is such
a crucial metric in object detection, their test findings are incomplete, and there is
still much space for improvement. Their research has provided me with ideas for my
study. Because accuracy is such a crucial metric in object detection, their test findings
are incomplete, and there is still much space for improvement. Their research has
provided us with ideas for our study.
In this chapter, we will first discuss how SSD512 is constructed using CUDA and
how to implement and improve the NMS algorithm using CUDA. Detailed results
are discussed in the next chapter.
In SSD512 [19], we divide it into four parts: pre-processing layer, feature extraction
layer, proposal layer and post-processing layer. We use [16] as the test object. In
our test, the most time-consuming part is feature extraction layer, which accounts
for 55.38%, yet the rest also accounts for nearly half of the whole. However, in the
original SSD512, only feature extraction layer is calculated on GPU. The remaining
three parts are all computed on the CPU. Therefore, we propose that these three
parts be put on GPU to accelerate the computation. Later we will introduce our
implementation method on GPU.
The preprocessing resizes the input images and removes the average RGB values.
Each output pixel is given its own thread. The number of threads is equal to the
number of pixels in the output. Each thread is executed in parallel on GPU. In this
way, we can better preprocess images on the GPU. The pre-processing operation still
accounts for a small part of the whole framework. After the pre-processing, there is
Speed-Up Single Shot Detector on GPU with CUDA 97
the feature extraction layer, we rewrite it with cuDNN. Another part is the proposal
layer, and softmax, which is a major function in this layer, has been accelerated by
using GPU in Algorithm 1, achieving a great acceleration effect.
Based on the algorithm of [21], we make the main improvement in the post-processing
is NMS. Our algorithm is a bit improved on the basis of [21], which makes it more
suitable for object detection and can bring faster speed. NMS’s purpose is to extract
a single, excellent representative from each clustered candidate object detection.
Therefore, NMS shares the same issues with the conventional clustering problem. It
generally consists of two fundamental operations: (1) determining which cluster each
detection belongs to, and (2) determining a representative for each cluster. An NMS
kernel must disclose a parallelization pattern in which each processing thread inde-
pendently assesses the overlapping between two specified bounding boxes in order to
use the underlying architecture of general-purpose GPUs. The goal is to prevent data
dependencies that serialize calculations to the greatest extent possible, overcoming
the scalability limits imposed by the traditional iterative clustering procedure. Our
solution solves this problem by employing a map/reduce parallelization pattern that
uses a boolean matrix to encode potential item detections as well as calculate cluster
representatives.
Data flow of the our method. Each dark grey box represents a block and light
grey box (in Fig. 2) a thread. The numbers within the thread are the default boxes’
98 C. Wang et al.
score-index pairs. The default boxes are sorted by their scores. The sorted result
is placed in the shared memory. Each thread fetches the default box with the
highest score in the memory and computes the IoU for elimination. To use the
Algorithm 2, boxes have to be sorted according to their scores. Similarly, we imple-
mented the sorting algorithm on the GPU and improved mergesort’s algorithm to
parallelize the processing [7]. We also eliminated boxes with lower scores, because
the number of boxes left affects the accuracy of detection, we will discuss the specific
data in the next chapter. There are three stages to the parallel merge sort. We partition
the input data into ‘p’ equal-sized pieces in the first step. The second step involves
sorting all ‘p’ blocks using ‘p’ thread blocks. Sorted blocks are integrated into the
final sequence in the last phase. Let’s look at an example to better grasp the notion of
parallel merge sort. In the first phase, assign each thread to a number in the unsorted
array [7]. Figure 3 shows an example of parallel merge sort with two blocks and four
threads per block.
In Fig. 3, the blocks are sorted using the sor t Blocks() function. To do so, each
block is first compared to the element next to it, and then the elements are sorted. So
the group is made up of four items, and the third step repeats until the block is full
with sorted elements. The blocks are merged using the mergeBlocks() function. We
combine the blocks to create a bigger block, but we arrange the items in the resulting
array such that they are ordered. As the size of the block doubles, this function is
called until there is only one block left.
Speed-Up Single Shot Detector on GPU with CUDA 99
Fig. 3 Merge sort with CUDA. This is an example of a CUDA version of Merge Sort
4 Result
In this chapter, we will present the benchmark results of our implementation. The
result of the SSD512 will be first given, then we will discuss the performance of the
NMS algorithm. Our test environment summarized in Table 1.
This time our comparison object is [16], and the data set used for our tests is
PASCAL VOC2007 [5], which is a classic data set with 20 categories of objects to
be identified. I will conduct various analyses of correctness and speed later. First
of all, SSD512 consists of four parts: pre-processing, feature extraction, proposal
layer, and post-processing. The time ratio among them is not reported yet, which is
measured on our environment and shown in Fig. 4. The most time-consuming part
is feature extraction, which accounts for 55.38% of the total framework and 51.48%
of VGG16. The second most time-consuming part is the post-processing, where we
put most of our effort. In the original paper [19], they only tested the overall FPS,
but didn’t do any testing for the time ratio of each part.
100 C. Wang et al.
Fig. 4 Pytorch version of SSD512 time ratio. This is the overall time ratio diagram of SSD512,
where the part that takes the most time is the part of feature extraction
4.1 Accuracy
To confirm the validity of our rebuilt SSD512 network, the accuracy is compared with
the original work [19]. Precision and recall are two criteria used to assess accuracy.
Each output bounding box’s accuracy may be classified into four categories: true
positive, true negative, false positive, and false negative. Precision is defined as
follows:
TP
Pr ecision =
T P + FP
TP
Recall =
T P + FN
where F N denotes the number of false negatives. The precision indicates how many
default boxes are used to designate the proper placements of target objects among the
outputs, i.e. the output bounding boxes’ correctness. The recall refers to the number
of target items that can be caught in the final output. Because items in datasets are
separated into many classes, another metric called “mean average precision” (mAP)
is established to reflect the overall precision:
1
m AP = Pr ecision(c)
|classes| c∈classes
Speed-Up Single Shot Detector on GPU with CUDA 101
Table 2 The mAP comparison of our SSD512 with the original. Experiments are run with PASCAL
VOC 2007 dataset. “Proposals” means the number of default boxes generated in the final output of
SSD512. The right column shows that in different proposals, our accelerated SSD512 is almost as
accurate as the original one
Model Proposals mAP(%)
Original SSD512 200 75.6
400 76.4
1000 76.8
4000 77.1
Our accelerated SSD512 200 75.2
400 76.1
1000 76.4
4000 76.7
4.2 Speed
Fig. 5 Execution time Comparison Result. This is a comparison of our implementation results with
the original SSD512. All parts of our implementation are faster than the original SSD512
Table 3 Execution time Of NMS and sorting. We set the threshold 0.3. The left column shows the
number of boxes for the proposal and the number of boxes left after sorting. The middle column
shows the results of the tests on the CPU and the right column shows the results of the GPU tests
Proposal/Boxes CPU(ms) GPU(ms) Speed-Up
200/24564 5.82 3.47 ×1.68
400/24564 6.37 3.58 ×1.78
1000/24564 7.46 4.01 ×1.86
4000/24564 13.13 6.47 ×2.03
Table 4 Execution time of Different NMS. This table is our test of various NMS algorithms, and
it shows that our method is the fastest
Proposal 200 400 1000 4000 20000
Faster python 0.67 1.32 2.17 8.06 78.61
Map-reduce 0.28 0.54 1.29 5.69 42.67
Our Method 0.08 0.13 0.66 3.28 28.75
Next we will focus at the NMS algorithm(with sort). In our test, there are 24,564
boxes, and the threshold is set to 0.3. And We eliminate the low-scoring boxes in the
sorting process. Then we sorted the rest, taking the first 200/400/1000/4000 boxes.
There are different numbers of boxes, so the test results are different. In the previous
overall test, we used data of 4000 default boxes. In the case of 4000 boxes, this is
the most time-consuming, but the relative mAP is also the highest (Table 3).
Our implementation on GPU is at least 1.6 times faster than on CPU and becomes
faster as the number of boxes is increased to achieve higher mAP. A comparison with
existing implementations is shown in Table 4. In this Table, only the NMS timing
(without sort) is shown. As can be seen from Table 4, when the number of boxes is
Speed-Up Single Shot Detector on GPU with CUDA 103
Table 5 CPU and GPU performances of NMS with different batch size. The method can guarantee
a speed-up ratio of at least 10 with batch size 1 and 400 proposals. And as the batch size gradually
increases, the acceleration effect becomes more and more obvious
Batch Size CPU(ms) GPU(ms)
1 1.32 0.129
2 3.16 0.147
4 7.51 0.162
8 16.68 0.193
16 35.93 0.285
gradually increasing, our method is becomes more advantageous, but the speed of
growth is gradually slowing down. This is because the number of GPU threads is
insufficient, and we need to wait for the previous threads to complete the task and
release it.
NMS algorithms of different batch sizes remove related boxes for different types of
boxes by using NMS, which will greatly increase the speed. The different Batch size
method is used in the NMS algorithm, which can be used to separate different kinds
of boxes. This method is achieved by adding an offset to boxes of different types.
However, the more categories, the more memory will be used, so the speed will be
reduced accordingly Table 5.
With batch size 1, the approach can ensure a speed-up ratio of at least 10. The
GPU method’s time does not scale linearly with batch size; in fact, when the batch
size is less than 16, the time is roughly the same. The reason for this is that when the
batch size is less than 16, the overhead of the kernel launch consumes the majority
of the time. As the batch size grows, thread-level parallelism grows as more threads
are started, allowing more calculations to be completed in the same amount of time.
When the batch size is equal to or more than 16, the number of threads launched
may exceed the number of threads that a GPU can operate at once, causing a longer
execution time. When the NMS is operating on the CPU, each image takes 1.32ms to
process when the batch size is 1 and the number of proposals is 400. Our approach in
Table 3 takes 47.17 ms to perform an image inference where the batch size is 1 and
the number of proposals is 4000, if the NMS runs on the GPU, it will take up 13.72%
of the whole time. The NMS will finish in roughly 3ms when utilizing the GPU,
which may be disregarded throughout the pipeline. This is a significant performance
speedup.
104 C. Wang et al.
Fig. 6 Execution time Comparison Result with Other Framework. This is the speed of our accel-
erated SSD512 compared to several other target detection frameworks
5 Conclusions
We used GPU to accelerate SSD512. Our speed-up approaches are also applicable
to other significant detection networks such as R-FCN, YOLO, and M2det [28],
since we obtained a speed-up of the common fundamental computation of detection
networks. With the default parameters of the Pytorch version [16] whose CNN layer
is VGG16, we tested the speed-up of SSD512. Convolution and complete connection
layers still require a long time to process, as seen in Fig. 5. If we apply our ideas
to a network that spends less time computing convolution, we anticipate seeing a
more substantial speedup. Our test is run on a pretty strong GPU, but if we want
to commercialize our technology, we’ll need to consider GPUs with lower power
Speed-Up Single Shot Detector on GPU with CUDA 105
consumption, which has lesser performance but may be used in a wider range of
applications, such as vehicles, unmanned aerial vehicles, and so on.
Acknowledgements This work was partly supported by JSPS KAKENHI Grant Number
20H04165.
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An Empirical Study on the Economic
Factors Affecting on the Export
of Defense Industry Using Hofstede’s
Culture Dimension Theory
Abstract The defense industry export of Korea has been consistently increased
since the Defense Acquisition Program Administration (DAPA) was established in
2006; it has positive impacts on the domestic economy. Nevertheless, as competition
between countries has gradually intensified in the global defense industry market,
efforts to occupy the market for defense exports also have been constantly demanded.
Therefore, this thesis proposes the necessity of considering the cultural factors of the
countries listed to export in order to establish a defense export marketing strategy
effectively. To support the proposal, the defense export marketing strategies and
purchasing models of the other counties, that are not clearly established at present,
was proposed and partially verified in this thesis by conducting statistical analysis
using data related to defense, national, and military size of each country in the world.
Through this study, it was confirmed that cultural factors are related to indirect
influences on defense exports. Therefore, further discussion is needed to consider
cultural factors in developing future defense export marketing strategies.
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2023 107
R. Lee (ed.), Software Engineering, Artificial Intelligence, Networking
and Parallel/Distributed Computing, Studies in Computational Intelligence 1074,
https://doi.org/10.1007/978-3-031-19604-1_8
108 T. Kim et al.
1 Introduction
Nowadays, various factors such as society and culture in addition to economic factors
affect exports of the defense industry unlike in the past when military scale and
national economic power determine the flow of international relations and affect
exports of the defense industry. In particular, cultural activity is used to promote
friendship between countries, and furthermore, it contributes to increasing exports
of the defense industry. Therefore, there is a need to consider cultural factors besides
military and economic factors (defense budget, military force, and etc.) when carrying
out the defense export marketing.
In an international trade environment where the export market is diversified around
the world, the strategy of Korea’s defense export companies needs to change from a
competitive advantage strategy based on price competitiveness to an export competi-
tive advantage strategy by enhancing export marketing capabilities. An understanding
of cultural differences is essential for the segmentation of the target market, which
is the core of exporting marketing, and if the culture of the importing country is
different from that of the exporting country, the trade negotiation strategy has to be
different [1].
The Korean government is targeting niche markets with various policies and
promotional strategies to boost exports of the defense industry despite difficult
circumstances. Korea’s defense export figure was only 0.25 billion dollars in 2006,
when the Defense Acquisition Program Administration was established, but has
continued to increase and achieved an average of more than 3 billion dollars annu-
ally since 2013 through the government’s export support activities and the defense
industry’s export efforts. The performance of defense exports is showing a notice-
able increase as the government’s active investment in the defense industry and direct
intervention in defense sales diplomacy for the export of domestic R&D weapons
systems. Therefore, it is an important time when an integrated and strategic approach
by companies and government is needed to continue to expand our defense exports
at a time when defense spending is being reduced globally [2, 3].
This study identified the possibility of applying cultural considerations to defense
export marketing strategies in addition to existing considerations.
The study proposes a conceptual model of defense export that links defense
export marketing strategies and purchasing models of importing countries; seeks
the applicability of marketing strategies according to the cultural characteristics of
each country.
To this end, the study analyzes whether marketing strategies can be applied differ-
ently according to cultural characteristics between countries by utilizing real-world
data. Through this study, the study aims to contribute to the development of ideas
for marketing strategies in consideration of the cultural factors of each country when
governments and businesses establish defense export strategies.
An Empirical Study on the Economic Factors Affecting on the Export … 109
2 Theoretical Background
The most important feature of the defense industry is the ‘security industry’. National
security can be defined as ‘protecting all national human and physical assets and all
tangible and intangible values against external threats.’ There are various means and
methods to protect them, but above all, diplomacy and defense must be premised [5].
