• Title/Summary/Keyword: 유머 분류

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Evaluate and Use of humor data for humor processed automating (유머 자동 처리를 위한 유머 데이터 평가 및 활용)

  • Kang Joeun;Lee Jaewon;Oh Chaeeun;Kim Hansaem
    • Annual Conference on Human and Language Technology
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    • 2023.10a
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    • pp.190-195
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    • 2023
  • 의사소통 기술에서 유머는 사람을 웃게 만들며 분위기를 환기시키고, 관계를 돈독하게 만드는 효과를 지닌다. 이를 자연어처리에서 유머 분류, 인식, 탐지로 적용하여 유머를 기계에 학습시키려 하는 다양한 시도가 진행되고 있지만 유머의 주관성과 윤리적 문제로 탁월한 성능을 기록하기 어렵고, 특히 한국어 유머에 대한 자연어처리 분야의 논의는 미비한 상태이다. 이에 본 연구는 유머 평가 체계를 만들어 ChatGPT에 적용하여 유머 인식의 주관성을 극복할 수 있는 자동화 실험을 진행한다. 이때, 유머의 윤리적 문제를 보완하기 위해 한국 법률을 적용한 윤리 기준을 도입하여 유머 데이터셋을 마련하였으며, 데이터셋을 ChatGPT에 fine-tuning 하여 재미있는 생성 모델의 개발 가능성을 실험하였다.

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Analysis on the Correlation of Humor Style Types Shown in (<런닝맨>에서 나타난 유머스타일 유형 상관관계 분석)

  • Kim, Joon
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.157-162
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    • 2019
  • This thesis analyzed the intermediation and correlation of positive humor style and negative humor style through an entertainment program broadcasted on SBS. For the theoretical background, the Humor Style Questionnaire(HSQ) developed by Martin et al., was selected. As the research methods, first, after classifying the types of humor style of members of , this study analyzed how the positive humor style and negative humor style would intermediate the formation of humor, and also the correlation of humor style of members. The types of positive humor style and negative humor style shown in were balanced in 4:4, which was classified in accordance with age, career experience, and power. The mediation of humor formation occurred at the point where humors confronted. The humor style had the correlation with twist.

A Study on the Characteristics of Expression in the TV Humor Advertising (TV 유머광고의 표현 특성에 관한 연구)

  • Park, Yeung-Bong;Yi, Hui-Uk;Ha, Tae-Gil
    • Journal of Global Scholars of Marketing Science
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    • v.7
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    • pp.181-208
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    • 2001
  • This study regards to the expression characteristics of the humor advertising, which has been largely used for TV ads. The concept of humor was identified first, and then the humor advertising was examined in terms of the arousal theory, incongruity theory, and superiority theory, according to Lefcourt and Martin. 871 TV ads which aired on the three network stations (KBS, MBC, and SBS) for 7 random days during February, 2000 were recorded and analyzed. It turned out that the humor advertising was frequently used in our country, too. It was mainly used for the low-involvement food products. Yet the humor advertising, which had been traditionally used for the low-involvement products, was also getting available for the high-involvement products. As for the theories applied to it, the arousal theory was used most in our country unlike other countries using the incongruity theory. The humor advertising which adopted the superiority theory was useful, by humorously emphasizing the weaknesses of competitors, for their comparison with own brand or the emphasis of own strengths.

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Differential Effects of Humor Advertising by Expression Type and Receivers' Temperament (유머광고 표현유형과 수신자의 기질에 따른 유머광고의 차별적 효과)

  • Ha, Tae-Gil;Park, Myung-Ho;Yi, Huiuk
    • Asia Marketing Journal
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    • v.9 no.1
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    • pp.23-41
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    • 2007
  • The current study analyzed the relationship between expression type of humor ads and their advertising effects and the differences in advertising effects by expression type according to temperament as categorized by the Myers-Briggs Type Indicator (MBTI). Expression type of humor was classified into arousal-, incongruity-, and superiority-type humor ads. Advertising effects were measured by consumers' cognitive, affective, and conative responses. Three ads were created based on expression type of humor. A personality type, as measured by the MBTI, was categorized into four types of temperament, namely SP, SJ, NF, NT and used as moderating variables. As a result, the advertising effects varied according to the expression type of humor advertising. Interaction effects between ad expression type and temperament on ad feeling and ad preference were also found.

