• Title/Summary/Keyword: Hate

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Data Augmentation for Generating Counter Narratives against Hate Speech (혐오 표현에 대한 대응 발화 생성을 위한 데이터 증강 기법)

  • Seungyoon Lee;Suhyune Son;Dahyun Jung;Chanjun Park;Aram So;Heuiseok Lim
    • Annual Conference on Human and Language Technology
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    • 2022.10a
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    • pp.10-15
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    • 2022
  • 온라인상에서 발생하는 혐오 표현은 사회가 직면한 주요 문제 중 하나이다. 이러한 필요성에 입각해, 최근 인공지능을 활용하여 발화에 대한 교화 목적을 가진 대응 발화 쌍을 통해 혐오 표현에 대한 실질적인 완화를 진행하는 연구들이 생겨나고 있다. 그러나 각 혐오 표현에 적합한 대응 발화의 구축은 다수의 전문 인력이 요구되므로 데이터를 구축함에 있어 시간과 비용이 많이 소요되며 대응 발화 생성 또한 어려운 문제로 여겨진다. 해당 문제를 완화하기위해, 본 논문은 사전에 기 구축되어 있는 혐오 표현 데이터를 기반으로 의미 기반 검색을 적용하여 자동으로 데이터를 증강할 수 있는 쉽고 빠른 데이터 증강 방법론을 제안한다. 제안하는 프로세스의 타당성과 증강된 문장의 효과를 검증하기 위해 사전학습 모델을 기반으로 비교 실험을 진행하였다. 실험 결과, 제안하는 프로세스를 적용하였을 시, 그렇지 않은 모델 대비 높은 폭의 성능 향상을 보였다.

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Direction of Global Citizenship Education in the Age of Infodemic : A Case Study of the COVID-19 Pandemic in Korea

  • Jisu Park
    • International journal of advanced smart convergence
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    • v.12 no.1
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    • pp.82-91
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    • 2023
  • In 2020 when the COVID-19 pandemic began in full-scale, the WHO Director-General warned of the dangers of an infodemic. The infodemic is a phenomenon in which false information spreads rapidly like an epidemic and causes chaos, and it was noted that the COVID-19 pandemic is not just limited to health problems, but also linked to a variety of issues such as human rights, economic inequality, various discrimination, hate speech, fake news, global governance etc. In the field of education, it is necessary to think about how to connect this global situation with school classes. Accordingly, this study suggested the direction for global citizenship education by analyzing how the infodemic spreads on Korean social media with the case of the recent global COVID-19 pandemic. According to the research results, the rate of negative emotions was higher than positive ones in the emotions that generate infodemic, while anxiety and anger were focused among negative emotions. In addition, the infodemic tended to spread widely with the feelings of anger rather than anxiety, and the feelings of anger led to advocating aggressive policies against certain country and regions. Therefore, global citizenship education is required to focus on a sense of duty and responsibility as a citizen, not on the level of national identity based on an exclusive sense of belonging. Furthermore, global citizenship education needs to lead to presenting a blueprint for education in a way that can enhance the awareness of the global community for joint response to global challenges and realize common prosperity based on sustainability and justice.

Improvements to the RELAP5/MOD3 Reflood Model and Assessment (RELAP5 /MOD3 재관수 모델의 개선 및 평가)

  • Chung, B.D.;Lee, Y.J.;Park, C.E.;Choi, C.J.;Hwang, T.S.
    • Nuclear Engineering and Technology
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    • v.26 no.2
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    • pp.265-276
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    • 1994
  • Several improvements to the RELAP5/MOD3 reflood model hate been made. These improvement were made to correct deficiencies in the reflood model identified by the assessment of the RELAP5/MOD3 code against FLECHT-SEASET experiments. The improvements consist of modification of reflood wall heat transfer package and adjusting the droplet size in dispersed flow regime. The time smoothing of wall vaporization and level tracking of transition flow are also added to eliminate the pressure spikes and level oscillation during reflood process. Assessment of the improved model against FLECHT-SEASET experimental data and application of LBLOCA analysis for plant shows that the deficiencies have been corrected.

