• Title/Summary/Keyword: 아이템의 수

Search Result 557, Processing Time 0.025 seconds

Development of Apparel Coordination System Using Personalized Preference on Semantic Web (시맨틱 웹에서 개인화된 선호도를 이용한 의상 코디 시스템 개발)

  • Eun, Chae-Soo;Cho, Dong-Ju;Lee, Jung-Hyun;Jung, Kyung-Yong
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.4
    • /
    • pp.66-73
    • /
    • 2007
  • Internet is a part of our common life and tremendous information is cumulated. In these trends, the personalization becomes a very important technology which could find exact information to present users. Previous personalized services use content based filtering which is able to recommend by analyzing the content and collaborative filtering which is able to recommend contents according to preference of users group. But, collaborative filtering needs the evaluation of some amount of data. Also, It cannot reflect all data of users because it recommends items based on data of some users who have similar inclination. Therefore, we need a new recommendation method which can recommend prefer items without preference data of users. In this paper, we proposed the apparel coordination system using personalized preference on the semantic web. This paper provides the results which this system can reduce the searching time and advance the customer satisfaction measurement according to user's feedback to system.

Interest area of game player through extraction of foreground Image (포그라인드 이미지 추출을 통한 게임 플레이어 관심 영역)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.11
    • /
    • pp.271-277
    • /
    • 2017
  • In the image processing, foreground image extraction is mainly applied to recognize a moving object or an object. In the game, the objects included in the foreground image can be mainly characters, non player characters, items, and the like. These objects can be the player's primary concern with objects that are the target of players' movement, attack, defense, and collection. In this background, this research is a study to extract players' interest areas. To this end, first, the foreground image is extracted. Second, the extracted foreground image is accumulated for a certain period of time, and the image is displayed as a result image. The accumulated foreground image according to the play time helps to know the location and frequency of screen appearance of game objects. This study can help players design their interest areas and design an efficient UX/UI.

A Real-time Service Recommendation System using Context Information in Pure P2P Environment (Pure P2P 환경에서 컨텍스트 정보를 이용한 실시간 서비스 추천 시스템)

  • Lee Se-Il;Lee Sang-Yong
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.15 no.7
    • /
    • pp.887-892
    • /
    • 2005
  • Under pure P2P environments, collaborative filtering must be provided with only a few service items by real time information without accumulated data. However, in case of collaborative filtering with only a few service items collected locally, quality of recommended service becomes low. Therefore, it is necessary to research a method to improve quality of recommended service by users' context information. But because a great volume of users' context information can be recognized in a moment, there can be a scalability problem and there are limitations in supporting differentiated services according to fields and items. In this paper, we solved the scalability problem by clustering context information Per each service field and classifying il per each user, using SOM. In addition, we could recommend proper services for users by measuring the context information of the users belonging to the similar classification to the service requester among classified data and then using collaborative filtering.

Dynamic Recommendation System for a Web Library by Using Cluster Analysis and Bayesian Learning (군집분석과 베이지안 학습을 이용한 웹 도서 동적 추천 시스템)

  • Choi, Jun-Hyeog;Kim, Dae-Su;Rim, Kee-Wook
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.12 no.5
    • /
    • pp.385-392
    • /
    • 2002
  • Collaborative filtering method for personalization can suggest new items and information which a user hasn t expected. But there are some problems. Not only the steps for calculating similarity value between each user is complex but also it doesn t reflect user s interest dynamically when a user input a query. In this paper, classifying users by their interest makes calculating similarity simple. We propose the a1gorithm for readjusting user s interest dynamically using the profile and Bayesian learning. When a user input a keyword searching for a item, his new interest is readjusted. And the user s profile that consists of used key words and the presence frequency of key words is designed and used to reflect the recent interest of users. Our methods of adjusting user s interest using the profile and Bayesian learning can improve the real satisfaction of users through the experiment with data set, collected in University s library. It recommends a user items which he would be interested in.

Comparative Analysis for Educational Puzzle Game Development (교육용 퍼즐 게임 개발을 위한 비교)

  • Shin, Yongwoo
    • Journal of Korea Game Society
    • /
    • v.14 no.5
    • /
    • pp.7-14
    • /
    • 2014
  • Since educational and fun elements coexist in an educational game, it is important to come up with standards that can elicit fun with the game as well as educational standards. Many of the existing developed educational games have received low marks in the characteristics of entertainment and game design. Thus, how to make up for their entertainment characteristics is important. This paper analyzes gaming elements of puzzle games that were released for smart phones and gained massive popularity from their users and will apply them to educational games. Such games that have gained popularity and won a commercial success include Anipang, Anipang 2, Candy Crush Saga, Farm Heroes Saga and Pokopang. This study will analyze gaming elements of these games. By analyzing the educational games, it is applied to the game elements of casual games. In addition, we have proposed a element that can enhance the immersive. Game design elements that can improve entertainment characteristics include game rules, stages and missions. Elements that can increase immersion include items, background maps and new learning environments. This paper has significance in that it analyzes entertainment characteristics, which mean the fun of games through those that have been a commercial success and applies them to educational games.