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Categorization of Humor types in Animations (애니메이션에서의 유머 유형구분에 관한 연구 -드림웍스의 <슈렉(Shrek)>을 중심으로-)

  • Park, Yeong-Won;Im, Yu-Sang
    • Journal of Science of Art and Design
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    • v.11
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    • pp.51-78
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    • 2007
  • Entertainment Industry is a high value-added business and its market includes the whole world. With high-tech industry, it is said that entertainment industry strengthen country's competitiveness, and the Korean government is trying to find a way to develop the animation industry. Some domestic feature animations were made, but they failed to get sufficient audiences. Meanwhile, Shrek 2, made by PDI, has earned about 92,000,000,000$ through just theatrical revenue. The reason is that domestic animations are not exciting. Contents should have amusement in it. The humor is the most important thing to make fun. So this thesis suggest to analyse Humor Types in animations. It is based on several theories about Humor. The types of humor defined by the previous studies are summarized into (1) humor, (2) wit, (3) satire and (4) irony. I categorize the productive methods of visual humor into (1) visual pun, (2) visual parody and (3) visual paradox adopting Henri Bergson's theory of the production methods of humor. And I comment on humorous scenes of Shrek in points of design basic elements, such as (1) visual elements, (2) relational elements and (3) practical elements. And I classify humor responses into the incongruity theory, the superiority theory, and relief theory. Therefore this study suggest a reasoned method to categorize the humor types effectively for producing or analyzing various types of humor effects in animation fields.

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Analysis on the Comparison of Cartoon and Satirical Cartoon for Signification of Sign (카툰과 만평의 유머와 풍자 비교 분석)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.31
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    • pp.91-116
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    • 2013
  • The accessibility and effect of cartoon on children are very significant. Since cartoon is a medium of conveying information through text and pictures, it has a characteristic of being easily approached by children than any other medium. Its accessibility to children is inevitably more exceptional than any other medium in the sense that it is a method of not only telling or reading stories but also showing stories. The main audience of is children. It has a characteristic of being easily accepted by children since it's mythology seen in cartoon than read in text. However, gods conducts are full of unethical expressions. Sexual expressions of intermarriages between mother and son, between brother and sister and between uncle and niece, as well as extramarital intercourse are very unethical that could have negative effects on children. This study analyzed the unethical expressions of gods that could have negative effects on children at current point in time. Zeus was often unfaithful to his wife with many stories about the children of Zeus that were created from extramarital intercourse. Standard of value on rational decision has been established for adult readers, but children can readily accept things since they lack their own rational decision on what's right and wrong. As an alternative to children's uncritical observatory study, there is a need for author's intervention to help children form desirable values. The purpose of this study is to analyze the sexual expressions of Zeus and gods in that could affect children's social study.

Analysis to the Essential Factors of Humor Emerging in Chinese Cartoon Around Year of 2000 (2000년을 전후로 하여 중국 애니메이션에 나타난 유머요인 분석)

  • Dong, Peng;Oh, Jin-Hee
    • Cartoon and Animation Studies
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    • s.36
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    • pp.189-215
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    • 2014
  • Since the launching of in 1963, a large amount of outstanding cartoons had been produced in China by the year 1980. During this period of time, international reputation was achieved with the extremely full expression and characteristic stories originated from Chinese culture. Decades of cartoons were produced ever year benefiting from support of the government in the last years. However, the quality and in fluence power dropped down comparing with the increasing productivity. The outward followed by examples of successful international box office most of the animation made in China. These cartoons did not obtain admitting internationally, or disclose any traditional speciality of China, although the domestic box office is considered to be fairly successful. The key factors to the successful cases should be analysed and researched rather than simply estimating, in order to achieve both artistic and commercial success. Factor of humor, as a key element of a successful cartoon is proposed in this thesis. Prior to the discussion, a general definition of humor factor is described through Henri Bergson's comedy concept, based on which the key factors of humor will be analysed. A classification system would be derived and introduced as a tool for the analysis of humor factors. According to Henri Bergson, Humor is determined by circumstance, language and character factors. Humor factors are divided into visual, scene and acoustic factors in this research taking the Speciality of cartoon media into consideration. It is the speciality that, in addition to the visual and language factors, multiple acoustic elements are also introduced in such a presentation pattern. This classification system would be considerably applicable to the analysis of humor factors in Chinese cartoons. In this study, around the year 2000 to share the Chinese animation masterpiece were analyzed by selecting and , and . This discussion about key factors of humor is likely to be beneficial to the development of Chinese Cartoons in the future.

