• Title/Summary/Keyword: Learning media

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Sentiment Analysis of Movie Review Using Integrated CNN-LSTM Mode (CNN-LSTM 조합모델을 이용한 영화리뷰 감성분석)

  • Park, Ho-yeon;Kim, Kyoung-jae
    • Journal of Intelligence and Information Systems
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    • v.25 no.4
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    • pp.141-154
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    • 2019
  • Rapid growth of internet technology and social media is progressing. Data mining technology has evolved to enable unstructured document representations in a variety of applications. Sentiment analysis is an important technology that can distinguish poor or high-quality content through text data of products, and it has proliferated during text mining. Sentiment analysis mainly analyzes people's opinions in text data by assigning predefined data categories as positive and negative. This has been studied in various directions in terms of accuracy from simple rule-based to dictionary-based approaches using predefined labels. In fact, sentiment analysis is one of the most active researches in natural language processing and is widely studied in text mining. When real online reviews aren't available for others, it's not only easy to openly collect information, but it also affects your business. In marketing, real-world information from customers is gathered on websites, not surveys. Depending on whether the website's posts are positive or negative, the customer response is reflected in the sales and tries to identify the information. However, many reviews on a website are not always good, and difficult to identify. The earlier studies in this research area used the reviews data of the Amazon.com shopping mal, but the research data used in the recent studies uses the data for stock market trends, blogs, news articles, weather forecasts, IMDB, and facebook etc. However, the lack of accuracy is recognized because sentiment calculations are changed according to the subject, paragraph, sentiment lexicon direction, and sentence strength. This study aims to classify the polarity analysis of sentiment analysis into positive and negative categories and increase the prediction accuracy of the polarity analysis using the pretrained IMDB review data set. First, the text classification algorithm related to sentiment analysis adopts the popular machine learning algorithms such as NB (naive bayes), SVM (support vector machines), XGboost, RF (random forests), and Gradient Boost as comparative models. Second, deep learning has demonstrated discriminative features that can extract complex features of data. Representative algorithms are CNN (convolution neural networks), RNN (recurrent neural networks), LSTM (long-short term memory). CNN can be used similarly to BoW when processing a sentence in vector format, but does not consider sequential data attributes. RNN can handle well in order because it takes into account the time information of the data, but there is a long-term dependency on memory. To solve the problem of long-term dependence, LSTM is used. For the comparison, CNN and LSTM were chosen as simple deep learning models. In addition to classical machine learning algorithms, CNN, LSTM, and the integrated models were analyzed. Although there are many parameters for the algorithms, we examined the relationship between numerical value and precision to find the optimal combination. And, we tried to figure out how the models work well for sentiment analysis and how these models work. This study proposes integrated CNN and LSTM algorithms to extract the positive and negative features of text analysis. The reasons for mixing these two algorithms are as follows. CNN can extract features for the classification automatically by applying convolution layer and massively parallel processing. LSTM is not capable of highly parallel processing. Like faucets, the LSTM has input, output, and forget gates that can be moved and controlled at a desired time. These gates have the advantage of placing memory blocks on hidden nodes. The memory block of the LSTM may not store all the data, but it can solve the CNN's long-term dependency problem. Furthermore, when LSTM is used in CNN's pooling layer, it has an end-to-end structure, so that spatial and temporal features can be designed simultaneously. In combination with CNN-LSTM, 90.33% accuracy was measured. This is slower than CNN, but faster than LSTM. The presented model was more accurate than other models. In addition, each word embedding layer can be improved when training the kernel step by step. CNN-LSTM can improve the weakness of each model, and there is an advantage of improving the learning by layer using the end-to-end structure of LSTM. Based on these reasons, this study tries to enhance the classification accuracy of movie reviews using the integrated CNN-LSTM model.

Awareness of Adverse Drug Reaction Reporting System in General Population (일반인에서의 의약품 부작용보고제도 인식도)

