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Utilization of Demographic Analysis with IMDB User Ratings on the Recommendation of Movies (IMDB 사용자평점에 대한 인구통계학적 분석의 활용)

  • Bae, Sung Moon;Lee, Sang Chun;Park, Jong Hun
    • The Journal of Society for e-Business Studies
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    • v.19 no.3
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    • pp.125-141
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    • 2014
  • Nowadays, overflowing data produced every second from the internet make people to be difficult to search for the useful information. That's why people have invented and developed unique tools that they get some relevant information. In this paper, the recommender system, one of the effective tools, is used and it helps us to get the useful information that we want by using demographic information to predict new items of interest. The demographic recommender system in this paper computes users' similarity using demographic information, age and gender. So we performed demographic analysis on movie ratings on Internet Movie Database (IMDB) web site that movies are rated by thousands of people, where users submitted a movie rating after they watched a recent popular film. Meanwhile, we can understand that user's ratings, among various determinants of box office, is very essential factor in the study on recommendation of movie. This paper is aimed at analyzing movie average ratings directly given by film viewers, categorizing them into groups by sex and age, investigating the entire group and finding the representative group by examining it with F-test and T-test. This result is used to promote and recommend for the target group only. Therefore, this study is considerably significant as presenting utilization for movie business as well as showing how to analyze demographic information on movie ratings on the web.

Wire Recognition on the Chip Photo based on Histogram (칩 사진 상의 와이어 인식 방법)

  • Jhang, Kyoungson
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.5
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    • pp.111-120
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    • 2016
  • Wire recognition is one of the important tasks in chip reverse engineering since connectivity comes from wires. Recognized wires are used to recover logical or functional representation of the corresponding circuit. Though manual recognition provides accurate results, it becomes impossible, as the number of wires is more than hundreds of thousands. Wires on a chip usually have specific intensity or color characteristics since they are made of specific materials. This paper proposes two stage wire recognition scheme; image binarization and then the process of determining whether regions in binary image are wires or not. We employ existing techniques for two processes. Since the second process requires the characteristics of wires, the users needs to select the typical wire region in the given image. The histogram characteristic of the selected region is used in calculating histogram similarity between the typical wire region and the other regions. The first experiment is to select the most appropriate binarization scheme for the second process. The second experiment on the second process compares three proposed methods employing histogram similarity of grayscale or HSV color since there have not been proposed any wire recognition method comparable by experiment. The best method shows more than 98% of true positive rate for 25 test examples.

A DB Pruning Method in a Large Corpus-Based TTS with Multiple Candidate Speech Segments (대용량 복수후보 TTS 방식에서 합성용 DB의 감량 방법)

  • Lee, Jung-Chul;Kang, Tae-Ho
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.6
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    • pp.572-577
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    • 2009
  • Large corpus-based concatenating Text-to-Speech (TTS) systems can generate natural synthetic speech without additional signal processing. To prune the redundant speech segments in a large speech segment DB, we can utilize a decision-tree based triphone clustering algorithm widely used in speech recognition area. But, the conventional methods have problems in representing the acoustic transitional characteristics of the phones and in applying context questions with hierarchic priority. In this paper, we propose a new clustering algorithm to downsize the speech DB. Firstly, three 13th order MFCC vectors from first, medial, and final frame of a phone are combined into a 39 dimensional vector to represent the transitional characteristics of a phone. And then the hierarchically grouped three question sets are used to construct the triphone trees. For the performance test, we used DTW algorithm to calculate the acoustic similarity between the target triphone and the triphone from the tree search result. Experimental results show that the proposed method can reduce the size of speech DB by 23% and select better phones with higher acoustic similarity. Therefore the proposed method can be applied to make a small sized TTS.

