• Title/Summary/Keyword: Movie Information

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A Predictive Algorithm using 2-way Collaborative Filtering for Recommender Systems (추천 시스템을 위한 2-way 협동적 필터링 방법을 이용한 예측 알고리즘)

  • Park, Ji-Sun;Kim, Taek-Hun;Ryu, Young-Suk;Yang, Sung-Bong
    • Journal of KIISE:Software and Applications
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    • v.29 no.9
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    • pp.669-675
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    • 2002
  • In recent years most of personalized recommender systems in electronic commerce utilize collaborative filtering algorithm in order to recommend more appropriate items. User-based collaborative filtering is based on the ratings of other users who have similar preferences to a user in order to predict the rating of an item that the user hasn't seen yet. This nay decrease the accuracy of prediction because the similarity between two users is computed with respect to the two users and only when an item has been rated by the users. In item-based collaborative filtering, the preference of an item is predicted based on the similarity between the item and each of other items that have rated by users. This method, however, uses the ratings of users who are not the neighbors of a user for computing the similarity between a pair of items. Hence item-based collaborative filtering may degrade the accuracy of a recommender system. In this paper, we present a new approach that a user's neighborhood is used when we compute the similarity between the items in traditional item-based collaborative filtering in order to compensate the weak points of the current item-based collaborative filtering and to improve the prediction accuracy. We empirically evaluate the accuracy of our approach to compare with several different collaborative filtering approaches using the EachMovie collaborative filtering data set. The experimental results show that our approach provides better quality in prediction and recommendation list than other collaborative filtering approaches.

Demand Analysis of Services and Infrastructure for Rural Welfare and Culture by Importance-Performance Analysis(IPA) (IPA 분석을 통한 농촌 복지·문화 서비스 및 인프라 수요 분석)

  • Bae, Seung-Jong;Kim, Dae-Sik;Kim, Soo-Jin;Kim, Seong-Pil;Lee, Yoo-Jick;Kim, Young-Joo;Shin, Ji-Hoon;Jung, Nam-Su;Choi, Young-Wan;Park, Joo-Seok;Shin, Min-Ji;Lee, Da-Young;Im, Sang-Bong
    • Journal of Korean Society of Rural Planning
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    • v.25 no.1
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    • pp.113-125
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    • 2019
  • The purpose of this study is to provide the demand information about services (S/W) and infrastructure (H/W) for rural welfare and culture. The survey was conducted on the overall satisfaction level, the condition change, the importance-satisfaction level of each field and the top priority items for administrative agencies and rural residents. In the overall satisfaction level, administrative agencies responded more than 'normal' to all fields, but the overall satisfaction level was lower than 'normal' in the fields excluding the healthcare field in the case of rural residents. In terms of condition changes compared to the past five years, both administrative institutions and local residents evaluated the improvement. IPA analysis was conducted to identify the priority ranking of each field and it was found that emergency medical facilities in the healthcare field, infant day care facilities in the social welfare field, movie theaters in the culture field, lifelong education institutions and academy facilities in the education field and private sports facilities in the leisure and sports field were most needed, respectively. The results of this study are expected to be helpful in increasing the efficiency and presenting the improvement direction about the development policy of the rural culture and welfare.

Analysis of Barrage Culture and User Analysis in New Media Content in the Chinese Market

  • Pan, Yang;Kim, KiHong;Li, SuoWen
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.115-130
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    • 2022
  • Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.

The Audience Behavior-based Emotion Prediction Model for Personalized Service (고객 맞춤형 서비스를 위한 관객 행동 기반 감정예측모형)