The second feature of the defense industry is that it is an industry integrated with
high-technology [6].
The third feature is that the defense industry is an industry with a consumer-
centered market structure. The defense industry has a bilateral monopolistic market
structure, with the only demand of the military, and only a single or a small number
of major suppliers.
Defense industry export generally means exporting military supplies, such as defense
products, or defense science and technology abroad. It has various features that are
very different from exporting commercial products [7].
First, the biggest feature is that it is a “Bilateral monopoly” that does not apply
to market economy logic. In other words, products (weapon systems) produced by
some limited producers (defense companies) are sold to particular buyers (foreign
governments). This applies both domestically and internationally [8].
Second, most of the defense industry exports are carried out as secret projects,
and joint efforts by the private, government, and military are needed. For that reason,
it is extremely difficult to export weapon systems by defense companies alone, so
strategic support from the government is essential. Various departments, including
the government as well as defense companies, can achieve defense exports through
close cooperation [9, 10].
Third, defense industry export must have close trust and cooperation between
the exporting and importing countries, as well as necessary to consider diplomatic
110 T. Kim et al.
In general, cultural factors are strong influencers in consumer choice behavior and
value judgment and are shown by differences in social members’ preferences and
ways of satisfying their needs [14]. It is impossible to define cultural factors in one
way because cultural variables vary in age, gender, language, and history. Therefore,
many scholars have tried to understand the cultural background of a country, and
among them, cross-cultural scholar Hofstede proposed ways to quantify cultural
factors through six representative cultural indicators (Index) [15].
Dr. Hofstede’s Cultural Dimension Theory is defined as a total of six variables
and has been continuously studied to date. Hofstede’s theory has limitations that it
is not significant at the level of local research and organization within the country
but is known to be very useful in identifying differences between cultures based on
empirical research [16] (Table 1).
Sousa, etc. (2008) analyzed 52 papers from 1998 to 2005, and Chen, etc. meta-
analyzed 124 papers from 2006 to 2014; according to their analysis, it was found
that the culture of the other country had a decisive impact on international marketing
[17, 18]. Therefore, the marketing strategy of defense exports needs to be approached
differently from the general way. It will help to establish an export strategy if the
results of the identification and correlation analysis of factors affecting defense
exports and the empirical analysis of how they affect export performance are
referenced [19, 20].
This study presented a conceptual model that distinguishes factors affecting
a country’s defense exports (the amount of defense imports) into two categories
(independent variables and regulatory variables).
An Empirical Study on the Economic Factors Affecting on the Export … 111
The direct defense-related factors (national defense budget, GDP, military force,
mid-term defense budget, total population, and etc.) and the size of defense imports
are expected to be correlated. However, it is difficult to develop into a marketing
strategy using these influential factors. For instance, even if we understand the corre-
lation that the bigger the military force, the larger the amount of defense imports, it
is difficult to use it for marketing strategies [21].
Therefore, we set up a hypothesis that depending on the difference in cultural
characteristics, it is likely to affect the size of defense imports. The size of defense
imports is expected to be higher in cultures that value national security and avoid
risks, and in cultures that prefer a long-term perspective. Thus, after identifying the
cultural characteristics that influence defense imports, it is necessary to establish a
marketing strategy for defense exports in consideration of cultural characteristics
unlike direct influencing factors [22, 23].
112 T. Kim et al.
The research model for this study is shown below as (Fig. 1). Based on the theoretical
background, in order to conduct an empirical analysis on the influence of economic
factors of defense industry and Hofstede’s cultural dimension on defense imports,
the economic factors of the defense industry are set as independent variables, the
amount of defense imports as a dependent variable, and the cultural dimension of
Hofstede as the moderator variable; the following research model was established.
The research model of this study is a model to analyze the impact of defense industry’s
economic factors on defense exports (imports). Therefore, the economic factors of
the defense industry are set as independent variables, and defense import is set as
dependent variables [24].
In this study, independent variables and dependent variables are selected in Ha
Kwang-ryong’s (2018) paper, which demonstrated the determinant of arms trade in
An Empirical Study on the Economic Factors Affecting on the Export … 113
Table 2 Independent
Independent Moderator Dependent variable
variable, moderator variable,
variable variable
and dependent variable
National defense Power distance Defense import
budget
GDP Individualism
GDP per capita Masculinity
Military force Uncertainty
avoidance
Mid-term defense Long-term
budget orientation
Total Population Indulgence
the global arms market, and the moderator variables are selected from samples of
Hofstede’s cultural dimension.
Hofstede’s cultural dimension theory is defined as a total of six variables and
has been continuously studied to date. Hofstede’s theory has limitations that it is
not significant at the level of local research and organization within the country
but is known to be very useful in identifying differences between cultures based on
empirical research.
These independent variables, moderator variables, and dependent variables are
arranged in (Table 2).
The operational definitions of the variables used in this study are described in
(Table 3).
4 Empirical Analysis
As a result of the correlation analysis, defense import has a strong positive correla-
tion with defense budget, GDP, military force, mid-term defense budget, and total
population variables [25]. This shows that the defense budget, GDP, troops, mid-term
defense budget, and the total population have a relatively large impact on defense
exports and defense imports. GDP also has a strong positive correlation with defense
budget, military force, mid-term defense budget, total population, and defense import.
The correlation between other variables are shown in (Table 4).
114 T. Kim et al.
The total results of hypothesis testing of the research model by moderator variables
are as shown in (Table 5).
The GDP, which is rejected in the hypothesis test of independent variables, is
shown to have a moderate effect on defense imports due to influence of cultural
factors, and the GDP per capita among the variables adopted is analyzed to have
no moderate effect. In particular, variables such as power distance, individualism,
long-term orientation, and indulgence among moderator variables are proven to have
a large moderate effect, with most of the R-square changes exceeding 50%.
This study intended to establish and verify a hypothesis that the Hofstede’s
Cultural Dimensions Index has a moderate effect in relation to the effect of economic
factors in defense industry on defense import. The summary of research hypothesis
validation results is as shown in (Table 6).
The analysis of the factors influenced by the moderator variables through the actual
examples of major importers are as shown in (Table 7).
In general, countries with high GDP (China, Korea, and etc.) have a high defense
import ranking. However, some countries (Iraq, Morocco, Pakistan, Singapore,
116 T. Kim et al.
Table 5 (continued)
Dependent Independent Moderator R R F variance Significance Hypothesis
variables variables variables square square probability testing
variance F variance
Long term 0.946 0.666 650.185 0.000 Accept
orientation
Indulgence 0.976 0.698 788.971 0.000 Accept
Total Power 0.928 0.030 22.171 0.000 Accept
population distance
(Accept) Individualistic 0.933 0.037 29.410 0.000 Accept
Masculinity 0.931 0.033 25.223 0.000 Accept
UAI 0.950 0.055 58.320 0.000 Accept
Long term 0.0965 0.067 99.670 0.000 Accept
orientation
Indulgence 0.936 0.038 32.049 0.000 Accept
Turkey, and Vietnam) have high defense import rankings despite their low GDP.
In both cases, the countries have high cultural indices such as the country’s power
distance and long-term orientation. Therefore, cultural factors of the country are
analyzed to affect defense import.
This study is to derive direct factors affecting defense exports through real data and
to find and analyze factors that indirectly affect defense exports.
Specifically, it is a practical analysis of the impact of factors affecting defense
exports on major national’s amount of defense imports. In accordance with the
proposed research procedures, the study first identified the factors influencing the
defense sector, defined the amount of defense imports, and conducted a test on the
hypothesis after presenting a research hypothesis on the causal relationship between
direct & indirect influencing factors and the amount of defense imports.
As the results of a study, the direct factors (national defense budget, GDP per
capita, military force, Mid-term defense budget, and total population) and indirect
factors (individualistic, power distance, uncertainty avoidance, Masculinity, long-
term orientation, and indulgence) that influence the amount of defense imports were
presented, and it was analyzed that it was reasonable to define the amount of defense
imports as an index of exportable country.
The major achievements and contributions of this study are as follows:
First, the study established the research and analysis procedures for factors
affecting defense exports.
Second, the study empirically verified through the Hofstede Cultural Dimension
Index that not only economic factors in the defense industry but also indirect factors
such as the cultural characteristics of each country can affect defense exports by the
empirical analysis.
An Empirical Study on the Economic Factors Affecting on the Export … 119
Third, the study presents a research model that can effectively analyze the causal
relationship between economic factors in the defense sector, Hofstede’s cultural
dimension factors, and amounts of defense imports.
Fourth, the study provides a basis for verifying hypotheses based on accurate
figures with empirical analysis through real-world data breaking away from the
qualitative survey method.
It is true that Korea’s defense exports have increased rapidly since the opening
of the DAPA (Defense Acquisition Program Administration) due to environmental
analysis of purchasing countries and active efforts. However, defense exports are
greatly influenced by the global crisis and changes in the global defense environment.
Korea is currently in the ranks of emerging defense export economies, and export
markets are limited due to the nature of the defense industry. Therefore, the effective
marketing strategy is needed to maintain steady defense exports.
The marketing steps can be sorted into 3 stages and approached differently in
order to establish the marketing strategies.
The initial stage (stage 1) is to explore countries that are capable of defense import,
the expansion stage (stage 2) is to expand defense exports with countries that started
importing defense, and the final stage (stage 3) is the continuous stage of defense
exports. This study identified that cultural differences affect defense industry exports
especially in the early stages of exploring countries that are capable of importing
defense before establishing a marketing strategy.
This paper is meaningful in that it attempted an empirical analysis through real-
world data on the factors necessary to establish strategies for survival in the global
defense market. Following the research methods and results of this study, the future
research directions are presented as followed.
First, detailed and diversified identification of the factors affecting defense
exports is required. In this study, the empirical analysis of socio-cultural factors
was conducted for the first time. However, it is true that the analysis of the direct
factors affecting defense exports is insufficient. For instance, it is necessary to include
and analyze the World Peace Index or the Corruption Index, and etc. as factors.
Second, various studies on variables that affect defense exports are needed. The
results of this study show that economic and cultural factors affect the defense
industry directly and indirectly. The variables in this study were demonstrated based
on the defense-related indices of major defense export countries and the cultural
dimension indices of Hofstede-considering the importance of the effects of these vari-
ables on defense import, research should be done considering time-series analyses
or associations between variables.
Third, research results need to be harmonized with actual policy, institutional
establishment, decision-making system, and feedback. This naturally establishes a
defense export marketing strategy and can lead to actual defense export performance.
120 T. Kim et al.
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A Study on the Application of Blockchain
Technology in Non-governmental
Organizations
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2023 121
R. Lee (ed.), Software Engineering, Artificial Intelligence, Networking
and Parallel/Distributed Computing, Studies in Computational Intelligence 1074,
https://doi.org/10.1007/978-3-031-19604-1_9
122 M. Lee et al.
1 Introduction
2 Theoretical Background
Blockchain was first introduced in 2008 with the advent of Bitcoin, which was
invented by Satoshi Nakamoto. It was also introduced in a paper titled ‘Bitcoin:
Apeer-to-peer electronic cash system’ published in the cryptographic technology
community Maine in October 2008, and in this paper, blockchain technology was
described by suggesting how to prevent double payments using P2P networks [3].
Blockchain is a security technology that checks and shares the transaction books
of traders who want to use banks or financial institutions, not some, so that the trans-
action can be traded safely. The existing transaction method is made after confirming
the previous financial transaction details by an institution called a bank or the financial
sector, and the biggest difference from the blockchain is that only the minimum insti-
tution called a bank or the financial sector knows such financial transaction details.
Blockchain stores records of new transactions that are generated when one block
exists in another block and generates blocks at 10-min intervals. When it is confirmed
that the generated block is the correct transaction, all blocks are connected to the
existing block in the chain on which the transaction is recorded. All transactions in
which blocks are stacked one by one and connected to form a blockchain. According
to Deloitte’s “Technology Trends 2022,” blockchain and distributed account informa-
tion technology platforms among the seven technologies fundamentally change the
nature of business performance across organizational boundaries, and many compa-
nies are reimagining how to create and manage tangible and digital assets [4]. Due
to the various usability of the blockchain, active introduction in the public sector as
well as finance is being attempted, and it is expected to develop in various forms. It
is also being used in the non-profit sector.
3 Research Method
The theoretical basis for the research model on the acceptance of blockchain tech-
nology by non-profit organizations (NGOs) includes the hypothesis of 14 causal
relationships and the hypothesis of two moderating effects through previous studies.
In addition to the four key variables suggested in the UTAUT theory: performance
expectation, effort expectation, social impact, and promotion conditions, five charac-
teristic variables of blockchain technology expected as leading factors of performance
expectation and effort expectation were additionally applied to the model. Perfor-
mance expectations were viewed similarly to the perceived usefulness and effort
expectations of the technology acceptance model, and how the security, availability,
reliability, diversity, and economy of the blockchain influenced acceptance through
performance expectations and effort expectations. Also, the hypothesis shown in
Table 1 was derived through the composition of the research model.
A Study on the Application of Blockchain Technology … 125
Performance expectations are the degree to which it is expected to help improve work
performance and the company grow by using blockchain technology. Expectation
of effort is the extent to which blockchain technology is believed to be easy to use
for non-profit organizations (NGOs). In addition, the social impact is the degree to
which our organization or organization thinks that blockchain technology should be
utilized and used in the overall environment of society. Facilitation conditions are
organized to the extent of belief in the existence of an organization or a technical
foundation that can support the use or use of blockchain technology in a non-profit
organization [8, 9, 23–29].
A Study on the Application of Blockchain Technology … 127
This study developed research models based on previous studies to understand the
intention of non-profit organizations (NGOs) to accept the technology of blockchain,
established research hypotheses, and conducted empirical analysis to verify each
hypothesis.
In order to collect data necessary for analysis, a questionnaire was prepared to
measure the variables of the research model. Next, an online survey was conducted
on this. Currently, blockchain technology is in the early stages of introduction to non-
profit organizations (NGOs) or there is a lack of commercialized services, so a survey
was conducted on several non-profit organizations (NGOs) workers in anticipation
of potential users and recipients. The survey period was conducted for 8 days from
November 12, 2018 to November 20, 2018, and a total of 161 survey responses were
collected. Among the data collected online, 155 cases of data were used for final
analysis, excluding 6 copies that were missing or responded faithfully.
Demographic characteristics were identified through frequency analysis, relia-
bility and validity analysis were conducted on measurement variables, and SmartPLS
3.0 were used for statistical data analysis. First, PLS Algorithm was performed
to evaluate the measurement model. Next, Bootstrapping and Blindfolding were
performed to evaluate the structural model, hypothesis verification, and mediating
effect verification.