Effects of Product Number and Brand Breadth on the Evaluations of an Extended Product

  • Yeu, Minsun;Yuk, Hyeyeon;Kim, Boha;Yoo, Jung-Hyun;Cho, Seong Wan;Yeo, Junsang;Park, Chan Su
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.97-115
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    • 2013
  • This paper was motivated by two gaps in the extant literature on brand portfolio planning. First, research has shown that, as the number of products connected to a brand increases, the extended product receives more favorable evaluations. However, this result was obtained by comparing two brands with different number of products while controlling the brands' breadths. Hence one may question if the above result would hold when the brand is narrow as well as broad. Second, the literature has investigated the effect of brand breadth on the perceived fit and evaluations of an extended product within a relatively limited range ("narrow vs. broad") and not considered the case of a "very broad" brand. To address these gaps, we propose two hypotheses: 1) the effects of the number of products associated with a brand on the perceived fit and evaluations of a moderately far brand extension are moderated by the brand's breadth (H1); and 2) the relationship between a brand's breadth and a moderately far extension's perceived fit and evaluations looks like an inverse-U shape (H2). Study 1 was conducted to test H1. Study 1 employed a 2 × 2 within-subjects design in which the first factor was the number of products (small (2) or large (5)), and the second factor was brand breadth (narrow or broad). We measured brand breadth as the perceived similarity among products associated with a brand. Participants provided the perceived fit and evaluations of an extended product. Study 2 was conducted to test H2 as well as to replicate Study 1 in a more general setting and with different products. It employed a 2 × 3 within-subjects design, in which the first factor was the number of products (small (2) or large (5)), and the second factor was brand breadth (narrow, broad, or very broad). The results from two experiments support both hypotheses. This paper contributes to the literature on brand extensions in two ways. First, it broadens our understanding of the effects of product number and brand breadth on extended product evaluations by considering the two factors jointly. Second, we believe this study to be the first to present evidence that brand breadth can exert an inverted U-shape effect on the perceived fit and evaluations of an extended product. The results also offer implications for marketers. First, marketers should heed the finding that adding similar products to a narrow brand does not help the brand's extension launch. Second, the finding that the relationship between brand breadth and extended product evaluations might not be linear provides practical implications. While a narrow brand should not keep launching close extensions, nor should a broad brand continue producing far extensions to broaden its breadth. A firm with a broad corporate or family brand might want to consider introducing a new brand instead of adding dissimilar products under the brand umbrella.

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A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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A Study on Earth Pressure in Unsymmetrical Narrow Backfill Space (비대칭 좁은 공간에서의 되메움 토압에 관한 연구)

  • 문창열
    • Journal of the Korean Geotechnical Society
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    • v.15 no.4
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    • pp.261-277
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    • 1999
  • The horizontal and vertical earth pressures in backfill space which is narrowly excavated like ditch are affected by the share of ditch backfill space and the wall friction between excavated surface and backfill soil. In this paper, for the excavated surface the Handy's equation of a symmetric vertical case and the Kellogg's equation of a symmetric sloped one are modified to show the minor principal stress arch for the unsymmetrical excavated backfill space. Compared with the soil test box result, a similarity in magnitude and distribution of backfill earth pressure shows that the earth pressure has been observed. The backfill earth pressure in unsymmetrically sloped space has been shown twice as much as the one in vertically excavated space and also remarkable decline of arching for the former case. It is verified that the earth pressure equation should account the shape and size of backfill space to calculate the earth pressure for similar structure to the one handled in this study.

