KIPS Transactions on Software and Data Engineering
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v.9
no.8
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pp.243-250
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2020
Knowledge graph-based question answering not only requires deep understanding of the given natural language questions, but it also needs effective reasoning to find the correct answers on a large knowledge graph. In this paper, we propose a deep neural network model for effective reasoning on a knowledge graph, which can find correct answers to complex questions requiring multi-hop inference. The proposed model makes use of highly expressive bilinear graph neural network (BGNN), which can utilize context information between a pair of neighboring nodes, as well as allows bidirectional feature propagation between each entity node and one of its neighboring nodes on a knowledge graph. Performing experiments with an open-domain knowledge base (Freebase) and two natural-language question answering benchmark datasets(WebQuestionsSP and MetaQA), we demonstrate the effectiveness and performance of the proposed model.
Proceedings of the Korea Society for Industrial Systems Conference
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2008.10b
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pp.113-125
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2008
In developing information systems, omissions and redundancies of user requirements are too frequent to increase development cost as they need to be remedied at later stages. In order to cope with this problem, various tools describing business processes have been proposed in the past and yet fewer attempts have been made to systematically and categorically evaluate performance of individual tools describing business processes. In this paper, we offer a general framework for appraising competing tools for describing business processes, including ERD, DFD, and Use Case Diagram in terms of ease of use, completeness, chance of having omissions, and. Based on a exemplary business From the measures proposed in this paper for comparing descriptive tools, ERD turns out to stand out over other often-used methodologies. Despite its problem with poor readability, ERD proves to offer relatively higher expressive power and ease of use. Being supplemented by well-formed job descriptions, ERD would remain a better choice in developing business information systems.
The Journal of the Convergence on Culture Technology
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v.6
no.2
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pp.153-159
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2020
Character dance not only improves the expressive power of ballet majors, dancer and choreographers but also breathes life into the performance. Character dance, which has comprehensive educational implications, was difficult to conduct research due to lack of materials and incompleteness in the field of ballet education. Even popular concepts were not established. In order to establish the meaning of the character dance, this research examined the history of character dance from the Middle Ages to the present and the meaning and the category were also schematized. Also, I tried to find out the direction of development. Character dance through systematic categories and meaning establishment can provide extended educational forms to infants and children as well as dance majors and non-majors. This research of character dance is expected to provide basic materials not only for the ballet education but also for the various educations. Lastly, the author of this research is expecting that detailed researches will be conducted in the future.
This study examines work and family life of married women employed in a manufacturing industry. Data were gathered from the use of fact-to-face interview method from a sample of 230 married working women. The major findings of this study can be summarized as follows : (1) With high rates of change of job, most of the respondents remain unstable in their working situation. It was shown that the important factors influencing job satisfaction of married women are women's life cycle, degree of contribution of wife's income toward total family income, and husband's attitude toward wife's empolyment. The degree of job satisfaction is also strongly influenced by labor structural factors such as pay, work environment and fringe benefits. (2) The amount of household labor time was limited by job-related factors rather than by family-related factors, because among these working women employment itself is necessarily for their subsistance. (3) It was shown that wives participated more actively in their marital communications than their husbands. Most of the respondents showed the syncratic type of the decision making patterns, but this results does not necessarily mean wives exercised an equal power with their husbands. The economic factors and the emotional instability of the husband are the ones mostly influencing marital conflicts of the employed women. It was found that the respondents easily revealed marital conflicts related to personal problems of their husbands(such as extramarital affairs, gambling and alchoholism). However, they tried to overcome the structural conflicts related to authoritarian attitudes of their husbands or economic problems without any complaints. (4) Mothers have difficulty in controlling their adolescent children, due to the weakening of parental authority. Although most of the respondents perceived their employment as having negative impacts on their children, they still have high expectations toward their children. Inspite of low degree of father role expectations and facther role performance of their husbands, most of the respondents anticipated expressive roles as well as traditionally instrumental role from their husbands. Finally, these findings would help us determine family welfare policies in Korea. Improvements in paid and household labor structure of married women should be accomplished at the national level. Also, the acting programs for parent education, marital councelling services, and law enforcement for equal employment between men and women should be provided in our society.
Query languages for XML use paths in a data graph to represent queries. Actually, paths in a data graph are used as a basic constructor of an XML query. User can write more expressive Queries by using Patterns (e.g. regular expressions) for paths. There are many identical paths in a data graph because of the feature of semi-structured data. Current researches for indexing XML utilize identical paths in a data graph, but such an index can grow larger than source data graph and cannot guarantee efficient access path. In this paper we propose a partitioning technique that can partition all the paths in a data graph. We develop an index graph that can find appropriate partitions for a path query efficiently. The size of our index graph can be adjusted regardless of the source data. So, we can significantly improve the cost for index graph traversals. In the performance study, we show our index much faster than other graph based indexes.
Kim Kyung Min;Dong Hwan Kim;Seongung Jo;Heung-Seon Oh;Myeong-Ha Hwang
KIPS Transactions on Software and Data Engineering
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v.12
no.10
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pp.455-460
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2023
Text augmentation is a methodology that creates new augmented texts by transforming or generating original texts for the purpose of improving the performance of NLP models. However existing text augmentation techniques have limitations such as lack of expressive diversity semantic distortion and limited number of augmented texts. Recently text augmentation using large language models and few-shot learning can overcome these limitations but there is also a risk of noise generation due to incorrect generation. In this paper, we propose a text augmentation method called TAGS that generates multiple candidate texts and selects the appropriate text as the augmented text. TAGS generates various expressions using few-shot learning while effectively selecting suitable data even with a small amount of original text by using contrastive learning and similarity comparison. We applied this method to task-oriented chatbot data and achieved more than sixty times quantitative improvement. We also analyzed the generated texts to confirm that they produced semantically and expressively diverse texts compared to the original texts. Moreover, we trained and evaluated a classification model using the augmented texts and showed that it improved the performance by more than 0.1915, confirming that it helps to improve the actual model performance.