  • Ahn, So Hyeon;Chung, Sooyoun;Jung, Sun-Young;Shin, Ju-Young;Park, Byung-Joo
    • Health Policy and Management
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    • v.24 no.2
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    • pp.164-171
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    • 2014
  • Background: Safety of drugs has become a major issue in public healthcare. Spontaneous reporting of adverse drug reaction (ADR) is the cornerstone in management of drug safety. We aimed to investigate the awareness and knowledge of spontaneous ADR reporting in general public of Korea. Methods: A total of 1,500 study subjects aged 19-69 years were interviewed with a questionnaire for their awareness and knowledge related to spontaneous ADR reporting. Computer assisted telephone interview was performed from 27th February 2013 to 4th March 2013. Target population was selected with quota sampling, using age, sex, and residence area. Healthcare professionals such as physicians, pharmacists, and nurses were excluded. The survey questions included awareness of spontaneous ADR reporting, opinions on ways to activate ADR reporting, and sociodemographic characteristics. Results: Overall awareness of spontaneous ADR reporting system was 8.3% (${\pm}2.53%$) among general population of Korea. Major source from which people got the information regarding ADR reporting was television/radio (69.9%), followed by internet (19.3%), and poster/brochure (6.1%). Awareness level differed between age groups (p<0.0001) and education levels (p<0.0001). Upon learning about the ADR reporting system, 88.5% of study subjects agreed on the necessity of ADR reporting system, while 46.6% thought promotion through internet and mass media as an effective way to activate ADR reporting. Conclusion: The overall awareness of spontaneous ADR reporting should be enhanced in order to establish a firm national system for drug safety. Adequate promotions should be performed targeting lower awareness groups, as well as various publicity activities via effective channels for the general population.

A Study for Improved Human Action Recognition using Multi-classifiers (비디오 행동 인식을 위하여 다중 판별 결과 융합을 통한 성능 개선에 관한 연구)

  • Kim, Semin;Ro, Yong Man
    • Journal of Broadcast Engineering
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    • v.19 no.2
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    • pp.166-173
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    • 2014
  • Recently, human action recognition have been developed for various broadcasting and video process. Since a video can consist of various scenes, keypoint approaches have been more attracted than template based methods for real application. Keypoint approahces tried to find regions having motion in video, and made 3-dimensional patches. Then, descriptors using histograms were computed from the patches, and a classifier based on machine learning method was applied to detect actions in video. However, a single classifier was difficult to handle various human actions. In order to improve this problem, approaches using multi classifiers were used to detect and to recognize objects. Thus, we propose a new human action recognition using decision-level fusion with support vector machine and sparse representation. The proposed method extracted descriptors based on keypoint approach from a video, and acquired results from each classifier for human action recognition. Then, we applied weights which were acquired by training stage to fuse each results from two classifiers. The experiment results in this paper show better result than a previous fusion method.

The Study on the Development of Accreditation System for Instructional Materials and Equipment in Early Childhood Education (유아교육 교재 교구 평가인증에 관한 고찰)

  • Kim, Kyung Chul;Lee, Man-Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.2123-2133
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    • 2014
  • The purpose of this study is to discuss plan for the development of accreditation system for instructional materials and equipment in kindergarten. Instructional materials in early childhood education are enough importance and effectiveness is high. In addition, the commercialization of materials, a number of common trends in the development of instructional materials, and these materials and ensure a qualitative judgment of the teaching and learning are required. So that can be used easily in the field to develop the instructional materials of excellent quality, maintenance, and management of a professional certification system is a demand. In this paper, the current situation in the instructional materials authentication system to examine the books have such a system, to identify the problems, to suggest preferred direction for teaching and leaning materials certification system.

Consciousness on the Korean Traditional Food of School Food Service Dietitians (한국 전통음식에 대한 학교급식 영양사의 의식 조사)

  • Kim, Kyung-Ae;Jung, Lan-Hee;Jeon, Eun-Raye;Jeong, Jeong-Ah
    • Journal of the Korean Home Economics Association
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    • v.43 no.2
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    • pp.127-142
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    • 2005
  • The purpose of this study was to investigate the consciousness of dietitians who provide the basic data for the utilization of traditional food in school food service. The conclusions of this study are as follows. The rate of recognition and awareness of traditional Korean food as the pursuit of learning about socio-demographic was generally high, and was remarkable in the elderly dietitians who have worked for a long term. The way how they learned about traditional Korean food was through media, school education, books, and home education, in order. Also, the dietitians who are relatively older or have worked for a long term have pride in traditional food because it suited their taste and was our traditional food. However, it was difficult to provide the food to school food service because the cooking process is complex, and students don's prefer it. Accordingly, improvements of recipe with use of traditional Korean food in school food service are urgently required. The dietitians in Gwangju City in Jeonnam province felt the need to make a standard traditional Korean food recipe, and the demand was especially the strongest among dietitians who have worked from 6 to 10 years. They suggested that the standard recipe should be made by the Korean Dietetic Association, dietitians working at school, Ministry of Education & Human Resource Development, professors majoring in Food & Nutrition, and Ministry of Health & Welfare in order.