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Otherness and Diversity in Vietnamese Confucianism: The Formation of the Symbol of the Ancestral King Lạc Long Quân Based on the Nguyễn Huy Thiệp Complex

  • DINH Hong Hai
    • Journal of Daesoon Thought and the Religions of East Asia
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    • v.2 no.2
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    • pp.123-139
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    • 2023
  • Quân sư phụ (君師父) is a concept of respectfulness derived from the Chinese Confucian concepts of sān gāng wǔ cháng (三綱五常, the Three Principles and Five Constant Virtues) and sān cóng sì dé (三從四德, the Four Virtues Applied to the Three Male Figures) that is applied to Vietnamese Confucianism in regards to not only kings but also Chinese Emperors, as well as Chinese culture generally. In his famous literary work Vàng lửa (Golden Fire), Nguyễn Huy Thiệp revealed the Vietnamese attitude to Chinese civilization: "Our country could be characterized as nhược tiểu (弱小, small and weak). Vietnam was like a maiden forcibly deflowered by Chinese civilization. 'She' enjoyed it, but also came to hate it and feel disgraced by it" (Nguyễn 1988). This is a special sentiment or psychological complex of the Vietnamese in relation to Chinese civilization. The research findings are that the Nguyễn Huy Thiệp complex is the rationale behind which the symbol of the ancestral King Lạc Long Quân (貉龍君) was altered via SinoVietnamese motifs in order to develop Vietnamese Confucian thought.

A Study of Internet Content Regulation in South Korea (국내 통신심의 제도 개선에 관한 연구)

  • SUNG OCK YOON
    • Informatization Policy
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    • v.30 no.2
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    • pp.3-21
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    • 2023
  • The recent Internet environment demands a new approach to Internet content regulation. The need for regulation on the Internet has been recognized due to the rise of digital sex crimes, illegal information such as drugs and suicide, fake news, hate speech, false consumer reviews, and harmful content for young people. This article attempts to analyze the legislative, judicial, and administrative aspects of Internet content regulation in Korea. It covers the current status and characteristics of the Internet content regulation law, the judicial judgment on KCSC's communications deliberation and regulation, and the process and characteristics of KCSC's communications deliberation. Problems in Korea's communications deliberation system were addressed through legislative, judicial, and administrative approaches. This article concludes with policy suggestions for improving Internet content regulation in Korea.

Developing artificial football agents based upon multi-agent techniques in the AI world cup (AI World Cup 환경을 이용한 멀티 에이전트 기반 지능형 가상 축구 에이전트 구현)

  • Lee, Eunhoo;Seong, Hyeon-ah;Jung, Minji;Lee, Hye-in;Joung, Jinoo;Lee, Eui Chul;Lee, Jee Hang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.819-822
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    • 2021
  • AI World Cup 환경은 다수 가상 에이전트들이 팀을 이뤄서 서로 상호작용하며 대전이 가능한 가상 축구 환경이다. 본 논문에서는 AI World Cup 환경에서 멀티 에이전트기반 학습/추론 기술을 사용하여 다양한 전략과 전술을 구사하는 가상 축구 에이전트 구현과 시뮬레이션 결과를 소개한다. 먼저, 역할을 바탕으로 협동하여 상대방과 대전할 수 있는 논리 기반 추론형 멀티 에이전트 기술이 적용된 Dynamic planning 축구 에이전트 9 세트를 구현하였다. 이후, 강화학습 에이전트 기반, 단일 에이전트를 조합한 Independent Q-Learning 방식의 학습형 축구 에이전트를 구현한 후, 이를 멀티 에이전트 강화학습으로 확장하여 역할 기반 전략 학습이 가능한 가상 축구 에이전트를 구현하고 시뮬레이션 하였다. 구현된 가상 축구 에이전트들 간 대전을 통해 승률을 확인하고, 전략의 우수성을 분석하였다. 시뮬레이션 예제는 다음에서 확인할 수 있다 (https://github.com/I-hate-Soccer/Simulation).

Token-Based Classification and Dataset Construction for Detecting Modified Profanity (변형된 비속어 탐지를 위한 토큰 기반의 분류 및 데이터셋)

  • Sungmin Ko;Youhyun Shin
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.4
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    • pp.181-188
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    • 2024
  • Traditional profanity detection methods have limitations in identifying intentionally altered profanities. This paper introduces a new method based on Named Entity Recognition, a subfield of Natural Language Processing. We developed a profanity detection technique using sequence labeling, for which we constructed a dataset by labeling some profanities in Korean malicious comments and conducted experiments. Additionally, to enhance the model's performance, we augmented the dataset by labeling parts of a Korean hate speech dataset using one of the large language models, ChatGPT, and conducted training. During this process, we confirmed that filtering the dataset created by the large language model by humans alone could improve performance. This suggests that human oversight is still necessary in the dataset augmentation process.

