• Title/Summary/Keyword: 단어게임

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A Study on Comparative Analysis with High-Frequency Word and Keyword using Word Embedding (워드임베딩을 이용한 온라인 비디오 강의의 고빈도 단어와 키워드 간의 유사도 비교 연구)

  • Jo, Jaechoon;Lim, Heuiseok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.385-386
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    • 2017
  • 무료 온라인 교육환경은 교육의 기회를 제공함으로써, 지속적으로 관심이 높아지고 있으며 배움에 대한 노력에 중시하고 있다. 따라서 본 연구는 배움에 대한 노력을 온라인에서 자동으로 판단할 수 있는 최소학습 판단 시스템을 제안해 왔다. 최소학습을 판단하기 위해 온라인 비디오 강의에서 고빈도 단어를 추출하여 단어게임을 통해 판단하는데, 이때 고빈도 단어가 최소학습을 판단하기 위한 키워드로 사용할 수 있는지에 대한 검증 실험이 요구되었다. 따라서 본 논문은 워드임베딩을 이용하여 고빈도 단어와 키워드간의 유사도를 비교하여 고빈도 단어에 대한 검증 실험을 실시하였다. 실험 결과, 고빈도 단어가 온라인 비디오 강의를 대표할 수 있는 키워드로 사용될 수 있는 긍정적인 결과를 보였고 최소 학습을 판단하기 위한 요소(Feature)로 충분히 사용가능함을 보였다.

A Study on Improved Comments Generation Using Transformer (트랜스포머를 이용한 향상된 댓글 생성에 관한 연구)

  • Seong, So-yun;Choi, Jae-yong;Kim, Kyoung-chul
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.103-114
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    • 2019
  • We have been studying a deep-learning program that can communicate with other users in online communities since 2017. But there were problems with processing a Korean data set because of Korean characteristics. Also, low usage of GPUs of RNN models was a problem too. In this study, as Natural Language Processing models are improved, we aim to make better results using these improved models. To archive this, we use a Transformer model which includes Self-Attention mechanism. Also we use MeCab, korean morphological analyzer, to address a problem with processing korean words.

The Relationship between Lexical Retrieval and Coverbal Gestures (어휘인출과 구어동반 제스처의 관계)

  • Ha, Ji-Wan;Sim, Hyun-Sub
    • Korean Journal of Cognitive Science
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    • v.22 no.2
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    • pp.123-143
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    • 2011
  • At what point in the process of speech production are gestures involved? According to the Lexical Retrieval Hypothesis, gestures are involved in the lexicalization in the formulating stage. According to the Information Packaging Hypothesis, gestures are involved in the conceptual planning of massages in the conceptualizing stage. We investigated these hypotheses, using the game situation in a TV program that induced the players to involve in both lexicalization and conceptualization simultaneously. The transcription of the verbal utterances was augmented with all arm and hand gestures produced by the players. Coverbal gestures were classified into two types of gestures: lexical gestures and motor gestures. As a result, concrete words elicited lexical gestures significantly more frequently than abstract words, and abstract words elicited motor gestures significantly more frequently than concrete words. The difficulty of conceptualization in concrete words was significantly correlated with the amount of lexical gestures. However, the amount of words and the word frequency were not correlated with the amount of both gestures. This result supports the Information Packaging Hypothesis. Most of all, the importance of motor gestures was inferred from the result that abstract words elicited motor gestures more frequently rather than concrete words. Motor gestures, which have been considered as unrelated to verbal production, were excluded from analysis in many gestural studies. This study revealed motor gestures seemed to be connected to the abstract conceptualization.

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Analysis of Interest Areas using Game Concept Design Methodology using Focused Group Interview (FGI를 활용한 게임컨셉기획 방법론을 이용한 관심 분야 분석)

  • Chan-Il Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.61-62
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    • 2024
  • 게임을 개발하는데 있어 게임 컨셉을 설정하는 것은 게임 개발에 참여한 개발자들이 하나의 목표점을 정하고 게임을 개발하게 하는 장점이 있으며 참여한 모든 개발자들이 자신들의 역할을 수해함에 있어서도 함께 가고자하는 방향성 및 개발하고자 하는 게임의 방향성을 설정하여 단계별로 개발하는데 중요한 시작점을 시사한다. 기존에 제안된 FGI를 활용한 게임 컨셉 디자인 방법론에 의하여 도출된 핵심 단어들을 분석하여 현재 젊은 개발자들이 어떠한 영역에 관심을 가지고 있는지에 대한 분석은 보다 성공적인 게임 개발 목표를 명확히 할 수 있다.

