• Title/Summary/Keyword: Character Network Analysis

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Sequential Step of Simulacre in Social Network Game (소셜 게임에 나타난 시뮬라크르의 연속단계)

  • Seo, Seong-Eun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.43-55
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    • 2012
  • In SNG, actual users enter virtual space with their real identity. They can enter the game space easily and rapidly from the real space and can get out of it easily. For such free crossing between the virtual and the real, every character, space image and game play has symbolic reality. While paying attention to the game play process of SNG such symbolic reality is constructed into the virtual world in the game, this study intends to identify that it follows an order of simulacre by Baudrillard. As the result of analysis, it shows that SNG promotes easy entering the game space while reflecting the reality to the most in the opening part of game play. And, gradually concealing reality, it reaches a pure simulacre step while covering up and distorting absence of the reality. If we compare it with the direct entering the pure similacre step in the existing Online games like MMORPG, we can know that such a game play process according to the similacre order may be the distinct game characteristic of SNG.

Scene Arrangement Analyzed through Data Visualization of Climax Patterns of Films (영화 클라이맥스 패턴의 데이터시각화를 통해 분석한 장면 배열)

  • Lim, Yang-Mi;Eom, Ju-Eon
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1621-1626
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    • 2017
  • This study conducts data visualization of common climax patterns of Korean blockbuster films to analyze shots and evaluate scene (subplot unit) arrangement. For this purpose, a model of editing patterns is used to analyze how many climax patterns a film contains. Moreover, a system, which automatically collects shot images and classifies shot sizes of collected data, is designed to demonstrate that a single scene is composed based on a climax pattern. As a scene is a subplot and thus its arrangement cannot fully be analyzed only by climax patterns, dialogues of starring actors are also used to identify scenes, and the result is compared with data visualization results. It detects dialogues between particular actors and visualizes dialogue formation in a network form. Such network visualization enables the arrangement of main subplots to be analyzed, and the box office performance of a film can be explained by the density of subplots. The study of two types comparison analysis is expected to contribute to planning, plotting, and producing films.

The Importance of Multimedia for Professional Training of Future Specialists

  • Plakhotnik, Oleh;Strazhnikova, Inna;Yehorova, Inha;Semchuk, Svitlana;Tymchenko, Alla;Logvinova, Yaroslava;Kuchai, Oleksandr
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.43-50
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    • 2022
  • For high-quality education of the modern generation of students, forms of organizing the educational process and the latest methods of obtaining knowledge that differ from traditional ones are necessary. The importance of multimedia teaching tools is shown, which are promising and highly effective tools that allow the teacher not only to present an array of information in a larger volume than traditional sources of information, but also to include text, graphs, diagrams, sound, animation, video, etc. in a visually integrated form. Approaches to the classification of multimedia learning tools are revealed. Special features, advantages of multimedia, expediency of use and their disadvantages are highlighted. A comprehensive analysis of the capabilities of multimedia teaching tools gave grounds for identifying the didactic functions that they perform. Several areas of multimedia application are described. Multimedia technologies make it possible to implement several basic methods of pedagogical activity, which are traditionally divided into active and passive principles of student interaction with the computer, which are revealed in the article. Important conditions for the implementation of multimedia technologies in the educational process are indicated. The feasibility of using multimedia in education is illustrated by examples. Of particular importance in education are game forms of learning, in the implementation of which educational elements based on media material play an important role. The influence of the game on the development of attention by means of works of media culture, which are very diverse in form and character, is shown. The importance of the role of multimedia in student education is indicated. In the educational process of multimedia students, a number of educational functions are implemented, which are presented in the article. Recommendations for using multimedia are given.

