• Title/Summary/Keyword: 아이템 중요도

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Personalized Expert-Based Recommendation (개인화된 전문가 그룹을 활용한 추천 시스템)

  • Chung, Yeounoh;Lee, Sungwoo;Lee, Jee-Hyong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.23 no.1
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    • pp.7-11
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    • 2013
  • Taking experts' knowledge to recommend items has shown some promising results in recommender system research. In order to improve the performance of the existing recommendation algorithms, previous researches on expert-based recommender systems have exploited the knowledge of a common expert group for all users. In this paper, we study a problem of identifying personalized experts within a user group, assuming each user needs different kinds and levels of expert help. To demonstrate this idea, we present a framework for using Support Vector Machine (SVM) to find varying expert groups for users; it is shown in an experiment that the proposed SVM approach can identify personalized experts, and that the person-alized expert-based collaborative filtering (CF) can yield better results than k-Nearest Neighbor (kNN) algorithm.

A Study on Composition Factor of Online Game Community using Case Analysis of Cyworld (싸이월드의 사례 분석을 이용한 온라인 게임의 커뮤니티 구성 요소에 대한 연구)

  • Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.3-13
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    • 2004
  • On today, online community that is irrespective to geometrical area and time has been appeared by information technology and development of internet. It has been significant decision method of a personal and company. And online community is variously classified by it's purpose. Among online community, online game community is be roughly classed as community in online game and community in related online game. Community in related online game community is means for interchanging informations using e-mail, bulletin board, so as on. These information contain game playing, game contents so as on. And community in online game is implemented as team, item exchange, chatting etc. Importance of community in online game and community in related online game have been increased. But online game community is not distinguished, comparing with importance of it. So, in this paper, we study on the case analysis of cyworld's community that developed characteristic community. Cyworld community is suitable for new generation and korean life style, method of adaption online game. This paper should be profitable for community in re lated online game, community company to planning, developing a characteristic community.

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Analysis on Character Designs of Universities (대학의 캐릭터 디자인 분석)

  • Kwon, Yun-Kyoung
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.165-175
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    • 2008
  • With the beginning of the 21st century, the rapid change of the environment of education makes the universities eager to develop a new image of themselves (i.e. image marketing). Character, one of the image marketing items, plays an important role for improving the image of universities by connecting the inner members more firmly, preserving the tradition of the university and being used as an advertising instrument. Considering these important roles, universities are focusing on designing character in order to express their identity and image efficiently. In this study, I surveyed the characters of universities and examined that these characters are reflecting the image of their universities, working on unity and harmony of the members and establishing the identity of each university properly. At the same time, I analyzed the relation between characters and symbols of universities. I expect that familiar and identified characters can be an essential element in improving the image of universities by giving visual advertising effects and informing the image of universities distinctively.

A Study on Immersion Degree of Players Depending on Figurative Characteristics of Game Characters (게임 캐릭터의 조형적 특성에 따른 플레이어의 몰입도에 관한 연구)

  • Park, Chan-Ik
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.271-276
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    • 2020
  • This study is intended to compare and analyze the figurative characteristics of game characters focusing on the MMO shooting game 'Battle Ground' and the MOVA game 'League of Legends,' which currently have the largest number of users in Korea, in order to assess how much effect the figurative shape of game characters has on the immersion of players. As a result, the shape of characters from MOVA or MMORPG games with storytelling as an important factor was revealed to have a greater effect on the immersion degree of players than that of the characters from fast-paced shooting games. In particular, it was found that in games where the level of each character is raised as items are added, the height of most characters is the same as their own eight or nine heads, which is longer than ordinary people.

Clustering-Based Recommendation Using Users' Preference (사용자 선호도를 사용한 군집 기반 추천 시스템)

  • Kim, Younghyun;Shin, Won-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.2
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    • pp.277-284
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    • 2017
  • In a flood of information, most users will want to get a proper recommendation. If a recommender system fails to give appropriate contents, then quality of experience (QoE) will be drastically decreased. In this paper, we propose a recommender system based on the intra-cluster users' item preference for improving recommendation accuracy indices such as precision, recall, and F1 score. To this end, first, users are divided into several clusters based on the actual rating data and Pearson correlation coefficient (PCC). Afterwards, we give each item an advantage/disadvantage according to the preference tendency by users within the same cluster. Specifically, an item will be received an advantage/disadvantage when the item which has been averagely rated by other users within the same cluster is above/below a predefined threshold. The proposed algorithm shows a statistically significant performance improvement over the item-based collaborative filtering algorithm with no clustering in terms of recommendation accuracy indices such as precision, recall, and F1 score.