Impact of Justice and Information Sharing on Logistics Performance in Supply Chain

  • Changjoon LEE;Soohyo KIM;Choyeon KIM
    • Journal of Distribution Science
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    • v.22 no.8
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    • pp.137-145
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    • 2024
  • Purpose: This paper aims to reveal similarities and differences in behaviors in negative consumer-brand relationships. Thus, we focused on consumer motivation which includes intensity and direction of behaviors. The motivation for negative customer behavior has been discussed in the context of brand hate, but there is only limited research that has tried to measure it using quantitative methods. We are trying to measure customers' motivation in negative consumer-brand relationships and reveal the relationship between in-field customers' negative behaviors. Research design, data, and methodology: We adopt Reactive-Proactive aggression to measure the motivation of customers' behaviors in a negative consumer-brand relationship. Also, to reveal the relationship between in-field behavior and customer aggression, we survey Korean game communities to reactive-proactive aggression and behaviors, whether they participate, in each observed behavior during the serial negative consumer movements that occurred in the Korean game industry. As a methodology, we run multinomial logistic regression. Results: We observed 9 behaviors in this case, and we found that reactive-proactive aggression is related to participation and motivation of these behaviors. Conclusions: We suggest the potential of reactive-proactive aggression as motivation for customers' complex negative behaviors. Based on this potential, we hope reactive-proactive aggression could be used to reveal similarities and differences in behaviors in negative consumer-brand relationships.

Consumer Aggression in Online Distribution of the Game; Motivation of Negative Consumer Behaviors

  • Eikjoe KIM;Jongwoo LEE
    • Journal of Distribution Science
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    • v.22 no.8
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    • pp.125-135
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    • 2024
  • Purpose: This paper aims to reveal similarities and differences in behaviors in negative consumer-brand relationships. Thus, we focused on consumer motivation which includes intensity and direction of behaviors. The motivation for negative customer behavior has been discussed in the context of brand hate, but there is only limited research that has tried to measure it using quantitative methods. We are trying to measure customers' motivation in negative consumer-brand relationships and reveal the relationship between in-field customers' negative behaviors. Research design, data, and methodology: We adopt Reactive-Proactive aggression to measure the motivation of customers' behaviors in a negative consumer-brand relationship. Also, to reveal the relationship between in-field behavior and customer aggression, we survey Korean game communities to reactive-proactive aggression and behaviors, whether they participate, in each observed behavior during the serial negative consumer movements that occurred in the Korean game industry. As a methodology, we run multinomial logistic regression. Results: We observed 9 behaviors in this case, and we found that reactive-proactive aggression is related to participation and motivation of these behaviors. Conclusions: We suggest the potential of reactive-proactive aggression as motivation for customers' complex negative behaviors. Based on this potential, we hope reactive-proactive aggression could be used to reveal similarities and differences in behaviors in negative consumer-brand relationships.

Energy-Aware Media Streaming Service for Mobile Devices (이동단말기를 위한 에너지 인식 미디어 스트리밍 서비스)

  • Lee, Joa-Hyoung;Kim, Hark-Soo;Jung, In-Bum
    • Journal of KIISE:Information Networking
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    • v.34 no.5
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    • pp.379-388
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    • 2007
  • With proliferation of computer and wireless network technology, it is common to access Internet through wireless network using mobile device. Ratio of using streaming media out of many applications through Internet is increasing not only in wired network but also in wireless network. Streaming media is much bigger than other contents and requires more network bandwidth and more computing resources. However mobile devices hate relatively poor computing resource and low network bandwidth. If media streaming service is provided for mobile devices without any consideration about network bandwidth and computing power, it is hard for the client to get high qualify service. Since mobile device is supported with very limited energy from the battery, media streaming should be adjusted to varying energy state of mobile device in realtime to ensure complete playback of streaming media. In this paper, we propose DFRC to provide high qualify service to mobile client through wireless network by controlling the number of frames transmitted to client based on computing resource and energy state of mobile device.