• Title/Summary/Keyword: 감정요소

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Generating Sponsored Blog Texts through Fine-Tuning of Korean LLMs (한국어 언어모델 파인튜닝을 통한 협찬 블로그 텍스트 생성)

  • Bo Kyeong Kim;Jae Yeon Byun;Kyung-Ae Cha
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.3
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    • pp.1-12
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    • 2024
  • In this paper, we fine-tuned KoAlpaca, a large-scale Korean language model, and implemented a blog text generation system utilizing it. Blogs on social media platforms are widely used as a marketing tool for businesses. We constructed training data of positive reviews through emotion analysis and refinement of collected sponsored blog texts and applied QLoRA for the lightweight training of KoAlpaca. QLoRA is a fine-tuning approach that significantly reduces the memory usage required for training, with experiments in an environment with a parameter size of 12.8B showing up to a 58.8% decrease in memory usage compared to LoRA. To evaluate the generative performance of the fine-tuned model, texts generated from 100 inputs not included in the training data produced on average more than twice the number of words compared to the pre-trained model, with texts of positive sentiment also appearing more than twice as often. In a survey conducted for qualitative evaluation of generative performance, responses indicated that the fine-tuned model's generated outputs were more relevant to the given topics on average 77.5% of the time. This demonstrates that the positive review generation language model for sponsored content in this paper can enhance the efficiency of time management for content creation and ensure consistent marketing effects. However, to reduce the generation of content that deviates from the category of positive reviews due to elements of the pre-trained model, we plan to proceed with fine-tuning using the augmentation of training data.

The Case Study on Game Balancing for Player VS Player Fighting Game (대전 격투게임의 사례 분석을 통한 게임 밸런싱 연구)

  • Han, Seung-Woo;Lee, Jae-Joong;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.15-27
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    • 2008
  • Games can be divided into different genres such as action, adventure, role playing, simulation and etc based on the types of the play provided to a player. And each genre has various kinds of balancing system. Fighting games are classified as one of the action genres. They seem to have a simple structure but there is a variety of complex balancing factors. Because there are quite a number of the fighting games that were developed in a relatively short period, it is possible to identify diverse balancing systems in the fighting games from unstable ones in the early stage to the recent ones in a stable condition. The balancing system allows players to use all the contents offered in the game by eliminating the imbalance created among the various components. It helps players maintain their interest during the procedure. Furthermore, it gives the justification, increases the efficiency of controlling, and develops the empathy in the process. Therefore, the balancing system plays a crucial role in the games when it comes to getting an evaluation and building popularity, which can determine its lifespan. In this study, we researched on the possibilities of expanding an application to the other genres by understanding the established balancing model developed from the case study of the fighting games.

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A Study on Design Characteristics of Korean War Memorials in the United States (한국전쟁 메모리얼의 설계요소에 나타난 기념성)

  • Lee, Sang-Suk
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.1
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    • pp.12-24
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    • 2010
  • The purpose of this study was to analyze design characteristics of Korean War Memorials(KWM) in the United States(KWMUS). Through site survey and internet searching, the researcher selected 25 KWMUS and analyzed four analysis categories: design concept, spatial form, landscape details, and sculptures. The results are as follows: 1. The analysis revealed that main concepts of KWMUS were to cherish victims of the Korean War, show membership/locality/patriotism, express feelings and the meaning of war, and explain the Korean War realistically and symbolically. 2. Most KWMUS in memorial parks and plazas were designed to pursue the completion of each memorial assuming the form of typical and symmetrical circles and squares. Also, spatial order including spatial sequence was seen in some of KWMUS. 3. Stone walls, stone monument, flags, emblems and paving were used as main landscape details. The map of the Korean peninsula and Taegeuk were often introduced to symbolize Korea and the Korean War, and the symbolic phrase, 'Forgotten War' or 'Freedom is Not Free' were written on the stone to keep the Korean War in the minds of Americans. 4. Sculptures were used as important media to represent the Korean War in a variety of ways. Most of them were formed realistically, except for a few sculptures that aimed to represent the Korean War symbolically and narratively. In particular, the sculptures in Washington D.C. KWVM and Minnesota KWM were remarkable as symbolic media of war memorials in contemporary society. Further study will be required to analyze comparatively KWM in Korea and the U.S. and to understand characteristics of KWM in the point of design style.