Journal of Korea Entertainment Industry Association
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v.13
no.8
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pp.313-323
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2019
For the actors on video, facial expression acting can easily become 'forced facial expression' or 'over-acting'. Also, if self-restraint is emphasized too much, then it becomes 'flat acting' with insufficient emotions. By bringing forth questions in regard to such facial expression acting methods, this study analyzed the facial expression acting of the actors in genre dramas with strong commercial aspects. In conclusion, the facial expression acting methods of the actors in genre dramas were being conducted in a typical way. This means that in visual conventions of video acting, the aesthetic standard has become the important standard in the facial expression acting of the actors. In genre dramas, the emotions of the characters are often revealed in close-up shots. Within the close-up shot, the most important expressive medium in a 'zoomed-in face' is the 'pupil of the eye', and emotions are mostly expressed through the movements of the eye and muscles around it. The second most important expressive medium is the 'mouth'. The differences in the degree of opening and closing the mouth convey diverse emotions along with the expression of the 'eye'. In addition, tensions in the facial muscles greatly hinder the expression of emotions, and the movement of facial muscles must be minimized to prevent excessive wrinkles from forming on the surface of the face. Facial expressions are not completed just with the movement of the muscles. Ultimately, the movement of the muscle is the result of emotions. Facial expression acting takes place after having emotional feelings. For this, the actor needs to go through the process of 'personalization' of a character, such as 'emotional memory', 'concentration' and 'relaxation' which are psychological acting techniques of Stanislavsky. Also, the characteristics of close-up shots that visually reveal the 'inner world' should be recognized. In addition, it was discovered that the facial expression acting is the reaction acting that provides the important point in the unfolding of narratives, and that the method of facial expression and the size of the shots required for the actors are different depending on the roles of main and supporting characters.
An interest in 'ordinary things' has been increased because public things become issues as the influence of mass media including mass production has been increased in the 1950s. And this phenomenon drew an art style of pop art in the world of art. Media art means that the fine arts are expressed by means of media such as TV and monitors because media has been developed in the modern society. It started emerging through the artists such as Nam June Paik, Bill Viola, and others in the 1960s. Recently, it can be easily accessible not only at the art museum but also in everyday life such as cafe, park, fashion show, performance, and etc. This study analyzed that how many different techniques of pop art were borrowed by especially Nam June Paik media art and how they influenced it. Accordingly, this study respectively analyzed expressive techniques and characteristics of both pop art and Nam June Paik's media art and then searched for their similarities based on the analysis. Both Nam June Paik's media art and pop art extended media by using various ordinary things in everyday life neglected previously as a material. Next, the characteristic of pop art shown in Nam June Paik's media art is participation with audience. While the arts in the past were high-level culture that only certain people could understand and enjoy, pop art or Nam June Paik's media art is an art trend that has led the popularity of fine arts and audience participation in order to let diverse classes enjoy without any specific knowledge.
Journal of the Korea Fashion and Costume Design Association
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v.5
no.2
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pp.75-91
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2003
This study analyzed descriptions about dots, lines, and sides which are used as a basic elements to express geometric figures as followings: -In the aspect of formative art, dots form images and feelings through their concurrence when make a slight move to coordinates. The concurrence can bring out either positive or negative images; -Lines have unlimited variation as a core measure in body art. They can make optimal effects with different lines such as straight and curved lines of human body; -Sides express not only effects of texture and perspective but also of space and solid by color effects. Expressive characteristics and geometric shapes can be classified by tattoo, henna and body painting: First, colorful tattoos are favored by Caucasian and original tattoos are mostly used by yellow and colored races in the way of scarification to get decorative effects. Recently, a rapid cycle of fashion change in tattoo figures has developed a tentative method of tattooing and a variety of decoration methods. It has made it a lot easier to change a pattern of a tattoo. Tattoos are now popular among people because they no longer have to suffer from pains when they get their body tattooed for a long time. Since tattoos boast their unique beauty which consists of most dynamic and attractive images among the types of body art. It will be one of the most favored make-up methods in the nearest future. Second, geometric designs used in henna include crosses, dots, straight lines, triangles, date palms, and so on. Henna has been particularly loved as an instant decoration by the public since it gradually disappears as time goes on. Third, body painting enables to draw a three-dimensional effect because of its close relation with body movements in a limited space. Each individual will have a different feeling appealed in their body painting. Body painting has been applied to many different areas, especially to theatrical art using lights, music and performance altogether producing impromptu and experimental works. Unlike other arts such as painting, sculpture, visual and industrial arts, body painting has mobility. Since it is painted on a three-dimensional human body, it can bear originality expressing realistic objects or animals and strengthen creative functions using body lines. Moreover, geometric designs can be diversified by the sexes. As a result of analysis, geometric designs expressed in body art seemed to transcend expressions of beauty and turned out to be another way of decoration. Body art has also been used as a way to express visual integration and consolidation dynamically not by human instinct but by social changes. The needs for body art will grow as the future comes nearer and be recognized as a new and fresh value. Formative elements of geometric figures deliver visual impressions combined with human body and finally create more various types of body art in harmony of body lines.
TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.
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