• 제목/요약/키워드: Internet media language

검색결과 97건 처리시간 0.026초

단어와 문장의 의미를 고려한 비속어 판별 방법 (Swearword Detection Method Considering Meaning of Words and Sentences)

  • 이명호;임명진;신주현
    • 스마트미디어저널
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    • 제9권3호
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    • pp.98-106
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    • 2020
  • 현재 인터넷 사용자가 증가하면서 비속어 사용이 무분별하게 증가하고 있다. 이에 따른 청소년들의 사이버폭력도 매우 심각하게 증가하고 있으며 그중에서도 사이버 언어폭력이 가장 심각하게 대두되고 있다. 사이버 언어폭력을 근절하기 위해 비속어 판별 연구가 계속 진행되고 있으나 단어의 의미와 문맥의 흐름을 보고 비속어를 판별하는 방법은 정확도가 미흡한 실정이다. 따라서 본 논문에서는 고의로 변형한 비속어와 비속어로 잘못 판별된 표준어를 문맥의 흐름을 보고 정확하게 판별할 수 있도록 FastText 모델과 LSTM 모델을 활용하여 비속어를 판별하는 방법을 제안한다.

소셜 미디어(SNS) 데이터 증강을 활용한 효과적인 여론조사 예측 모델 분석 (Analyzing Effective Poll Prediction Model Using Social Media (SNS) Data Augmentation)

  • 황선익;오하영
    • 한국정보통신학회논문지
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    • 제26권12호
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    • pp.1800-1808
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    • 2022
  • 선거기간이 되면 많은 여론조사 기관에서 후보자별 지지율을 조사하여 배포한다. 과거에는 여론조사 기관에 의존하여 지지율을 조사할 수밖에 없었지만, 현대 사회에서는 인터넷이나 모바일 SNS나 커뮤니티를 통해 국민 여론이 표출된다. 따라서 인터넷상에 표출된 국민 여론을 자연어 분석을 통해서 파악하면 여론조사 결과만큼 정확한 후보자 지지율을 파악할 수 있다. 따라서 본 논문은 인터넷 커뮤니티 게시글 데이터를 통해 유저들의 정치 관련 언급을 종합하여 선거기간 후보자의 지지율을 추론하는 방법을 제시한다. 게시글에서 지지율을 분석하기 위해 KoBert, KcBert, KoELECTRA모델을 활용하여 실제 여론조사와 가장 상관관계가 높은 모델 생성 방법을 제시하고자 한다.

동기와 전략으로 본 영어 학습자들의 성향 분석 (An analysis of the predisposition of learners of English focusing on motivation and learning strategies)

  • 이일연
    • 영어어문교육
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    • 제8권2호
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    • pp.151-176
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    • 2003
  • Motivation and learning strategies, some of the important factors affecting language learning, have mostly been studied with reference to their relationship in terms of proficiency. This study investigated motivation and learning strategies and their relationship in order to find the inward predisposition of learners. Data was collected from 200 university students in Taejon and Chungnam province, Korea language learning strategies were measured by the Strategy Inventory for Language Learning(SILL), and motivation by the Attitude / Motivation Test Battery(AMTB), with adaptations for Koreans. The detailed analysis of the data Indicated that Korean university students were more motivated to learn English for a practical goal than a formal one. They had a strong willingness to learn but showed 'the tendency of the new generation' of choosing the easiest and most convenient ways in studying English in terms of motivational intensity and strategy use. Findings imply that there have to be some changes and improvements in the deep-rooted classroom teaching methods. A systematic device is needed to induce students to be autonomous learners, providing them with a variety of activities suitable for their purposes and levels, as in opportunities of contacting native speakers, multi-media language labs, the Internet etc.

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온라인 소셜 네트워크 서비스의 글로벌 확산에 관한 연구 (Global Diffusion of Online Social Network Services : A Cross-Country Study)

  • 손인수;오진희;이동원
    • 한국IT서비스학회지
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    • 제11권1호
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    • pp.305-323
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    • 2012
  • This study examines online social media diffusion across different countries that will help to provide a picture of current global online social network services (SNSs). Analyzing country-level data drawn from 78 nations, we find that non-technological factors such as culture and language as well as technological factors including Internet penetration rate and smartphone adoption rate have significant effects on online social media diffusion. These findings, derived from a broad range of different countries, not only provide theoretical insights into understanding critical factors that enable successful global expansion of online social media services but also help practitioners plan their marketing strategies more effectively in a global context.

Associative Interactive play Contents for Infant Imagination

  • Jang, Eun-Jung;Lee, Chankyu;Lim, Chan
    • International journal of advanced smart convergence
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    • 제8권1호
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    • pp.126-132
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    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.