This study attempted to understand the causal relationship by applying the Smart
PLS structural equation model to check the significant path coefficient between
each variable presented in the research model. In addition, the appropriate model
composition and the concentrated validity and discrimination validity of each item
were confirmed.
128 M. Lee et al.
As for the outer loading value, all measurement variables were higher than the refer-
ence value of 0.70 and the Average Variance Extracted (AVE) also exceeded the
reference value of 0.5, so it can be seen that the concentration validity is secured
(Table 2).
According to the evaluation results, all of the values of kronbaha alpha were 0.60
or more, and rho_A(ρA) was higher than the threshold value of 0.70 or higher.
All values of Composite Reliability (CR) were found to be 0.60 or more. There-
fore, it seems that all the variables in the study have internal consistency reliability
(Table 3).
Table 2 (continued)
Variable Measurement Outer loading Indicator reliability AVE
item
Social influence 4 0.954 0.910
Social influence 5 0.96 0.922
Performance Performance 0.927 0.859
expectancy expectancy 1
5 Conclusions
expectations and effort expectations, and acceptance intention influenced the perfor-
mance expectations. Unlike security, reliability was judged to have the belief that the
trust in the information that would be contained within the block was accurate and that
it would be stored safely without errors. Also, it was interpreted that the IT expendi-
ture cost, which is the most controversial in non-profit organizations, and the existing
high-priced IT construction cost can reduce maintenance costs along with system
operation with low cost. In addition, diversity, a characteristic of blockchain, affects
performance expectations, but the hypothesis of effort expectations was rejected.
Third, along with performance expectations and social influences, the hypothesis
that facilitation conditions affect acceptance intention was adopted. However, the
hypothesis that the expectation of parameter effort affects acceptance was rejected.
Expectations for blockchain performance in the future, an opportunity for organiza-
tions to do new business and grow in the currently saturated domestic fundraising
market, and arguments that blockchain should be introduced and done around them
were interpreted as influencing acceptance intention. The judgment that blockchain
technology can be educated or helped was also interpreted as having an effect on
acceptance intention. This interpretation aligns with the results of many previous
studies.
Finally, when blockchain technology is activated and applied to all fields, research
that affects before acceptance and research on how much difference there is after
acceptance are required, as in this study. In addition, by comparing the differences in
how effective the variables adopted were, research will be able to contribute on finding
its impact on the new technologies of future NGOs. Also, it will be a meaningful
study to conduct a wide range of empirical studies targeting individuals, not groups
or organizations.
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Confidential Documents Sharing Model
Based on Blockchain Environment
Sung-Hwa Han
Abstract The blockchain platform has the advantage of providing shared informa-
tion integrity assurance, data loss recovery, and configuration history tracing func-
tions by applying cryptographic technology. This blockchain platform is used as
a base technique for sharing information among users. However, when important
information is shared through the blockchain platform, there is a disadvantage that
other users can access the shared information. In the information service using the
blockchain platform, it may be necessary to share defined users. Limited user’s access
to sharing information is allowed, but unauthorized user’s access may have to be
denied. To satisfy this requirement, this study proposes a model that can share confi-
dential documents in a blockchain environment. The proposed confidential document
sharing model operates on the blockchain platform and has the advantage of not using
a key management server. If the proposed model is applied to the enterprise envi-
ronment, it has the advantage of sharing confidential information while keeping all
the advantages provided by the blockchain environment. However, since this study
focused on the method on confidential file sharing, the sharing performance is inferior
to other techniques, so additional research is needed.
1 Introduction
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2023 135
R. Lee (ed.), Software Engineering, Artificial Intelligence, Networking
and Parallel/Distributed Computing, Studies in Computational Intelligence 1074,
https://doi.org/10.1007/978-3-031-19604-1_10
136 S.-H. Han
2 Related Work
Fig. 1 Confidential
information protect
mechanism by DRM
138 S.-H. Han
EDRM Controller decrypts the confidential document using the decryption key of
the confidential document that the recipient wants to access. The recipient will then
be able to access the decrypted confidential document [5].
user has arbitrarily modified. This modified confidential information can be traced by
the EDRM controller, but there is a problem that it cannot be restored to its previous
status.
Due to this save mechanism, it is difficult to modify the chain saved in the
blockchain node. Since each blockchain node performs chain verification every time
it accesses the blockchain platform, even if the chain stored in one node is tampered
with, the altered chain has the advantage of being restored immediately [14].
The blockchain platform selected ledger data as sharing data. This ledger is usually
text, but if you use a DApp, you can share various files such as images, audio, and
video [15].
User Terminal provides two functions. The first function is a privilege define. The
document creator uses the User Terminal to define users who can access confidential
documents, and configures privileges for each user. The second function is the user
interface of EDRM service. By using this user terminal, user login or access decrypted
confidential document.
The confidential document sharing model based on blockchain platform proposed
in this study is the way EDRM function operates on the blockchain platform. There-
fore, all events that occur in EDRM are shared by all blockchain nodes using
blockchain transactions. In addition, the saved EDRM event is saved in a chain
method, so it is safe from modification attack on the external side. If a previous
version of a confidential document is needed, the previous version stored in the
chain can be accessed immediately.
4 Implement
The confidential document sharing model proposed in this study should correctly
provide the targeted security function and should not interfere with the execution
of other application processes. Therefore, after empirical implementation of the
confidential document sharing model proposed in this study, verify its function.
142 S.-H. Han
The hardware environment of the linux system to verify the function of the
confidential document sharing model proposed in this study was implemented in
an i5-8500 CPU, 8Gbyte memory, and 256Gbyte SSD environment for blockchain
node.
For the software environment, Redhat Enterprise Linux 8.4 was chosen for both
systems. For the blockchain nodes, SSH2 and Telnet service were chosen.
The confidential document sharing model proposed in this study provides a secu-
rity function that can distribute confidential documents and verify, store. Therefore,
the functions verify items of the system proposed in this study are defined as shown
in Table 2.
In order to implement the confidential document sharing model based on
blockchain platform proposed in this study, it is necessary to structurally link the
blockchain platform and EDRM. Although legacy EDRM has a CS structure, the
confidential document sharing model based on blockchain platform proposed in this
study has a distribute database type, so the operation environment is also different.
Therefore, various matters should be considered when implementing.
First, a detailed analysis of the business process including the creation and distribution
of confidential documents and user access is required. In a business environment, the
usage of confidential documents does not occur only internally. Also, since access
is not always online, various business environments must be considered.
Confidential documents of the confidential document sharing model based on
blockchain platform are shared by all blockchain nodes. When the shared confidential
document is saved as an application file, there is a possibility of accessing confidential
information from outside the blockchain platform. Therefore, the shared confidential
document should be stored in an isolated area such as a sandbox.
Key management for decrypting confident documents should also define various
use cases and then define the key management process. If the key for decrypting
the confidential document is exported externally, you can use this key to decrypt the
Confidential Documents Sharing Model Based on Blockchain Environment 143
5 Conclusion
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Distance Based Clustering in Wireless
Sensor Network
Joong Ho Lee
Abstract Wireless sensor networks (WSNs) with large sensor nodes are deployed
under battery constraints. Low power operation for sensor could be achieved from
clustering algorithm in a field of WSNs. In a wireless sensor network, the oper-
ating lifetime of sensor nodes composed of cluster members should be maximized.
Therefore, this paper proposed a hierarchical clustering algorithm that can minimize
the power consumption of sensor nodes. Multi-hop routing and distance-based clus-
tering method have proposed to improve the lifetime of sensors in the network. This
article proposes a single unit distance based two-hop clustering method for clustering
and analyzes the energy persistence of sensor nodes in the formed clusters. Sensor
nodes clustering based on physical distances which method has many limitations
in recruiting cluster members due to the limitation of the distance between cluster
members and the transmission energy. The proposed cluster formation method can
efficiently manage operational energy by improving the non-uniformity of cluster
groups. And the simulation results of the proposed method are compared with the
existing method.
1 Introduction
J. H. Lee (B)
Depatment of AI, Yongin University, Yongin-Si, South Korea
e-mail: [email protected]
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2023 145
R. Lee (ed.), Software Engineering, Artificial Intelligence, Networking
and Parallel/Distributed Computing, Studies in Computational Intelligence 1074,
https://doi.org/10.1007/978-3-031-19604-1_11
146 J. H. Lee
deployed in a wide area, they collect data until the end of their lifespan, and it is
impossible to replace batteries to extend their lifespan [3, 4]. In order to minimize
power consumption in wireless sensor network technology, research on the group
formation algorithm of sensor nodes is continuously being conducted. Reducing
power consumption is a key factor in wireless sensor network technology [5]. As
for the existing clustering technology, research on the clustering technology based
on a uniform network environment has been achieved. In the real network environ-
ment, the distribution of sensor nodes may not be uniform due to the characteristics
of the natural environment [6]. When sensors form a cluster in a non-uniformly
distributed network, the density difference of sensor nodes occurs between cluster.
The Cluster head (CH) node based on the existing absolute hop-based clustering
method, collects data from member sensors node and transmits it to the destination,
but the non-uniformity of the sensor nodes causes a difference in energy consumption.
The CH node of a cluster with large number of sensor nodes consumes more energy
than a cluster with a relatively small number of sensor nodes, which shortens the life
of the cluster and consequently shortens the lifetime of the network [7]. When a CH
node reaches the end of its lifespan, it cannot receive data from member sensors nor
transmit it to its destination. Therefore, other sensor nodes among member nodes
must be replaced with new head nodes. The shorter the replacement cycle of the
cluster head node shortens the lifespan of the cluster and ultimately shortens the
lifespan of the entire network [8, 9]. We should also consider the lifetime of the
CH nodes in the cluster to extend the lifetime of the network. A method to increase
energy efficiency, such as the clustering hierarchy (LEACH) algorithm [10], was
applied to the WSN. It is a single-hop-based communication method using a single-
hop clustering scheme, in which the CH node communicates directly with the sink
node. However, this algorithm is less effective in saving energy for member nodes
located more than 1 hop away from the sink node.
Therefore, in this study present a method to improve the cluster size for a cluster
formed by non-uniformly deployed sensor nodes in WSN. In this paper, we present
a clustering algorithm based on the distance between sensor nodes to enable energy-
efficient clustering by forming a uniform cluster size. An algorithm for CH node
selection was also presented to improve the energy efficiency of the CH node. In
addition, the simulation result comparing the proposed algorithm with the existing
algorithm was shown.
2 Related Review
The CH node should collect data sent from the sensor nodes in the group. If a group
has n member nodes, the member node transmits data only once, but the CH node
receives the data n times. Therefore, CH nodes consume more energy than member
nodes. It is more energy efficient for a CH node to collect data from member node
and send it to its destination (sink node) rather than each member node transmit data
directly to the sink node [11]. The LEACH scheme was proposed as a way to reduce
Distance Based Clustering in Wireless Sensor Network 147
energy consumption by electing a CH node and sending data to the sink node [12].
In order to collect data from adjacent sensor nodes and transmit it to the sink node,
the LEACH scheme adopted a single-hop clustering method. LEACH periodically
elects a new CH node from member nodes before the lifetime of the CH node expires.
The selected CH node sends messages from members in the cluster to other nodes,
and also receives messages from other nodes and forwards them to other nodes.
To apply the data transmitter/receiver model of the wireless sensor network, E device
= 50 nJ/bit was applied to model the transmitter/receiver devices with ∈ ∈amp 100
pJ/bit/m2 [12]. Figure 1 shows the radio model.
In order to transmit k-bit information up to distance d in the radio model, the radio
model is as follows:
To receive a k-bit message from the transmit node, the radio model expands as
follows [12]:
Based on the radio model, the total energy consumption depends on the routing
method.
3 Cluster Formation
Clustering can form from adjacent sensor node which nodes located at adjacent
distances communicate with each other to form a cluster. To complete the cluster
configuration, it is necessary to select the cluster head (CH) and gate node (GW)
within the cluster group member nodes. When a cluster group is initially formed,
there are overlapping nodes between the groups, so group settings must be re-set so
that these nodes are registered in only one cluster group.
The clustering algorithm presented in this paper is based on distance. Clustering was
based on the concept of forces that interact according to the distance between nodes.
The strength of the interaction force defined as f AB (from node A to B) according to
the distance is expressed as follows by defining the physically separated distance:
In order to represent the mutual attraction force between nodes, the distance
between nodes is defined as 1 distance in d1 units. That is, the unit distance between
two nodes (A–B) is d1, and the interaction force is defined in inverse proportion to
the distance. Assuming three adjacent nodes, there are two types (Case 2–3) between
nodes that can be formed for a unit distance in the x-axis and y-axis directions:
Distance Based Clustering in Wireless Sensor Network 149
When the number of adjacent nodes is expanded to 4, the form of nodes that can
be formed is the same as Case 4–7.
In the previous section, a simplified model of mutual tension between nodes based on
distance was shown. To form a cluster group, cohesion between nodes is considered
as a model. For example, it shows that if a mutual force is applied between nodes
from the initial state of case 1, cohesion inter nodes occurs and can be changed to
the next state. Figures 2 and 3 shows the state of realignment of nodes considering
cohesion for each case. Figure 2 shows the configuration in which A and C gather
around node B. Figure 3 shows the cohesion form when B and D are located at right
angles with respect to node A and node C is adjacent to node B.
The process of cohesion considering the mutual influence between adjacent nodes
is an effective concept to form an appropriate cluster. Figure 4 shows the example of
the process of group formation for randomly deployed sensor nodes. The neighboring
150 J. H. Lee
nodes have diagrammed the process of gathering nodes located close to each other
which is unit 1 distance. In this paper, to simplify the distance between adjacent
sensor nodes, the unit distance is set to 1. The distance between the closest nodes is
set as the unit distance 1. That is, the distance between adjacent nodes horizontally
and vertically is 1, and the diagonally located nodes are also included in the unit
distance 1. Figure 4a shows an example of randomly distributed adjacent sensor
nodes, and Fig. 4b shows the results of aggregation into appropriate groups to form
a cluster. And Fig. 4c shows the results of cluster groups. For a node at coordinates
(4, 4), adjacent cells affect this node with similar strength, but eventually become
incorporated into a strongly pulling group. Consequently, three groups are formed
and located at coordinates (4, 4) node is registered as members of group B. In this
way, cluster can be formed by applying an interaction force between a node and its
neighbors.
Figure 5 shows an example in which about 1000 sensors are randomly distributed
in a 100 × 100 unit area and then a cluster is formed between adjacent nodes. Figure 5
shows simulation results of the proposed clustering algorithm. The cluster formation
consists of two steps. First, to form a cluster from randomly scattered sensor nodes,
each node searches for a node located at a distance of unit 1 (1d) between each node.
