Demo Data from EDBT 2026 / reviewers in the wild / expert
Eunjo Lee
dblp:39/8282 · also EunJo Lee
· DBLP profile ↗
8ranked-venue papers
4as first author
1since 2021 · last 2024
0000-0003-2673-7716ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 first-author · 1 since 2021Security and privacy · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Interdisciplinary, comprehensive, and emerging computing
2 papers |
Computational social science and digital humanities · 100% | |
| Network and information security
3 papers |
Security and privacy of machine learning · 45% Network security · 39% Blockchain and cryptocurrency security · 16% | |
| Databases, data mining, and information retrieval
2 papers |
Graph data management · 54% Web and social media mining · 46% |
Topics — the 3 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computational social science and digital humanities › social computing
online community |
0.3 | 1 | 2018 | No Silk Road for Online Gamers!: Using Social Network Analysis to Unveil Black Markets in Online Games · WWW 2018 |
Computational social science and digital humanities
social network analysis |
0.3 | 1 | 2018 | No Silk Road for Online Gamers!: Using Social Network Analysis to Unveil Black Markets in Online Games · WWW 2018 |
Network security › intrusion detection and prevention › bot detection
game bot detection |
0.2 | 1 | 2016 | You are a Game Bot!: Uncovering Game Bots in MMORPGs via Self-similarity in the Wild · NDSS 2016 |
Methods — techniques the papers use, named apart from their topics
network analysis · 0.9graph feature extraction · 0.9social network analysis · 0.7community detection · 0.7self-similarity analysis · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | A Framework for Mining Collectively-Behaving Bots in MMORPGs
Jun Hee Kim, Jaeman Son, Jihoon Song, Eunjo Lee |
ICPR (9) | 5 |
| 2020 | Profit Optimizing Churn Prediction for Long-Term Loyal Customers in Online GamesabstractTo successfully operate online games, gaming companies are introducing the systematic customer relationship management model. Particularly, churn analysis is one of the most important issues, because preventing a customer from churning is often more cost-efficient than acquiring a new customer. Churn prediction models should, thus, consider maximizing not only accuracy but also the expected profit derived from the churn prevention. We, thus, propose a churn prediction method for optimizing profit consisting of two main steps: first, selecting prediction target, second, tuning threshold of the model. In online games, the distribution of a user's customer lifetime value is very biased that a few users contribute to most of the sales, and most of the churners are no-paying users. Consequently, it is cost-effective to focus on churn prediction to loyal customers who have sufficient benefits. Furthermore, it is more profitable to adjust the threshold of the prediction model so that the expected profit is maximized rather than maximizing the accuracy. We applied the proposed method to real-world online game service, Aion, one of the most popular online games in South Korea, and then show that our method has more cost-effectiveness than the prediction model for total users when the campaign cost and the conversion rate are considered. Eunjo Lee, Boram Kim, Sungwook Kang 0001, Byung-Soo Kang, Yoonjae Jang, Huy Kang Kim |
IEEE Trans. Games | 1 |
| 2019 | Game Data Mining Competition on Churn Prediction and Survival Analysis Using Commercial Game Log DataabstractGame companies avoid sharing their game data with external researchers. Only a few research groups have been granted limited access to game data so far. The reluctance of these companies to make data publicly available limits the wide use and development of data mining techniques and artificial intelligence research specific to the game industry. In this paper, we developed and implemented an international competition on game data mining using commercial game log data from one of the major game companies in South Korea: NCSOFT. Our approach enabled researchers to develop and apply state-of-the-art data mining techniques to game log data by making the data open. For the competition, data were collected from Blade & Soul, an action role-playing game, from NCSOFT. The data comprised approximately 100 GB of game logs from 10 000 players. The main aim of the competition was to predict whether a player would churn and when the player would churn during two periods between which the business model was changed to a free-to-play model from a monthly subscription. The results of the competition revealed that highly ranked competitors used deep learning, tree boosting, and linear regression. Eunjo Lee, Yoonjae Jang, DuMim Yoon, JiHoon Jeon, Seong-Il Yang, Sang-Kwang Lee, Dae-Wook Kim, Pei Pei Chen, Anna Guitart, Paul Bertens, Africa Perianez, Fabian Hadiji, Marc Müller, Youngjun Joo, Inchon Hwang, Kyung-Joong Kim 0001 |