Grieving among Adolescent Survivors of Childhood Cancer: A Situational Analysis (청소년 소아암 생존자의 슬픔: 상황분석)

  • Jin, Juhye
    • Child Health Nursing Research
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    • v.20 no.1
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    • pp.49-57
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    • 2014
  • Purpose: The purpose of this qualitative study was to explore how adolescent survivors of childhood cancer grieve the death of cancer peers. Methods: Data were obtained from Korean adolescents with cancer between the ages of 13 and 18 (N=12) through semi-structured interviews (face-to-face, telephone, and Internet chatting), observations of the social dynamics of participants in self-help groups, and retrieval of personal Web journals. Based on the grounded theory methodology, data collection and analysis were conducted simultaneously, and constant comparative methods were used. Clarke's situational analysis was adopted, and this paper focused on presenting "how to" and "what we can learn" from this analytic strategy. Results: Mapping examples were visualized using of three modes of maps. Adolescent cancer survivors coped with reminders of the "darkness" that ultimately featured their overall grief. Additionally, adolescents' encounters and avoidance of grief were triggered by introspection and interactions with family and friends. Conclusion: Situational analysis provided an efficient way to analyze the experiences of adolescent survivors of childhood cancer by systematizing possible information within the relational social contexts of the research phenomenon.

A study on the signification of visual message in the website - Focus on intro page of automobile company homepage - (웹사이트에 나타난 시각적 메시지의 의미작용 연구 -자동차 기업 홈페이지의 intro page를 중심으로 -)

  • Park, Sang-Hyeok;Lee, Yong-Ho
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.45-54
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    • 2005
  • Visual messages are fundamental elements for performing communication and indicate the signs which are delivered from the communicator to the communicatee via channels, Generally, we can classify visual messages into two groups; linguistic factors which are rational and deliver abstract concepts and unlinguistic factors which are mental and can be expressed concretely. Especially, web site with receivers' low attention and concentration need images which can attract their attention to visual messages. That is, web site is a medium which allows us to feel visual and emotional experiences. We can call it a standard of sign systems which are consisted of various styles of digital texts. The main purpose of this study lies in that we'll analyze how homepage introductory page as one of the forms of digital text conduces a meaning action to the receivers and that we'll apprehend the structures of images and different types of signs via a semiotic approach and analyze the underlying meaning of the messages. In order to survey the structures of images we'll look into the attitude toward perceiving messages by using semantic differential method which has been developed mostly by Osgood and analyze the visual images by adopting sign types of Fuss. As the signification is created by combining signs, it is significant that we'll analyze the meaning of sings between the transmitters and receivers from the semiotic viewpoint and study the signification systems.

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A Study on Expression of the Film (2019) : Focusing on Genre-Shifting Characters and Actors' Acting (영화 <기생충>(2019)의 표현성 연구 : 장르를 변주하는 캐릭터와 배우의 연기를 중심으로)

  • Lee, A-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.6
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    • pp.77-89
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    • 2020
  • The film "Parasite" portrays Korea's history and its present in a space that clearly represents the real world's hierarchy as a vertical structure. It demonstrates the problems of an insurmountable reality and the elements of various conflicts occurring below the surface of Korean society through a complex mix of human emotions and relationships. The most realistic yet unrealistic characters cross boundaries between being victims and perpetrators, defamiliarizing ordinary scenes from everyday life through their small mistakes, strange obsessions, bizarre behavior, anxious psychology, and desperate struggles. This study analyzes the expression of the film "Parasite" through its characters with the belief that the film expresses director Bong Joon-ho's consistent cinematic philosophy of taking reality beyond the traditional rules of film genres. By doing so, Bong creates a feature of the expression that shifts genres as the characters' personalities amplify related behaviors, conflicts and questions, and that this is the core of the unique nuance and distinct humor of this film. In addition, the personalities of the characters interact with all the film's elements (cinematic techniques, space, props, etc.), evoking effects of various meanings, which are transmitted through the actors'images and acting. In this respect, the study analyzes how the actors were cast in order to realistically reproduce the characters of the actors, how their acting was harmonized with the film's elements, and its features as well as how they were expressed.

An Exploratory Study on Customers' Individual Factors on Waiting Experience (고객의 개인적 요소가 대기시간 경험에 미치는 영향에 대한 탐색적 연구)

