• Title/Summary/Keyword: 아이템의 수

Search Result 557, Processing Time 0.023 seconds

Optimal Associative Neighborhood Mining using Representative Attribute (대표 속성을 이용한 최적 연관 이웃 마이닝)

  • Jung Kyung-Yong
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.43 no.4 s.310
    • /
    • pp.50-57
    • /
    • 2006
  • In Electronic Commerce, the latest most of the personalized recommender systems have applied to the collaborative filtering technique. This method calculates the weight of similarity among users who have a similar preference degree in order to predict and recommend the item which hits to propensity of users. In this case, we commonly use Pearson Correlation Coefficient. However, this method is feasible to calculate a correlation if only there are the items that two users evaluated a preference degree in common. Accordingly, the accuracy of prediction falls. The weight of similarity can affect not only the case which predicts the item which hits to propensity of users, but also the performance of the personalized recommender system. In this study, we verify the improvement of the prediction accuracy through an experiment after observing the rule of the weight of similarity applying Vector similarity, Entropy, Inverse user frequency, and Default voting of Information Retrieval field. The result shows that the method combining the weight of similarity using the Entropy with Default voting got the most efficient performance.

A Suggestion of Baseball Simulation Game Using High Speed Camera Sensor (초고속카메라 센서를 활용한 야구시뮬레이션 게임 제안)

  • Kim, Do-Goan;Jin, Chan-Yong;Shin, Seong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.18 no.3
    • /
    • pp.535-540
    • /
    • 2014
  • Due to the recent popularity of sports, business items which combine IT technologies with sports have appeared. 'Sportainment' which combines the elements of sports and entertainment have a lot of potential and development as new business items in the view of overcoming many limitations such as time and place in real sports. For suggesting a baseball simulation game 'sportainment', this paper is to review the technologies in the existing indoor baseball ranges and to provide the possibility of indoor baseball simulation using various sensor technologies. This baseball simulation game is expected to develop as one of successful indoor 'sportainment' businesses such as Golfzon.

An Ensemble Method for Latent Interest Reasoning of Mobile Users (모바일 사용자의 잠재 관심 추론을 위한 앙상블 기법)

  • Choi, Yerim;Park, Jonghun;Shin, Dong Wan
    • KIISE Transactions on Computing Practices
    • /
    • v.21 no.11
    • /
    • pp.706-712
    • /
    • 2015
  • These days, much information is provided as a list of summaries through mobile services. In this regard, users consume information in which they are interested by observing the list and not by expressing their interest explicitly or implicitly through rating content or clicking links. Therefore, to appropriately model a user's interest, it is necessary to detect latent interest content. In this study, we propose a method for reasoning latent interest of a user by analyzing mobile content consumption logs of the user. Specifically, since erroneous reasoning will drastically degrade service quality, a unanimity ensemble method is adopted to maximize precision. In this method, an item is determined as the subject of latent interest only when multiple classifiers considering various aspects of the log unanimously agree. Accurate reasoning of latent interest will contribute to enhancing the quality of personalized services such as interest-based recommendation systems.

Influencer Attribute Analysis based Recommendation System (인플루언서 속성 분석 기반 추천 시스템)

  • Park, JeongReun;Park, Jiwon;Kim, Minwoo;Oh, Hayoung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.11
    • /
    • pp.1321-1329
    • /
    • 2019
  • With the development of social information networks, the marketing methods are also changing in various ways. Unlike successful marketing methods based on existing celebrities and financial support, Influencer-based marketing is a big trend and very famous. In this paper, we first extract influencer features from more than 54 YouTube channels using the multi-dimensional qualitative analysis based on the meta information and comment data analysis of YouTube, model representative themes to maximize a personalized video satisfaction. Plus, the purpose of this study is to provide supplementary means for the successful promotion and marketing by creating and distributing videos of new items by referring to the existing Influencer features. For that we assume all comments of various videos for each channel as each document, TF-IDF (Term Frequency and Inverse Document Frequency) and LDA (Latent Dirichlet Allocation) algorithms are applied to maximize performance of the proposed scheme. Based on the performance evaluation, we proved the proposed scheme is better than other schemes.

Item-Based Collaborative Filtering Recommendation Technique Using Product Review Sentiment Analysis (상품 리뷰 감성분석을 이용한 아이템 기반 협업 필터링 추천 기법)

  • Yun, So-Young;Yoon, Sung-Dae
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.8
    • /
    • pp.970-977
    • /
    • 2020
  • The collaborative filtering recommendation technique has been the most widely used since the beginning of e-commerce companies introducing the recommendation system. As the online purchase of products or contents became an ordinary thing, however, recommendation simply applying purchasers' ratings led to the problem of low accuracy in recommendation. To improve the accuracy of recommendation, in this paper suggests the method of collaborative filtering that analyses product reviews and uses them as a weighted value. The proposed method refines product reviews with text mining to extract features and conducts sentiment analysis to draw a sentiment score. In order to recommend better items to user, sentiment weight is used to calculate the predicted values. The experiment results show that higher accuracy can be gained in the proposed method than the traditional collaborative filtering.