IEEE Trans. Games | 1 |
| 2018 | No Silk Road for Online Gamers!: Using Social Network Analysis to Unveil Black Markets in Online GamesabstractOnline game involves a very large number of users who are interconnected and interact with each other via the Internet. We studied the characteristics of exchanging virtual goods with real money through the processes called "real money trading (RMT)". This exchange might influence online game user behaviors and cause damage to the reputation of game companies. We examined in-game transactions to reveal RMT by constructing a social graph of virtual goods exchanges in an online game and identifying network communities of users. Eunjo Lee, Hyoungshick Kim, Huy Kang Kim |
WWW | 1 |
| 2017 | Crime Scene Reconstruction: Online Gold Farming Network AnalysisabstractMany online games have their own ecosystems, where players can purchase in-game assets using game money. Players can obtain game money through active participation or “real money trading” through official channels: converting real money into game money. The unofficial market for real money trading gave rise to gold farming groups (GFGs), a phenomenon with serious impact in the cyber and real worlds. GFGs in massively multiplayer online role-playing games (MMORPGs) are some of the most interesting underground cyber economies because of the massive nature of the game. To detect GFGs, there have been various studies using behavioral traits. However, they can only detect gold farmers, not entire GFGs with internal hierarchies. Even worse, GFGs continuously develop techniques to hide, such as forming front organizations, concealing cyber-money, and changing trade patterns when online game service providers ban GFGs. In this paper, we analyze the characteristics of the ecosystem of a large-scale MMORPG, and devise a method for detecting GFGs. We build a graph that characterizes virtual economy transactions, and trace abnormal trades and activities. We derive features from the trading graph and physical networks used by GFGs to identify them in their entirety. Using their structure, we provide recommendations to defend effectively against GFGs while not affecting the existing virtual ecosystem. Hyukmin Kwon, David Mohaisen, Yongdae Kim, Eunjo Lee, Huy Kang Kim |
IEEE Trans. Inf. Forensics Secur. | 5 |
| 2016 | You are a Game Bot!: Uncovering Game Bots in MMORPGs via Self-similarity in the Wild
Eunjo Lee, Hyoungshick Kim, David Mohaisen, Huy Kang Kim |
NDSS | 1 |
| 2013 | Extended communication interface for remote vehicle diagnosis using Internet ProtocolabstractNowadays, vehicles have a lot of Electronic Control Unit (ECU). In order to check ECU software reprogramming and ECU assembly line inspection, international standards are developed. Among the standards the Diagnostic Communication over Internet Protocol (DoIP) is a typical protocol for remote diagnostic of vehicles which consists of International Standard Organization (ISO) 13400 parts. The DoIP just consider in-vehicle scenario where the communication range is a Local Area Network (LAN). In this paper, we propose a new communication interface extends the communication range to Wide Area Network (WAN) to implement remote vehicle diagnosis. The simulation results show that the CPU Utilization Threshold Area (CUTA) is between -20.70266 and 20.70266 which implies remote vehicle diagnosis is possible from the long distance site. Jinsoo Lee, Eunjo Lee, Sungkwon Park |
APCC | 2 |
| 2012 | Link adaptation layer of HomePlug GreenPHY for V2G communication interfaceabstractThe smart grid is added ICT (Information & Communication Technology) into the existing electrical grid to facilitate the exchange of information between the power supplier and consumer. The V2G (Vehicle to Grid) is an application of the smart grid. The EV (Electric Vehicle) is connected to the an EVSE (Electric Vehicle Supply Equipment). Communication between EV and smart grid uses V2G. The V2G uses PLC (Power Line Communication) technology. The PLC uses HPGP (Home Plug Green PHY) in order to charging an EV with EVSE. The V2G communication interface uses IP protocols at devices in the smart grid and EVs. An EV gets IPv6 address. On the other hand, the smart grid primarily uses IPv4 address. The IPv6 is not compatible with IPv4, they can't communicate. In this research, we propose a new link adaptation layer of HPGP in order to V2G communication interface. Cheol-soon Park, Eunjo Lee, Sungkwon Park |
APCC | 2 |