• 제목/요약/키워드: Classification of Play

검색결과 272건 처리시간 0.026초

의료 웹포럼에서의 텍스트 분석을 통한 정보적 지지 및 감성적 지지 유형의 글 분류 모델 (The Informative Support and Emotional Support Classification Model for Medical Web Forums using Text Analysis)

  • 우지영;이민정
    • 한국IT서비스학회지
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    • 제11권sup호
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    • pp.139-152
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    • 2012
  • In the medical web forum, people share medical experience and information as patients and patents' families. Some people search medical information written in non-expert language and some people offer words of comport to who are suffering from diseases. Medical web forums play a role of the informative support and the emotional support. We propose the automatic classification model of articles in the medical web forum into the information support and emotional support. We extract text features of articles in web forum using text mining techniques from the perspective of linguistics and then perform supervised learning to classify texts into the information support and the emotional support types. We adopt the Support Vector Machine (SVM), Naive-Bayesian, decision tree for automatic classification. We apply the proposed model to the HealthBoards forum, which is also one of the largest and most dynamic medical web forum.

딥 전이 학습을 이용한 인간 행동 분류 (Human Activity Classification Using Deep Transfer Learning)

  • 닌담 솜사우트;통운 문마이;숭타이리엥;오가화;이효종
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2022년도 추계학술발표대회
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    • pp.478-480
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    • 2022
  • This paper studies human activity image classification using deep transfer learning techniques focused on the inception convolutional neural networks (InceptionV3) model. For this, we used UFC-101 public datasets containing a group of students' behaviors in mathematics classrooms at a school in Thailand. The video dataset contains Play Sitar, Tai Chi, Walking with Dog, and Student Study (our dataset) classes. The experiment was conducted in three phases. First, it extracts an image frame from the video, and a tag is labeled on the frame. Second, it loads the dataset into the inception V3 with transfer learning for image classification of four classes. Lastly, we evaluate the model's accuracy using precision, recall, F1-Score, and confusion matrix. The outcomes of the classifications for the public and our dataset are 1) Play Sitar (precision = 1.0, recall = 1.0, F1 = 1.0), 2), Tai Chi (precision = 1.0, recall = 1.0, F1 = 1.0), 3) Walking with Dog (precision = 1.0, recall = 1.0, F1 = 1.0), and 4) Student Study (precision = 1.0, recall = 1.0, F1 = 1.0), respectively. The results show that the overall accuracy of the classification rate is 100% which states the model is more powerful for learning UCF-101 and our dataset with higher accuracy.

비위론에 기재된 술어의 분류에 관한 연구 (A Study of classification the predicate in "Biwiron(脾胃論)")

  • 김명희;이병욱;김은하
    • 대한한의학원전학회지
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    • 제23권1호
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    • pp.163-186
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    • 2010
  • Objective and Background : Attempt to express knowledge by IT is the current of the times, knowledge of the oriental medicine have to meet the needs of the times. It takes 'classification system of the oriental medicine terms' and 'system of the predicate' for explaining the relation between concepts to express knowledge by IT technique. Researches for 'classification system of the oriental medicine terms' are in progress already, researches for 'system of the predicate' are insufficient. Subject of study : We proceeded to study of the predicate in Idongwon(李東垣)'s "Biwiron(脾胃論)" has clear theory system and considerable influence upon knowledge of the oriental medicine for studying 'system of the predicate' which expresses knowledge of the oriental medicine in early stage. Method : Acquire Chinese play a predicate part in "Biwiron(脾胃論)", translate the Chinese to answer the context, group the similar predicate, decide representative predicate of group. And attempt to make classification system of the representative predicate with Term management system based on SQL Server 2005. Results and Considerations : I classify the predicate which predicate diagnosis, treatment, symptoms and knowledge of the oriental medicine into existence, condition, cognition and will. This classification seems to be useful to explain factors which have an effect on demonstration and treatment.

A Computational Approach for the Classification of Protein Tyrosine Kinases

  • Park, Hyun-Chul;Eo, Hae-Seok;Kim, Won
    • Molecules and Cells
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    • 제28권3호
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    • pp.195-200
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    • 2009
  • Protein tyrosine kinases (PTKs) play a central role in the modulation of a wide variety of cellular events such as differentiation, proliferation and metabolism, and their unregulated activation can lead to various diseases including cancer and diabetes. PTKs represent a diverse family of proteins including both receptor tyrosine kinases (RTKs) and non-receptor tyrosine kinases (NRTKs). Due to the diversity and important cellular roles of PTKs, accurate classification methods are required to better understand and differentiate different PTKs. In addition, PTKs have become important targets for drugs, providing a further need to develop novel methods to accurately classify this set of important biological molecules. Here, we introduce a novel statistical model for the classification of PTKs that is based on their structural features. The approach allows for both the recognition of PTKs and the classification of RTKs into their subfamilies. This novel approach had an overall accuracy of 98.5% for the identification of PTKs, and 99.3% for the classification of RTKs.

