• Title/Summary/Keyword: BIG five

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An Inference System Using BIG5 Personality Traits for Filtering Preferred Resource

  • Jong-Hyun, Park
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.9-16
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    • 2023
  • In the IoT environment, various objects mutually interactive, and various services can be composed based on this environment. In the previous study, we have developed a resource collaboration system to provide services by substituting limited resources in the user's personal device using resource collaboration. However, in the preceding system, when the number of resources and situations increases, the inference time increases exponentially. To solve this problem, this study proposes a method of classifying users and resources by applying the BIG5 user type classification model. In this paper, we propose a method to reduce the inference time by filtering the user's preferred resources through BIG5 type-based preprocessing and using the filtered resources as an input to the recommendation system. We implement the proposed method as a prototype system and show the validation of our approach through performance and user satisfaction evaluation.

Robot's Emotion Generation Model based on Generalized Context Input Variables with Personality and Familiarity (성격과 친밀도를 지닌 로봇의 일반화된 상황 입력에 기반한 감정 생성)

  • Kwon, Dong-Soo;Park, Jong-Chan;Kim, Young-Min;Kim, Hyoung-Rock;Song, Hyunsoo
    • IEMEK Journal of Embedded Systems and Applications
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    • v.3 no.2
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    • pp.91-101
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    • 2008
  • For a friendly interaction between human and robot, emotional interchange has recently been more important. So many researchers who are investigating the emotion generation model tried to naturalize the robot's emotional state and to improve the usability of the model for the designer of the robot. And also the various emotion generation of the robot is needed to increase the believability of the robot. So in this paper we used the hybrid emotion generation architecture, and defined the generalized context input of emotion generation model for the designer to easily implement it to the robot. And we developed the personality and loyalty model based on the psychology for various emotion generation. Robot's personality is implemented with the emotional stability from Big-Five, and loyalty is made of familiarity generation, expression, and learning procedure which are based on the human-human social relationship such as balance theory and social exchange theory. We verify this emotion generation model by implementing it to the 'user calling and scheduling' scenario.

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The Quantitative Analysis of Polycyclic Aromatic Hydrocarbons(PAHs) in Sewage Sludge by Gas Chromatography-Ion Trap Mass Spectrometry (가스크로마토그래피-이온트랩질량분석법을 이용한 하수슬러지 중 다핵방향족탄화수소(PAHs) 함량 분석)

  • 남재작;소규호;박우균;조남준;이상학
    • Journal of Environmental Science International
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    • v.11 no.4
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    • pp.367-373
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    • 2002
  • The polycyclic aromatic hydrocarbons(PAHs) content in sewage sludge was determined by gas chromatography linked to ion trap mass spectrometry(GC/ITMS) with five deuterated PAHs as internal standards. The minimum detection limit was from 1.66 to 7.14 pg for individual PAH by GC/ITMS. For determining total PAHs(∑PAH) in sewage sludge 84 samples from 74 waste water treatment plants in whole country were analyzed. The average content of ∑PAH far whole samples was 3,289$\pm$3,098 $\mu\textrm{g}$/kg, and ranged from 142 to maximum 20,102 $\mu\textrm{g}$/kg. According to the number of population of the city, the areas were classified as five regions, ie. big, large, middle, small, and rural area in which the waste water treated plants were grown. The contents of PAHs were 4,689$\pm$5,503, 5,839$\pm$6,401, 3,725$\pm$2,053, 2,237$\pm$2,069, and 2,475$\pm$1,489 $\mu\textrm{g}$/kg, in big, large, middle, small, and rural area, respectively.

A Study on Veracity of Raw Data based on Value Creation -Focused on YouTube Monetization

  • CHOI, Seoyeon;SHIN, Seung-Jung
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.218-223
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    • 2021
  • The five elements of big data are said to be Volume, Variety, Velocity, Veracity, and Value. Among them, data lacking the Veracity of the data or fake data not only makes an error in decision making, but also hinders the creation of value. This study analyzed YouTube's revenue structure to focus the effect of data integrity on data valuation among these five factors. YouTube is one of the OTT service platforms, and due to COVID-19 in 2020, YouTube creators have emerged as a new profession. Among the revenue-generating models provided by YouTube, the process of generating advertising revenue based on click-based playback was analyzed. And, analyzed the process of subtracting the profits generated from invalid activities that not the clicks due to viewers' pure interests, then paying the final revenue. The invalid activity in YouTube's revenue structure is Raw Data, not pure viewing activity of viewers, and it was confirmed a direct impact on revenue generation. Through the analysis of this process, the new Data Value Chain was proposed.