If they find unit 1 distance node, they communicate with each other and note
the id number of each node for node identification. Second, each node searches for
adjacent nodes that extend to unit 2 distance (2d). In this simulation, the distance
between nodes affected by reciprocal attraction is limited to 2d.
Distance Based Clustering in Wireless Sensor Network 151
Fig. 5 Sensor node clustering simulation for a 100 × 100 Unit Area
152 J. H. Lee
3.3 Clustering
In order to form a cluster group between adjacent nodes in the distance-based model of
adjacent nodes as in the cases described previous, the following process is performed.
p1. Every node sends a broadcast message containing latitude and longitude
information to neighboring nodes.
p2. Each sensor node receives a broadcast message from the nearest node. The
received message contains latitude and longitude information. It registers first for
the earliest received message and calculates the distance.
p3. Sends a group member request message to the sensor node of the received
message.
p4. Receive acknowledgment message from node that requested group member by
p3.
p5. When node receive an acknowledgment message, node register as a member of
itself.
Group formation for all the sensor nodes is completed by performing the above
processes p1–p5.
Sensors are randomly deployed over a large area under hostile weather conditions.
Due to the random distribution, the sensors are not evenly distributed. So, some clus-
ters have a high density distribution and some clusters have a low density distribution.
The more sensors are located adjacent to each other, the higher the probability that
the size of the cluster will increase.
The sensor node communicates with the CH (Cluster Head) node to send data to
the CH node in the same cluster, and the CH node sends the collected data from the
member sensor node to the sink node. If the size of the cluster is large, the amount of
data to be collected from the member nodes in the cluster increases, and consequently,
the CH node consumes more batteries, and the lifespan is shortened. As the battery
consumption of the CH node becomes faster, the lifespan is shortened, and the CH
node election from member nodes in the cluster may become frequent. Accordingly,
the life span of all member nodes in the cluster can be shortened quickly. Therefore,
if the size of a cluster is larger than that of other clusters, the size of the cluster can
be made uniform by dividing the cluster. When the size of the cluster is reduced, the
amount of data to be collected by the CH node from the member nodes is reduced,
thereby reducing battery consumption. In the distance-based clustering process, the
process of dividing the cluster when the size of the cluster is large is shown in the
Fig. 6. Figure 6a shows an example of a group in which adjacent member nodes
are composed of unit distance 1. Group 1 composed of excessively dense members
Distance Based Clustering in Wireless Sensor Network 153
Fig. 6 Group division for a group with a high density of members within the group
can be divided into 4 groups (Group 1–1 to Group 1–4) as shown in Fig. 6b. In
Fig. 6b, the interaction force according to the distance between each sensor in the
same group is expressed numerically. The sensor located at the coordinates (6, 3)
has four vertically and horizontally adjacent sensors and one diagonally adjacent
sensor, so the magnitude of the interaction force is calculated as 4.6. Unit distance 1
included horizontally and vertically adjacent sensors and diagonally adjacent sensors.
The horizontal and vertical interaction force was calculated as 1 and the diagonal
interaction force was calculated as 0.6.
Figure 7 shows an example of many groups form in which about 1000 sensors
are randomly distributed in a 100 × 100 unit area and then a cluster is formed
between adjacent nodes. Figure 7a shows simulation results of the un-uniformed
group. Figure 7b shows the results with the groups being properly uniformized. In
the simulation result, the black dot indicates the sensor node, the red dot indicates
the CH node which is elected from the member nodes within the same group, and
red solid lines indicate that each member node in the same group is connected to CH.
After cluster formation, each cluster group has to elect a CH node. Each node has
connected to the nodes among the members of the cluster group. From this connec-
tivity, the node having maximum connectivity among the members can be found.
This node is selected to be a CH node. The process of selecting the CH node from
the formed cluster is shown below.
p6. For all nodes within the group, each node calculate the interconnection strength
between the member nodes of the group.
154 J. H. Lee
Fig. 7 Simulation results for group division for a group with a high density of members within the
group
p7. Find the node corresponding to the center of gravity in the group. The node with
the greatest connection strength among member nodes corresponds to the center of
gravity in the group.
p8. The node with the weakest connection strength is removed first.
p9. Repeat p6 until there are no adjacent nodes.
p10. The last remaining node is elected as a CH node and broadcasts the CH node
to its members.
p11. All member nodes register the CH.
The selection of CH nodes is completed by repeating the process from p6 to p11.
Figure 8 shows the process of selecting a CH node from its members, assuming a
specific cluster. The process of excluding cluster members one by one in each step
is shown for a specific cluster group as shown inf the Fig. 8. Finally, the node at
coordinates (3, 4) is elected as the CH node.
If the CH (Cluster Head) has a shorter lifetime than other member nodes during
the data collection and transfer operation after cluster group completion, the cluster
head must be re-elected among other member nodes in the cluster group. Initially,
assume that all of the node has an energy level 1 and the energy level is reduced
by 0.1 for data collection and transmission. The member node should only transmit
data to the cluster head node, and the cluster head should transmit the collected data
Distance Based Clustering in Wireless Sensor Network 155
from the sensor node to the base station. CH node consumes much more energy
than sensor node. Figure 9 shows the energy consumption results for each CH nodes
in the group. To predict the battery consumption of the CH node in the group, this
paper makes several assumptions. It is simply assumed that the CH node consumes
0.01 J/time step of energy when collecting data from each sensor node once. When
election a CH node, additional energy consumption is required because selection
signals must be received from all member nodes in the group. Initially, the lifetime
value of all nodes is set to 1, and at every time step, the CH node consumes the
energy required to collect data from all member nodes, so the amount of energy is
subtracted. Based on the energy consumed by each CH node for the group shown in
Fig. 9, the results are shown until the remaining battery power reaches 0. Group 1
consists of 26 sensor nodes, and it is assumed that the CH node consumes 0.26 J of
energy when collecting data from these sensor nodes at each time step. In conclusion,
the battery of the CH node was exhausted within 4 time steps of Group 1. In the case
of group 1–4, there were 5 member nodes and it was performed for 20 time steps.
5 times longer operation time than Group 1 is guaranteed. Figure 9 shows the result
of simply calculating the amount of battery consumed by the CH node when the CH
node receives data from the member node in the group for each time step.
156 J. H. Lee
4 Simulation Results
The size of each group member node for each generated cluster group was confirmed
through simulation. Figure 10 shows the distribution of the size of the sensor nodes
configured in the created cluster group. This is the result when it is repeatedly created
3 times, and most of the member nodes of each cluster consist of 1 to 10.
Figure 11 shows that about 1000 nodes are created and the results of 100 iterations
results are accumulated. At this time, the node distribution area was set to 100 × 100
unit area. Comparing the results without cluster uniformity and after equalization, it
can be seen that there is an effect of improving the cluster size by about 20–30%.
Distance Based Clustering in Wireless Sensor Network 157
Fig. 10 Simulation Results for Number of Groups with the Same Number of Members
5 Conclusion
This paper describes a clustering algorithm based on distance and shows the algo-
rithm of distance-based CH node election. And shows the simulation results of cluster
formation in Fig. 5. Proposed algorithm is based on the concept of reciprocal attrac-
tion between nodes. We started with the assumption that there is a pulling force
(reciprocal attraction) between nodes. Based on this assumption this paper presented
clustering and cluster head (CH) election algorithm. By finding the node corre-
sponding to the center of gravity of the group, it can be selected as a CH node. This
procedure is shown in the p6–p11. In the clustering stage, this paper proposed reset-
ting the CH node for overcrowded sensor nodes to improve the uniformity for the
ununiformed groups. Divide of the group for the overcrowded member can improve
the battery consumption of the CH node by solving the overcrowding of member
nodes in the group. Figure 5 shows the clustering simulation results for 1000 random
nodes. The proposed clustering method makes it possible to distribute members
evenly by applying distance between sensors. Figure 7 shows the simulation results
when there is an overcrowded groups and the overcrowded group is divided into
small groups. In conclusion, it was confirmed that the overcrowded group could
be improved by about 30%. As shown in Fig. 10, we obtained improved results
for the uniformity of the clusters. The degree of uniformity can be improved by
158 J. H. Lee
Fig. 11 Simulation Results for Cluster Groups Uniformity with the Same Number of Members
repeating the clustering step. In the case of ungrouped sensor, it reduced up to ~30%.
The proposed clustering algorithm is effective for clustering of WSNs because it is
simple to implement and is expected to be effective for low power implementation.
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Study on OSINT-Based Security Control
Monitoring Utilization Plan
Abstract Recently, as cybercrime and security threats that abuse the anonymity of
the dark web and various social media continue to increase, the need for data anal-
ysis through OSINT has emerged. However, the reality is that public institutions and
private companies are far short of response strategies compared to the increasing
number of cases of infringement and public information that collect vast amounts of
data. Today, with the development of the Internet, OSINT collects information from
various public sources such as deep web and dark web as well as surface web such
as social media, online community, and Internet news, so it must be able to monitor,
collect and prevent public information using OSINT to effectively prevent leakage
and infringement. In this study, the definition and concept of OSINT, and utiliza-
tion plans in security monitor including characteristics are studied and presented,
and OSINT information collection tools are identified and analyzed. Through this,
OSINT-based security monitor utilization plans and considerations are presented.
1 Introduction
Among the information media developed by mankind, the Internet has the largest
variety and amount of information, delivers it throughout the world at the fastest pace,
and has become a convenient and inexpensive information access medium shared by
the largest number of people. Ultimately, all the public information that humanity
needs is expected to exist on the Internet. As much of the information that had to
rely on collectors in the past can now be collected in real time through the Internet,
the act of abusing public information is increasing day by day [1].
D. Lee
Department of T&D Security, Daejeon-Si, South Korea
H.-K. Lee (B)
Department of Cyber Security Engineering, Konyang University Nonsan-Si, Nonsan-Si, South
Korea
e-mail: [email protected]
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2023 161
R. Lee (ed.), Software Engineering, Artificial Intelligence, Networking
and Parallel/Distributed Computing, Studies in Computational Intelligence 1074,
https://doi.org/10.1007/978-3-031-19604-1_12
162 D. Lee and H.-K. Lee
Recently, the need for data analysis through OSINT has emerged as cybercrime
and security threats that exploit the anonymity of the dark web and various social
media continue to increase. About 533 million personal information leaked from
social network services in 2021 was released free of charge on the Dark Web Forum,
of which 120,000 were also included in Korean information. In March 2021, Doppel-
Paymer, a cyber attack organization, carried out malicious code attacks on global
automobile manufacturers, which leaked internal information such as email backup
files. They attempted to make financial demands by releasing the leaked information
little by little on the dark web. Information disclosed in such public source informa-
tion can be feared to cause secondary damage by exploiting it. Currently, it is possible
to easily penetrate servers, databases, and IoT devices with simple filtering searches
using public tools. However, the reality is that the response strategies of public insti-
tutions and private companies are far insufficient compared to the increase in public
information and infringement cases that collect vast amounts of data. Institutions
dealing with important information need to collect and analyze information from
various sources including the dark web and the deep web. OSINT is the easiest way
to get information because it uses public information accessible to anyone [2], but
finding accurate and significant content from the vast amount of information spread
on the real web, and tracking the identity of criminals behind anonymity requires
a lot of time and know-how. In particular, it is virtually impossible for the general
public to monitor spaces that can be used as open sources like the dark web, but are
difficult to access, unlike the surface web, and collect necessary information. Since
OSINT collects information from various public sources such as deep web and dark
web as well as surface webs such as social media, online communities, and Internet
news, OSINT should be used to monitor, collect, and prevent public information.
This study researches and presents ways to use OSINT in security monitor,
including the definition, concept, and characteristics of OSINT, and identifies
and analyzes current OSINT tools. Through this, OSINT-based security monitor
utilization plans and considerations are presented.
OSINT stands for Open Source Intelligence, which is a combination of Open Source,
which means a public source, and Intelligence, which means information collected
for purpose through filtering, analysis, and processing, and refers to information
obtained from public sources. OSINT is also called open source intelligence or
public information, disclosed information, and open source information.
OSINT began to be used by countries and private intelligence organizations to
identify information related to terrorism and criminal activities, and began to collect
open-source information through traditional media such as newspapers, radio, and
Study on OSINT-Based Security Control Monitoring Utilization Plan 163
TV. In addition, it is used for the purpose of establishing an effective threat strategy
to protect against cyber attacks. Blogs, e-mails, IP addresses, SNS, and dark web are
being used for the purpose of collecting specific information.
INFOSEC proposed the basic structure of the OSINT process as shown in Fig. 3 to
efficiently collect information using OSINT [7].
In the basic structure of the OSINT process proposed by INFOSEC, relevant data
are collected from the identified sources through the step of identifying the source,
filtered, and final results are derived.
However, the OSINT process is not limited to one, but is gradually modified and
used depending on the situation. If additional information is needed in the analysis
stage analysis of the basic structure of (Fig. 3), the OSINT process of the new structure
can be constructed by repeating the information collection, processing, and analysis
steps to find and refine the association between the information (Fig. 4) [8].
If you need to collect the necessary information on the web, it takes a lot of time
to analyze it on search sites and professional sites until you get the correct results.
However, when using the OSINT tool, it is desirable to actively use the OSINT tool
because it is provided in various forms such as text format, file, and image and can
collect and process information within seconds. Knowledge Nile selected ‘Top 14
OSINT tools as of 2021’ as shown in Table 2.
Censys
Censys is an OSINT search tool site that can collect information about hosts
and networks, helping to continually discover unknown assets and solve Internet
problems facing risks, and performs weekly scans worldwide using a Zmap scan
method.
Censys performs ping operations through ZMap and ZGarb, which query infor-
mation on numerous systems connected to the external Internet, to recognize which
type of device responded and to identify details such as configuration and encryption.
As shown in Fig. 5, Censys generates and manages data by performing scan tasks
and important field extraction, structured data generation, Zdb central management,
and recording procedures.
Shodan
After scanning the port, Shodan is a tool that collects metadata from banner informa-
tion and collects and displays information about devices connected to the external
Internet, and can identify sensitive information such as IP addresses and network
connectivity as well as equipment location information. Shodan’s original purpose
was to make it easier for security professionals to find vulnerabilities, but it is now
also used to collect information maliciously. Like a general search engine, Shodan
can obtain data through search, but it has limitations in viewing results depending on
whether or not it is a paid/free member. The search method adopts a search method
by filtering, and supports various filters such as country, city, os, hostname, and port,
as shown in Table 3.
Unlike search engines that generate indexes on web content, Shodan operates in
the form of collecting information through banner grabbing through open ports on
servers or equipment that use the Internet, creating indexes, and returning them
to clients. The returned data provides necessary information such as equipment
information and services to the user through the Shodan Web UI.