EEG 기반 SPD-Net에서 리만 프로크루스테스 분석에 대한 연구 (Research of Riemannian Procrustes Analysis on EEG Based SPD-Net)

  • 방윤석;김병형
    • 대한의용생체공학회:의공학회지
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    • 제45권4호
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    • pp.179-186
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    • 2024
  • This paper investigates the impact of Riemannian Procrustes Analysis (RPA) on enhancing the classification performance of SPD-Net when applied to EEG signals across different sessions and subjects. EEG signals, known for their inherent individual variability, are initially transformed into Symmetric Positive Definite (SPD) matrices, which are naturally represented on a Riemannian manifold. To mitigate the variability between sessions and subjects, we employ RPA, a method that geometrically aligns the statistical distributions of these matrices on the manifold. This alignment is designed to reduce individual differences and improve the accuracy of EEG signal classification. SPD-Net, a deep learning architecture that maintains the Riemannian structure of the data, is then used for classification. We compare its performance with the Minimum Distance to Mean (MDM) classifier, a conventional method rooted in Riemannian geometry. The experimental results demonstrate that incorporating RPA as a preprocessing step enhances the classification accuracy of SPD-Net, validating that the alignment of statistical distributions on the Riemannian manifold is an effective strategy for improving EEG-based BCI systems. These findings suggest that RPA can play a role in addressing individual variability, thereby increasing the robustness and generalization capability of EEG signal classification in practical BCI applications.

VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로 (Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory)

  • 박만수;김천웅;한동섭
    • 한국콘텐츠학회논문지
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    • 제18권8호
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    • pp.148-156
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    • 2018
  • 본 연구는 VR 게임의 담론 활성화를 위한 기초 연구의 입장에서 요한 하위징아와 로제 카이와의 놀이이론을 바탕으로 기존 디지털 게임의 놀이적 특성을 유형화하였고, 해당 유형을 바탕으로 VR 게임의 놀이적 특성을 살펴보았다. 그 결과 VR 게임은 디지털 게임과 놀이적 특성을 상당 부분 공유하고 있는 것으로 나타났다. 그럼에도 불구하고 VR 게임에서는 HMD 착용에 의한 실제 세계와의 완벽한 단절과 새로운 입/출력 장치를 통해 자유로운 신체적 활동이 가능하게 되었다. 결국 놀이 환경의 변화로 인한 여러 감각적 자극을 통해 실재감, 몰입, 정서적 즐거움, 만족도의 증가 등 놀이자 경험에도 큰 영향을 미치게 되었다. 본 연구는 차후 다양하게 형성될 VR 콘텐츠의 특성을 연구하는 중요한 지표로 활용될 수 있을 것으로 기대된다.

놀이속성 분류에 따른 적정 어린이 놀이시설물 연구 (Children's Play Facilities according to the Classification of Amusement Features)

  • 정길택;신민지;신지훈
    • 한국조경학회지
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    • 제46권1호
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    • pp.29-37
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    • 2018
  • 본 연구는 놀이의 본질을 설명하는 놀이속성어를 추출하고, 이러한 속성이 현재 사용되는 어린이놀이시설물과의연관성을 지니는지를 확인하는 연구이다. 놀이시설물에 반영된 놀이속성을 조사하여 부족한 점을 보완함으로써 어린이에게 균형 잡힌 놀이 환경을 제공할 수 있다고 생각하기 때문이다. 이에 본 연구에서는 문헌조사 및 분석을 통해 속성어를 추출하고, 추출된 속성어에 대하여 전문가 설문을 실시하였다. 놀이를 설명하는 키워드는 참고문헌과 신문기사 등에서 추출하고 압축하여 놀이속성어로 규정하였고, 6개의 대분류와 26개의 중분류로 분류하였다. 이 내용을 바탕으로 실시한 전문가 인식조사에서 주요 놀이속성어의 중요도는 소통(0.268%) > 상상력(0.201%) > 정서(0.190%) > 발달(0.167%) > 학습(0.108%) > 지능(0.067%)의 순서로 나타났다. 전문가들은 '소통'과 '상상력' 등을 놀이에서 가장 중요한 요소로 인지하고 있었다. 도출된 내용을 바탕으로 놀이시설물과 연관되는 각각의 놀이속성어를 구분하고, 서울시 114개소 어린이 공원에 설치된 놀이시설물 현황을 파악하였다. 서울시 어린이공원에 설치된 놀이시설물에는 놀이속성어 중 '발달'을 위주로 한 신체발달 놀이시설물이 높은 빈도로 모든 어린이공원에 반영되었으며, 전문가들이 중요한 요소로 나타난 '소통'과 '상상력' 등 인지관련 놀이시설물은 실제 충분히 반영되어 있지 않아 적극적으로 도입할 필요성이 있는 것으로 판단되었다. 본 연구를 통해 현재 이용되고 있는 어린이 공원의 부족한 놀이시설물을 파악하고, 놀이의 기능에 대한 의문을 제기함으로써 향후 개선방향을 제안하고자 하였다.

