• Title/Summary/Keyword: 상호텍스트

Search Result 447, Processing Time 0.026 seconds

Current Research Trends and Present Conditions on Visual Transformation of Digital Text (디지털텍스트의 시각적 변형에 관한 연구 동향 및 실태 분석)

  • Jin, Sung-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.1
    • /
    • pp.486-497
    • /
    • 2010
  • The purpose of this study is to investigate the research trends and the present conditions of real digital texts on "Visual Transformation." For the purpose of this study adopted two different methods: meta analysis and case study. The research trends on visual transformation of digital text were investigated through analyzing the total of 167 literature by means of synthetic meta analysis. Relevant literature was categorized into three types of research: functional, dynamic, and interactional transformation. The type of literature and research methods in each literature were analyzed. The present conditions of real digital texts on visual transformation were investigated by means of case study. The well designed 12 e-learning contents selected and analyzed in terms of the analysis framework which was drawn by the research trends. The results suggested problems as follows in designing e-learning contents. Firstly, there were some cases that did not follow the basic design principles related to typography. Secondly, the content was just provided in each learning steps without consideration of design to enhance text comprehension in many cases. Thirdly, web technology adequately was not applied to design e-learning contents.

Analysis of Text Mining of Consumer's Personality Implication Words in Review of Used Transaction Application (중고거래 어플리케이션 <당근마켓> 리뷰텍스트에 나타난 소비자의 인성 함축단어 텍스트마이닝 분석)

  • Jung, Yea-Rin;Ju, Young-Ae
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.11
    • /
    • pp.1-10
    • /
    • 2021
  • This study analyzes the use and meaning of consumer personality implication words in the review text of the Used Transaction Application . From of May 2021, the data were collected for the past six months by our Web crawler in Seoul and Gyeonggi Province, and a total of 1368 cases were collected first by random sampling, and finally 570 cases were preprocessed. The results are as follows. First, 48.2% of review texts were related to the personality of consumers even though it was a commercial platform of products. Second, the review text is mainly positive, which formed a text network structure based on the keyword 'gratitude'. Third, the review text, which implies consumer character, was divided into two groups: 'extrovert personality' and 'introvert personality' of consumers. And the individuality of the two groups worked together on the platform. In conclusion, we would like to suggest that consumer personality plays an important role in the platform transaction process, that consumer personality will play a role in the services of the platform in the future, and that consumer personality should be studied from various perspectives.

Visual Information for Inducing Interactivity and Presence (유도된 상호작용성을 통한 가상환경에서의 현실감 제고)

  • Lee, Jayeon;Kim, G. Jounghyun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2003.05a
    • /
    • pp.70-77
    • /
    • 2003
  • 가상환경에서의 실재감을 증대시키는 방법 중에 하나는 상호작용을 이용하는 방법이다. 즉, 사용자가 가상환경에 변화를 줄 수 있게 하여, 사용자와 가상환경 사이의 결속감을 통해, 사용자가 가상환경 속에 있는 듯한 느낌을 주는 것이다. 그러나, Architectural Walkthrough 혹은 Navigation 시스템은 기능적으로 가상객체와에 affordance 와 그 밖의 interactivity cue를 적용하여 사용자로 하여금 시각적으로만 상호작용감을 유발하게 하여, 사용자의 실재감을 높이기 위한 방법에 대한 것이다. 두 개의 가상환경에 대하여 아무런 visual cue가 없는 경우, 텍스트를 이용한 직접 표현 방법, 객체가 simulation 된 trace 그리고 affordance cue 등 총 4가지 방법들, 즉 총 8가지 실험 조합에서 사용자가 느끼는 상호작용성과 실재감을 측정하였는데 interactivity유도를 위한 간접적인 visual cue가 쓰였을 경우 통계적으로 유의하게 상호작용성 및 실재감이 증대하는 결과를 보여주었다. 이는 적은 모델링만의 노력으로, 실제 인터액션에 대한 구현 없이 가상환경에서 어느 정도의 실재감을 높일 수 있는 방법을 제시하고 있다.

