• Title/Summary/Keyword: word similarity

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User Reputation Evaluation Using Co-occurrence Feature and Collective Intelligence (동시출현 자질과 집단 지성을 이용한 지식검색 문서 사용자 명성 평가)

  • Lee, Hyun-Woo;Han, Yo-Sub;Kim, Lae-Hyun;Cha, Jeong-Won
    • Korean Journal of Cognitive Science
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    • v.19 no.4
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    • pp.459-476
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    • 2008
  • The user needs to find the answer to your question is growing fast at the service using collective intelligent knowledge. In the previous researches, it was proven that the non-text information like view counting, referrer number, and number of answer is good in evaluating answers. There were also many works about evaluating answers using the various kinds of word dictionaries. In this work, we propose new method to evaluate answers to question effectively using user reputation that estimated by the social activity. We use a modified PageRank algorithm for estimating user reputation. We also use the similarity between question and answer. From the result of experiment in the Naver GisikiN corpus, we can see that the proposed method gives meaningful performance to complement the answer selection rate.

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A Study on the Tattoo Represented in the Modern Western Costumes (현대 서양복식에 나타난 TATTOO에 관한 연구)

  • 이효진
    • The Research Journal of the Costume Culture
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    • v.7 no.4
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    • pp.52-68
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    • 1999
  • The purpose of this study was to be inquired inner contemplation of the tattoo expressed in the modern costumes. For this study, related documentaries and pictures or photos were analyzed in terms of the theretical background for the history of tattoo, the relation between tattoo and the modern western costumes. The primary source of pictures or photos are Vogue, Collections, Collezioni, Harper\`s Bazaar, Modain, Model et Mode etc. The human\`s needs of body decoration had constantly pursued on the body and costumes from the first until lately. Especially in the recents, as the tattoo is implicated a dynamic and charming method of all kinds of body decoration, it\`s used a motive of modern western costumes. The original tattoo means a picture, word etc. that was put permanently onto their skin using a needle and coloring matter. But, these days tattoo is an expression of street style for something new in the subculture. The results were as a follows : The inner meaning of tattoo represented in the modern costumes was classified into two categories. First, the tattooing was a very important factor to complete fashion design through the history of modern costumes, and also the elaborate tattoo of the body was displayed unrestricted formativeness as the skinhead\`s tattoo, raceless\`s ambiguity of street style and artistic decoration, because that can be faded easily. Second, Tattoo Look was expressed as tattoo prints of the see-through, elastic textiles in the modern costumes. That is, the tattoo enhanced the effect of dramatic atmosphere other formative arts as well as the modern costumes by Tattoo Look. Similarity, Tattoo Look could be interpreted as the change of the aesthetic consciousness by the influence of the subculture. Accordingly, in the end of a this century, many experimental designers had applied tattoo to modern costumes. So this study will stand as an important clue to foresee the future costume\`s style and change.

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The Case Study for The Construction of Similarities and Affordance (유사성 구성과 어포던스(affordance)에 대한 사례 연구 -대수 문장제 해결 과정에서-)

  • Park, Hyun-Jeong
    • The Mathematical Education
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    • v.46 no.4
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    • pp.371-388
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    • 2007
  • This is a case study trying to understand from the view of affordance which certain three middle school students perceive an activation of previous knowledge in the course of problem solving when they solve algebra word problems with a previous knowledge. The results of this study showed that at first, every subjects perceived the text as affordance which explaining superficial similarities, that is, a working(painting)situation rather than problem structure and then activated the related solution knowledge on the ground of the experience of previous problem solving which is similar to current situation. The subject's applying process for solving knowledge could be arranged largely into two types. The first type is a numeral information connected with the described problem situation or a symbolic representation of mathematical meaning which are the transformed solution applied process with a suitable solution formula to the current problem. This process achieved by constructing a virtual mental model that indicating mathematical situation about the problem when the solver read the problem integrating symbolized information from the described text. The second type is a case that those subjects symbolizing a formal mathematical concept which is not connected with the problem situation about the described numeral information from the applied problem or the text of mathematical meaning, which process is the case to perceive superficial phrases or words that described from the problem as affordance and then applied previously used algorithmatical formula as it was. In conclusion, on the ground of the results of this case study, it is guessed that many students put only algorithmatical knowledge in their memories through previous experiences of problem solving, and the memories are connected with the particular phrases described from the problems. And it is also recognizable when the reflection process which is the last step of problem solving carried out in the process of understanding the problem and making a plan showed the most successful in problem solving.

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A Study on the Analysis of Intellectual Structure of Korean Veterinary Sciences (국내 수의과학 분야의 지적 구조 분석에 관한 연구)

  • Cho, Hyun-Yang
    • Journal of Information Management
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    • v.43 no.2
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    • pp.43-66
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    • 2012
  • The purpose of this study is to see the intellectual structure in the field of veterinary sciences in Korea, using author profiling analysis(APA), a bibliometric approach. Three journals are selected on the basis of citation data, exchanging most citations with Korean Journal of Veterinary. And then, 50 authors who published most articles at selected journals during the given period of time were chosen. The analysis of similarity and dissimilarity among authors by comparing co-word appearance patterns from article title, abstracts, and keywords was made. Authors can be grouped 11 minor clusters under 4 major clusters, depending on their interests in the area of veterinary sciences in Korea. The subjects for each cluster at the veterinary sciences are decided by the matching the keyword, representing author's research interest. As a result, it is possible to figure out the current research trends and the researcher network in the field of veterinary sciences.