사용자의 디자인 요구 분석에 의한 보육시설 실외놀이환경 디자인 유형화 (Classification of the Playground Environment Design in Child Care Center according to User Needs Analysis)

  • 최목화;변혜령
    • 한국생활과학회지
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    • 제17권4호
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    • pp.661-677
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    • 2008
  • The purpose of this study is to develop the playground environment model for child care center by analyzing user needs of playground environment. To systemize the playground environment design factors and guidelines, we reviewed the previous research, actual measurement and observation were used as the research methodology. And to recognize the needs of users, the survey and picture survey was conducted to the staffs and children. The scope of survey included child care centers in Seoul and Daejeon, ultimately selecting 12 places in Seoul and 13 places in Daejeon. In terms of the survey period, actual measurement was conducted from June of 2006 to February of 2007, survey and picture survey was conducted from August to September of 2006. For analysis, we used SPSS 10.0 to check the frequency and percentage, as well as to perform cluster analysis. The findings of research can be summarized as below: 1. In playground environment, we observed the area of play ground and ground cover, the independence of play area, play equipment, and the composition of play area. The result of observation showed that while playground area varied widely, ground cover, play equipment, and the composition of play area turned out to be identical, regardless of the playground's area. Therefore, in order to classify various playground environments, we categorized them into 5 types, using the number of children and the area of play ground as a category. Type A had large facilities and small playground area. Type B had small sized facilities and large playground area. Type C had medium sized facilities and small playground area. Type D had medium sized facilities but large playground area. Type E had large sized facilities and large playground area. 2. On the other hand, staffs wanted a tunnel, playhouse, comprehensive play equipment, and a maze to be installed as play facilities, and there were requests for adventure play area and carpenter play area. The picture survey to children showed that they wanted equipments that can provide more thrill, adventure and challenge to them than the ones they see now. Therefore, existing child care center play environments must change from the monotonous and identical environments to the ones that can provide diversities, challenges, and adventures. In the contexts of 5 playground types suggested by this research, type B and D, E where the area of playground were larger than the legally required, should include various play areas and install appropriate play equipments and facilities. Type A and C where the area were small, should provide multipurpose play area to attract the various play behaviors of children.

Rough Set-Based Approach for Automatic Emotion Classification of Music

  • Baniya, Babu Kaji;Lee, Joonwhoan
    • Journal of Information Processing Systems
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    • 제13권2호
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    • pp.400-416
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    • 2017
  • Music emotion is an important component in the field of music information retrieval and computational musicology. This paper proposes an approach for automatic emotion classification, based on rough set (RS) theory. In the proposed approach, four different sets of music features are extracted, representing dynamics, rhythm, spectral, and harmony. From the features, five different statistical parameters are considered as attributes, including up to the $4^{th}$ order central moments of each feature, and covariance components of mutual ones. The large number of attributes is controlled by RS-based approach, in which superfluous features are removed, to obtain indispensable ones. In addition, RS-based approach makes it possible to visualize which attributes play a significant role in the generated rules, and also determine the strength of each rule for classification. The experiments have been performed to find out which audio features and which of the different statistical parameters derived from them are important for emotion classification. Also, the resulting indispensable attributes and the usefulness of covariance components have been discussed. The overall classification accuracy with all statistical parameters has recorded comparatively better than currently existing methods on a pair of datasets.

The Investigation of Employing Supervised Machine Learning Models to Predict Type 2 Diabetes Among Adults

  • Alhmiedat, Tareq;Alotaibi, Mohammed
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권9호
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    • pp.2904-2926
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    • 2022
  • Currently, diabetes is the most common chronic disease in the world, affecting 23.7% of the population in the Kingdom of Saudi Arabia. Diabetes may be the cause of lower-limb amputations, kidney failure and blindness among adults. Therefore, diagnosing the disease in its early stages is essential in order to save human lives. With the revolution in technology, Artificial Intelligence (AI) could play a central role in the early prediction of diabetes by employing Machine Learning (ML) technology. In this paper, we developed a diagnosis system using machine learning models for the detection of type 2 diabetes among adults, through the adoption of two different diabetes datasets: one for training and the other for the testing, to analyze and enhance the prediction accuracy. This work offers an enhanced classification accuracy as a result of employing several pre-processing methods before applying the ML models. According to the obtained results, the implemented Random Forest (RF) classifier offers the best classification accuracy with a classification score of 98.95%.