Learning Model for Recommendation of Humor Documents (은닉 변수 모델을 이용한 문서 추천)

  • 이종우;장병탁
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2002.11a
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    • pp.514-519
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    • 2002
  • 우리는 유머문서의 추천을 위해서 문서 정보, 사용자 정보, 공통 등급매김 정보 등을 모두 이용하는 4 개의 관찰 변수와 이들간 관계의 학습을 위한 은닉변수를 사용한 확률모델을 구축하였다. 이 모델은 학습된 은닉 변수와 가시 변수 간의 관계를 통해 누락 관찰 데이터에 대해서도 추정값을 유도해 낼 수 있으므로 등급매김 정보가 부족하거나 새로운 사용자와 문서의 도입시에 안정적인 추천 성능을 보여 줄 수가 있다. 또한 확률 모델의 학습을 위해서 EMl 알고리즘을 이용하였는데 저평가된 데이터의 이용도를 높이기 위해서 추천을 반대하는 확률 모델을 따로 두고 이들간에 분류모델(classification model)을 두어서 추정값을 분류해내는 방식을 취한다.

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A Study on Funk Ceramics in the 20th Century through 'Irony' ('아이러니'를 통한 20세기 펑크 도예 연구)

  • Bang, Chang-Hyun
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.151-159
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    • 2021
  • The purpose of this study is to attempt a convergent study by analyzing modern funk ceramic artworks through 'Irony', which was mainly used in rhetoric and literature. The irony has come to modern times and has embraced the type of irony by Jung Keut-Byul, a literary critic who has discovered that the classifications and definitions are different from each other, and who has solved these problems and has newly classified the irony (the irony of oxymoron, the irony as a counterstatement, the irony of dramatic turn, the irony as a poetic truth) as a framework for analyzing the works of 20th century punk potters. As a result, the formative language found in funk ceramic art had many similarities with the irony of duality of surface and reality, and its humorous and comic character was more prominent than the heavy, melodramatic tone shown in literature. It was also found that the media characteristics and craft properties of ceramic art, such as clay and glaze, have become the drivers for ceramic sculptors to draw attention in funk art.

Concept and Expression Method of 'Fun' Presented in Fashion Design (패션디자인에서'재미'의 개념과 표현방식)

  • Jang, Nam-Kyung
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.225-236
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    • 2005
  • As a fresh trial using humorous items to escape from economic recession and uncertain state of mind regarding politics and society, fun is emerging as a keyword in design area. This study classified various use of fun reflected in modern fashion design according to the theme, and analyzed the mod of expression to identify formative characteristics. Through these processes, this study built conceptual structure of fun in fashion design. 412 fashion designs which represent fun were collected from 2001 $S/S{\sim}2005$ F/W collections. Data were analyzed and categorized. Results showed that the theme of fun in the modern fashion design could be classified into humor, kidult, irony, satire/parody, storytelling, and play. The design elements mainly used were color silhouette, letter, object, and drawing, while the design principles were distortion/exaggeration, incongruity, and repetition. In addition, these expressions were related to the traditional humor theory: incongruity-resolution, superior, and relief theories. The fun in modern fashion design has such value as affirmation, warmness, entertainment, youth, contradiction, surprise, deviate, allusion, attack, and description, Finally, in regard to the subject, the fun provides active experience like play as well as passive acceptance.

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