A Deep Learning Approach for Covid-19 Detection in Chest X-Rays

  • Sk. Shalauddin Kabir;Syed Galib;Hazrat Ali;Fee Faysal Ahmed;Mohammad Farhad Bulbul
    • International Journal of Computer Science & Network Security
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    • v.24 no.3
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    • pp.125-134
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    • 2024
  • The novel coronavirus 2019 is called COVID-19 has outspread swiftly worldwide. An early diagnosis is more important to control its quick spread. Medical imaging mechanics, chest calculated tomography or chest X-ray, are playing a vital character in the identification and testing of COVID-19 in this present epidemic. Chest X-ray is cost effective method for Covid-19 detection however the manual process of x-ray analysis is time consuming given that the number of infected individuals keep growing rapidly. For this reason, it is very important to develop an automated COVID-19 detection process to control this pandemic. In this study, we address the task of automatic detection of Covid-19 by using a popular deep learning model namely the VGG19 model. We used 1300 healthy and 1300 confirmed COVID-19 chest X-ray images in this experiment. We performed three experiments by freezing different blocks and layers of VGG19 and finally, we used a machine learning classifier SVM for detecting COVID-19. In every experiment, we used a five-fold cross-validation method to train and validated the model and finally achieved 98.1% overall classification accuracy. Experimental results show that our proposed method using the deep learning-based VGG19 model can be used as a tool to aid radiologists and play a crucial role in the timely diagnosis of Covid-19.

Performance Analysis of Optimal Neural Network structural BPN based on character value of Hidden node (은닉노드의 특징 값을 기반으로 한 최적신경망 구조의 BPN성능분석)

  • 강경아;이기준;정채영
    • Journal of the Korea Society of Computer and Information
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    • v.5 no.2
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    • pp.30-36
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    • 2000
  • The hidden node plays a role of the functional units that classifies the features of input pattern in the given question. Therefore, a neural network that consists of the number of a suitable optimum hidden node has be on the rise as a factor that has an important effect upon a result. However there is a problem that decides the number of hidden nodes based on back-propagation learning algorithm. If the number of hidden nodes is designated very small perfect learning is not done because the input pattern given cannot be classified enough. On the other hand, if designated a lot, overfitting occurs due to the unnecessary execution of operation and extravagance of memory point. So, the recognition rate is been law and the generality is fallen. Therefore, this paper suggests a method that decides the number of neural network node with feature information consisted of the parameter of learning algorithm. It excludes a node in the Pruning target, that has a maximum value among the feature value obtained and compares the average of the rest of hidden node feature value with the feature value of each hidden node, and then would like to improve the learning speed of neural network deciding the optimum structure of the multi-layer neural network as pruning the hidden node that has the feature value smaller than the average.

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Policy Network Analysis on the Legislation Process of Internet Contents Regulation (인터넷내용규제 입법과정에 관한 정책네트워크 분석)

  • Song Sung-Soo;Kwon Gi-Chang
    • Journal of Science and Technology Studies
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    • v.4 no.1 s.7
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    • pp.83-110
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    • 2004
  • This article examines the legislation process of internet contents regulation through three phases from a policy network point of view. In the first phase, heated debates were initiated during the public hearings after the Ministry of Information & Communications announced its plan to introduce the internet contents grading system During the second phase, bills were submitted to the Standing Committee of the National Assembly, where the bills were deliberated, passed, and promulgated. In the third phase, issues on enforcement ordinance were resolved as the degree of conflict was mitigated. Policy network during the first phase started in a conflicting and distributed form, but has evolved into a conflicting and centralized form. The appropriate closure of the debate on the internet contents regulation can be explained by the structure of governmental departments, the character of new technology, and the mobilization of general public.

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A Study of Visualizing Relational Information - In Mitologia Project - (관계형 정보의 시각화에 관한 연구 - 미톨로지아 프로젝트를 중심으로 -)

  • Jang, Seok-Hyun;Hwang, Hyo-Won;Lee, Kyung-Won
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.73-80
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    • 2006
  • Mitologia is about visualizing relations of information in user-oriented method. Most information given in life has invisible relations with each other. By analyzing the common characters and relations of information, we can not only measure the importance of the information but also grasp the overall properties of the information. Especially human relations are the major concerns of social network having several visualization methodologies shown by analyzing relations of each individual in society. We applied social network theory to grasp relationships between characters in Greek mythology representing a limited society. But the current tools of social network analysis have limits that they show the information one-sided way because of the ignorance of user-oriented design. Mitologia attempts to suggest the visual structure model more effective and easy to understand in analyzing data. We extracted connections among myth characters by evaluating classes, frequencies of appearance and emotional links they have. And we raised the understanding of users with furnishing the proper interaction to the information. The initial interface offers 4 kinds of indexes helping to access character nodes easily, while zoom-in function can be used for the detailed relations. The Zoom-in is quite different from usual filtering methods. It makes the irrelative information invisible so that users can find out the characters' relation more easily and quickly. This project suggests the layout to show overall information relationships and the appropriate interactions to present detailed information at the same time.