SpiderFoot
SpiderFoot is one of the top OSINT tools designed to automate OSINT information
collection. In addition to automatically collecting data from more than 100 sources
to manipulate key scans and support information retrieval, it also includes modules
equipped with data investigation functions such as Fig. 6.
Information collected through SpiderFoot includes IP addresses,
domain/subdomain names, hostname.network subnet (CIDR), ASN, email address,
phone number, and user name, and integrates with almost any available data source
to focus on data analysis.
168 D. Lee and H.-K. Lee
The use of OSINT in terms of security monitoring can include various activities, and
many OSINT tools have been developed to support this activity. Most tools support
more than one function, but since they are often specialized in one function, OSINT
tools and target selection methods should be reviewed to facilitate the use of security
monitoring on the OSINT basis [9].
The security monitoring can safely protect internal assets by monitoring and checking
the leakage status of internal asset information and performing measures using the
OSINT information collection tool. When collecting information based on IP, the
risk of infringement should be reduced by checking open port information, server
and version information exposure, service exposure, and presence of vulnerabilities.
The following Fig. 7 is an OSINT-based internal asset information leakage collec-
tion and action process. After selecting the inspection target and inspection scope
based on internal assets, OSINT tools to be used for information collection are
selected and carried out. Using the selected inspection method and OSINT tool, the
security monitoring center collects information and utilizes the calculated results to
implement security measures such as removing vulnerabilities, blocking ports, and
removing services.
It is also a good idea to check the exposure status of internal domains such as
administrator pages and intranets using search engine information collection tools
Study on OSINT-Based Security Control Monitoring Utilization Plan 169
Fig. 7 OSINT-based internal asset information leakage collection and action process
In security monitoring, the OSINT information collection tool can be used to collect
disclosed threat information and vulnerabilities and block security risks in advance,
thereby protecting internal assets.
As shown in Table 4, the disclosed threat information includes Malware Infor-
mation, new vulnerability information, and malicious domains, and in addition,
numerous information can be obtained using the OSINT information collection tool.
The following Fig. 8 is an OSINT-based open threat information collection and
prevention process. It is very important to collect threat information using the OSINT
information collection tool, and then primarily to identify damage from threat infor-
mation collected through event information and log analysis. Depending on the occur-
rence of damage, accident investigation and recovery work may be required, and
finally, it is important to block security threats collected through the creation of new
patterns and registration of blocking policies.
With the development of search engines, information can be searched quickly, but
as there are vast amounts of data, damage such as using search engines for personal
information hacking purposes from outside or exposing important data on search
engines is continuing [10]. As shown in Fig. 9, it is possible to browse the file of a
document containing personal information even with a simple keyword search.
Therefore, security monitoring should check and take action on the exposure of
important information such as personal information and documents using search
engine information collection tools such as Google Dorks among OSINT informa-
tion collection tools to prevent leakage of internal personal information and impor-
tant data. When conducting an information exposure check, it should be possible
to proceed using ’filtering’ to distinguish vast amounts of data. After entering the
internal asset domain or IP as follows, the keyword can be combined to proceed with
the check.
OSINT-based critical information exposure checks are very important to perform
monitoring at all times to eliminate possible security risks in advance.
5 Conclusions
Since OSINT collects information from various public sources such as deep web
and dark web, it is necessary to monitor, collect, and prevent public information
using OSINT information collection tools in terms of security monitoring in order
to effectively prevent leakage and infringement. However, in order to accommodate
this, it is necessary to establish an information collection and response strategy that
meets the organization’s goals and vision, and to establish a process for utilizing
OSINT-based security monitoring.
In this study, a method that can be used in security monitoring was studied for
this content. An overview of the definition, concept, and utilization plan of OSINT
172 D. Lee and H.-K. Lee
Acknowledgements This paper was supported by the Konyang University Research Fund in 2022.
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A Study on the Strategy of SWOT
Extraction in the Metavers Platform
Review Data: Using NLP Techniques
1 Introduction
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2023 173
R. Lee (ed.), Software Engineering, Artificial Intelligence, Networking
and Parallel/Distributed Computing, Studies in Computational Intelligence 1074,
https://doi.org/10.1007/978-3-031-19604-1_13
174 J. Lee et al.
common and time and space problems need to be solved in all daily fields (education,
games, work, consumption, etc.) because of Pandemic situation prolonged due to
COVID- 19. Recently, global companies and governments have been aggressively
investing and expanding in Metaverse, but empirical research and strategies how to
use them are still insufficient. Various Metaverse-based businesses require research
on strategic utilization plans and directions, and SWOT analysis has long been used
as a proposed business strategy planning tool [1]. Successful strategies derived from
SWOT analysis are based on suitability between internal competencies and external
situations [2] and have been widely adopted throughout the industry due to the
simplicity of processes that are easy to analyze and derive results [3]. However,
SWOT analysis is too simple, leading to strategic planning errors [4] or mainly
analyzed by subjective evaluation of experts, so it has a qualitative characteristic that
additional quantitative analysis must be supplemented, and empirical verification is
often insufficient [5].
Therefore, this study proposes a framework to solve the shortcomings of SWOT
analysis while examining what is important in establishing a metaverse applica-
tion environment by conducting SWOT analysis through machine learning tech-
niques based on online review data of metaverse mobile applications (User Generated
Contents). The SWOT analysis targets for this study are ZEPETO and ROBLOX,
which currently provide metaverse mobile services, and through Google Play Store,
reviews of US users using ZEPETO and ROBLOX are collected, doing sentimental
analysis and aspect extraction, and data are placed on S, W, O, and T, respectively.
2 Theoretical Background
2.1 Metaverse
new world. In addition, a metaverse application has emerged as a virtual world and
a virtual space that can be immersed without immersive devices. These applications
mainly provide users with various functions such as interaction between users such
as SNS, playing games, and working in mobile and PC environments.
2.1.1 ZEPETO
Naver Z that aims to become a virtual world platform that anyone can create what they
have dreamed of in their hearts based on 3D avatars and has more than 300 million
users in more than 200 countries around the world. ZEPETO not only provides inter-
action between users and game functions by providing virtual spaces with various
themes called ’world’, but also provides a service that allows users to create virtual
spaces on their own through its own program called ’Build it’. In addition, it provides a
“ZEPETO Creator” function that allows users to produce various contents (short form
contents, webtoons, etc.) based on avatars and through this function ZEPETO users
can generates profits by producing and selling avatar items not only purchasing items
through ZEPETO’s virtual currency called “Zem” and “coin”. ZEPETO provides a
“LIVE” function that allows users to communicate with other users through real-time
broadcasting using avatars and also collaborates with various brands. Collaboration
is a virtual production of many products such as movies, cars, and fashion brands
to provide users with various experiences, promote songs by various artists such as
Black Pink and BTS, and hold virtual fan signing events to communicate with fans
and artists’ avatars. ZEPETO provides various functions based on avatars, especially
communication and self-expression such as SNS, and is free to create and generate
profits. In this study, ZEPETO is designated as its own company in SWOT analysis.
2.1.2 ROBLOX
ROBLOX is an online game platform and game creation system that explores millions
of immersive 3D experiences created by the global developer community with the aim
of allowing everyone to imagine, create, and have fun with their friends. ROBLOX
is run by a global community of millions of developers who offer ’Roblox Studio’
each month to produce their own immersive multiplayer experience and has 230
million users [8]. From the perspective of a metaverse, a virtual environment with a
mix of physical and digital environments, ROBLOX can be viewed as a game-type
metaverse application in terms of creating, selling, or purchasing games through its
own virtual currency ’Robux’, and providing a variety of games (virtual space or the
world) for users to interact within ROBLOX [9]. ROBLOX, like ZEPETO, can use
services in both mobile and PC environments, and is used as a virtual performance
venue and educational platform such as collaboration with fashion brands such as
VANS and NIKE, Virtual Grammy Week. In both applications, teenagers called Z
generation, or zoomers, account for more than half of the users and can create and
experience virtual spaces. In addition, it has something in common with ZEPETO that
176 J. Lee et al.
it has its own virtual currency and communication and game functions. Therefore,
in this study, ROBLOX was designated as a competitor for ZEPETO.
SWOT analysis identifies the strengths and weaknesses of the internal capacities
of the target to be analyzed, and factors related to opportunities and threats in the
external environment. This analysis is developed to eliminate weaknesses based
on advantages and exploit opportunities or respond to threats. SWOT analysis has
been widely adopted throughout the industry due to the simplicity of processes that
facilitate analysis and decision-making [3] and is a strategic planning tool that can
be used to achieve goals and efficiently serve customers [10].
There are still not many studies that have conducted SWOT analysis using
secondary data. Most of these studies often semi-automated or automated SWOT
analysis using machine learning techniques. In addition, the criteria for classifying
S, W, O, and T are shown in Fig. 1. In the case of SWOT analysis using secondary data,
the internal capability to classify strengths and weaknesses uses own company(or
product)’s review data. The external environment, which classifies opportunities and
threats, designates competitors and then classifies their strengths as their own threats
and classify competitors’ weaknesses as their own opportunities.
In the studies of [12, 13], both studies used review data to propose and verify the
RE-SWOT MARTIX, that is, a semi-automatic SWOT analysis method. In the study
of [11], feature extraction and sentiment analysis were performed using online review
data in the tourism field, and each feature was assigned to S, W, O, and T based on the
FPS score suggested in the study in [12]. FPS is a formula that categorizes S, W, O, T
based on the number of reviews that mention product-related features and the user’s
rating-based feature words divided into positive and negative. In both studies, it is
meaningful to semi-automate the SWOT analysis by classifying the user’s ratings by
performing sentiment analysis with stars(in reviews) or review texts, but there is a
limitation that more research is needed on the verification of the FPS formula. In the
study of [3], UGC (User Generated Contents) data including customer opinions and
reviews was used to view and analyze the competitive advantage from the consumer’s
point of view. In this study, the disadvantages of the existing SWOT analysis are
overcome by using the review data to automate the SWOT analysis using the NLP
technique. In this study, aspect-based sentiment analysis is performed by collecting
and pre-processing online reviews for tablet PCs of various brands on Amazon. In this
case, the review data is collected by generations of products of several brands. After
that, Aspect-sentiment pairs are created, Association Rules are extracted, and Aspect-
sentiment pairs of the cluster of Association Rule mining are applied. Extract frequent
association rule patterns based on different products of different product generations.
Then, one brand product is designated as the own company, and if the difference from
the previous generation within the same brand is positive, it is designated as a strength,
and if it is negative, it is designated as a weakness. After extracting related rule
patterns in the same way for reviews of products of other brands, researchers of this
study look at those brands as competitors. Weaknesses of competitors (competitive
brand products) are positioned as opportunities and strengths as threats. In the case
of this study, since aspect-based sentiment analysis is performed and S and W are
identified by product generation, there are limitations in that many analysis targets
must exist in the market or labeled prior data is required.
3 Research Method
The data to be used in this study is the review data left by users after using the
application directly, and was collected after writing the code using Python in the
Google Colab Pro environment. The data collected reviews from US users on the
Google Play Store, and the collection period is from January 1, 2021 to March 17,
2022. The number of collected review data was 126,824 in ZEPETO and 82,784 in
ROBLOX, respectively, and each collected data was first separated into sentences.
As for the data of the separated sentence unit, ZEPETO had 306,666 of ZEPETO
and ROBLOX had 332,436. Thereafter, positive datasets and negative datasets were
constructed based on the average of the star (Out of five) of each application review
data. To extract aspects, only features were extracted and tokenization was performed,
and part of speech was tagged to each feature to extract only nouns and verbs and
remove stop words. At this time, exclamations classified as abbreviations or nouns
were produced as a stop word dictionary and removed, and characters of less than 2
characters were deleted.
In this study, LDA Topic Modeling was performed on preprocessed review data to
extract aspects. There are no classification standard for S, W, O, T of the metaverse
application or a set evaluation standard. In this background, there was no labeled data,
so LDA Topic Modeling, an unsupervised learning method, was used. As mentioned
above, the latest industrial applications that do not have criteria to classify topics
are the subject of this analysis and as mentioned in Chap. 2, although ROBLOX
and ZEPETO have a lot in common, each has different detailed functions and their
own terminology. So, the extracted topics (aspects) were arbitrarily designated by
the researcher based on the classified keywords. Therefore, in this study, research
A Study on the Strategy of SWOT Extraction in the Metavers Platform … 179
and previous studies on ROBLOX and ZEPETO were reviewed, and topics were
designated based on the experience of using each application for about two months.
Sentiment analysis was performed on the sentence data of each review data separated
based on the average of the stars in the review, and in this case, the rule-based VADER
algorithm was used. The reason for using VADER is that this algorithm performs well
when dealing with texts from social media, movie reviews, and product reviews [13].
The VADER algorithm gives a sensitivity score between −1 and 1, and a ‘compound
‘ is derived by appropriately combining positive, negative, and neutral values. In this
study, the compound was used as the polarity value.
A final dataset was constructed based on the classification results of aspects extracted
through sentiment analysis and LDA topic modeling. Based on the sentences sepa-
rated from each positive and negative review dataset, the dataset consists of the
emotional polarity value for each sentence and the topics with the highest weight
in the sentence. Afterwards, in this study, since ZEPETO was designated as own
company, positive aspects of ZEPETO were placed in S and negative aspects of
ZEPETO were placed in W. Positive aspects of ROBLOX are placed in T and nega-
tive aspects are placed in O. The average of the polarity values of each sentence was
calculated based on the topic, and the importance was judged by the ranking of the
topics arranged in each S, W, O, and T based on this.
4 Results
In this study, SWOT analysis was conducted by designating ZEPETO as the own
company and ROBLOX as the competitor. As for the data set used at this time,
according to the criteria of previous studies, the positive dataset of ZEPETO was used
for S (strengths) and the negative dataset of ZEPETO was used for W (weakness). The
negative dataset of ROBLOX was used for O(opportunity) and the positive dataset of
ROBLOX was used for T(threatens). Afterwards, LDA topic modeling was carried
out based on each data set, and the topics(aspects) were arranged on S, W, O, T.
The results were interpreted by judging the importance of each aspect by taking the
average of the sentiment analysis results (polar value; compound) of aspects.
In addition, in this study, negative aspects of ROBLOX can be viewed as opportuni-
ties for ZEPETO, but overlapping topics (aspects) were judged as common challenges
of metaverse applications. However, the aspects of each application were identified
and interpreted through the keywords of each aspect. Similarly, positive aspects of
180 J. Lee et al.
ROBLOX can be seen as threats of ZEPETO, but overlapping topics (aspects) were
judged as common advantages of metaverse elements, and aspects of each applica-
tion were identified and interpreted through the order and keywords of each aspect.
The final SWOT analysis results are shown in Table 1.
