• Title/Summary/Keyword: 텍스트 연구

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Identification of Strategic Fields for Developing Smart City in Busan Using Text Mining (텍스트 마이닝을 이용한 스마트 도시계획 수립을 위한 전략분야 도출연구: 부산 사례를 바탕으로)

  • Chae, Yoonsik;Lee, Sanghoon
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.1-15
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    • 2018
  • The purpose of this study is to analyze bibliographic information of Busan and other cities' reports for urban development initiative and identify the strategic fields for future smart city plan. Text mining method is used in this study to extract keywords and identify the characteristics and patterns of information in urban development reports. As a result, in earlier stage, Busan city focused on service creation for industrial development but there are lack of discussions on the linkage of information systems with ICT technology. However, recent urban planning in Busan contained various contents related to integrated connections of infrastructure, ICT system, and operation management of city in the specific fields of traffic, tourism, welfare, port/logistics, culture/MICE. This results of study is expected to provide policy implications for planning the future urban initiatives of smart city development.

A Study on the Use of Stopword Corpus for Cleansing Unstructured Text Data (비정형 텍스트 데이터 정제를 위한 불용어 코퍼스의 활용에 관한 연구)

  • Lee, Won-Jo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.891-897
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    • 2022
  • In big data analysis, raw text data mostly exists in various unstructured data forms, so it becomes a structured data form that can be analyzed only after undergoing heuristic pre-processing and computer post-processing cleansing. Therefore, in this study, unnecessary elements are purified through pre-processing of the collected raw data in order to apply the wordcloud of R program, which is one of the text data analysis techniques, and stopwords are removed in the post-processing process. Then, a case study of wordcloud analysis was conducted, which calculates the frequency of occurrence of words and expresses words with high frequency as key issues. In this study, to improve the problems of the "nested stopword source code" method, which is the existing stopword processing method, using the word cloud technique of R, we propose the use of "general stopword corpus" and "user-defined stopword corpus" and conduct case analysis. The advantages and disadvantages of the proposed "unstructured data cleansing process model" are comparatively verified and presented, and the practical application of word cloud visualization analysis using the "proposed external corpus cleansing technique" is presented.

Semantic Pre-training Methodology for Improving Text Summarization Quality (텍스트 요약 품질 향상을 위한 의미적 사전학습 방법론)

  • Mingyu Jeon;Namgyu Kim
    • Smart Media Journal
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    • v.12 no.5
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    • pp.17-27
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    • 2023
  • Recently, automatic text summarization, which automatically summarizes only meaningful information for users, is being studied steadily. Especially, research on text summarization using Transformer, an artificial neural network model, has been mainly conducted. Among various studies, the GSG method, which trains a model through sentence-by-sentence masking, has received the most attention. However, the traditional GSG has limitations in selecting a sentence to be masked based on the degree of overlap of tokens, not the meaning of a sentence. Therefore, in this study, in order to improve the quality of text summarization, we propose SbGSG (Semantic-based GSG) methodology that selects sentences to be masked by GSG considering the meaning of sentences. As a result of conducting an experiment using 370,000 news articles and 21,600 summaries and reports, it was confirmed that the proposed methodology, SbGSG, showed superior performance compared to the traditional GSG in terms of ROUGE and BERT Score.

Advertisement Criticism through Audience Response and Communication Efficacy - focused on KT&G TV-CM text - (수용자 반응 중심의 광고비평과 커뮤니케이션 실효성 - KT&G TV광고 텍스트를 중심으로 -)

  • Lee, Hyun-Woo
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.233-242
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    • 2006
  • The purpose of this study is to investigate communication efficacy of advertisement text through audience responses. This study approached qualitatively to KT&G TV commercials. The research proceeded as follows: First, as background theory, studies on audience focusing advertisement criticism and the interpretation of advertising texts were reviewed. Secondly, the characteristics of the audiences of the advertisements, analyzed through in-depth individual interviews as well as group interviews, were incorporated into a broad theme and then divided into different dimensions. Finally, the audiences' decoding code and critic reponses in reading ambiguous advertising texts, and the interrelationship between strategic ambiguity were discussed under a unified model. The major findings of this study are as follows: In interpreting the ambiguous advertising texts, the audiences use various decoding codes such as language, visuals, technology and rhetoric, and various critic responses such as linguistic, macroscopic, schematic, non-verbal and socio-cultural factors, in quite comprehensive manner. Also, it was shown that audiences make use of different decoding strategies in terms of their recognition, reliability, emotional attitude, and behavior. It can therefore be concluded that the strategic ambiguity has its limit in explaining its effectiveness in the entire dimensions of recognition, emotional attitude, and behavior, in the sense that the strategic ambiguity is most effective in recognition while it invokes more negativity in the behavioral dimension. Finally, this empirical study, focusing on qualitative analyses, may have its limit as well; however, deeper statistic-qualitative studies in the future could compensate for it.

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An exploratory study for the development of a education framework for supporting children's development in the convergence of "art activity" and "language activity": Focused on Text mining method ('미술'과 '언어' 활동 융합형의 아동 발달지원 교육 프레임워크 개발을 위한 탐색적 연구: 텍스트 마이닝을 중심으로)

  • Park, Yunmi;Kim, Sijeong
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.297-304
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    • 2021
  • This study aims not only to access the visual thought-oriented approach that has been implemented in established art therapy and education but also to integrate language education and therapeutic approach to support the development of school-age children. Thus, text mining technique was applied to search for areas where different areas of language and art can be integrated. This research was conducted in accordance with the procedure of basic research, preliminary DB construction, text screening, DB pre-processing and confirmation, stop-words removing, text mining analysis and the deduction about the convergent areas. These results demonstrated that this study draws convergence areas related to regional, communication, and learning functions, areas related to problem solving and sensory organs, areas related to art and intelligence, areas related to information and communication, areas related to home and disability, topics, conceptualization, peer-related areas, integration, reorganization, attitudes. In conclusion, this study is meaningful in that it established a framework for designing an activity-centered convergence program of art and language in the future and attempted a holistic approach to support child development.