  • Kim, Juyoung;Yoo, Bomi
    • Asia Marketing Journal
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    • v.12 no.1
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    • pp.1-30
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    • 2010
  • Customers often experience waiting for buying service. Managing customers' waiting time is important for service providers since customers who are dissatisfied with waiting, secede from a service place at last. Not a few studies have been done to solve waiting time problem and improve customers' waiting experience. Hui & Tse(1996) identify evaluation factors in customers' behavioral mechanism as customers wait. That is, customers experience perceived waiting time, waiting acceptability and emotional response to the wait when they wait. Since customers evaluate the wait using these factors, service provider should manage these factors in order to minimize customers' dissatisfaction. Therefore, this study explores that evaluation factors of waiting are influenced by customers' situational and experiential characteristics, which include customer loyalty, transaction importance for customer and waiting expectation level. Those situational and experiential characteristics are usually given to service providers so they can't control these at waiting point. The major findings derived from two exploratory studies can be summarized as follows. First, according to the result from the study 1 (restaurant setting), customers' transaction importance has the greatest positive influence on waiting experience. The results show restaurant service provider could prevent customers' separation effectively through strategies which raise customers' transaction importance, like giving special coupons for important events. Second, in study 2 (amusement part setting) customer loyalty has large positive impact on waiting experience as well as transaction importance. This results show that service provider could minimize customers' dissatisfaction using strategies which raise customer loyalty continuously. This results show customer perceives waiting experience differently according to characteristics of service place and service itself. Therefore, service provider should grasp the unique customers' situational and experiential characters for each service and service place. It could provide an effective strategy for waiting time management. Third, the study finds transaction importance and waiting expectation level have direct influence customers' waiting experience as independent variables, while existing studies treated them as moderators. Customer loyalty which has not been incorporated in previous waiting time research is known to affect waiting experience. It suggests that marketing strategy which builds up customer loyalty for long period of time is also quite effective, compared to short term tactics to help customers endure waiting time. Fourth, this study reveals the importance of actual waiting time along with perceived waiting time. So far most studies only focus on customers' perceived waiting time. Especially, this study incorporates the concept of patient limit on waiting time to investigate effect of actual waiting time. The results show that there were various responses to the wait depending on how actual waiting time exceeds individual's patent limit on waiting time or not, even though customers wait about the same period of time. Finally, using structural equation model, conceptual path between behavioral responses is verified. As customer perceives waiting time, then she decides whether she can endure it or not, and then her emotional response occurs. This result are somewhat different from Hui & Tse(1996)'s study. The study also includes theoretical contributions as well as practical implications.

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Interpretation of C.C.L.Hirschfeld's Theory of Garden Art in Contemporary Meaning and Its Significance (히르시펠트(C.C.L.Hirschfeld) 정원예술론의 의미와 가치의 현대적 해석)

  • Zoh, Kyung-Jin
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.32 no.3
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    • pp.58-68
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    • 2014
  • Christian Cay Lorenz Hirschfeld is often regarded as 'a father of landscape garden art.' He was an aesthetics professor and garden theoretician in the $18^{th}$ century. He put forth the most comprehensive garden theory book in five volumes between 1779 and 1785. His book, Theorie der Gartenkunst, was translated and widely circulated in his contemporary. The book, which dealt with diverse aspects of garden art such as history, design, material, and type, urged to promote the prevalence of landscape garden in European continents as well as in Germany. However, there have scarcely been discourses in the Hirschfeld's garden theory. This essay aims to review Hirschfeld's garden thoughts in his book critically and to reinterpret some issues in the contemporary landscape theory and practice. Hirschfeldian theory was the product of $18^{th}$ century German Enlightenment and romanticism. At that time, Nature was regarded as divine realm. There was a German affinity with natural world. The spread of reading culture and the fashion of travel literature were another background of the success of his garden literature. Several issues in Hirschfeld garden theory will discussed here. First, privileging garden art was the most significant contribution in his theory. He emphasized that garden art was the most advanced art form among all art genres. Second, garden art was grounded on the mimesis of nature. The ambiguous relationship between nature and art still existed in garden making. However, garden art can be flourished when utilizing the potency of nature in itself. Third, there was the association between the image and the idea in experiencing the garden. Some garden scenes stimulated the related emotional responses such as cheerful and merry, softly melancholic, romantic, solemn etc. Fourth, the movement was the essential aspect of garden art. Motion and emotion are come together in garden experience. To represent the landscape garden style in suitable way, the sketch or image seems to be preferable than the plans and views. Finally, garden art was composing of not only the physical space but also the spirit of place. He maintained the garden art as hortus moralis should be a social metaphor. Hirschfeldian garden theory has often been criticized as the lack of practical power and the old fashioned idea. However, his theory influenced on formulating the idea of public park in $19^{th}$ century. Moreover, there are still some visionary aspects of his theory such as the reevaluation of garden art, the emphasis of locality and the introduction of Mittelweg idea. Recently, gardening culture are prevalent in various realms of art and life. Hirschfeld's garden theory as humanistic landscape theory can provide us some insights in the contemporary practices.

