• Title/Summary/Keyword: 연구 토픽

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Study on Participants' Perceptions of Sharing Economy Policies: A Text Ming Approach to Online Community Posts (공유경제 참여자의 비즈니스 등록정책에 대한 인식과 심적기재: 온라인 발화에 대한 텍스트마이닝)

  • Park, Soo Kyung
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.47-56
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    • 2022
  • With the advent of online platforms, individuals have been able to trade small resources, such as a room, in the market. However, as there is no clear regulation on these economic activities, various side effects have emerged. Accordingly, the government reestablished related policies to resolve the unintended consequences of these economic activities. However, the policy has not been implemented yet, and many participants do not comply with the policy. Therefore, this study intends to examine their perceptions in detail. For this purpose, a text mining technique was applied. Posts and comments from major online communities were collected. By applying the topic modeling technique, 5 topics were derived. Compliance with the government's policy is a voluntary decision. Therefore, it is necessary to carry out an in-depth understanding of the policy target. Therefore, based on this study, it is expected that in the future, methods to induce them to conform to policy can be discussed in detail.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

A Study on the Visualization of Geospatial Big Data using Sentiment Analysis of Collective Civil Complaints (집단민원의 감성분석을 이용한 공간빅데이터 시각화 방안)

  • Yong-Jin JOO
    • Journal of the Korean Association of Geographic Information Studies
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    • v.26 no.1
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    • pp.11-20
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    • 2023
  • Traditionally, surveys or interview studies have been used to measure satisfaction factors for public services. This method focuses on the simple frequency of civil complaints and does not consider the aggravation of emotions implied in civil complaints. As a result, it is difficult to judge the urgency of civil complaints and the severity of grievances experienced by civil petitioners. This study aims to calculate the negative emotional value of collective complaints by using the happiness score for each word on the Hedonometer. The Anti-Corruption and Civil Rights Commission applied a Hedonometer to the top civil complaint topics and related keyword data by region in 2021 to calculate negative sentiment values by subject of civil complaints, and visualize the distribution by region. Using the negative emotional values derived from the results of this study, the severity of emotions contained in civil complaints can be considered. It is also expected to be helpful in determining the urgency of civil complaints and the severity of grievances experienced by civil petitioners.

A Methodology for Automatic Multi-Categorization of Single-Categorized Documents (단일 카테고리 문서의 다중 카테고리 자동확장 방법론)

  • Hong, Jin-Sung;Kim, Namgyu;Lee, Sangwon
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.77-92
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    • 2014
  • Recently, numerous documents including unstructured data and text have been created due to the rapid increase in the usage of social media and the Internet. Each document is usually provided with a specific category for the convenience of the users. In the past, the categorization was performed manually. However, in the case of manual categorization, not only can the accuracy of the categorization be not guaranteed but the categorization also requires a large amount of time and huge costs. Many studies have been conducted towards the automatic creation of categories to solve the limitations of manual categorization. Unfortunately, most of these methods cannot be applied to categorizing complex documents with multiple topics because the methods work by assuming that one document can be categorized into one category only. In order to overcome this limitation, some studies have attempted to categorize each document into multiple categories. However, they are also limited in that their learning process involves training using a multi-categorized document set. These methods therefore cannot be applied to multi-categorization of most documents unless multi-categorized training sets are provided. To overcome the limitation of the requirement of a multi-categorized training set by traditional multi-categorization algorithms, we propose a new methodology that can extend a category of a single-categorized document to multiple categorizes by analyzing relationships among categories, topics, and documents. First, we attempt to find the relationship between documents and topics by using the result of topic analysis for single-categorized documents. Second, we construct a correspondence table between topics and categories by investigating the relationship between them. Finally, we calculate the matching scores for each document to multiple categories. The results imply that a document can be classified into a certain category if and only if the matching score is higher than the predefined threshold. For example, we can classify a certain document into three categories that have larger matching scores than the predefined threshold. The main contribution of our study is that our methodology can improve the applicability of traditional multi-category classifiers by generating multi-categorized documents from single-categorized documents. Additionally, we propose a module for verifying the accuracy of the proposed methodology. For performance evaluation, we performed intensive experiments with news articles. News articles are clearly categorized based on the theme, whereas the use of vulgar language and slang is smaller than other usual text document. We collected news articles from July 2012 to June 2013. The articles exhibit large variations in terms of the number of types of categories. This is because readers have different levels of interest in each category. Additionally, the result is also attributed to the differences in the frequency of the events in each category. In order to minimize the distortion of the result from the number of articles in different categories, we extracted 3,000 articles equally from each of the eight categories. Therefore, the total number of articles used in our experiments was 24,000. The eight categories were "IT Science," "Economy," "Society," "Life and Culture," "World," "Sports," "Entertainment," and "Politics." By using the news articles that we collected, we calculated the document/category correspondence scores by utilizing topic/category and document/topics correspondence scores. The document/category correspondence score can be said to indicate the degree of correspondence of each document to a certain category. As a result, we could present two additional categories for each of the 23,089 documents. Precision, recall, and F-score were revealed to be 0.605, 0.629, and 0.617 respectively when only the top 1 predicted category was evaluated, whereas they were revealed to be 0.838, 0.290, and 0.431 when the top 1 - 3 predicted categories were considered. It was very interesting to find a large variation between the scores of the eight categories on precision, recall, and F-score.