  • Ryoo, Eun Chung;Ahn, Hyunchul;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.73-85
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    • 2013
  • Nowadays, in today's information society, the importance of the knowledge service using the information to creative value is getting higher day by day. In addition, depending on the development of IT technology, it is ease to collect and use information. Also, many companies actively use customer information to marketing in a variety of industries. Into the 21st century, companies have been actively using the culture arts to manage corporate image and marketing closely linked to their commercial interests. But, it is difficult that companies attract or maintain consumer's interest through their technology. For that reason, it is trend to perform cultural activities for tool of differentiation over many firms. Many firms used the customer's experience to new marketing strategy in order to effectively respond to competitive market. Accordingly, it is emerging rapidly that the necessity of personalized service to provide a new experience for people based on the personal profile information that contains the characteristics of the individual. Like this, personalized service using customer's individual profile information such as language, symbols, behavior, and emotions is very important today. Through this, we will be able to judge interaction between people and content and to maximize customer's experience and satisfaction. There are various relative works provide customer-centered service. Specially, emotion recognition research is emerging recently. Existing researches experienced emotion recognition using mostly bio-signal. Most of researches are voice and face studies that have great emotional changes. However, there are several difficulties to predict people's emotion caused by limitation of equipment and service environments. So, in this paper, we develop emotion prediction model based on vision-based interface to overcome existing limitations. Emotion recognition research based on people's gesture and posture has been processed by several researchers. This paper developed a model that recognizes people's emotional states through body gesture and posture using difference image method. And we found optimization validation model for four kinds of emotions' prediction. A proposed model purposed to automatically determine and predict 4 human emotions (Sadness, Surprise, Joy, and Disgust). To build up the model, event booth was installed in the KOCCA's lobby and we provided some proper stimulative movie to collect their body gesture and posture as the change of emotions. And then, we extracted body movements using difference image method. And we revised people data to build proposed model through neural network. The proposed model for emotion prediction used 3 type time-frame sets (20 frames, 30 frames, and 40 frames). And then, we adopted the model which has best performance compared with other models.' Before build three kinds of models, the entire 97 data set were divided into three data sets of learning, test, and validation set. The proposed model for emotion prediction was constructed using artificial neural network. In this paper, we used the back-propagation algorithm as a learning method, and set learning rate to 10%, momentum rate to 10%. The sigmoid function was used as the transform function. And we designed a three-layer perceptron neural network with one hidden layer and four output nodes. Based on the test data set, the learning for this research model was stopped when it reaches 50000 after reaching the minimum error in order to explore the point of learning. We finally processed each model's accuracy and found best model to predict each emotions. The result showed prediction accuracy 100% from sadness, and 96% from joy prediction in 20 frames set model. And 88% from surprise, and 98% from disgust in 30 frames set model. The findings of our research are expected to be useful to provide effective algorithm for personalized service in various industries such as advertisement, exhibition, performance, etc.

A Study on the Impact Factors of Contents Diffusion in Youtube using Integrated Content Network Analysis (일반영향요인과 댓글기반 콘텐츠 네트워크 분석을 통합한 유튜브(Youtube)상의 콘텐츠 확산 영향요인 연구)

  • Park, Byung Eun;Lim, Gyoo Gun
    • Journal of Intelligence and Information Systems
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    • v.21 no.3
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    • pp.19-36
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    • 2015
  • Social media is an emerging issue in content services and in current business environment. YouTube is the most representative social media service in the world. YouTube is different from other conventional content services in its open user participation and contents creation methods. To promote a content in YouTube, it is important to understand the diffusion phenomena of contents and the network structural characteristics. Most previous studies analyzed impact factors of contents diffusion from the view point of general behavioral factors. Currently some researchers use network structure factors. However, these two approaches have been used separately. However this study tries to analyze the general impact factors on the view count and content based network structures all together. In addition, when building a content based network, this study forms the network structure by analyzing user comments on 22,370 contents of YouTube not based on the individual user based network. From this study, we re-proved statistically the causal relations between view count and not only general factors but also network factors. Moreover by analyzing this integrated research model, we found that these factors affect the view count of YouTube according to the following order; Uploader Followers, Video Age, Betweenness Centrality, Comments, Closeness Centrality, Clustering Coefficient and Rating. However Degree Centrality and Eigenvector Centrality affect the view count negatively. From this research some strategic points for the utilizing of contents diffusion are as followings. First, it is needed to manage general factors such as the number of uploader followers or subscribers, the video age, the number of comments, average rating points, and etc. The impact of average rating points is not so much important as we thought before. However, it is needed to increase the number of uploader followers strategically and sustain the contents in the service as long as possible. Second, we need to pay attention to the impacts of betweenness centrality and closeness centrality among other network factors. Users seems to search the related subject or similar contents after watching a content. It is needed to shorten the distance between other popular contents in the service. Namely, this study showed that it is beneficial for increasing view counts by decreasing the number of search attempts and increasing similarity with many other contents. This is consistent with the result of the clustering coefficient impact analysis. Third, it is important to notice the negative impact of degree centrality and eigenvector centrality on the view count. If the number of connections with other contents is too much increased it means there are many similar contents and eventually it might distribute the view counts. Moreover, too high eigenvector centrality means that there are connections with popular contents around the content, and it might lose the view count because of the impact of the popular contents. It would be better to avoid connections with too powerful popular contents. From this study we analyzed the phenomenon and verified diffusion factors of Youtube contents by using an integrated model consisting of general factors and network structure factors. From the viewpoints of social contribution, this study might provide useful information to music or movie industry or other contents vendors for their effective contents services. This research provides basic schemes that can be applied strategically in online contents marketing. One of the limitations of this study is that this study formed a contents based network for the network structure analysis. It might be an indirect method to see the content network structure. We can use more various methods to establish direct content network. Further researches include more detailed researches like an analysis according to the types of contents or domains or characteristics of the contents or users, and etc.