Multidrop Ethernet based IoT Architecture Design for VLBI System Control and Monitor (VLBI 시스템 제어 및 모니터를 위한 멀티드롭 이더넷 기반 IoT 아키텍처 설계)

  • Song, Min-Gyu
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.15 no.6
    • /
    • pp.1159-1168
    • /
    • 2020
  • In the past, control and monitor of a large number of instruments is a specialized area, which requires an expensive dedicated module to implement. However, with the recent development of embedded technology, various products capable of performing M&C (Monitor and Control) have been released, and the scope of application is expanding. Accordingly, it is possible to more easily build a small M&C environment than before. In this paper, we discussed a method to replace the M&C of the VLBI system, which had to be implemented through a specialized hardware product, with an inexpensive general imbeded technology. Memory based data transmission, reception and storage is a technology that is already generalized not only in VLBI but also in the network field, and more effective M&C can be implemented when some items of Ethernet are optimized for the VLBI (Very Long Baseline Interferometer) system environment. In this paper, we discuss in depth the design and implementation for the multidrop based IoT architecture.

A Study on the Evaluation of LLM's Gameplay Capabilities in Interactive Text-Based Games (대화형 텍스트 기반 게임에서 LLM의 게임플레이 기능 평가에 관한 연구)

  • Dongcheul Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.3
    • /
    • pp.87-94
    • /
    • 2024
  • We investigated the feasibility of utilizing Large Language Models (LLMs) to perform text-based games without training on game data in advance. We adopted ChatGPT-3.5 and its state-of-the-art, ChatGPT-4, as the systems that implemented LLM. In addition, we added the persistent memory feature proposed in this paper to ChatGPT-4 to create three game player agents. We used Zork, one of the most famous text-based games, to see if the agents could navigate through complex locations, gather information, and solve puzzles. The results showed that the agent with persistent memory had the widest range of exploration and the best score among the three agents. However, all three agents were limited in solving puzzles, indicating that LLM is vulnerable to problems that require multi-level reasoning. Nevertheless, the proposed agent was still able to visit 37.3% of the total locations and collect all the items in the locations it visited, demonstrating the potential of LLM.

GEase-K: Linear and Nonlinear Autoencoder-based Recommender System with Side Information (GEase-K: 부가 정보를 활용한 선형 및 비선형 오토인코더 기반의 추천시스템)

  • Taebeom Lee;Seung-hak Lee;Min-jeong Ma;Yoonho Cho
    • Journal of Intelligence and Information Systems
    • /
    • v.29 no.3
    • /
    • pp.167-183
    • /
    • 2023
  • In the recent field of recommendation systems, various studies have been conducted to model sparse data effectively. Among these, GLocal-K(Global and Local Kernels for Recommender Systems) is a research endeavor combining global and local kernels to provide personalized recommendations by considering global data patterns and individual user characteristics. However, due to its utilization of kernel tricks, GLocal-K exhibits diminished performance on highly sparse data and struggles to offer recommendations for new users or items due to the absence of side information. In this paper, to address these limitations of GLocal-K, we propose the GEase-K (Global and EASE kernels for Recommender Systems) model, incorporating the EASE(Embarrassingly Shallow Autoencoders for Sparse Data) model and leveraging side information. Initially, we substitute EASE for the local kernel in GLocal-K to enhance recommendation performance on highly sparse data. EASE, functioning as a simple linear operational structure, is an autoencoder that performs highly on extremely sparse data through regularization and learning item similarity. Additionally, we utilize side information to alleviate the cold-start problem. We enhance the understanding of user-item similarities by employing a conditional autoencoder structure during the training process to incorporate side information. In conclusion, GEase-K demonstrates resilience in highly sparse data and cold-start situations by combining linear and nonlinear structures and utilizing side information. Experimental results show that GEase-K outperforms GLocal-K based on the RMSE and MAE metrics on the highly sparse GoodReads and ModCloth datasets. Furthermore, in cold-start experiments divided into four groups using the GoodReads and ModCloth datasets, GEase-K denotes superior performance compared to GLocal-K.

A study on Prevention of Large Scale Identity Theft through the Analysis of Login Pattern(Focusing on IP/Account Blocking System in Online Games) (로그인 패턴 분석을 통한 대규모 계정도용 차단 방안에 관한 연구(온라인 게임 IP/계정 차단시스템을 중심으로))

  • Yeon, Soo-Kwon;Yoo, Jin-Ho
    • Journal of Korea Game Society
    • /
    • v.16 no.2
    • /
    • pp.51-60
    • /
    • 2016
  • The incidents of massive personal information being leaked are occurring continuously over recent years. Personal information leaked outside is used for an illegal use of other's name and account theft. Especially it is happening on online games whose virtual goods, online game money and game items can be exchanged with real cash. When we research the real identity theft cases that happened in an online game, we can see that they happen massively in a short time. In this study, we define the characteristics of the mass attacks of the automated identity theft cases that occur in online games. Also we suggest a system to detect and prevent identity theft attacks in real time.

Extraction of user interest area using foreground image separation and mouse tracking program (전경 이미지 분리와 마우스 트랙킹 프로그램을 이용한 사용자 관심 영역 유도)

  • Lee, MyounJae
    • Journal of Korea Game Society
    • /
    • v.17 no.5
    • /
    • pp.113-122
    • /
    • 2017
  • The location of the objects that make up a game can be an element of immersion for players. repeatedly appearing at the same position, the fun may be reduced, and as the play time elapses, the players will feel the game's fun as they appear in a larger area than at the beginning of the game play. This paper is a study to find out the location of objects according to the passage of time and to see how players controlled these objects. First, foreground images are extracted and accumulated using OpenCV programming language. The accumulated result is displayed as a heat map image. Second, the mouse movement area is detected using the mouse tracking program and compared with the heat map image, so that the screen area in which the player is interested can be known.