A news visualization based on an algorithm by journalistic values (저널리즘 가치에 기초한 알고리즘을 이용한 뉴스 시각화)

  • Park, Daemin;Kim, Gi-Nam;Kang, Nam-Yong;Suh, Bongwon;Ha, Hyo-Ji;On, Byung-Won
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.5-12
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    • 2014
  • There was widespread criticism of the online news services due to their bias toward sensational and soft news. Thus, news services based on journalist values are socially requested. News source network analysis(NSNA), an algorithm to cluster and weight news sources, quotes, and articles, is suggested as a method to emphasize on journalist values like facts, variety, depth, and criticism in the previous study. This study suggests 'News Sources' as a visualization tool of NSNA. 'News Sources' shows news as bar graphs, weighted by facts and criticism, and arranged by organizations and subjects. This study designed a beta version using KINDS, a news archive of Korean Press Foundation.

Sentiment Analysis of Elderly and Job in the Demographic Cliff (인구절벽사회에서 노인과 일자리 감성분석)

  • Kim, Yang-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.110-118
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    • 2020
  • Social media data serves as a proxy indicator to understand the problems and the future of public opinion in Korean society. This research used 109,015 news data from 2016 to 2018 to analyze the sensitivity of the elderly and employment in Korean society, and explored the possibility of expanding the labor force in Korean society, which is facing a cliff between the elderly and the population. Topic keywords for employment of the elderly include "elderly*employment", "elderly*employment", and "elderly*wage". As a result of the analysis, positive sensitivity prevails for most of the period, and it is possible to expand the working-age population. Positive feelings about expanding employment opportunities for the elderly and negative feelings about low wages have brought to light the reality of the elderly who are still poor despite their work. In this study, social big data was used to analyze the perceptions and sensibilities of Korean society related to the elderly and employment through hierarchical crowd analysis and related text mining analysis.

Learning for User Profile Based on Negative Feedback and Reinforcement Learning (부정적 피드백과 강화학습을 이용한 사용자 프로파일 학습)

  • Son, Ki-Jun;Lim, Soo-Yeon;Lee, Sang-Jo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.6
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    • pp.754-759
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    • 2007
  • The information recommendation system offers selected documents according to information needs of dynamic users. User's needs are expressed as profiles consisting of one or more words and may be changed into some specifics through relevance feedback made by users during the recommendation process. In previous research, users have entered relevance information by taking part in explicit relevance feedbacks and learned user profiles using the positive relevance feedbacks. In this paper, we learn user profiles using not only positive relevance feedback but negative relevance feedback and reinforcement learning. To compare the proposed with previous method, we performed experiments to evaluate recommendation performance of the same topic. As a result, the former shows the improved performance than the latter does.

Retrieval Performance of XML Documents Using Object-Relational Databases (객체-관계형 데이터베이스에 의한 XML문헌의 검색성능 평가)

  • Kim, Hee-Sop
    • Journal of the Korean Society for information Management
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    • v.21 no.2
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    • pp.189-210
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    • 2004
  • The purpose of this study is to evaluate the performance of XML retrieval based on ORDBMSs(Object-Relational Database Management Systems) approach. This paper describes indexing and retrieval methods for XML documents and the methodologies of experiments at INEX(Initiative for the Evaluation of XML retrieval). Like any other traditional information retrieval experiment, the test collection was consists of documents, topics/queries, task, relevance assessments and evaluation. EXIMA$^{TM}$ Supply, a kind of native XML DB based on ORDBMS technologies, is used for this experiment. Although this approach has many benefits, for example, no delay in storing and searching XML documents. but it showed relatively disappointed retrieval performance at INEX 2002. This result may caused since the given topics had to be decomposed and modified to be processed by the XPath processor, and during this modification the original meaning of topics can be changed inevitably and some important information nay pass over.r.

A Comparative Analysis of Design Methods for Educational Games (교육용 게임디자인 방법들의 비교분석)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.25-35
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    • 2010
  • The generation who have had experienced computer games while growing up, are called game generation. The game generation has quite different styles of thinking and behavior from other generations. But present education methods for the game generation are not basically different from the education methods for other generations. Prensky argued that digital game-based learning is one of the few ways to meet the needs of the information age for the game generation. In this paper, we analyze the suitability of 4 design methods for educational games in comparison which were selected by the literatures survey. The suitability analysis was performed on the overall design method, the game design method, the education design method, the explicit of the design method, and the pros and cons. We suggest research topics on design methods for educational games which are needed to research in the future, based on the analyzed results.

A Study on Enhancement of Learning Outcomes through Building of Learning Ontologies (학습 온톨로지 생성을 통한 학습 성과 강화에 관한 연구)

  • Kim, Jung-Min;Chung, Hyun-Sook
    • Journal of Engineering Education Research
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    • v.11 no.2
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    • pp.15-24
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    • 2008
  • Teaching is communication between instructor and students. The learning outcomes can be enhanced by active learning of students. However, there are many obstacles to effective learning below, such as lecture notes authored by instructor, passive student participation, and paper-based homework. In this paper, we propose an effective method for enhancing learning effect through constructing learner ontologies in which knowledge discovered by students is conceptualized and organized. The learning ontology is composed of a teacher ontology and many learner ontologies. The learning ontology is used in discussion, visual presentation, and knowledge sharing between instructor and students. We used the learning ontology in two lectures in practice and learned that the learning ontology enhances learning effect through analysis of feedbacks of students.