Each aspect was placed in S (strengths) through the positive dataset of ZEPETO
separated based on stars. Table 2 shows the average and rank of each derived aspect,
keyword, and polarity value. Aspects are Communication (Interaction), Game, Char-
acter (Avatar), Feeds (Avatar-based Shortform Content), Creating items, Worlds
(virtual spaces), K Pop. Aspects are specified based on keywords derived through
LDA topic modeling, and these constitute S. In addition, as a result of analyzing
the importance of each aspect in S based on the average of the polarity values,
Creating items>Character (Avatar)>Feeds (Avatar-based Shortform Content)>K
Pop>Game>Communication (Interaction)>Worlds (virtual spaces) is the order. In
this case, the closer to 1, the higher the priority because the positive dataset was
used.
First, as a result of averaging the polarity values of aspects placed in S, aspects
related to avatars were selected in the 1st and 2nd rankings for ZEPETO. ZEPETO
allows users to use it as a multi-persona through 3D-based avatars and various items,
and can create avatars similar to users with user photos through its own technology.
In addition, it is interpreted that this result was obtained because it is providing a
variety of items through collaboration with various brands. In addition, ZEPETO
Table 2 S(Strengths) and W(Weakness) aspects results
S: ZEPETO Positive W: ZEPETO Negaitive
Importance ranking Topic Keyword Importance ranking Topic Keyword
6 Communication Make Friend 5 System error Bugs Crashing
(Interaction) Friends Hangout Laggy Loading
Meet Follow Uninstall Post
Chat Talk Disconnection Glitches
People Play System Download
5 Playing game Game Minigame 1 Inducing excessive Zem Purchase
Player Download spending (zem) Induce Ads
Group Update Coin Diamond
Gameplay Laggy Expensive Quest
Jumpmaster Party Items Clothes
2 Character (Avatar) Character Hair 4 Hacking Hacking Error
Outfits Clothes Account Login
Fashion Item Hacker Problem
Buy Change Email Delete
Edit Price Password Games
A Study on the Strategy of SWOT Extraction in the Metavers Platform …
allows users to create various items by using 3d design tools directly from simple
image upload through the mobile application (Becoming a Creator) and PC (ZEPETO
studio). Users can also sell the items to generate revenue through ZEPETO’s virtual
currency called zem. The fact that you can make a variety of items yourself very
easily and sell them to generate profits is interpreted as being recognized as a very
big advantage for ZEPETO users. ’Feeds’, which can produce and view short-form
content and images (photos) based on the user’s avatar, also ranked third in ZEPETO’s
strengths.
Many users of ZEPETO are Generation Z, and they enjoy short video content such
as tiktok and shorts. From this point of view, it is interpreted that it was selected as a
strength because it is possible to easily create various contents based on the avatar. In
addition, K-pop has recently been gaining popularity in global countries, and K-pop
artists, who had difficulty communicating with their fans due to the coronavirus,
conducted various virtual spaces, avatars, and events through collaboration with
ZEPETO. Accordingly, fans of Kpop artists encountered various Kpop contents
through ZEPETO, and from this point of view, it is interpreted that Kpop is placed as
ZEPETO’s strength. In addition, the world and game that function as virtual space,
which can be seen as the biggest characteristics of the metaverse, were selected as
strengths.
Table 2 also shows the averages and ranks of aspects, keywords, and polarity
values arranged in W (weakness). Aspects are System Error, inducement to pay
(zem), Hacking, Security, and Meeting Strangers and as a result of analyzing the
importance of W of each aspect based on the average of the polarity values, the order is
Inducing excessive spending (zem)>Security>Meeting Strangers>Hacking>System
Error. In this case, the closer to −1, the higher the priority because a negative data
set is used. As a result of the average polarity value of aspects placed in W, the
first is about paying zem, the ZEPETO virtual currency. In ZEPETO, zem and coin
are used to purchase various items, and items are sold through collaboration with
many brands. Users can use the avatar as a multi-persona and purchase products
from expensive brands as avatar items at a much lower price in reality. From this
point of view, it is interpreted that users spend excessively on item purchases and are
placed on a weakness. Also, in the case of security, which is second, if you look at
keywords, you can see words such as tracking, stalking, and records. As a result of the
investigation in this regard, there was a content that the photos used to generate avatars
in ZEPETO and the user’s activity records (log records) could be used or recorded
regardless of the user’s intention. However, this part was collected with the consent
of the user, and most of the reviews related to this were confirmed to be rumors.
Third was about ethical problems that could arise from meeting various people in an
avatar-based virtual space where anonymity was guaranteed. In particular, users can
meet various people through ZEPETO’s ’crew’ function and ’match’ function, but
from a different point of view, you can meet strangers and be exposed to crimes such
as online grooming. 4th and 5th places were also related to system errors such as
delays, errors, disconnections, and crashing, as well as problems caused by account
hacking.
184 J. Lee et al.
Table 3 is the result of placing each aspect in O (Opportunity) through the nega-
tive dataset of ROBLOX. Aspects of O are Addiction, System error, Hacking and
fraud, Inappropriate contents, Inappropriate contents, and Inappropriate meeting and
the order of importance is Inappropriate contents>Inappropriate meeting>Making
game>System error>Hacking and fraud>Addiction. First, in the case of ‘inappro-
priate contents’, it is about ethical issues that can occur in an anonymous virtual space.
There are various game types such as survival, adventure, and action in ROBLOX,
and there are many games that allow actions such as killing or attacking a certain
target. In the virtual space where immersion is maximized, these games can expe-
rience inappropriate content and furthermore, by playing certain roles and actions,
can instill awareness of unethical behavior. This is a part that has been frequently
mentioned as one of the negative problems of online games. In addition, there were
a lot of reviews saying that there are virtual spaces where you can experience uneth-
ical and sexual content like ‘condos’ in ROBLOX, allowing young users to provide
inappropriate content in many ROBLOX. Here, ‘condos’ is a term commonly used
when referring to Roblox sex games, and it is a space created by users, where people
can talk about sex and their avatars can have virtual sex [14].
This is interpreted as something that ZEPETO can take as an opportunity by being
careful and preventing it in advance when developing the game. “addiction” means
that users are addicted to games, accessing and playing for a long time, or recklessly
paying for ROBLOX’s cryptocurrency, “robux”. The addiction problem is one of
the issues of ROBLOX, and it is interpreted as highly addictive because most users
are young or can play many kinds of games with various devices. In addition, in
the case of ROBLOX, it is interpreted that many users can spend indiscriminately
because a significant part of it is a paid game, that is, because they have to pay to play
the game. In the case of ZEPETO, it is interpreted that this can be an opportunity
for ZEPETO, as it does not require extra spending to enjoy the game except for
decorating the current avatar. In this regard, ROBLOX provides monthly spending
restrictions, spending notification control functions, and game account restrictions
to help parents prevent their children from excessive spending, game addiction, and
inappropriate experiences.
Table 3 shows the results placed in T (threatens) through the positive data
set of ROBLOX. Aspects are Experience, Playing game, Character(avatar),
Connecting devices, Interaction, Making game. As a result of analyzing the
T priority of each aspect, the order is Connecting devices>Experience>Making
game>Interaction>Playing game>Character (avatar). First, connecting devices is
ZEPETO’s number one threat, and both applications provide pc and mobile versions,
but in the case of ROBLOX, it provides services through a game-only device called
xbox to induce more immersion and interest. In addition, ROBLOX supports Oculus
Rift and HTC Vive devices to provide a more immersive experience, and global
major companies are entering the VR and AR device market recently. Against this
background, in the case of ZEPETO, it is interpreted that it is necessary to provide
the experience that ROBLOX provides through support for more diverse devices. In
Table 3 W(Weakness) and T(Treathens) aspects results
T: ROBLOX Positive O: ROBLOX Negaitive
Importance ranking Topic (Aspect) Keyword Importance ranking Topic (Aspect) Keyword
2 Experience Role Bloxburg 5 Addiction Games Dollars
Simulator Livetopia Playing Robux
Family Meepcity Addicted Purchase
Cousin Brookhaven Hours Stuck
Adopt Tycoons Spending Items
5 Playing game Games Connect 3 System error Fix Disconnection
Playing Adventures Server Update
Obbys Simulator Glithces Fail
Roleplay Multiplayer Lag Reconnect
Noob Mode Bugs Login
6 Character(avatar) Character Avatars 4 Hacking and fraud Hacking Password
Clothes Buy Scammers Account
Bacon Customize Exploiter Robux
Hair Style Cheater Trading
Acc Premium Scam Player
A Study on the Strategy of SWOT Extraction in the Metavers Platform …
addition, ROBLOX provides games that can be experienced in a variety of ways, such
as role-playing and simulator. These games enable users to create their own business
like playing ’tycoon’, from simply experiencing a certain role. ’tycoon’ is a genre of
experience in ROBLOX where the player owns his or her base (usually a business or
company) [14]. As such, it is interpreted that ZEPETO needs to provide a function
that enables a more diverse experience within the virtual space. ROBLOX also has
the ability to easily create games and provides a ROBLOX studio where users can
design and create their own games, environments and other objects through a simple
coding language called LUA [15]. In this regard, ROBLOX operate the ’Roblox
Star Program’, an invitation-only program for top developers who want to expand
and expand the license of intellectual property (IP) related to the ROBLOX experi-
ence to ROBLOX. The Roblox Star Program is a program designed to grant Roblox
an exclusive worldwide license to use the developer’s username, avatar, and any
user-generated content they choose to include [16]. This enables ROBLOX to create
games and content, monetize it and attract more users [17]. ZEPETO also provides
tools to create virtual spaces, but currently, virtual spaces containing game functions
can be created through ’unity’ by writing a Typescript. However, since the feature
was released not long ago, many users are not actively using it. From this point of
view, ZEPETO is expected to be better if it provides tools and functions that can
directly create various games through simple and easy coding and programming like
ROBLOX.
5 Conclusions
In this study, UGC(User Generated Contents) was used, but since data from a new
industry was used, there was no labeled data or no evaluation criteria, so subjectivity
could not be completely excluded. For this, feature extraction using more diverse
unsupervised learning methods is required. Therefore, it is necessary to conduct
comparative analysis through reviews of various metaverse applications other than
ZEPETO and ROBLOX, or to supplement the limitations by using more diverse data
such as article data in addition to online reviews. In addition, even though aspects
were placed in S, W, O, and T, simple noun phrases and noun-centered aspects were
used, so there is a limitation that human subjective judgment and interpretation are
required for strategic use. However, this study was able to overcome the limitations
that the existing SWOT analysis mainly consisted of subjective evaluation by experts
or there was no empirical verification by presenting a framework for deriving busi-
ness strategies through online review data. It is also expected that this framework
will be useful in industries with evaluation criteria or labeled data. It is meaningful
to provide practical implications for building various metaverse applications and
providing services in the coming metaverse era by understanding what character-
istics are important for building metaverse applications, which are emerging as an
important industry recently.
188 J. Lee et al.
References
Huy Tung Phuong, Yangyoung Kun, Jisook Kim, and Gwangyong Gim
Abstract Facial expression is one of the ways in which human expresses emotion.
However, there has been evidence that facial expression does not always accurately
reflect inner emotions, leading to the shaking of theories about human basic universal
emotions. In this study, we conduct an experiment to collect facial expression data
and EEG signals of participant. The results indicate that not all kinds of basic emotion
were expressed in facial expressions under the experiment environment. On the other
hand, brain signals have proven to be a highly reliable tool for emotion recognition
task. This study shows the problems faced by facial emotion recognition systems
and proposes future works to improve the efficiency of those systems.
1 Introduction
Affective computing has emerged as an important field of study that aims to develop
systems that can automatically recognize emotions. Emotion recognition has gained
substantial attention in the last decade because it is directly linked to psychology,
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2023 189
R. Lee (ed.), Software Engineering, Artificial Intelligence, Networking
and Parallel/Distributed Computing, Studies in Computational Intelligence 1074,
https://doi.org/10.1007/978-3-031-19604-1_14
190 H. T. Phuong et al.
physiology, learning studies, marketing, and healing. In 2019, the market for emotion-
detection technology is worth roughly 21.6 billion dollars, and its value is predicted
to reaching 56 billion dollars by 2024 [1].
Emotion has been defined in various ways in the twentieth century, and there
is currently no scientific consensus on a definition [2, 3]. From neurophysiological
perspective, emotions are mental states brought on by neurophysiological changes,
variously associated with thoughts, feelings, behavioral responses, and a degree
of pleasure or displeasure [3–7]. From mechanistic perspective, in the meanwhile,
emotions can be defined as a positive or negative experience that is associated with
a particular pattern of physiological activity [8, 9].
Facial expression is a convenient way for humans to communicate emotion. As
a result, research on emotional facial expression recognition has become a key
focus area of personalized human−computer interaction [10–12]. Influential obser-
vations in the 1960s and 1970s by US psychologist Paul Ekman suggested that,
around the world, humans could reliably infer emotional states from expressions
on faces−implying that emotional expressions are universal [13, 14]. This assump-
tion influences legal judgments, policy decisions, national security protocols, and
educational practices; guides the diagnosis and treatment of psychiatric illness, as
well as the development of commercial applications; and pervades everyday social
interactions as well as research in other scientific fields such as artificial intelligence,
neuroscience, and computer vision [15].
These ideas stood largely unchallenged for a generation. But a new cohort of
psychologists and cognitive scientists has been revisiting those data and ques-
tioning the conclusions. Many researchers now think that the picture is a lot more
complicated, and that facial expressions vary widely between contexts and cultures
[16].
Although AI companies market software for recognizing emotions in faces,
psychologists still debate whether expressions can be read so easily [16]. Facial
expressions are extremely difficult to interpret, even for people. With researchers
still wrangling over whether people can produce or perceive emotional expressions
with fidelity, many in the field think efforts to get computers to do it automatically
are premature−especially when the technology could have damaging repercussions
[16]. Thus, during the last decade, many research and development efforts have been
deployed to develop new approaches and techniques for emotion recognition. It is
becoming increasingly attractive to detect human emotions using biological brain
signals. Electroencephalography (EEG) is a reliable and cost-effective technology
used to measure brain activity [1].
In this study, we re-examine the results of recent studies, that facial expressions do
not completely accurately represent real emotions [16]. We also test our hypothesis
that EEG signals would provide a better tool to measure emotions more accurately
than facial expressions. In our experiment, participant was evoked to Ekman’s six
basic emotions (sad, surprise, enjoy, disgust, anger, fear) [17] through videos played
on a computer screen. While the participant watched the emotional videos, EEG
signals were recorded in 14 channels of signal. At the same time, the participant’
facial expressions were recorded by a camera mounted above the computer screen.
