• Title/Summary/Keyword: 아이템의 수

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Preference Prediction System using Similarity Weight granted Bayesian estimated value and Associative User Clustering (베이지안 추정치가 부여된 유사도 가중치와 연관 사용자 군집을 이용한 선호도 예측 시스템)

  • 정경용;최성용;임기욱;이정현
    • Journal of KIISE:Software and Applications
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    • v.30 no.3_4
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    • pp.316-325
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    • 2003
  • A user preference prediction method using an exiting collaborative filtering technique has used the nearest-neighborhood method based on the user preference about items and has sought the user's similarity from the Pearson correlation coefficient. Therefore, it does not reflect any contents about items and also solve the problem of the sparsity. This study suggests the preference prediction system using the similarity weight granted Bayesian estimated value and the associative user clustering to complement problems of an exiting collaborative preference prediction method. This method suggested in this paper groups the user according to the Genre by using Association Rule Hypergraph Partitioning Algorithm and the new user is classified into one of these Genres by Naive Bayes classifier to slove the problem of sparsity in the collaborative filtering system. Besides, for get the similarity between users belonged to the classified genre and new users, this study allows the different estimated value to item which user vote through Naive Bayes learning. If the preference with estimated value is applied to the exiting Pearson correlation coefficient, it is able to promote the precision of the prediction by reducing the error of the prediction because of missing value. To estimate the performance of suggested method, the suggested method is compared with existing collaborative filtering techniques. As a result, the proposed method is efficient for improving the accuracy of prediction through solving problems of existing collaborative filtering techniques.

A Study on the Improvement of Mobile Game Payment using Blockchain (블록체인을 활용한 모바일 게임결제 개선방안 연구)

  • Park, Hong-Seok;Kim, Tae-Gyu
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.163-171
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    • 2020
  • Currently, most of the mobile game market releases games through Google play and App Store, which have a high share. Because it uses a third-party platform, only the payment API system provided must be used, and third-party platform pays the game company after excluding certain fees. Because game companies do not know whether or not to refund items and cannot get back items through third party transactions, users and professional websites are continuously appearing that exploit refunds. In this thesis, after analyzing problems of existing payment method and presenting a payment model using blockchain smart contract, we analyzed differences from existing model in terms of transparency, decentralization(fee), efficiency, and as a result, payment model using smart contract has low commission through P2P transaction without third parties and transparent transaction record, preventing item forgery and refund. Later, the proposed payment model would lead to the culling of companies acting on behalf of refunds for words that deviate from moral ethics such as "Refund OK even with items" and resolve the problem of unreasonable fees that arise through third-party platforms.

The Effect of Korean culture familiarity of foreign tourists on the Korean consumer behavior (외래관광객의 한국문화 친숙도가 한식소비행동에 미치는 영향)

  • Jung, Young Mi
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.197-205
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    • 2016
  • The purpose of this study is to examine the relationship among subjective norms, attitude, perceived behavioral control, action intended with Korean culture familiarity using extended behavior model. To test hypotheses structural equation model was used. The results are shown as follows: Korea culture familiarity influences significantly attitude, and subjective norms also influences attitude and perceived behavioral control. In addition, attitude and perceived behavioral control influence significantly action intended. Development Korean food Program and events that combines Korean culture will affect the eating behavior of foreign tourists and the Globalization of Korean Food.

State Information Based Recommendation Algorithm for Minimizing the Malicious User's Influence (상태 정보를 활용하여 악의적 사용자의 영향력을 최소화 하는 추천 알고리즘)

  • Noh, Taewan;Oh, Hayoung;Noh, Giseop;Kim, Chong-Kwon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1353-1360
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    • 2015
  • With the extreme development of Internet, recently most users refer the sites with the various Recommendation Systems (RSs) when they want to buy some stuff, movie and music. However, the possibilities of the Sybils with the malicious behaviors may exists in these RSs sites in which Sybils intentionally increase or decrease the rating values. The RSs cannot play an accurate role of the proper recommendations to the general normal users. In this paper, we divide the given rating values into the stable or unstable states and propose a system information based recommendation algorithm that minimizes the malicious user's influence. To evaluate the performance of the proposed scheme, we directly crawl the real trace data from the famous movie site and analyze the performance. After that, we showed proposed scheme performs well compared to existing algorithms.

Prohibition Clauses of Business of Money Changing on the Game Industry Promotion Act of 2007 (게임산업진흥법상 환전업금지 조항의 의의와 해석)

  • Hwang, Seung-Heum
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.61-72
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    • 2007
  • Prohibition Clauses of Business of Money Changing(${\S}32(1)7$) on the Game Industry Promotion Act of 2007 was introduced for the purpose of preventing game from becoming gambling. By making the independent requisite of constituting a crime that there was no criminal punishment former times, it is possible actively to deal with mixing of game and gambling. Prohibition Clauses of Business of Money Changing prevent the material or formless results that are obtained on the use of game from making a business of money change, intermediation of money change, or re-purchase of it. The material or formless results mean points, prizes, game moneys, or game data that is obtained on the abnormal use of a game. Most real money trade of a game item will be pull into the application of Prohibition Clauses of Business of Money Changing on the interpretation of it. Therefore this clauses have a tremendous effect upon the business of sweated workshops and intermediation web sites of game items. None the less Prohibition Clauses of Business of Money Changing will have positive influence to the future of game industry through the separation of game and gambling.