On the Privacy Preserving Mining Association Rules by using Randomization (연관규칙 마이닝에서 랜덤화를 이용한 프라이버시 보호 기법에 관한 연구)

  • Kang, Ju-Sung;Cho, Sung-Hoon;Yi, Ok-Yeon;Hong, Do-Won
    • The KIPS Transactions:PartC
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    • v.14C no.5
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    • pp.439-452
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    • 2007
  • We study on the privacy preserving data mining, PPDM for short, by using randomization. The theoretical PPDM based on the secure multi-party computation techniques is not practical for its computational inefficiency. So we concentrate on a practical PPDM, especially randomization technique. We survey various privacy measures and study on the privacy preserving mining of association rules by using randomization. We propose a new randomization operator, binomial selector, for privacy preserving technique of association rule mining. A binomial selector is a special case of a select-a-size operator by Evfimievski et al.[3]. Moreover we present some simulation results of detecting an appropriate parameter for a binomial selector. The randomization by a so-called cut-and-paste method in [3] is not efficient and has high variances on recovered support values for large item-sets. Our randomization by a binomial selector make up for this defects of cut-and-paste method.

A Case Study for Development of Ideal Technology Market Knowledge Information System (이상적인 기술시장 지식정보시스템 개발에 관한 연구)

  • Sung, Kyung-Mo;Park, Hyun-Woo
    • Journal of Information Management
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    • v.35 no.4
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    • pp.17-33
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    • 2004
  • The movement toward knowledge-based economy has been accelerated, which is based on creation, diffusion and utilization of knowledge and information. In this change, Technomarket knowledge information plays a vital role in establishing R&D strategies, deciding on new investments, introducing new technology, finding new market, making up future business plans, etc. In this study, we intend to build a system for techno-market knowledge information, which enables users to analyze and acquire useful data by themselves and provides techno-market knowledge information immediately on technologies and items to experts. In conclusion, through this system we are able to cope actively with the rapid environmental changes and the increasing uncertainties and contribute to a national technology competence.

A Study on the Development Method of Android App GUI Test Automation Tool (안드로이드 앱 GUI 테스트 자동화 툴 개발 방법에 관한 연구)

  • Park, Se-jun;Kim, Kyu-jung
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.403-412
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    • 2021
  • As the number of mobile apps increases exponentially, automation of tests performed in the app development process is becoming more important. Until the app is released, iterative verification is performed through various types of tests, and this study was conducted focusing on the GUI test among various types of tests. This study is meaningful in that it can contribute to the stable app distribution of the developer by suggesting the development direction of the GUI test. To develop Android's GUI test tool, I collected basic data before presenting the development method by researching Android's UI controls and Material design guideline. After that, for the existing GUI test automation tool, two tools based on screen capture test and four tools based on source code analysis test were studied. Through this, it was found that existing GUI test tools don't consider visual design, usability, and component arrangement. In order to supplement the shortcomings of existing tools, a new GUI test automation tool development method was presented based on the basic data previously studied.

A Study on the ICT Standardization Strategy for realizing the Green New Deal (그린뉴딜의 실현을 위한 ICT 표준화 추진 전략에 관한 연구)

  • Choi, JungYul
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.23-29
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    • 2021
  • Countries are promoting Green New Deal policy to cope with global warming and climate change as a result of economic growth and overcome the economic crisis caused by the coronavirus 19. The role of ICT technology is crucial in realizing the Green New Deal policy, and standardization of ICT technology should be preceded. This paper examines domestic and foreign Green New Deal policies and analyzes trends in ICT standardization activities. Based on the analysis, we propose standards that should be developed for the eight major projects in order to successfully realize the Korean Green New Deal. A strategy to promote ICT standardization for the zero energy project in public facilities as an example was proposed. In addition, we present ways to resolve difficulties in realizing ICT standardization policies related to Korean Green New Deal. Through this study, it is expected that the Korean Green New Deal policies, which is being promoted at the pan-government level, will be effective based on ICT standard technology.

NFT Utilization Method in e-Sports

  • Chung Gun, Lee;Su-Hyun, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.47-53
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    • 2023
  • In this paper, based on the generalization and popularization of NFT, the utilization idea of using NFT in e-sports was proposed. We considered ways to utilize NFTs to make access to e-sports easy for all users and to secure users from various age groups. To this end, cases of NFTs with diversity in e-sports platforms were analyzed by type, and the degree of use of NFTs in e-sports was identified through a survey. As a result of the study, it was found that the NFT experience in the e-sports game was highly satisfactory and the desire to experience it again was strong. As NFTs have ownership and scarcity as important characteristics, they can respond well to the demand for owning unique items in e-sports. In addition, in marketing, by promoting limited edition products with scarcity, it is possible to promote marketing that creates value with high profitability. When using NFT in e-sports, various NFT functions are combined regardless of the type of sport, so NFT can become an economic infrastructure.