Does Facial Expression Accurately Reveal True Emotion? Evidence … 191
2 Theoretical Background
Basic emotion theory proposes that human beings have a limited number of emotions
(e.g., fear, anger, joy, sadness) that are biologically and psychologically “basic”, each
manifested in an organized recurring pattern of associated behavioral components
[18].
This idea of basic emotion is not new. For instance, in the seventeenth
century, Descartes (1649/1996) already identified six “primitive passions” (“pas-
sion” formerly being used as a term for “emotion”): wonder (admiration), desire,
love, joy, hatred, and sadness [16]. Paul Ekman [13, 14, 17] identified the six basic
emotions as anger, surprise, disgust, enjoyment, fear, and sadness. Ekman suggested
that, around the world, humans could reliably infer emotional states from expressions
on faces—implying that emotional expressions are universal. His studies indicated
that some expressions, and their corresponding feelings, were recognized by people
of all cultures.
The viewpoint of basic emotion theory has had detractors. Many researchers now
think that the picture is a lot more complicated, and that facial expressions vary
widely between contexts and cultures, thus researchers are increasingly split over
the validity of Ekman’s conclusions [16].
The observational study of Chen et al. [19] reported that people experiencing pain
or orgasm produce facial expressions that are indistinguishable, which questions
their role as an effective tool for communication. This study found that although
Westerners and East Asians had similar concepts of how faces display pain, they had
different ideas about expressions of pleasure.
According to Barret et al. [15], the available scientific evidence suggests that
people do sometimes smile when happy, frown when sad, scowl when angry, and
so on, as proposed by the common view, more than what would be expected by
chance. However, how people communicate anger, disgust, fear, happiness, sadness,
and surprise varies substantially across cultures, situations, and even across people
within a single situation. The study concluded that, there was little to no evidence
that people can reliably infer someone else’s emotional state from a set of facial
movements.
A study conducted by Crivelli et al. [20], with two experiments on how residents
of Papua New Guinea interpret facial expressions produced spontaneously by other
residents of Papua New Guinea, also showed similar results. In both experiments
of Crivelli et al., agreement with Ekman’s predicted labels was extremely low. The
study found no evidence for Ekman’s conclusions, thus concluded that “trying to
assess internal mental states from external markers is like trying to measure mass in
metres” [16, 20].
192 H. T. Phuong et al.
Our research supports the view of Crivelli [20], Chen [19], Barret [15] and Heaven
[16] on the assertion that facial expressions are complex and cannot be an accu-
rate measurement of emotion. Thus, our view pointed to the reliability problem for
emotional AI researchers who are training their artificial intelligence using classic
dataset of faces for recognizing emotions.
Clinicians and researchers have long noted the difficulty that people have in assessing,
discerning, and describing their own emotions [21]. This difficulty suggests that indi-
viduals do not experience, or recognize, emotions as isolated, discrete entities, but that
they rather recognize emotions as ambiguous and overlapping experiences. Emotions
seem to lack the discrete borders that would clearly differentiate one emotion from
another, thus discrete emotional classes (i.e., Ekman’s six basic emotions) are not
representative of the full spectrum of emotions displayed by humans on a daily basis
[22].
Indeed, researchers exploring the subjective experience of emotion have noted that
emotions are highly intercorrelated both within and between the subjects reporting
them [23, 24]. Subjects rarely describe feeling a specific positive emotion without
also claiming to feel other positive emotions [24]. These intercorrelations among
emotions, often obscured in experimental paradigms of basic emotions, are addressed
head-on by dimensional models of affect. Dimensional models regard affective
experiences as a continuum of highly interrelated and often ambiguous states [21].
The circumplex model of emotion was developed by James Russell in 1980
[25]. This model suggests that emotions are distributed in a two-dimensional
circular space, containing arousal and valence dimensions. Arousal represents the
vertical axis and valence represents the horizontal axis, while the center of the circle
represents a neutral valence and a medium level of arousal [26]. In this model,
emotional states can be represented at any level of valence and arousal, or at a neutral
level of one or both factors. Circumplex models have been used most commonly to
test stimuli of emotion words, emotional facial expressions, and affective states [27].
An attractive feature of dimensional approaches is their parsimony and their appli-
cability across multiple domains. Dimensional approaches have also proven to be
empirically powerful, successfully accounting for a wide range of emotion effects
[28].
Does Facial Expression Accurately Reveal True Emotion? Evidence … 193
indicates a negative emotion, and even inactivation of the right frontal indicates a
positive emotion. Thus, the frontal EEG asymmetry’s beta/alpha ratio is a reasonable
indicator of the emotional state of a person [36, 37].
3 Methods
In our study, data from one participant (female; age 24) was recorded. The participant
had no history of any neurological, psychiatric, or hearing problems. The participant
gave written informed consent before the experiment. The experiment was performed
in accordance with the Declaration of Helsinki [40].
We used a subset of 30 video clips to evoke participant’ emotion. We selected these
videos from a database of 2,185 emotional video clips by Cowen and Keltner [41].
We focused on six categories of videos to evoke Ekman’s six basic emotions (e.g.,
sad, surprise, enjoy, disgust, anger, fear). During the experiment, the participant’
facial expressions were recorded by a camera placed above the computer screen.
At the beginning of the experiment, we explained the purpose of the study and
the procedure for conducting the experiment. Then we set up the EEG device on the
participant’ head. After we had a stable EEG signal, we showed the participant 6
groups of videos that we had selected. After each group of videos, there was a rest
time for the participant to relax and report the emotions they felt while watching the
videos.
Does Facial Expression Accurately Reveal True Emotion? Evidence … 195
The Emotiv EPOC X neuroheadset (a product of Emotiv Inc) [42] was used to obtain
the necessary EEG raw data signals. The neuroheadset EPOC X is an EEG device
that benefits from the ability of the nervous tissue to generate quantifiable electric
potentials to measure brain activity. The electrodes are metallic with a plastic base and
are placed on the scalp to measure brain activity. For optimal results, the electrodes
must be wet with a few drops of a saline conductive solution to increase conductivity,
and to improve their performance [39].
The headset is equipped with a total of 14 electrodes to measure brain activity,
plus two extra electrodes that work as reference points. The electrodes are distributed
on key points of the scalp as suggested by the international system 10–20 [39] as
shown in Fig. 2. The 14 electrode positions used by the EPOC are labeled as AF3,
F7, F3, FC5, T7, P7, 01, 02, P8, T8, FC6, F4, F8, and AF4.
In this study, the EEG signal of all 14 channels was recorded in 256 Hz sampling
mode, and the raw time series data was stored by EmotivPro software as a CSV
file. Simultaneously, facial expression was recorded by a high-definition camera and
saved as video in MP4 format.
After obtaining the raw data, we used EEGLAB software [43] to preprocess the
data, including artifact removing. Artifact is any component of the EEG signal that
is not directly produced by human brain activity. EEG artifacts can be classified
depending on their origin, which can be physiological or external to the human
body (non-physiological). In our study, we used MARA (Multiple Artifact Rejection
Algorithm) plugin for artifact rejection. The core of MARA is a supervised machine
learning algorithm that learns from expert ratings of 1290 components by extracting
(*) Where αi and βi = PSD of alpha and beta frequency range obtained from ith channel of the
EEG signal
six features from the spatial, the spectral and the temporal domain. Features were
optimized to solve the binary classification problem “reject vs. accept”. Thus, MARA
should be able to handle eye artifacts, muscular artifacts, and loose electrodes equally
well [44].
The emotions that participant reported after watching each group of videos was used
to evaluate the validity of those videos. We assumed that if the reported emotion
matches the emotion the video attempts to elicit, the data collected is valid.
As mentioned in Chap. 2, brain activation by changes in emotion are mostly
captured by electrodes located in the frontal area, e.g., AF3, AF4, F3, and F4 [34]. In
this study, we extract the mean PSD feature from alpha band and beta band of these
channels using Welch’s method. Then, we calculated the value of valence and arousal
based on the equations mentioned in Table 2. We then represented these emotional
states in the valence−arousal two-dimensional space (the circumplex model).
For facial expression data, we performed a blind analysis of facial expressions
with the help of an expert in this field. The expert received the 12 recorded videos
of participant expression (6 videos for each participant) without sound and did not
know the sequence in which emotions were evoked. The expert was asked to rate and
point out which is the main emotion of participant’ facial expression in each video.
4 Results
The emotions that participant reported after watching each group of videos was used
to evaluate the validity of those videos. The results showed that all the reports that
the participant gave were consistent with the videos’ emotions. Thus, the obtained
data is valid.
Does Facial Expression Accurately Reveal True Emotion? Evidence … 197
Table 3 The mean PSD (sample for sadness emotion). (Due to the limited number of pages, we
only present the case of sad emotion)
Emotion Mean PSD Channel
F3 F4 AF3 AF4
Sad meanPSD_alpha 2.6205 5.4297 0.3173 3.3108
meanPSD_beta −1.2412 1.7195 −3.4945 −0.3623
Using Welch’s method, we extracted the mean PSD feature from alpha band and
beta band of frontal EEG as showed in Table 3. Then, we calculated the value of
valence and arousal (Table 4). After that, we represented these emotional states in
the valence—arousal two-dimensional space. The results show that the calculated
valence and arousal values, when being mapped on the circumplex model, fit with
the model. Five out of six evoked emotions were mapped in the right corresponding
quarter region in the original model. The difference is only apparent with respect to
the emotion of surprise (Fig. 3).
For facial expression data, we performed a blind analysis of facial expressions
with the help of an expert in this field. The expert received 12 recorded videos of
participant expression (6 videos for each participant) without sound and did not know
the sequence in which emotions were evoked. The expert was asked to rate and point
out which is the main emotion of participant’ facial expression in each video. The
results showed that only disgust was transiently expressed in the facial expressions
of the participant, while for emotions of sadness, surprise, enjoyment, fear and anger,
participant only expressed her faces in neutral state (Table 5).
The results presented in Chap. 4 strongly support the emergent opinion that, facial
expressions cannot be the reliable reflection of a person’s innermost emotions they
were once thought to be. The results of this study are not alone as there are several
198 H. T. Phuong et al.
Fig. 3 Mapping the six emotional states in the circumplex model (left) The six emotional states
identified by valence and arousal values in Table 4; (right) Russell’s original model
Table 5 Comparison between emotion reported by the participant. and facial expression rated by
the expert
Emotion reported by Facial expression Emotion reported by Facial expression
the participant rated by the expert the participant rated by the expert
Sad Neutral Disgust Neutral, slightly
Disgust
Surprise Neutral Fear Neutral
Enjoy Neutral Anger Neutral
other studies that agree with us, such as Barrett et al. (2019), Chen et al. (2018),
Crivelli et al. (2017), Benitez-Quiroz et al. (2018) [3, 19, 20, 45].
This opinion poses a huge challenge for AI technology companies that are working
on developing emotion recognition systems. Based on experimental results, relying
only on facial expressions to identify emotions has been shown to be unilateral.
Therefore, it is necessary to consider other expressions in gestures, behaviors, as
well as biological indicators to be able to identify emotions more accurately [15].
While facial expressions did not show sufficient reliability, our study provides
evidence that EEG signaling is a reliable tool for emotion detection and measurement.
Only with PSD feature extraction, we have succeeded in modeling emotions on
two-dimensional model of valence and arousal. This promises that EEG signal will
be widely used in emotion recognition systems as input data in the future. Also,
this simplicity, efficiency and reliability will help neuro-marketing and neuro-IS
researchers in conducting their causal studies, especially when studying emotions as
a mediating variable or a dependent variable.
Does Facial Expression Accurately Reveal True Emotion? Evidence … 199
Our study has limitations that need to be overcome in the future. Firstly, the data
sample is small and lacks diversity. In the future, we will try to conduct experiments
on more subjects, in diverse cultures and in more diverse experimental environments.
Second, the circumplex model is limited in clearly categorizing emotions. Valence
and arousal measurements led to the clustering of emotions presented on the circum-
plex model. Thus, the circumplex model cannot be relied on to classify emotions. In
the future, we will conduct research on models with more than two dimensions to be
able to better separate emotional states.
Third, this study only used Ekman’s 6 basic emotions in experimental design.
However, recent studies have almost found common opinion that Ekman’s six basic
emotions are not enough to generalize human emotions. For example, Cowen and
Keltner [41] have captured 27 distinct categories of emotion bridged by continuous
gradients and developed the semantic space theory of emotion which states that
emotion is high dimensional. These new findings will form the background for us to
develop future studies.
Fourth, looking at our results, when trying to map six emotions onto the circumplex
model, only the surprise emotion was in a position that doesn’t match the original
circumplex model. In the original model, the emotion of surprise has a positive
tendency (positive valence value), but in our experiment, the emotion of surprise has
a negative valence value, i.e., has a negative tendency. This leads to an interesting
question that we want to find answers to in the future: When is the emotion of surprise
positive and when is it negative?
Fifth, our study did not consider the neutral state. In our opinion, neutral means
no emotion, so it is difficult to elicit neutrality when conducting experiments. We
assume that a person can only achieve “neutral emotion” when his brain’s activity
is reduced to the maximum, that is, only when he has fallen asleep, or has been
senseless. The validity of this assumption is currently untested, and the study of
neutral emotion is an interesting topic that we will focus on in the future.
Sixth, not as simple as collecting face data, collecting EEG signals is complicated
for most normal people under normal conditions. It requires specialized equipment
and software along with meticulous installation. The inconvenience that it brings
to the user is also a big obstacle for such devices to be used in everyday life, or
even in laboratories that do not specialize in brain research. Therefore, in the future,
studies and inventions for reducing the size and increasing the convenience of EEG
measuring devices are essential. How to integrate EEG measurement sensors into
common wearable devices, such as virtual reality headsets, is not a bad idea to work
on in the future.
200 H. T. Phuong et al.
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NSGA-II-AMO: A Faster Genetic
Algorithm for QWSCP
Abstract The task of the QoS-driven web service composition problem (QWSCP)
is to find the optimal combination of atomic web services to meet the high demand
for QoS parameters. However, different scenarios have various sensitivities to each
parameter, researchers prefer algorithms that solve the problem to output non-
dominated solution sets. NSGA-II, a genetic algorithm, has become one of the most
contacted algorithms for solving the QWSCP problem due to its ability to search
for non-dominated solution sets. However, NSGA-II algorithm still suffers from the
challenge of slow convergence and the tendency to fall into local optimum solutions.