Teaching English Through Multimedia

  • Seo, Eun-Mi
    • 영어어문교육
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    • 제8권1호
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    • pp.69-84
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    • 2002
  • This is a work-in progress paper which the researcher is working with an English teacher in Waseda University in Japan. We started the same project in the year of 2001. This is a replication of the previous paper about the exchange project with Waseda University students. The exchange program with Waseda University students encouraged Howon University students in various ways. In this paper, the researcher also tried to show how to use authentic materials from the internet, TV, magazines and other resources of mass media. Using those materials were helpful to the students to improve their English ability. The result of this study will give positive impact to further studies.

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Rhyme of Truce, Training Program for moral psychology in Cyberspace

  • Cho, JeongHee;Lim, Chan
    • International journal of advanced smart convergence
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    • 제8권1호
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    • pp.176-183
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    • 2019
  • Rhyme of Truce is an educational program that helps you develop the ability to cope with cyber violence rightly. we aim to produce educational contents that will last a long time in the memory of specially children. By combining the room escape game and Leap motion / VR, the program reflects the user's motion and action in real time. The Keyboard Worrier comes into contact with the user and causes violence, and the user who is attacked by the monster see several negative messages written in red and hears abuses sound. Users enter the virtual space decorated as the cyber world. They can experience cyber-violence indirectly but vividly, and if language violence, which has been overlooked and recognized only as "letters", is executed offline, it will directly wonder if cyber-violence should also be regarded as a means of violence. Users have the opportunity to cope with violence autonomously. When a user is attacked by an in-game monster, there are two ways to choose from. First, fighting against with a keyboard (which is a symbol of language violence) just like a monster. Second, report the abuser to cyber bureau police. Both methods make them to escape the room, but when they get out of the room and return to the home and read the message through the monitor, users can recognize which action was right for.

국내거주외국인의 생활만족도와 소비생활만족도에 관한 연구 (Life Satisfaction and Consumer Satisfaction of Resident Foreigners in Korea)

  • 김현주;나종연
    • 대한가정학회지
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    • 제46권10호
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    • pp.133-146
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    • 2008
  • This study investgates the factors influencing the levels of consumer satisfaction and life satisfaction of resident foreigners in Korea. The data were collected through a structured self-administered survey and 545 foreigners who lived in Korea for more than 3 months, with age over 20 participated as respondents. A research framework was formulated based on the resource constraint hypothesis and the study investigated the impact of information resource(human, media and internet information source) and consumer resource(monthly income, language ability and consumer proficiency) on the levels of consumer satisfaction and life satisfaction. The results from data analysis can be summarized as follows; First, analysis of consumer problems of resident foreigners in Korea indicated that resident foreigners recognize a burden for residence cost, food expense and education fee. Most of resident foreigners in Korea are found to use small local shops most often indicating they may experience adverse market environment due to resource constraint such as language or psychological barrier, and most of the respondents answered that the most often used payment method was cash. Furthermore, resident foreigners in Korea responded that lack of language service, lack of information provision, inability to use certain goods and services are the common cause of consumer dissatisfaction, as well as price and quality problems. Second, the level of consumer satisfaction (2.96 in 4.0) is higher than the level of life satisfaction (2.63 in 4.0). Third, the level of life satisfaction is significantly influenced by Korean language ability and the level of consumer satisfaction. The level of consumer satisfaction is by the media information source usage and consumer claim experience. Fourth, the level of consumer satisfaction is found to be the variable with the strongest causal relationship with the level of life satisfaction.

Korean automatic spacing using pretrained transformer encoder and analysis

  • Hwang, Taewook;Jung, Sangkeun;Roh, Yoon-Hyung
    • ETRI Journal
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    • 제43권6호
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    • pp.1049-1057
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    • 2021
  • Automatic spacing in Korean is used to correct spacing units in a given input sentence. The demand for automatic spacing has been increasing owing to frequent incorrect spacing in recent media, such as the Internet and mobile networks. Therefore, herein, we propose a transformer encoder that reads a sentence bidirectionally and can be pretrained using an out-of-task corpus. Notably, our model exhibited the highest character accuracy (98.42%) among the existing automatic spacing models for Korean. We experimentally validated the effectiveness of bidirectional encoding and pretraining for automatic spacing in Korean. Moreover, we conclude that pretraining is more important than fine-tuning and data size.

网络流行语"X+人"探析 - 从"打工人", "尾款人", "工具人"等谈起

  • 유철
    • 중국학논총
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    • 제71호
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    • pp.41-59
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    • 2021
  • With the progress of social economy and science and technology, network media technology has developed rapidly, China has ushered in the network information age, and the network buzzwords emerged to reflect the interaction and influence between language and society. The network buzzwords of "X+ ren "indirectly show the social psychology and value orientation of modern people with their unique structural characteristics, semantic connotation and cultural deposits, and so on. Based on this, we have conducted a multi-angle investigation on the network buzzwords "X+ ren". This paper first analyzes the structure types and syntactic functions of the lexical model of "X+ ren ", then makes a semantic analysis of the lexical model of "X+ Ren ", and finally investigates the causes and influences of the popularity of "X+ ren ". Through the investigation, we believe that "X+ ren "will continue to grow, and "X+ ren" will continue to attract the attention of the academic community.