The Influence of Webtoon Usage Motivation and Theory of Planned Behavior on Intentions to Use Webtoon: Comparison between movie viewing, switching to paid content, and intention for buying character products (웹툰 이용동기와 계획행동이론 변인이 웹툰 관련 행동의도에 미치는 영향: 영화관람, 유료 콘텐츠 전환시 이용, 캐릭터 상품 구매의도의 비교)

  • Lee, Jeong Ki;Lee, You Jin;Kim, Byung Gue;Kim, Bo Mi;Choi, Sun Ryul;Koo, Ja Young;Koleva, Vanya Slavche
    • Korean Journal of Communication Studies
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    • v.22 no.2
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    • pp.89-121
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    • 2014
  • In order to suggest a strategy for continuous growth of webtoon, this article examined webtoon usage motivation and tried to make a prediction about culture content products and services connected with webtoon, including intention for viewing movies, based on webtoon; intention for switching to paid webtoon content, and intention for buying webtoon character products. From the point of view of Uses and Gratification Theory intentions for using webtoon and human sociocultural behavior intention are already predicted but with the usefulness of Theory of Planned Behavior Integrated Model this study extended the explanation power of prediction about webtoon related behavioral intention. Results found 5 motivational factors for webtoon usage i.e. 'seeking information', 'entertainment and access availability', 'webtoon genre characteristics', 'influence from a friend or acquaintance', and 'escapism and tension release'. Among them the ones that influenced the intention for viewing movies, based on webtoon, were found to be 'webtoon genre characteristics', 'escapism and tension release' and the 3 variables from Theory of Planned Behavior. 'Seeking information', 'entertainment and access availability', 'webtoon genre characteristics', and all the 3 variables from Theory of Planned Behavior were found to influence the intention for switching to paid webtoon content. The intention for buying webtoon based character products was affected by the motivational factors 'seeking information', 'escapism and tension release' and the behavior and subjective norms variables from Theory of Planned Behavior. Based on the uncommon results from the research several suggestions were made for the continuous growth of webtoon.

Resolving the 'Gray sheep' Problem Using Social Network Analysis (SNA) in Collaborative Filtering (CF) Recommender Systems (소셜 네트워크 분석 기법을 활용한 협업필터링의 특이취향 사용자(Gray Sheep) 문제 해결)

  • Kim, Minsung;Im, Il
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.137-148
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    • 2014
  • Recommender system has become one of the most important technologies in e-commerce in these days. The ultimate reason to shop online, for many consumers, is to reduce the efforts for information search and purchase. Recommender system is a key technology to serve these needs. Many of the past studies about recommender systems have been devoted to developing and improving recommendation algorithms and collaborative filtering (CF) is known to be the most successful one. Despite its success, however, CF has several shortcomings such as cold-start, sparsity, gray sheep problems. In order to be able to generate recommendations, ordinary CF algorithms require evaluations or preference information directly from users. For new users who do not have any evaluations or preference information, therefore, CF cannot come up with recommendations (Cold-star problem). As the numbers of products and customers increase, the scale of the data increases exponentially and most of the data cells are empty. This sparse dataset makes computation for recommendation extremely hard (Sparsity problem). Since CF is based on the assumption that there are groups of users sharing common preferences or tastes, CF becomes inaccurate if there are many users with rare and unique tastes (Gray sheep problem). This study proposes a new algorithm that utilizes Social Network Analysis (SNA) techniques to resolve the gray sheep problem. We utilize 'degree centrality' in SNA to identify users with unique preferences (gray sheep). Degree centrality in SNA refers to the number of direct links to and from a node. In a network of users who are connected through common preferences or tastes, those with unique tastes have fewer links to other users (nodes) and they are isolated from other users. Therefore, gray sheep can be identified by calculating degree centrality of each node. We divide the dataset into two, gray sheep and others, based on the degree centrality of the users. Then, different similarity measures and recommendation methods are applied to these two datasets. More detail algorithm is as follows: Step 1: Convert the initial data which is a two-mode network (user to item) into an one-mode network (user to user). Step 2: Calculate degree centrality of each node and separate those nodes having degree centrality values lower than the pre-set threshold. The threshold value is determined by simulations such that the accuracy of CF for the remaining dataset is maximized. Step 3: Ordinary CF algorithm is applied to the remaining dataset. Step 4: Since the separated dataset consist of users with unique tastes, an ordinary CF algorithm cannot generate recommendations for them. A 'popular item' method is used to generate recommendations for these users. The F measures of the two datasets are weighted by the numbers of nodes and summed to be used as the final performance metric. In order to test performance improvement by this new algorithm, an empirical study was conducted using a publically available dataset - the MovieLens data by GroupLens research team. We used 100,000 evaluations by 943 users on 1,682 movies. The proposed algorithm was compared with an ordinary CF algorithm utilizing 'Best-N-neighbors' and 'Cosine' similarity method. The empirical results show that F measure was improved about 11% on average when the proposed algorithm was used