In adjusting the NSGA-II mutation probabilities, it was found that the setting of the
mutation probabilities affects the effectiveness of the algorithm, and that the optimal
mutation probabilities for different loci are related to the distribution of data for that
locus. Therefore, this paper proposes an improved NSGA-II-AMO algorithm, which
uses an adaptive mutation operator to complete the mutation process when generat-
ing children in the NSGA-II algorithm, so that the mutation probability adaptively
changes with different distributions of data, effectively improving the search speed
at the beginning of population iteration; at the same time, in order to avoid the prob-
lem of oscillatory search at a later stage, AMO reduces the mutation probability as
the population converges, preventing the re-introduction of inferior genes into the
Z. Feng
Polytechnic Institude, Zhejiang University, Hangzhou, China
e-mail: [email protected]
B. Wang · M. Chen · Q. Chen (B)
College of Computer Science and Technology, Zhejiang University, Hangzhou, China
e-mail: [email protected]
B. Wang
e-mail: [email protected]
M. Chen
e-mail: [email protected]
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2023 203
R. Lee (ed.), Software Engineering, Artificial Intelligence, Networking
and Parallel/Distributed Computing, Studies in Computational Intelligence 1074,
https://doi.org/10.1007/978-3-031-19604-1_15
204 Z. Feng et al.
1 Introduction
With the rapid growth of the Internet and the increasing complexity of web service
requirements, service composition has become mainstream [1, 2]. How to select and
combine a cluster of atomized services with high throughput, high availability, high
reliability, low cost and low latency among the huge number of atomized services
has become a hot issue of concern for the academic community [3]. An excellent
selection, combination and filtering algorithm, mechanism, system and scheme can
greatly assist in the rapid construction of services to achieve a portfolio of services
with high Quality of Service (QoS) values. The task of QWSCP can be described as
selecting a set of atomic services from a given set of optional atomicity services, such
that the combined set of atomic services fulfils the functional requirements of the
user while also having QoS parameters that satisfy the non-functional requirements
of the user.
A large body of works have been proposed to solve the service composition prob-
lem, mainly in the form of linear integer programming model (LIPM) methods,
Metaheuristic-based methods and Multi-objective optimization methods. The LIPM
approach treats the service composition problem as a linear integer programming
model that allows an optimal composition to be found [4, 5]. In the metaheuris-
tic approach, the service composition problem is then treated as a single-objective
optimization problem (SOOP) [6, 7], which returns an optimal or near-optimal solu-
tion. However, the evaluation of service composition solutions is personalized and
the importance of each QoS parameter is different in different business scenarios
and software styles. For example, high real-time and low latency in some scenarios,
and high reliability and availability in others. Therefore the ability of the above two
service composition solutions with a single output solution to meet the mutually
exclusive needs of the users is highly dependent on the expertise of the decision
maker and the design of the QoS parameter weights. For these reasons, more and
more researchers are beginning to view service composition as a multi-objective
optimization problem.
In this paper, the NSGA-II-AMO algorithm is proposed to solve the service com-
position problem, and three adaptive mutation operators are proposed according to
the data distribution of each gene locus, bringing an improvement in the convergence
effect while ensuring the distributional effect of the genetic algorithm.
NSGA-II-AMO: A Faster Genetic Algorithm for QWSCP 205
2 Related Work
In recent years, the number of service composition has grown rapidly to meet the
needs of users, and how to quickly and efficiently achieve a reasonable selection
of combined services from optional atomic service composition has become the
focus of many scholars’ research. Yin et al. [8] proposed a service composition
optimization model that considers eight QoS variables, such as response time, quality
of service, cost, availability, and concordance, and uses grey correlation analysis to
obtain the correlation between these QoS attributes so that the QoS metrics of the
combined solution can be improved. Yu [9] proposed a computational model that
can calculate skylines according to a service composition model, enabling service
users to optimally access a service set in the form of an integrated service package,
first by a one-pass algorithm determined entirely by a single service skyline, and
then using a double asymptotic algorithm A comparison is made to give the optimal
skyline composition of services.
However, as the above methods can only produce a single solution, more and
more multi-objective optimization methods are being proposed to solve the QWSCP
problem. The main advantage of multi-objective optimization methods is that this
class of methods ultimately outputs a set of non-dominated solutions from which
the user can select the non-dominated solution that best meets his or her needs.
Among them, multi-objective genetic algorithms have been extensively studied to
optimize multi-objective parameters simultaneously to solve service composition
problems [10]. For example, Niu et al. [11] modelled the process of constructing a
service composition as a constrained interval number multi-objective optimization
problem and proposed a decomposition-based uncertain multi-objective evolutionary
algorithm , which was used to build a mathematical model to calculate the optimal
service portfolio. Meanwhile, researchers have proposed some multi-objective ver-
sions of meta-heuristic single-objective optimization algorithms to solve the service
composition problem. For example, Sadouki et al. [12] proposed a multi-objective
version of an elephant grazing optimization algorithm; Wang [13] et al. proposed
a QoS-aware service-selection-specific algorithm based on the artificial bee colony
algorithm (ABC) in the discrete space for efficient local search. However, the above
multi-objective optimization algorithm requires the decision maker to set the vari-
ance probability, too large a variance probability will lead to oscillation in the final
stage of the search, too small a variance probability will cause the search process to
stall prematurely. The convergence effect of the above multi-objective optimization
method is extremely demanding in terms of matching the variance probability to the
data samples, which makes it difficult to meet the convergence requirements of the
user when performing service compositions.
206 Z. Feng et al.
3 Problem Formulation
The task of QoS-driven web service composition problem is to select specific services
to be filled into each node of the combined service, so that the combined service has
the best possible QoS parameters. When viewed as a multi-objective optimization
problem, this problem can be described as the following 5-tuple (P, S, Ω, F(x), R)
with the components shown below.
The key of QoS-driven web service composition problem is to make the F of the
members in R as big as possible, given that P, S, Ω and F(x) are determined. As
stated above, different users have different sensitivities and needs for different F(x).
In most cases, however, it is difficult to find a xi , such that all four dimensions of
F(xi ) are optimal, but rather only a set of x for which F(x) has different dominance,
so the problem ultimately requires that the output set of results R is a non-dominated
set of x.
4 Our Solution
where num is the number of genes available for the locus, max and min are the
maximum and minimum values of the number of genes available for all loci,
respectively, and λ0 is the base variation probability, usually set to 0.05. In AMO1,
the probability of mutation is simply related to the number of available genes at
each locus, with the larger the number, the higher the probability of mutation.
• AMO2: We designed AMO2 by considering the effect of the degree of data dis-
persion, which calculates the probability of mutation for each locus as in:
n
si
λ2 = (2)
i=1
QoSi
the number of Generations to solve this problem, which calculates the probability
of mutation for each locus as in:
where gen is the number of generations. AMO3 has a progressively lower prob-
ability of variation as the number of population generations increases, based on
AMO2 considering the degree of dispersion.
QoS − min
QoS+ = (4)
max − min
QoS − min
QoS− = 1 − (5)
max − min
where QoS+ and QoS− are the results after data normalization, QoS is the original
value before normalization, max is the maximum value of the parameter and min
is the minimum value of the parameter. Equation (4) is used for larger and better
QoS parameters, such as reliability, availability and throughput, and Equation (5) is
used for smaller and better QoS parameters, such as response time. After the above
data normalization operation, all four QoS parameters were converted to parameters
whose values were distributed within [0, 1] and the larger the better, eliminating the
influence of the different parameter’s magnitudes on the ranking.
When sorting, we need to calculate the QoS parameters of the services after the
combination by using the QoS parameters of the atomic services. It is worth noting
that the calculation of this step varies with the topology of the services. The topology
of the services can be divided into four main types: sequence, cyclic, parallel and
branch, whose topology and calculation are shown in Fig. 1 and Table 1.
Step 5: Select the first half of the individuals in Rt to form a new parent population
Pt+1
The algorithm will repeat step 2–step 5, increasing the fitness of the population
through continuous filtering. When the end condition is reached, (e.g. the fitness
NSGA-II-AMO: A Faster Genetic Algorithm for QWSCP 209
has converged or the number of iterations has been reached, etc.), the final set of
non-dominated solutions of the filtered population is output.
5.1 Dataset
The dataset used in this paper is the QWS Dataset Version 2.0, which collects infor-
mation on 2507 web services, containing eleven attributes for each service and a
functional classification. The four QoS parameters of availability, reliability, response
210 Z. Feng et al.
time and throughput for each service are used in this study, while services with the
same functional classification are considered as atomic services with similar func-
tions.
This paper uses 2 metrics recognized in the field for the evaluation of multi-objective
optimization problems, a measure of their convergence and a measure of their pop-
ulation diversity [14].
• Convergence indicator
The convergence indicators are evaluated as in:
n
r= di /n (6)
i=1
where n is the number of solution vectors in the final output non-dominated solu-
tion set; di is the Euclidean distance between each solution vector in the obtained
non-dominated solution set and the nearest member of the true Pareto front (mea-
sured in the optimization objective parameter space after data normalization). This
indicator mainly reflects the convergence effect of the multi-objective optimization
algorithm. The lower the value of r , the better the population convergence.
• Distributional Indicator
The distributional indicators are evaluated as in:
n−1
di
d = i=1 (7)
n−1
n−1
d f + dl + i=1 di − d̄
Δ= (8)
d f + dl + (n − 1)d
where di is the Euclidean distance between the ith individual and the (i + 1)st
individual in the final output set of non-dominated solutions, d f and dl represent
the distance between the extreme value solution of the true Pareto frontier and the
solution at the boundary of the output set, and d is the average of di . As mentioned
earlier, the importance attached to different parameters varies from scenario to
scenario, users tend to expect a better distribution of the solution set obtained. The
smaller the value of Δ, the better the distribution.
NSGA-II-AMO: A Faster Genetic Algorithm for QWSCP 211
In the set S of atomic services, the number of atomic services providing the same
function is quite large. If there exist atomic services si and s j , satisfying Q r (si ) ≤
Q r (s j ), Q a (si ) ≤ Q a (s j ), Q t (si ) ≤ Q t (s j ), Q r t (si ) ≤ Q r t (s j ), it means that si does
not exceed s j in all four QoS parameters, in other words, si is an inferior gene at
that locus, and selecting si will result in an individual with inferior QoS parameters
to selecting s j of similar individuals and should therefore be eliminated directly.
Therefore, during the data pre-processing process, the skyline algorithm was used to
eliminate inferior genes like si . The above data pre-processing operation can greatly
improve the speed of population convergence.
Figure 2 shows the effect of data pre-processing on the speed of population con-
vergence. It can be seen that when no data pre-processing is performed, the initial
population convergence index is very poor due to the large number of “inferior”
genes incorporated into the initial population generation, and it takes fifty iterations
before the initial pre-processed population converges.
This section verifies the effect of the initial number of populations N on the con-
vergence effect. To ensure the fairness of the experiment, the experiment tests the
metrics of the output non-dominated solution set after the same running conditions
and running time. The setting of the initial number of populations, N , must have an
effect on the convergence effect. When N is too large, the number of computations
will increase in non-polynomial time, resulting in fewer iterations and slower con-
vergence in the same time; when N is too small, a large number of initial populations
cannot enter the initial population, resulting in low genetic richness of the popula-
tion itself. Therefore, in this section set the N values to 60, 80, 100, 120, 140. The
experimental results are shown in Table 2.
As can be seen from Table 2, the distributional indicator gradually becomes better
as the population size increases, while the convergence indicator becomes better in
212 Z. Feng et al.
60–80 and worse in 80–140. It is also worth noting that changes in N values have a
greater impact on r , with the difference between the best and worst reaching 8.43%,
while the impact on is smaller, with the difference between the best and worst being
only 1.42%. Therefore, the initial population size N was set to 80 in the subsequent
experiments.
of mutation and can effectively prevent shock search or mutation to produce “bad”
genes. Therefore, AMO3 has a better convergence effect than AMO2.
The NSGA-II algorithm, the Particle Swarm optimization (PSO) algorithm and the
Artificial bee colony(ABC) algorithm were selected as comparison algorithms and
tested in the same way to compare their r and Δ values.
As can be seen from Table 4, thanks to the application of AMO3, the Δ value of our
method compared to NSGA-II improved from 0.2531 to 0.2501, an improvement of
1.19%, and the r value improved from 0.0397 to 0.0367, an improvement of 7.56%.
The main reason for this improvement is that our adaptive variation operator takes into
account the effects of data distribution and population generation, and the variation
probabilities are changed adaptively so that the variation probabilities at each locus
match the current data distribution and iteration level more closely at all times, and
therefore converge better during the iteration. Compared to the ABC algorithm, our
algorithm lags behind in r value by 3.00%, but improves in Δ from 0.2787 to 0.2501,
an improvement of 10.26%. In other words, our algorithm suffers from a relatively
small lag in convergence relative to the ABC algorithm, but has a large advantage in
distributivity. The main reason for this effect is that our algorithm devotes a significant
amount of computational time to ensuring distributivity, including the non-dominated
sorting and congestion sorting processes at each iteration. As we stated earlier, users
of the combined service have different needs for the four parameters of the service,
so a better population richness helps to match the needs of a more diverse set of
users.
6 Conclusion
on the QWS dataset, with a 1.19% improvement in distributivity, and performs well
against other algorithms. Overall, our algorithm achieves an improvement in conver-
gence speed while maintaining distributivity.
Acknowledgements This research is funded by the National Key Research and Development
Program of China (Grant No. 2018YFB2101200) and ZJU-Guangxi Province Collaborative Project
(Grant No. ZD20302004).
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Author Index
K
C Kim, Dongcheol, 107
Chen, Mingjian, 203 Kim, Jisook, 189
Chen, Qi, 203 Kim, Taeyeon, 107
Kun, Yangyoung, 189
Kwon, Jaehwan, 107
D
Du, Weiwei, 77
Du, Yi, 77 L
Lee, Dain, 161
Lee, Heewon, 121
E Lee, Hoo-Ki, 161
Endo, Toshio, 89 Lee, Jina, 173
Lee, Joong Ho, 145
Lee, Minwoo, 121
F Lee, Saeyeon, 121
Feng, Zehui, 203
N
G Nakanishi, Takafumi, 31
Gim, Gwangyong, 107, 121, 173, 189 Nakano, Satoshi, 59
Noji, Yuto, 31
H
Han, Sung-Hwa, 135 O
Hirofuchi, Takahiro, 89 Oikawa, Shuichi, 45
Hou, Shuang, 77 Okada, Ryotaro, 31
Huang, Hexi, 13
P
I Peng, Yahui, 77
Ikegami, Tsutomu, 89 Phuong, Huy Tung, 189
© The Editor(s) (if applicable) and The Author(s), under exclusive license 215
to Springer Nature Switzerland AG 2023
R. Lee (ed.), Software Engineering, Artificial Intelligence, Networking
and Parallel/Distributed Computing, Studies in Computational Intelligence 1074,
https://doi.org/10.1007/978-3-031-19604-1
216 Author Index
W Yue, Haizhen, 77
Wang, Bei, 203
Wang, Chenyu, 89
Y Z
Yeo, Inmo, 173 Zhao, Xuzhi, 77