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A Study on the Costume of Ball Jointed Dolls as Cultural Product with Application of Ladies' Costume Culture from Late Goryeo to Early Joseon (고려말 조선초의 상류층 여성 복식문화를 응용한 구체관절인형의상 문화상품 연구)

  • Choi, Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.9
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    • pp.3815-3826
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    • 2011
  • TThis study was undertaken to make trial costumes of ball jointed dolls for promoting the beauty of Korean cultural product with historical research of upper class ladie's costume from late Goryeo to early Joseon, the very unknown period in the Korean costume history. The ladies' costume from late Goryeo to early Joseon are characterized by their full silhouette, fusion with clothings of Yuan and Ming, revival of early Goryeo styles, well-developed weaving skill of ramie, a showy costume from Buddhist civilization. After investigation of researcher with literature, painting, and relics in 13-14C, 8 clothing items were outsourced totally. Items were formed as a set concept, but consumer can choose each costume as an single item and can make varied mix also. Dart, small ties, and thick fabrics were used in doll costumes partly because ball jointed doll's body has different characteristics from that of human beings. Developing research of manufacturing company's system for ready-made product remains to be considered in the future.

Critical analysis about the game self-regulation bill: A study about the structure and regulation of Double loot box (확률형 아이템 규제안에 대한 비판적 분석: 이중랜덤박스의 구조와 규제에 대한 연구)

  • Jo, Hui-Seon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.49-64
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    • 2019
  • In this paper, we examined the concept of three types of double loot box respectively and analyzed each characteristics of double loot box by game case study. Those types are divided into the following three cases; 1) Double-mileage gacha 2) Double-limited period gacha 3) Kompu gacha. As the result, Double loot boxs are characterized as below: 1) Double loot box has a tendency to combine various type of loot boxes. 2) Double loot box's reward is hard to gain in game, or not to sell in game store. With these features, double loot box could be a gambling sales strategy. To solve this problem, this study suggested that it is essential to revise game self-regulations, enhance the professionalism of monitoring groups, and propel the self-effort of game companies.

Proposal of Content Recommend System on Insurance Company Web Site Using Collaborative Filtering (협업필터링을 활용한 보험사 웹 사이트 내의 콘텐츠 추천 시스템 제안)

  • Kang, Jiyoung;Lim, Heuiseok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.201-206
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    • 2019
  • While many users searched for insurance information online, there were not many cases of contents recommendation researches on insurance companies' websites. Therefore, this study proposed a page recommendation system with high possibility of preference to users by utilizing page visit history of insurance companies' websites. Data was collected by using client-side storage that occurs when using a web browser. Collaborative filtering was applied to research as a recommendation technique. As a result of experiment, we showed good performance in item-based collaborative (IBCF) based on Jaccard index using binary data which means visit or not. In the future, it will be possible to implement a content recommendation system that matches the marketing strategy when used in a company by studying recommendation technology that weights items.

Design and Implementation of YouTube-based Educational Video Recommendation System

  • Kim, Young Kook;Kim, Myung Ho
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.5
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    • pp.37-45
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    • 2022
  • As of 2020, about 500 hours of videos are uploaded to YouTube, a representative online video platform, per minute. As the number of users acquiring information through various uploaded videos is increasing, online video platforms are making efforts to provide better recommendation services. The currently used recommendation service recommends videos to users based on the user's viewing history, which is not a good way to recommend videos that deal with specific purposes and interests, such as educational videos. The recent recommendation system utilizes not only the user's viewing history but also the content features of the item. In this paper, we extract the content features of educational video for educational video recommendation based on YouTube, design a recommendation system using it, and implement it as a web application. By examining the satisfaction of users, recommendataion performance and convenience performance are shown as 85.36% and 87.80%.

Web Link Group Recommend System Design using Page classification Algorithm (문서분류 알고리즘을 이용한 웹 링크 그룹 추천 시스템 연구)

  • Mun, Yil-Hyeong;Seo, Dae-Hee;Cho, Dong-Sub
    • Proceedings of the KIEE Conference
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    • 2008.10b
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    • pp.417-418
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    • 2008
  • 본 연구에서는 웹 서비스의 종류가 급격히 증가하게 됨에 따라 유사 패턴의 사용자들을 위해 웹 링크 서비스를 일부 추천해주는 시스템에 대해 설계 및 구현하였다. 본 연구를 통해 유사 패턴의 웹 서비스 이용자들의 그룹을 정의 하는데 네이브 베이지안 알고리즘을 적응하고 그에 따른 새로운 사용자에 대한 그룹정의도 함께 한다. 유사 패턴의 그룹의 사용자들에게 적합한 링크들을 추천해준다. 기존의 추천 시스템에서 제공하는 추천 아이템을 제정의 하는 것이 아니라 기존의 웹 서비스 페이지에서 유사 패턴의 그룹에게만 일부의 링크들만 활성화 하여 제공한다. 이는 웹 서비스의 일부 링크 서비스들만을 활성화 하여 추천 해줌으로써 웹 서비스의 모바일 디바이스등에 제공시 웹 페이지의 소스를 경감하여 좀 더 수월하게 서비스 할 수 있다. 또한 사용자들도 추천 받은 링크만을 접근하게 됨에 따라 접근하지 않는 다른 서비스에 대한 링크 소스가 빠진 웹 페이지만 제공 받을 수 있다.

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