    . Past studies to improve CF performance typically used additional information other than users' evaluations such as demographic data. Some studies applied SNA techniques as a new similarity metric. This study is novel in that it used SNA to separate dataset. This study shows that performance of CF can be improved, without any additional information, when SNA techniques are used as proposed. This study has several theoretical and practical implications. This study empirically shows that the characteristics of dataset can affect the performance of CF recommender systems. This helps researchers understand factors affecting performance of CF. This study also opens a door for future studies in the area of applying SNA to CF to analyze characteristics of dataset. In practice, this study provides guidelines to improve performance of CF recommender systems with a simple modification.

  • Media Discourse on Asian Women's International Marriage: The Korean Case (아시아 여성의 국제결혼에 대한 미디어 담론: 한국 미디어의 재현방식을 통해)

    • Kim, Soo-Jung;Kim, Eun-Yi
      • Korean journal of communication and information
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      • v.43
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      • pp.385-426
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      • 2008
    • This paper focuses on how international marriages among Asians have been represented by the Korean media. Due to globalization, the so-called 'ethnoscape' has changed, and so ethnicity or racial identity within the boundaries of the nation-state changed. The recent diaspora of Asian women into Korea through international marriages has reflected how globalization has proceeded at a regional or local level. This paper attempts to analyze Koreanmedia discourses on the Asian female diaspora. This study analyzes what kind of generic forms TV dramas, other shows(TV reality programs, TV journalistic programs), movie and internet have employed to represent international marriages and how they have portrayed the subjectivities of the Asian female diaspora. This study discuss how this representation has been contested by the 'realities' of their international marriages. By examining how the Korean mainstream media have dealt with the conflicting issues of the Asian female diaspora, this paper intends to look critically at how local discursive practices have substantiated the changing ethnoscape. As a result of the study, this paper can find international marriages among Asians have been represented by Korean media still patriarchal system in male-oriented society. The otherness of Asian women justify the strong work of household affairs, and so justified life is standardized 'a kind of daughter- in-law', 'a complaisant daughter-in-law' in the process of migration. Also the otherness of Asian women standardized 'a victor' or 'a harmer' through international marriage of money that commercialized 'sexuality'. After all Korea media discourse on Asian women's international marriage, the gender issues on it have not been focused on a serious level.

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    A Study on the Management of Manhwa Contents Records and Archives (만화기록 관리 방안 연구)