A Review of Major Issues on Research for Online Video Game Use and Sociability (온라인 비디오 게임 사용과 사회성 연구의 주요 쟁점에 관한 문헌고찰)

  • Shin, Min Jung;Lee, Kyoung Min;Ryu, Je-Kwang
    • Korean Journal of Cognitive Science
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    • v.31 no.3
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    • pp.55-76
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    • 2020
  • Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research.

A Research on Expandability of Cultural Assets Restoration Blend using Virtual Reality (가상현실을 통한 문화재복원 융합 확장성 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.465-472
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    • 2015
  • The virtual reality technology is currently used classifying functional types such as the observation operation type, the experimental activity type, the learning information type, the field problem-solving type, and other different types, based on the media's characteristics implementing 3D form of multi-sensory information. Using Virtual Reality, the restoration of the 'Doksu Palace' has been grafted onto J. Keller's ARCS model, suggesting a field restoration concept that reenacts the lives of the people that had been in the field with the cultural heritage and history based on a scenario based scene direction. This paper also summarizes 3 different types of implementation of the field restoration assorting multi-scene direction. Certain limitations exist, due to the fact that a completed prototype hasn't been suggested and that a detailed notion of the housing and 3D audio connection has been omitted.

Analysis of Research Trends and Learners' Preference for Subject Area of SW Education Content (SW 교육 콘텐츠의 주제 영역에 대한 연구 동향과 학습자 선호 분석)

  • Jun, SooJin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.1
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    • pp.39-47
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    • 2017
  • The purpose of this study is to analyze research trends and the learners' preference for subject area of SW education content. First, we analyzed trends in the subject areas of various SW education contents in recent research literature, textbooks, and textbooks. Based on this, we defined six subject areas as storytelling, game, media art, educational learning contents, simulation. Also, we analyzed the case of college students based on the reason of SW implementation theme selection, selection method, and preference theme. As a result, the students were mainly influenced by their interests and teachers in the reason of topic selection, and they showed higher preference in game and storytelling subject area. We hope that this research will be reflected in balanced SW education contents design according to learner level in the future.

Design and Implementation of Indoor Location Recognition System based on Fingerprint and Random Forest (핑거프린트와 랜덤포레스트 기반 실내 위치 인식 시스템 설계와 구현)

  • Lee, Sunmin;Moon, Nammee
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.154-161
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    • 2018
  • As the number of smartphone users increases, research on indoor location recognition service is necessary. Access to indoor locations is predominantly WiFi, Bluetooth, etc., but in most quarters, WiFi is equipped with WiFi functionality, which uses WiFi features to provide WiFi functionality. The study uses the random forest algorithm, which employs the fingerprint index of the acquired WiFi and the use of the multI-value classification method, which employs the receiver signal strength of the acquired WiFi. As the data of the fingerprint, a total of 4 radio maps using the Mac address together with the received signal strength were used. The experiment was conducted in a limited indoor space and compared to an indoor location recognition system using an existing random forest, similar to the method proposed in this study for experimental analysis. Experiments have shown that the system's positioning accuracy as suggested by this study is approximately 5.8 % higher than that of a conventional indoor location recognition system using a random forest, and that its location recognition speed is consistent and faster than that of a study.

An Investigation of the Predictability of Variables Related to Kindergarten Preservice Teachers' Technology Intention to Use (예비유아교사들의 테크놀로지 활용의도 관련변인 간의 관계 규명)

  • Chung, Ae-Kyung;Hong, Yu-Na;Kang, Jeong-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.6
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    • pp.217-223
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    • 2016
  • The purpose of this study is to investigate the predictability of variables among technology easy to use, perceived usefulness, and technostress that had impacts on kindergarten preservice teachers' technology intention to use. For this study, the survey data collected by 64 students who were enrolled in the kindergarten preservice teacher education were analysed by using multiple regression analysis. The results of this study showed as follows. First, technology easy to use significantly affected perceived usefulness. Second, technology easy to use negatively affected technostress. Third, perceived usefulness significantly affected technology intention to use while technostress negatively affected it. From this results, it is revealed that various technology training opportunities would be provided for improving preservice teachers' technology intention to use and lessing preservice teachers' technostress. Furthermore, effective teaching-learning strategies for utilizing technology as an educational media should be developed in the early childhood educational environment.