Auto-tagging Method for Unlabeled Item Images with Hypernetworks for Article-related Item Recommender Systems (잡지기사 관련 상품 연계 추천 서비스를 위한 하이퍼네트워크 기반의 상품이미지 자동 태깅 기법)

  • Ha, Jung-Woo;Kim, Byoung-Hee;Lee, Ba-Do;Zhang, Byoung-Tak
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.10
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    • pp.1010-1014
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    • 2010
  • Article-related product recommender system is an emerging e-commerce service which recommends items based on association in contexts between items and articles. Current services recommend based on the similarity between tags of articles and items, which is deficient not only due to the high cost in manual tagging but also low accuracies in recommendation. As a component of novel article-related item recommender system, we propose a new method for tagging item images based on pre-defined categories. We suggest a hypernetwork-based algorithm for learning association between images, which is represented by visual words, and categories of products. Learned hypernetwork are used to assign multiple tags to unlabeled item images. We show the ability of our method with a product set of real-world online shopping-mall including 1,251 product images with 10 categories. Experimental results not only show that the proposed method has competitive tagging performance compared with other classifiers but also present that the proposed multi-tagging method based on hypernetworks improves the accuracy of tagging.

An Automatically Extracting Formal Information from Unstructured Security Intelligence Report (비정형 Security Intelligence Report의 정형 정보 자동 추출)

  • Hur, Yuna;Lee, Chanhee;Kim, Gyeongmin;Jo, Jaechoon;Lim, Heuiseok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.233-240
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    • 2019
  • In order to predict and respond to cyber attacks, a number of security companies quickly identify the methods, types and characteristics of attack techniques and are publishing Security Intelligence Reports(SIRs) on them. However, the SIRs distributed by each company are huge and unstructured. In this paper, we propose a framework that uses five analytic techniques to formulate a report and extract key information in order to reduce the time required to extract information on large unstructured SIRs efficiently. Since the SIRs data do not have the correct answer label, we propose four analysis techniques, Keyword Extraction, Topic Modeling, Summarization, and Document Similarity, through Unsupervised Learning. Finally, has built the data to extract threat information from SIRs, analysis applies to the Named Entity Recognition (NER) technology to recognize the words belonging to the IP, Domain/URL, Hash, Malware and determine if the word belongs to which type We propose a framework that applies a total of five analysis techniques, including technology.

A Design of Similar Video Recommendation System using Extracted Words in Big Data Cluster (빅데이터 클러스터에서의 추출된 형태소를 이용한 유사 동영상 추천 시스템 설계)

  • Lee, Hyun-Sup;Kim, Jindeog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.172-178
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    • 2020
  • In order to recommend contents, the company generally uses collaborative filtering that takes into account both user preferences and video (item) similarities. Such services are primarily intended to facilitate user convenience by leveraging personal preferences such as user search keywords and viewing time. It will also be ranked around the keywords specified in the video. However, there is a limit to analyzing video similarities using limited keywords. In such cases, the problem becomes serious if the specified keyword does not properly reflect the item. In this paper, I would like to propose a system that identifies the characteristics of a video as it is by the system without human intervention, and analyzes and recommends similarities between videos. The proposed system analyzes similarities by taking into account all words (keywords) that have different meanings from training videos, and in such cases, the methods handled by big data clusters are applied because of the large scale of data and operations.

Process Standardization for the Construction of Job-Exposure Matrix Using the Work Environment Measurement Database (작업환경측정 결과 데이터베이스를 활용한 직무노출매트릭스 구축을 위한 공정 표준화)

  • Sangjun Choi;Ju-Hyun Park;Dong-Hee Koh;Donguk Park;Hwan-Cheol Kim;Dae Sung Lim;Yeji Sung;Kyoung Yoon Ko;Ji Seon Lim;Hoekyeong Seo
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.33 no.1
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    • pp.78-90
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    • 2023
  • Objectives: The purpose of this study is to standardize the process code of the work environment measurement database (WEMD) for the construction of a job-exposure matrix (JEM). Methods: The standard process code (SPC) was reclassified based on process similarity and drawing upon the code used in the existing K2B. It was supplemented through review by industrial hygiene experts. In addition, an index word database related to SPC was created and used for SPC search. A pilot evaluation project was conducted by experts to evaluate the validity of the newly reclassified standard process code. Results: A total of 70 final SPCs were developed, including 31 processes related to the construction industry. Using the Shiny program, we developed a standard code finder that can be used on the web (https://kscf.shinyapps.io/scf_app/). As a result of the pilot evaluation, it was determined that it was easier to search for standard codes than previous codes, so it was highly utilized. Conclusions: It is expected that JEM construction using industry-process information drawing on WEMD data will be possible using the 70 newly standardized process codes.

A Study on Textual transformation for the filming of Webtoon - Analysing visual composition of Secretly Greatly(2013) - (웹툰의 영화화에 대한 텍스트 변용에 관한 연구 - <은밀하게 위대하게>의 시각적 구성요소 분석을 중심으로 -)

  • Kim, Eun Ju;Kim, Geon
    • Design Convergence Study
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    • v.14 no.1
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    • pp.83-98
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    • 2015
  • This study will examine the visual composition by which Secretly Greatly, in a circumstance that even the good original Manhwas or Webtoon have not made a hit on the market until now, could attract the spectator, in other word, illustrate the analogousness of the images through analysing visual texts. The study draw, first of all, a meaning of the box office performance caused by analogousness of image, that is similarity between the webtoon and film. In addition, the study will come up with an answer to the question that the webtoon, not in a temporary trend but in a sustainable form, can make itself develop. For this, the study suggests a meaning, worth and importance of the transformation, analysing visual components of a webtoon to film adaptation, Secretly Greatly. It primarily ranges over visual components, mise-en-scène identified with its expression formula, frame to frame changes and colour and tone. The examination sets the cinema's visual expression manner against the webtoon's on their concrete components: the size of scene, movement, color and tone, narrative condition and its background, spatial composition and depth, contrast, expression manner and disposition manner.

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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