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Calculation of a Threshold for Decision of Similar Features in Different Spatial Data Sets (이종의 공간 데이터 셋에서 매칭 객체 판별을 위한 임계값 산출)

  • Kim, Jiyoung;Huh, Yong;Yu, Kiyun;Kim, Jung Ok
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.31 no.1
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    • pp.23-28
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    • 2013
  • The process of a feature matching for two different spatial data sets is similar to the process of classification as a binary class such as matching or non-matching. In this paper, we calculated a threshold by applying an equal error rate (EER) which is widely used in biometrics that classification is a main topic into spatial data sets. In a process of discriminating what's a matching or what's not, a precision and a recall is changed and a trade-off appears between these indexes because the number of matching pairs is changed when a threshold is changed progressively. This trade-off point is EER, that is, threshold. To the result of applying this method into training data, a threshold is estimated at 0.802 of a value of shape similarity. By applying the estimated threshold into test data, F-measure that is a evaluation index of matching method is highly value, 0.940. Therefore we confirmed that an accurate threshold is calculated by EER without person intervention and this is appropriate to matching different spatial data sets.

Factors Affecting Duration of Relationship between Exporters and Importers (수출입 업자간의 거래 지속에 영향을 미치는 관계특성에 대한 연구)

  • Lee, Hyoung-Tark;Lee, Dong-Jin
    • Journal of Global Scholars of Marketing Science
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    • v.15 no.2
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    • pp.161-182
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    • 2005
  • This paper reports on a study testing a model that articulates factors affecting duration of the relationship between exporters and importers. The model posits that affective commitment and calculative commitment influence duration of the relationship. Affective commitment of an importer toward an exporter is hypothesized to be predicted by social satisfaction, which in turn may be predicted by cultural familiarity, perceived similarity, and credibility. In contrast, calculative commitment is hypothesized to be predicted by economic satisfaction, which in turn may be predicted by opportunism and relationship performance. A survey of importers was conducted to test the model. The study results provided support for most of the hypotheses. Theoretical and managerial implications of the study results are discussed too.

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A Fuzzy Neural Network Model Solving the Underutilization Problem (Underutilization 문제를 해결한 퍼지 신경회로망 모델)

  • 김용수;함창현;백용선
    • Journal of the Korean Institute of Intelligent Systems
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    • v.11 no.4
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    • pp.354-358
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    • 2001
  • This paper presents a fuzzy neural network model which solves the underutilization problem. This fuzzy neural network has both stability and flexibility because it uses the control structure similar to AHT(Adaptive Resonance Theory)-l neural network. And this fuzzy nenral network does not need to initialize weights and is less sensitive to noise than ART-l neural network is. The learning rule of this fuzzy neural network is the modified and fuzzified version of Kohonen learning rule and is based on the fuzzification of leaky competitive leaming and the fuzzification of conditional probability. The similarity measure of vigilance test, which is performed after selecting a winner among output neurons, is the relative distance. This relative distance considers Euclidean distance and the relative location between a datum and the prototypes of clusters. To compare the performance of the proposed fuzzy neural network with that of Kohonen Self-Organizing Feature Map the IRIS data and Gaussian-distributed data are used.

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PdR-Tree : An Efficient Indexing Technique for the improvement of search performance in High-Dimensional Data (PdR-트리 : 고차원 데이터의 검색 성능 향상을 위한 효율적인 인덱스 기법)

  • Joh, Beom-Seok;Park, Young-Bae
    • The KIPS Transactions:PartD
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    • v.8D no.2
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    • pp.145-153
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    • 2001
  • The Pyramid-Technique is based on mapping n-dimensional space data into one-dimensional data and expressing it as B-tree ; and by solving the problem of search time complexity the pyramid technique also prevents the effect \"phenomenon of dimensional curse\" which is caused by treatment of hypercube range query in n-dimensional data space. The Spherical Pyramid-Technique applies the pyramid method’s space division strategy, uses spherical range query and improves the search performance to make it suitable for similarity search. However, depending on the size of data and change in dimensions, the two above technique demonstrate significantly inferior search performance for data sizes greater than one million and dimensions greater than sixteen. In this paper, we propose a new index-structured PdR-Tree to improve the search performance for high dimensional data such as multimedia data. Test results using simulation data as well as real data demonstrate that PdR-Tree surpasses both the Pyramid-Technique and Spherical Pyramid-Technique in terms of search performance.

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