  • PDF

Interactive Synchornization Mechanism based on the Petri Net for the Stream Transmission (스트림 전송을 위한 패트리 넷 기반의 상호대화형 동기화 기법)

  • Lee, Yang-Min;Lee, Jae-Kee
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2001.10b
    • /
    • pp.1517-1520
    • /
    • 2001
  • 과거의 컴퓨터를 이용한 미디어 서비스는 사용자에게 단순히 비디오, 오디오, 텍스트 등의 미디어를 일방적으로 전달하였으나 현재의 서비스는 사용자와의 상호대화 및 필요한 미디어 만을 선택해서 전달할 수 있는 방식을 요구한다. 이러한 응용을 위해서 각 미디어 파일들을 분리하여 전달하는 방식이 필요하며 동기화와 더불어 상호대화성 이라는 두 가지 문제를 해결해야 한다. 지금까지의 관련 연구에서는 시간축, 패트리 넷(Petri Net), 버퍼 조작 등의 방법을 통하여 동기화를 달성하고 있으나 상호대화라는 측면에서는 만족할 만한 해결책을 제시하지 않고 있다. 본 논문에서는 패트리 넷 모델을 이용하고 상호대화형 객체(Interactive Object)를 각 미디어 파일에 삽입하여 이 객체들이 서로의 정보를 이용할 수 있는 함수를 설계함으로서 동기화와 상호대화성이라는 문제를 해결하였다.

  • PDF

Effects of interactivity and usage mode on user satisfaction, usefulness, and intetion to use in text information presentation in mobile environment (모바일 환경에서의 텍스트 표현 방식의 상호작용성과 사용모드가 사용자의 만족도, 유용성, 사용의도에 미치는 영향)

  • Baek, Hyunji;Lee, Sangwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.10a
    • /
    • pp.223-226
    • /
    • 2017
  • With the development of information technology, users are provided with information they want through mobile device in various situations. When users communicate with information, there is interaction through gesture activities such as tapping and experience in the process. Experience through interaction in mobile affect the user's psychology. This is important because it is related to the behavior of the user in the future. Various types of information presentation methods have been researched in mobile environment. However, there are more research focusing on functional interactivity. The purpose of this study is to investigate the effect of interaction and usage mode on satisfaction, usefulness, and intention to use for sound text presentation that is user-centered. As variables for my study, there are two factors which are interactivity and usage mode. The interactivity type is composed of two ways that are: High and Low depending on modality and message interactivity; and the usage mode is composed of Action mode and Goal mode depending on whether user has a task or not. The experimental design is $2{\times}2$. The same content is provided in (a) only Modality interactivity, and (b) Modality and Message interactivity are provided. Depending on usage mode, (a) Action mode is processed without a specific task, and (b) Goal mode is performed with a specific task to participants. The experimental study demonstrated that there is a difference in satisfaction, usefulness, and intention to use depending on the difference of interaction and usage mode when providing information in mobile environment. The results of this study are summarized as follows: interaction and usage mode have significant influence on mobile user's satisfaction, usefulness, intention to use.

  • PDF

Perspectives of Game in Terms of Interactivity between Game Texts and Players (게임 텍스트와 플레이어의 인터랙티브적 관점에서 본 게임의 시점)

  • Kihl, Tae-Suk;Chang, Jun-O
    • Journal of Korea Game Society
    • /
    • v.8 no.3
    • /
    • pp.51-59
    • /
    • 2008
  • This article focuses on perspectives of game in terms of interactivity between game texts and players. There are many points of view which have been discussed, such as first person point of view, third person point of view, top-down point of view, side-view point of view, quarter-view point of view, and isometric point of view, but they are too insufficient to fully explain the perspectives of game from the viewpoint of the interactivity. This paper examines the function of player and game manufacturer as implied authors on interactive point of view, and discusses the perspectives of game through a sense of distance between players as implied author and player characters.

  • PDF

Component Analysis for Constructing an Emotion Ontology (감정 온톨로지의 구축을 위한 구성요소 분석)

  • Yoon, Aesun;Kwon, Hyuk-Chul
    • Annual Conference on Human and Language Technology
    • /
    • 2009.10a
    • /
    • pp.19-24
    • /
    • 2009
  • 의사소통에서 대화자 간 감정의 이해는 메시지의 내용만큼이나 중요하다. 비언어적 요소에 의해 감정에 관한 더 많은 정보가 전달되고 있기는 하지만, 텍스트에도 화자의 감정을 나타내는 언어적 표지가 다양하고 풍부하게 녹아 들어 있다. 본 연구의 목적은 인간언어공학에 활용할 수 있는 감정 온톨로지를 설계하는 데 있다. 텍스트 기반 감정 처리 분야의 선행 연구가 감정을 분류하고, 각 감정의 서술적 어휘 목록을 작성하고, 이를 텍스트에서 검색함으로써, 추출된 감정의 정확도가 높지 않았다. 이에 비해, 본 연구에서 제안하는 감정 온톨로지는 다음과 같은 장점을 갖는다. 첫째, 감정 표현의 범주를 기술 대상(언어적 vs. 비언어적)과 방식(표현적, 서술적, 도상적)으로 분류하고, 이질적 특성을 갖는 6개 범주 간 상호 대응관계를 설정함으로써, 멀티모달 환경에 적용할 수 있다. 둘째, 세분화된 감정을 분류할 수 있되, 감정 간 차별성을 가질 수 있도록 24개의 감정 명세를 선별하고, 더 섬세하게 감정을 분류할 수 있는 속성으로 강도와 극성을 설정하였다. 셋째, 텍스트에 나타난 감정 표현을 명시적으로 구분할 수 있도록, 경험자 기술 대상과 방식 언어적 자질에 관한 속성을 도입하였다. 이때 본 연구에서 제안하는 감정 온톨로지가 한국어 처리에 국한되지 않고, 다국어 처리에 활용할 수 있도록 확장성을 고려했다.