Analysis of Trends of Critical Issues and Topics in the Service Sector: Comparing YouTube Videos and Research Publications (서비스 분야의 주요 이슈와 주제에 대한 흐름 분석: 유튜브 동영상과 학술연구 비교)

  • EuiBeom Jeong;DonHee Lee
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.4
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    • pp.59-76
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    • 2023
  • This study examines critical issues and topics related to services using YouTube videos and research publications. We analyzed 2,853 YouTube videos and 19,973 research papers related to services, released during the 2013-June, 2023 period, using text mining and network analysis. In addition, the collected data was divided into pre- and post-COVID-19 pandemic periods to explore how key issues and topics regarding services have changed. These papers were sequentially analyzed through text mining and network construction and procedures. The results indicate that the central themes of YouTube videos were IT, data, and solution, while academic research focused on service quality, quality, and customer satisfaction. Regarding ego network analysis, the key issues in YouTube video contents revolved primarily around words related to the service industry. Although it was found that they generally lacked specific industry fields, academic papers explored diverse issues in various service fields. The results of this study can be utilized to understand changes in customer concerns in the service industry from practical and academic perspectives.

A Structure of Generating the Fan-made Works in Korean Idol (한국 아이돌 팬 창작물의 생성 구조)

  • Chung, Eun-hye;Han, Hye-won
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.158-168
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    • 2020
  • This paper analyzed the process of text generation of the fan-made works in Korean idol. The subjects of the study adopted the fan-made works of 'BTS' and 'EXO'. This is applied the concepts of 'Apparatus-Operator' and 'Technical form' in Vilém Flusser. Idol contents build a database of fan-made works and create the storyworld through separation and integration of fan's interpretations. By decontextualizing and recontextualizing the idol contents, fans reinforce and extend the original texts.

Data Transition Minimization Algorithm for Text Image (텍스트 영상에 대한 데이터 천이 최소화 알고리즘)

  • Hwang, Bo-Hyun;Park, Byoung-Soo;Choi, Myung-Ryul
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.371-376
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    • 2012
  • In this paper, we propose a new data coding method and its circuits for minimizing data transition in text image. The proposed circuits can solve the synchronization problem between input data and output data in the modified LVDS algorithm. And the proposed algorithm is allowed to transmit two data signals through additional serial data coding method in order to minimize the data transition in text image and can reduce the operating frequency to a half. Thus, we can solve EMI(Electro-Magnetic Interface) problem and reduce the power consumption. The simulation results show that the proposed algorithm and circuits can provide an enhanced data transition minimization in text image and solve the synchronization problem between input data and output data.

Emotion Recognition from Natural Language Text Using Predicate Logic Form (Predicate Logic Form을 이용한 자연어 텍스트로부터의 감정인식)

  • Seol, Yong-Soo;Kim, Dong-Joo;Kim, Han-Woo;Park, Jung-Ki
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.411-412
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    • 2010
  • 전통적으로 자연어 텍스트로부터의 감정인식 연구는 감정 키워드에 기반한다. 그러나 감정 키워드만을 이용하면 자연어 문장이 원래 갖고 있는 통사정보나 의미정보는 잃어버리게 된다. 이를 극복하기 위해 본 논문에서는 자연어 텍스트를 Predicate Logic 형태로 변환하여 감정 정보처리의 기반데이터로 사용한다. Predicate Logic형태로 변환하기 위해서 의존 문법 구문분석기를 사용하였다. 이렇게 생성된 Predicate 데이터 중 감정 정보를 갖고 있는 Predicate만을 찾아내는데 이를 위해 Emotional Predicate Dictionary를 구축하였고 이 사전에는 하나의 Predicate마다 미리 정의된 개념 클래스로 사상 시킬 수 있는 정보를 갖고 있다. 개념 클래스는 감정정보를 갖고 있는지, 어떤 감정인지, 어떤 상황에서 발생하는 감정인지에 대한 정보를 나타낸다. 자연어 텍스트가 Predicate으로 변환되고 다시 개념 클래스로 사상되고 나면 KBANN으로 구현된 Lazarus의 감정 생성 규칙에 적용시켜 최종적으로 인식된 감정을 판단한다. 실험을 통해 구현된 시스템이 인간이 인식한 감정과 약 70%이상 유사한 인식 결과를 나타냄을 보인다.

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Gameplay as a Semiotic Interpretation (기호 해석 활동으로서의 게임 플레이 연구)

  • Lyou, Chul-Gyun;Cho, Sung-Hee
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.67-75
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    • 2009
  • The aim of this paper is to find out semiotic interpretation in digital gameplay and define layers of meaning which is provided by a game designer and a player. The primary author of the digital game is a game designer; however, to accomplish the whole meaning of the digital game, there must be a player's action. In digital games, the game designer leads to player's action and the player progresses the game at her desire. During the gameplay, each of the intention clashes and coincides through the semiotic interpretation. It can be classified under five sections that represent the game designer, the player and the game text.

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