"Does Emotional Intelligence Impact Technology Adoption?" : A study on Adoption of Augmented Reality

  • Abhishek Srivastava;Ananya Ray;Arghya Ray;Pradip Kumar Bala;Shilpee A Dasgupta;Yogesh K. Dwivedi
    • Asia pacific journal of information systems
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    • v.33 no.3
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    • pp.624-651
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    • 2023
  • The study makes several contributions to not only the adoption literature by examining the influence of Emotional Intelligence (EI) and Big-Five traits on adoption of Augmented Reality (AR) but also given its utility in both industry and research, it contributes to the interesting inter-disciplinary domain of psychology, information systems, and human behaviour. A quantitative based approach using a sample of 275 respondents was undertaken. It is found that emotional intelligence influence both perceived ease-of-use and perceived usefulness. They in turn influence intention to use. Another important observation is that personality traits (openness and agreeableness) have a significant moderating effect on the relation between attitude and intention to use AR. This research will help academicians and executives working on the adoption of AR in various sectors ranging from retail industry to the education sector. The originality of this study is that it explores the impact of EI on the acceptance of AR and helps in extending the literature in interdisciplinary research.

Effects of SNS user's Personality on Usage patterns and SNS commitment: A case study of Facebook (SNS 이용자의 성격이 SNS 이용유형과 SNS 몰입에 미치는 영향에 관한 연구: 페이스북을 중심으로)

  • Choi, Yena;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.17 no.3
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    • pp.95-106
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    • 2016
  • The purpose of this study was to examine how college students use Facebook and the ways in which they feel of commitment while using Facebook. The Big Five Personality Model has been considerably used in the psychology fields, and the researchers have started to explore the role of characteristic factors in influencing an individual's use of social media, such as Facebook which has become one of the most popular social networking site in the world. Therefore, the current study aims to specify the links between The Big Five Personality Model and usage patterns as well as commitment of Facebook. Two hundreds thirty five college students participated in a survey and the results are as follows: First, participants who were high in extraversion and agreeableness were more likely to do information sharing activities such as sharing posts to their friends, writing comments on the other's posts. In addition, participants who were high in openness to experience, conscientiousness, and neuroticism were more likely to do information producing activities including offering events, group, or public pages to meet people both on and offline. Second, in terms of the relationship between personality traits and commitment to the Facebook, the study found that extraversion and neuroticism were related to users' commitment to Facebook. These findings are consistent with the existing literature regarding extraversion and neuroticism were representative personality factors when it comes to commitment of media. Specifically, the study found that those who were high in neuroticism were more likely to produce information such as posting photos repeatedly or tagging their friends on posts, and also more likely to feel commitment on Facebook. These findings confirm that personality is a highly relevant factor in determining individual's behavior and the degree of commitment on Facebook. Based on these findings implications and limitations of the study are discussed.

The effect of Big-data investment on the Market value of Firm (기업의 빅데이터 투자가 기업가치에 미치는 영향 연구)