Development of Music Recommendation System based on Customer Sentiment Analysis (소비자 감성 분석 기반의 음악 추천 알고리즘 개발)

  • Lee, Seung Jun;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.4
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    • pp.197-217
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    • 2018
  • Music is one of the most creative act that can express human sentiment with sound. Also, since music invoke people's sentiment to get empathized with it easily, it can either encourage or discourage people's sentiment with music what they are listening. Thus, sentiment is the primary factor when it comes to searching or recommending music to people. Regard to the music recommendation system, there are still lack of recommendation systems that are based on customer sentiment. An algorithm's that were used in previous music recommendation systems are mostly user based, for example, user's play history and playlists etc. Based on play history or playlists between multiple users, distance between music were calculated refer to basic information such as genre, singer, beat etc. It can filter out similar music to the users as a recommendation system. However those methodology have limitations like filter bubble. For example, if user listen to rock music only, it would be hard to get hip-hop or R&B music which have similar sentiment as a recommendation. In this study, we have focused on sentiment of music itself, and finally developed methodology of defining new index for music recommendation system. Concretely, we are proposing "SWEMS" index and using this index, we also extracted "Sentiment Pattern" for each music which was used for this research. Using this "SWEMS" index and "Sentiment Pattern", we expect that it can be used for a variety of purposes not only the music recommendation system but also as an algorithm which used for buildup predicting model etc. In this study, we had to develop the music recommendation system based on emotional adjectives which people generally feel when they listening to music. For that reason, it was necessary to collect a large amount of emotional adjectives as we can. Emotional adjectives were collected via previous study which is related to them. Also more emotional adjectives has collected via social metrics and qualitative interview. Finally, we could collect 134 individual adjectives. Through several steps, the collected adjectives were selected as the final 60 adjectives. Based on the final adjectives, music survey has taken as each item to evaluated the sentiment of a song. Surveys were taken by expert panels who like to listen to music. During the survey, all survey questions were based on emotional adjectives, no other information were collected. The music which evaluated from the previous step is divided into popular and unpopular songs, and the most relevant variables were derived from the popularity of music. The derived variables were reclassified through factor analysis and assigned a weight to the adjectives which belongs to the factor. We define the extracted factors as "SWEMS" index, which describes sentiment score of music in numeric value. In this study, we attempted to apply Case Based Reasoning method to implement an algorithm. Compare to other methodology, we used Case Based Reasoning because it shows similar problem solving method as what human do. Using "SWEMS" index of each music, an algorithm will be implemented based on the Euclidean distance to recommend a song similar to the emotion value which given by the factor for each music. Also, using "SWEMS" index, we can also draw "Sentiment Pattern" for each song. In this study, we found that the song which gives a similar emotion shows similar "Sentiment Pattern" each other. Through "Sentiment Pattern", we could also suggest a new group of music, which is different from the previous format of genre. This research would help people to quantify qualitative data. Also the algorithms can be used to quantify the content itself, which would help users to search the similar content more quickly.

Comparison of Temperament and Cognitive Function Between Basketball and Baseball Players (농구 선수와 야구 선수의 기질 및 인지 기능의 비교)

  • Kun Jung Kim;Doug Hyun Han;Sun Mi Kim;Myung Jin Oh;Ju Hyung Yoo;Dong Min Lee;Kyoung Joon Min
    • Korean Journal of Psychosomatic Medicine
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    • v.31 no.2
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    • pp.134-141
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    • 2023
  • Objectives : The purpose of this study was investigating the differences in temperament, personality, and cognitive function among athletes and non-athletes, as well as differences within athlete groups participating in different-paced sports like baseball and basketball. Methods : A total of 57 professional basketball players, 51 professional baseball players, and 44 non-athletes subjected to temperament and characteristics inventory assessments and computerized neurocognitive function test. One-way analysis of variance (ANOVA) was employed to analyze the average differences in demographic characteristics, temperament, personality traits, and cognitive functions among the three groups, followed by Bonferroni post hoc tests. Comparisons between starters and non-starters within the athlete groups were conducted using the Mann-Whitney U test. Results : In the analysis of temperament, the basketball and baseball player groups exhibited higher reward dependence and persistence compared to the control group. Additionally, in the assessment of personality traits, both basketball and baseball player groups scored higher in self-directedness and cooperativeness compared to the control group, whereas self-transcendence scores were lower. In cognitive ability assessments, baseball and basketball players outperformed the control group in emotional perception tests. Both baseball and basketball players showed lower card movement counts compared to the control group. Conclusions : This study compared the differences in temperament, personality, and cognitive abilities between professional basketball and baseball players and non-athletes. These results provide valuable insights into the temperament, personality, and cognitive abilities of professional athletes, contributing important information for athlete development and coaching goals in the future.