• Title/Summary/Keyword: Adjective Thesaurus

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The Construction of Sensibility Thesaurus Based on Color (색상에 기반한 감성시소러스 구축)

  • Nam, Young-Joon
    • Journal of Information Management
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    • v.34 no.4
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    • pp.43-61
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    • 2003
  • The aim of this article is to study the new searching tool for era of multimedia. Thesaurus is a useful tool but is constituted with noun phrase including the adjective for retrieving the human Sensibility. Therefore, I experimentally construct the Sensibility thesaurus using the color scale which contains the Sensibility meanings. Terms are 261, Relation standards are distance and ratio of reiteration between the terms. I would use an exclusive program of the thesaurus construction for Sensibility adjective.

Design of Adjective Thesaurus (형용사 시소러스 설계에 관한 연구)

  • 유명희;최석두
    • Proceedings of the Korean Society for Information Management Conference
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    • 2002.08a
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    • pp.197-204
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    • 2002
  • 형용사는 감성 및 감정검색을 위한 색인에서 주로 사용된다. 이를 위해서는 형용사의 개념관계를 파악하고 표현하는 것이 중요한 일이다. 본 연구에서는 형용사의 개념관계를 표현하기 위하여 형용사의 특성, 관련 개념구조를 고찰하고, 아울러 구조화, 관계, 표시방법, 배열 등을 고려하여 형용사 시소러스를 설계하였다.

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Emotional Term Thesaurus for the Design Characteristics of Games (게임성 정의를 위한 형용사 시소리스)

  • Hyun, Hye-Jung
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.138-145
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    • 2008
  • The development of human-friendly game technologies understanding and responding to human emotion is a very crucial element in designing games. Out of emotion derived from games, this study attempted to define characteristics of games as a meaning representing the degree of reaching the targeted emotion. When examining most of researches regarding emotion, it has been noted that they tried to extract the most representative emotion through the systematization of emotional vocabulary and evaluate it by the association with the design elements in question. However, this definition would be beneficial only to understanding the direction of game entity and it could not express the emotion of concrete and objective players. Therefore, this study attempted to analyze the sense correlation of adjectives so as for emotional expressions to be represented accurately corresponding to players' intention, by using adjective thesaurus for the systematic understanding of such game entity.

Constructing the Semantic Information Model using A Collective Intelligence Approach

  • Lyu, Ki-Gon;Lee, Jung-Yong;Sun, Dong-Eon;Kwon, Dai-Young;Kim, Hyeon-Cheol
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.10
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    • pp.1698-1711
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    • 2011
  • Knowledge is often represented as a set of rules or a semantic network in intelligent systems. Recently, ontology has been widely used to represent semantic knowledge, because it organizes thesaurus and hierarchal information between concepts in a particular domain. However, it is not easy to collect semantic relationships among concepts. Much time and expense are incurred in ontology construction. Collective intelligence can be a good alternative approach to solve these problems. In this paper, we propose a collective intelligence approach of Games With A Purpose (GWAP) to collect various semantic resources, such as words and word-senses. We detail how to construct the semantic information model or ontology from the collected semantic resources, constructing a system named FunWords. FunWords is a Korean lexical-based semantic resource collection tool. Experiments demonstrated the resources were grouped as common nouns, abstract nouns, adjective and neologism. Finally, we analyzed their characteristics, acquiring the semantic relationships noted above. Common nouns, with structural semantic relationships, such as hypernym and hyponym, are highlighted. Abstract nouns, with descriptive and characteristic semantic relationships, such as synonym and antonym are underlined. Adjectives, with such semantic relationships, as description and status, illustration - for example, color and sound - are expressed more. Last, neologism, with the semantic relationships, such as description and characteristics, are emphasized. Weighting the semantic relationships with these characteristics can help reduce time and cost, because it need not consider unnecessary or slightly related factors. This can improve the expressive power, such as readability, concentrating on the weighted characteristics. Our proposal to collect semantic resources from the collective intelligence approach of GWAP (our FunWords) and to weight their semantic relationship can help construct the semantic information model or ontology would be a more effective and expressive alternative.