A Legal Study on The Act Bill for Establishing The Game User Committee

  • Kyen, Seung-Yup
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.3
    • /
    • pp.165-171
    • /
    • 2022
  • In this paper, we suggest the Measures to improve the Act Bill for establishing the Game User Committee. The Act Bill has a lot of problems which are violations of criminal legalism due to unclear terms in administrative punishment and violations of The Human Right enjoying freedom of occupation and guaranting property due to not defining provisisons about The Duty of Confidentiality or The Legal Fiction as Public Officials for Purposes of Applying Penalty Provisions. also the duplicate regulations in the Act Bill disrupt game industry development. we have three results that were derived through analysis of Prior studies and precedents. The First is to define details of special reasons in enforcement ordinance and enforcement regulations. The Second is to define The Duty of Confidentiality or The Legal Fiction as Public Officials for Purposes of Applying Penalty Provisions in the act bill. The Third is to address managing the random reward items in the Game Rating and Administration Committee or is to give game user advance notice about the Comntent Dispute Mediation system.

지상파 DMB 데이터 전송 기술과 활용

  • Jang, Tae-Uk;Jo, Min-Ju
    • Information and Communications Magazine
    • /
    • v.25 no.8
    • /
    • pp.46-54
    • /
    • 2008
  • 2005년 지상파 DMB 서비스가 시작 된 이후 핸드폰, 전용단말기, PMP 등 DMB 단말기 수요가 폭발적으로 증가하면서 DMB서비스는 일상에서도 쉽게 접할 수 있는 아이템이 되었다. 사람들은 언제 어디서나 TV방송과 라디오 서비스를 받을 수 있게 되었다. 또한 최근 KBS, MBC, YTN, SBS등 DMB 방송을 활용한 TPEG 서비스가 시작되면서 DMB의 활용이 한층 증가되었으며 사람들의 관심도 증가되고 있다. 이에 본고에서는 지상파 DMB를 통하여 제공가능 한 데이터와 전송기술에 대하여 살펴본다. 또 이를 활용 한 서비스와 향후 시장동향에 대해 알아본다.

집중취재 1 - "역한 냄새는 한방에 날려!"

  • 한국자동판매기공업협회
    • Vending industry
    • /
    • v.10 no.2 s.31
    • /
    • pp.48-49
    • /
    • 2011
  • 회식의 즐거운 분위기는 가져가고 싶지만 냄새까지 가져가긴 싫어! 직장 생활 5년차 이대리(30.여)는 모처럼 고기로 포식한 회식자리를 가졌다. 분위기도 좋아 직장생활의 스트레스를 잠시나마 풀 수 있어 좋았지만 귀가길이 고민이다. 몸에 밴 고기 냄새 때문에 대중교통을 이용하기 꺼려지는 것. 지난번처럼 냄새 때문에 지하철 승객들이 힐끔 힐끔 쳐다보는 것을느끼면 다시는 고기집에서 회식을 안했으면 하는 생각이 절로 든다. 탈취용자판기는 냄새제거라는 틈새시장을 공략할 아이템이다. 이 제품에 대한 소비자들의 인식이 확대가 된다면 업소용 자판기로서 시장에 자리매김을 할 수 있을 것이다. '구슬이 서말여도 꾀어야 보배'란 말처럼 어떻게든 설치 로케이션을 늘려가며 이 제품의 호용가치를 인식시켜 가는 게 과제이다.

  • PDF

작지만 알찬 사업 껌볼자판기가 뜨는 법

  • Korea Vending Machine Manufacturers Association
    • Vending industry
    • /
    • v.7 no.3 s.21
    • /
    • pp.70-72
    • /
    • 2007
  • 자판기 분야의 중소기업이 살아남기 위해선 두 가지 방법이 있다. 극단적으로 들릴지 모르겠지만 소위 대박상품을 하나 사업화시키든가, 꾸준한 수익을 낼 수 있는 실수요 아이템을 하나 가지고 있는 경우이다. 예주테크가 후자의 경우이다. 이 회사는 국내 자판기 분야에 있어 블루오션이라 할 수 있는 껌볼자판기 전문업체로 뛰어난 내용상품과 자체 개발한 껌볼자판기를 가지고 직영과 판매를 병행하며 활발한 사업을 진행해오고 있다. 작지만 알찬사업으로 중소기업이 살아날 길을 제시하고 있는 예주테크의 사업경쟁력을 해부했다.

  • PDF

An Efficient Authentication Method of User using Smartphone Game (스마트폰 게임 사용자의 효율적인 인증 방법)

  • Jeong, Yoon-Su
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2013.05a
    • /
    • pp.257-258
    • /
    • 2013
  • 최근 스마트폰이 대중화 되면서 스마트폰을 사용하는 사용자의 계층이 다양화되고 있다. 그러나 스마트폰을 사용하는 사용자 계층 중 청소년이 다른 계층보다 스마트폰 게임에 쉽게 중독되어 다른 일상 생활이 힘든 상황이 발생하고 있다. 본 논문에서는 스마트폰 게임을 통해 일상 생활이 불가능한 청소년을 대상으로 게임 사용을 강제적으로 조절할 수 있는 인증 프로토콜을 제안한다. 제안 프로토콜은 사용자의 게임 시간과 접속 횟수 등의 정보를 이용하여 게임 사용을 자제하도록 함으로써 사용자의 게임중독을 예방하는 것을 목표로 하고 있다. 또한, 청소년이 온라인 게임 상에 물품을 구입할 경우 청소년의 부모에게 게임 아이템구입 확인 메시지를 전달하여 게임 사용을 제한한다.

  • PDF