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Design and Implementation a English-Word Learning System using relationship between words (단어간의 관계를 이용한 영어 단어 학습시스템 설계)

  • Bae, Si-Yeong;Gao, Li;Lee, Sung-Keun;Koh, Jin-Gwang;Lee, Hyun-Chang;Choi, Hyun-Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.19-21
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    • 2010
  • 컴퓨터 성능의 급속한 발전으로 언어 학습에 컴퓨터를 이용하려는 시도는 이제 새로운 언어 교수법 차원으로 발전하는 실정이다. 이에 따라 컴퓨터를 이용한 학습이 더욱 강조되면서, 많은 학습 프로그램이 개발되고 있다. 그러나, 기존 영어 단어 학습 시스템은 학습자에게 지나치게 많은 단어들을 단순한 방법을 통해서 학습하게 함으로써 심리적 부담을 주고 있다. 심리언어학에서는 언어 이해의 과정이 단순히 제시된 것을 그대로 받아들이는 수용의 과정이 아니라 학습자가 이미 보유한 경험과 개념을 근거로 활성망의 확산을 통해 적절한 관계를 찾는 역동적 능동적 과정이라는 이론이 있다. 본 논문에서는 언어 학습 이론을 바탕으로 단어들 사이의 관계를 부각시킴으로써 추론과 기억에 도움을 주는 영어 단어 학습 시스템을 제안한다. 본 시스템은 단어들 간의 관계를 정의한 단어 관계 망을 중심으로 단어 학습 순서를 결정할 수 있고, 이미지 및 게임 기능을 지원하여 단어학습의 흥미를 유발하는 특징이 있다.

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Construction and Evaluation of a Sentiment Dictionary Using a Web Corpus Collected from Game Domain (게임 도메인 웹 코퍼스를 이용한 감성사전 구축 및 평가)

  • Jeong, Woo-Young;Bae, Byung-Chull;Cho, Sung Hyun;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.113-122
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    • 2018
  • This paper describes an approach to building and evaluating a sentiment dictionary using a Web corpus in the game domain. To build a sentiment dictionary, we collected vocabulary based on game-related web documents from a domestic portal site, using the Twitter Korean Processor. From the collected vocabulary, we selected the words whose POS are tagged as either verbs or adjectives, and assigned sentiment score for each selected word. To evaluate the constructed sentiment dictionary, we calculated F1 score with precision and recall, using Korean-SWN that is based on English Senti-word Net(SWN). The evaluation results show that average F1 scores are 0.85 for adjectives and 0.77 for verbs, respectively.

Visual Sentences for Educational Math Games

  • Chang, Hee-Dong
    • 한국게임학회지
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    • v.8 no.1
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    • pp.32-38
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    • 2011
  • The help or guide sentences of educational math games which use mathematical statements need to represent graphical forms for the learners of the game generation whose cognitive style is graphic first. In this paper, we proposed an object-based visual representation method for mathematical statements. It has object-based description rules to use graphical symbols and mathematical symbols with text words. It is easy to describe or to understand accurately mathematical meaning and is also fast for learners to read for understanding. The proposed method is good for learners of the game generation to get the help as scaffolding for learning math by educational games.

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Effects of Geography Class Using Taboo Games on Student's Learning (터부 게임을 활용한 지리수업이 학습에 미치는 영향)

  • Choi, Jung-Sook;Cho, Chul-Ki
    • Journal of the Korean association of regional geographers
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    • v.20 no.2
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    • pp.230-244
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    • 2014
  • This study is to analyze the effects of geography class using taboo games on developing student's ability to think. After playing taboo games in which students explain keyword without using presented taboo words, worksheets of participants were analyzed with interviews to demonstrate what kind of thinking skills are working. The results of the analyses are as follows. First, while divergent thinking is applied to students who explain keyword in taboo games, convergent thinking is applied to students who listen to and guess them. Second, as groups play a role as explainer or answerer in turn, they can learn divergent and convergent thinking together. Third, students seem to improve high-order thinking ability like decision-making, critical thinking, metacogniton through taboo games. Fourth, students have a tendency to use a variety of direct and/or indirect experiences (especially, from media) as well as cross curricular knowledge in order to explain keyword without using taboo words.

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Copying Theory in Translating Games: Based on the Game 'League of Legends' (게임 번역에서의 외래어 사용에 대하여: 게임 '리그 오브 레전드'를 중심으로)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.135-148
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    • 2018
  • In this study, we suggest that Copying Theory suggested by Pym could be effective in translating games. Languages used in games are based on English because of the history of games mainly developed in America. When people are playing games, people pursue effective communication. Because of this, they transform translated words into simple forms or original foreign languages to communicate each other for effective communication, The usage of English in game translation and communication support the idea that Copying strategy could be effective in translating games.