  • Kwon, Young jin;Jung, Woo-Jin
    • Journal of Intelligence and Information Systems
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    • v.25 no.2
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    • pp.99-122
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    • 2019
  • According to the recent IDC (International Data Corporation) report, as from 2025, the total volume of data is estimated to reach ten times higher than that of 2016, corresponding to 163 zettabytes. then the main body of generating information is moving more toward corporations than consumers. So-called "the wave of Big-data" is arriving, and the following aftermath affects entire industries and firms, respectively and collectively. Therefore, effective management of vast amounts of data is more important than ever in terms of the firm. However, there have been no previous studies that measure the effects of big data investment, even though there are number of previous studies that quantitatively the effects of IT investment. Therefore, we quantitatively analyze the Big-data investment effects, which assists firm's investment decision making. This study applied the Event Study Methodology, which is based on the efficient market hypothesis as the theoretical basis, to measure the effect of the big data investment of firms on the response of market investors. In addition, five sub-variables were set to analyze this effect in more depth: the contents are firm size classification, industry classification (finance and ICT), investment completion classification, and vendor existence classification. To measure the impact of Big data investment announcements, Data from 91 announcements from 2010 to 2017 were used as data, and the effect of investment was more empirically observed by observing changes in corporate value immediately after the disclosure. This study collected data on Big Data Investment related to Naver 's' News' category, the largest portal site in Korea. In addition, when selecting the target companies, we extracted the disclosures of listed companies in the KOSPI and KOSDAQ market. During the collection process, the search keywords were searched through the keywords 'Big data construction', 'Big data introduction', 'Big data investment', 'Big data order', and 'Big data development'. The results of the empirically proved analysis are as follows. First, we found that the market value of 91 publicly listed firms, who announced Big-data investment, increased by 0.92%. In particular, we can see that the market value of finance firms, non-ICT firms, small-cap firms are significantly increased. This result can be interpreted as the market investors perceive positively the big data investment of the enterprise, allowing market investors to better understand the company's big data investment. Second, statistical demonstration that the market value of financial firms and non - ICT firms increases after Big data investment announcement is proved statistically. Third, this study measured the effect of big data investment by dividing by company size and classified it into the top 30% and the bottom 30% of company size standard (market capitalization) without measuring the median value. To maximize the difference. The analysis showed that the investment effect of small sample companies was greater, and the difference between the two groups was also clear. Fourth, one of the most significant features of this study is that the Big Data Investment announcements are classified and structured according to vendor status. We have shown that the investment effect of a group with vendor involvement (with or without a vendor) is very large, indicating that market investors are very positive about the involvement of big data specialist vendors. Lastly but not least, it is also interesting that market investors are evaluating investment more positively at the time of the Big data Investment announcement, which is scheduled to be built rather than completed. Applying this to the industry, it would be effective for a company to make a disclosure when it decided to invest in big data in terms of increasing the market value. Our study has an academic implication, as prior research looked for the impact of Big-data investment has been nonexistent. This study also has a practical implication in that it can be a practical reference material for business decision makers considering big data investment.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Machine Learning based Bandwidth Prediction for Dynamic Adaptive Streaming over HTTP

  • Yoo, Soyoung;Kim, Gyeongryeong;Kim, Minji;Kim, Yeonjin;Park, Soeun;Kim, Dongho
    • Journal of Advanced Information Technology and Convergence
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    • v.10 no.2
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    • pp.33-48
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    • 2020
  • By Digital Transformation, new technologies like ML (Machine Learning), Big Data, Cloud, VR/AR are being used to video streaming technology. We choose ML to provide optimal QoE (Quality of Experience) in various network conditions. In other words, ML helps DASH in providing non-stopping video streaming. In DASH, the source video is segmented into short duration chunks of 2-10 seconds, each of which is encoded at several different bitrate levels and resolutions. We built and compared the performances of five prototypes after applying five different machine learning algorithms to DASH. The prototype consists of a dash.js, a video processing server, web servers, data sets, and five machine learning models.

A Deep Learning Model for Predicting User Personality Using Social Media Profile Images

  • Kanchana, T.S.;Zoraida, B.S.E.
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.265-271
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    • 2022
  • Social media is a form of communication based on the internet to share information through content and images. Their choice of profile images and type of image they post can be closely connected to their personality. The user posted images are designated as personality traits. The objective of this study is to predict five factor model personality dimensions from profile images by using deep learning and neural networks. Developed a deep learning framework-based neural network for personality prediction. The personality types of the Big Five Factor model can be quantified from user profile images. To measure the effectiveness, proposed two models using convolution Neural Networks to classify each personality of the user. Done performance analysis among two different models for efficiently predict personality traits from profile image. It was found that VGG-69 CNN models are best performing models for producing the classification accuracy of 91% to predict user personality traits.