  • PDF

A weighted method for evaluating software quality (가중치를 적용한 소프트웨어 품질 평가 방법)

  • Jung, Hye Jung
    • Journal of Digital Convergence
    • /
    • v.19 no.8
    • /
    • pp.249-255
    • /
    • 2021
  • This study proposed a method for determining weights for the eight quality characteristics, such as functionality, reliability, usability, maintainability, portability, efficiency, security, and interoperability, which are suggested by international standards, focusing on software test reports. Currently, the test results for software quality evaluation apply the same weight to 8 quality characteristics to obtain the arithmetic average. Weights for 8 quality characteristics were applied using the results from text analysis, and weights were applied using the results of text analysis of test reports for two products. It was confirmed that the average of test reports according to the weighted quality characteristics was more efficient.

Effects of Collaborative Argumentation and Self-Explanation on Text Comprehension in a Concept Mapping Context (텍스트이해를 위한 개념도사용의 효과적 활용전략:협력적 논쟁과 자기설명의 상호작용 효과)

  • Kim, Jong Baeg
    • (The) Korean Journal of Educational Psychology
    • /
    • v.22 no.2
    • /
    • pp.461-478
    • /
    • 2008
  • This study attempted to test whether or not students' collaborative argumentation and explanation activity while using concept mapping did improve understanding on texts. Total of 52 college students participated in this study. They were randomly assigned to one of four experimental conditions. The experiment lasted for two or three weeks and students were tested on comprehension level of a text material that they have studied over the period. As a result, with two independent factors of explanation and collaboration, there was a significant interaction effect without main effects. That is, individual did better when they did have to explain what they were doing. However, this is not the case when students collaborate. Students in the paired condition, they did better when they do not have to explain what they were doing with concept maps. This study showed efficiency with using computerized software does not always guarantee higher understanding on text materials. Instructional contexts and variables, collaboration and explanation, needs to be considered. Collaborating with others and explaining their own learning processes should be carefully designed when they are combined with concept mapping contexts. How to minimize learning obstacles from discussing ideas with others are a critical issue for future research.

A Study on the Enhancing Recommendation Performance Using the Linguistic Factor of Online Review based on Deep Learning Technique (딥러닝 기반 온라인 리뷰의 언어학적 특성을 활용한 추천 시스템 성능 향상에 관한 연구)

  • Dongsoo Jang;Qinglong Li;Jaekyeong Kim
    • Journal of Intelligence and Information Systems
    • /
    • v.29 no.1
    • /
    • pp.41-63
    • /
    • 2023
  • As the online e-commerce market growing, the need for a recommender system that can provide suitable products or services to customer is emerging. Recently, many studies using the sentiment score of online review have been proposed to improve the limitations of study on recommender systems that utilize only quantitative information. However, this methodology has limitation in extracting specific preference information related to customer within online reviews, making it difficult to improve recommendation performance. To address the limitation of previous studies, this study proposes a novel recommendation methodology that applies deep learning technique and uses various linguistic factors within online reviews to elaborately learn customer preferences. First, the interaction was learned nonlinearly using deep learning technique for the purpose to extract complex interactions between customer and product. And to effectively utilize online review, cognitive contents, affective contents, and linguistic style matching that have an important influence on customer's purchasing decisions among linguistic factors were used. To verify the proposed methodology, an experiment was conducted using online review data in Amazon.com, and the experimental results confirmed the superiority of the proposed model. This study contributed to the theoretical and methodological aspects of recommender system study by proposing a methodology that effectively utilizes characteristics of customer's preferences in online reviews.