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Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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Semantic Network Analysis of Presidential Debates in 2007 Election in Korea (제17대 대통령 후보 합동 토론 언어네트워크 분석 - 북한 관련 이슈를 중심으로)

  • Park, Sung-Hee
    • Korean journal of communication and information
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    • v.45
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    • pp.220-254
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    • 2009
  • Presidential TV debates serve as an important instrument for the general viewers to evaluate the candidates’ character, to examine their policy, and finally to make an important political decisions to cast ballots. Every words candidates utter in the course of entire election campaign exert influence of a certain significance by delivering their ideas and by creating clashes with their respective opponents. This study focuses on the conceptual venue, coined as ‘stasis’ by ancient rhetoricians, in which the clashes take place, and examines the words selection made by each candidates, the manners in which they form stasis, call for evidence, educate the public, and finally create a legitimate form of political argumentation. The study applied computer based content analysis using KrKwic and UCINET software to analyze semantic networks among the candidates. The results showed three major candidates, namely Lee Myung Bak, Jung Dong Young, and Lee Hoi Chang, displayed separate patterns in their use of language, by selecting the words that are often neglected by their opponents. Apparently, the absence of stasis and the lack of speaking mutual language significantly undermined the effects of debates. Central questions regarding issues of North Korea failed to meet basic requirements, and the respondents failed to engage in effective argumentation process.

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Analysis of Behavior of Seoullo 7017 Visitors - With a Focus on Text Mining and Social Network Analysis - (서울로 7017 방문자들의 이용행태 분석 -텍스트 마이닝과 소셜 네트워크 분석을 중심으로-)

  • Woo, Kyung-Sook;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.6
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    • pp.16-24
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    • 2020
  • The purpose of this study is to analyze the usage behavior of Seoullo 7017, the first public garden in Korea, to understand the usage status by analyzing blogs, and to present usage behavior and improvement plans for Seoullo 7017. From June 2017 to May 2020, after Seoullo 7017 was open to citizens, character data containing 'Seoullo 7017' in the title and contents of NAVER and·DAUM blogs were converted to text mining and socialization, a Big Data technique. The analysis was conducted using social network analysis. The summary of the research results is as follows. First of all, the ratio of men and women searching for Seoullo 7017 online is similar, and the regions that searched most are in the order of Seoul and Gyeonggi, and those in their 40s and 50s were the most interested. In other words, it can be seen that there is a lack of interest in regions other than Seoul and Gyeonggi and among those in their 10s, 20s, and 30s. The main behaviors of Seoullo 7017 are' night view' and 'walking', and the factors that affect culture and art are elements related to culture and art. If various programs and festivals are opened and actively promoted, the main behavior will be more varied. On the other hand, the main behavior that the users of Seoullo 7017 want is 'sit', which is a static behavior, but the physical conditions are not sufficient for the behavior to occur. Therefore, facilities that can cause sitting behavior, such as shades and benches must be improved to meet the needs of visitors. The peculiarity of the change in the behavior of Seoullo 7017 is that it is recognized as a good place to travel alone and a good place to walk alone as a public multi-use facility and group activities are restricted due to COVID-19. Accordingly, in a situation like the COVD-19 pandemic, more diverse behaviors can be derived in facilities where people can take a walk, etc., and the increase of various attractions and the satisfaction of users can be increased. Seoullo 7017, as Korea's first public pedestrian area, was created for urban regeneration and the efficient use of urban resources in areas beyond the meaning of public spaces and is a place with various values such as history, nature, welfare, culture, and tourism. However, as a result of the use behavior analysis, various behaviors did not occur in Seoullo 7017 as expected, and elements that hinder those major behaviors were derived. Based on these research results, it is necessary to understand the usage behavior of Seoullo 7017 and to establish a plan for spatial system and facility improvement, so that Seoullo 7017 can be an important place for urban residents and a driving force to revitalize the city.