    • Kim, Seon Mi;Kim, Ik Han
      • The Korean Journal of Archival Studies
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      • no.28
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      • pp.35-81
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      • 2011
    • Manhwa is a mass media (to expose all faces of an era such as politics, society, cultures, etc with the methodology of irony, parody, etc). Since the Manhwa records is primary culture infrastructure, it can create the high value-added industry by connecting with fancy, character, game, movie, drama, theme park, advertising business. However, due to lack of active and systematic aquisition system, as precious Manhwa manuscript is being lost every year and the contents hard to preserve such as Manhwa content in the form of electronic records are increasing, the countermeasure of Manhwa contents management is needed desperately. In this study, based on these perceptions, the need of Manhwa records management is examined, and the characteristics and the components of Manhwa records were analyzed. And at the same time, the functions of record management process reflecting the characteristics of Manhwa records were extracted by analyzing various cases of overseas Cartoon Archives. And then, the framework of record-keeping regime was segmented into each of acquisition management service areas and the general Manhwa records archiving strategy, which manages the Manhwa contents records, was established and suggested. The acquired Manhwa content records will secure the context among records and warrant the preservation of records and provide diverse access points by reflecting multi classification and multi-level descriptive element. The Manhwa records completed the intellectual arrangement will be preserved after the conservation in an environment equipped with preservation facilities or preserved using digital format in case of electronic records or when there is potential risk of damaging the records. Since the purpose of the Manhwa records is to use them, the information may be provided to diverse classes of users through the exhibition, the distribution, and the development of archival information content. Since the term of "Manhwa records" is unfamiliar yet and almost no study has been conducted in the perspective of records management, it will be the limit of this study only presenting acquisition strategy, management and service strategy of Manhwa contents and suggesting simple examples. However, if Manhwa records management strategy are possibly introduced practically to Manhwa manuscript repositories through archival approach, it will allow systematic acquisition, preservation, arrangement of Manhwa records and will contribute greatly to form a foundation for future Korean culture contents management.

    KNU Korean Sentiment Lexicon: Bi-LSTM-based Method for Building a Korean Sentiment Lexicon (Bi-LSTM 기반의 한국어 감성사전 구축 방안)

    • Park, Sang-Min;Na, Chul-Won;Choi, Min-Seong;Lee, Da-Hee;On, Byung-Won
      • Journal of Intelligence and Information Systems
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      • v.24 no.4
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      • pp.219-240
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      • 2018
    • Sentiment analysis, which is one of the text mining techniques, is a method for extracting subjective content embedded in text documents. Recently, the sentiment analysis methods have been widely used in many fields. As good examples, data-driven surveys are based on analyzing the subjectivity of text data posted by users and market researches are conducted by analyzing users' review posts to quantify users' reputation on a target product. The basic method of sentiment analysis is to use sentiment dictionary (or lexicon), a list of sentiment vocabularies with positive, neutral, or negative semantics. In general, the meaning of many sentiment words is likely to be different across domains. For example, a sentiment word, 'sad' indicates negative meaning in many fields but a movie. In order to perform accurate sentiment analysis, we need to build the sentiment dictionary for a given domain. However, such a method of building the sentiment lexicon is time-consuming and various sentiment vocabularies are not included without the use of general-purpose sentiment lexicon. In order to address this problem, several studies have been carried out to construct the sentiment lexicon suitable for a specific domain based on 'OPEN HANGUL' and 'SentiWordNet', which are general-purpose sentiment lexicons. However, OPEN HANGUL is no longer being serviced and SentiWordNet does not work well because of language difference in the process of converting Korean word into English word. There are restrictions on the use of such general-purpose sentiment lexicons as seed data for building the sentiment lexicon for a specific domain. In this article, we construct 'KNU Korean Sentiment Lexicon (KNU-KSL)', a new general-purpose Korean sentiment dictionary that is more advanced than existing general-purpose lexicons. The proposed dictionary, which is a list of domain-independent sentiment words such as 'thank you', 'worthy', and 'impressed', is built to quickly construct the sentiment dictionary for a target domain. Especially, it constructs sentiment vocabularies by analyzing the glosses contained in Standard Korean Language Dictionary (SKLD) by the following procedures: First, we propose a sentiment classification model based on Bidirectional Long Short-Term Memory (Bi-LSTM). Second, the proposed deep learning model automatically classifies each of glosses to either positive or negative meaning. Third, positive words and phrases are extracted from the glosses classified as positive meaning, while negative words and phrases are extracted from the glosses classified as negative meaning. Our experimental results show that the average accuracy of the proposed sentiment classification model is up to 89.45%. In addition, the sentiment dictionary is more extended using various external sources including SentiWordNet, SenticNet, Emotional Verbs, and Sentiment Lexicon 0603. Furthermore, we add sentiment information about frequently used coined words and emoticons that are used mainly on the Web. The KNU-KSL contains a total of 14,843 sentiment vocabularies, each of which is one of 1-grams, 2-grams, phrases, and sentence patterns. Unlike existing sentiment dictionaries, it is composed of words that are not affected by particular domains. The recent trend on sentiment analysis is to use deep learning technique without sentiment dictionaries. The importance of developing sentiment dictionaries is declined gradually. However, one of recent studies shows that the words in the sentiment dictionary can be used as features of deep learning models, resulting in the sentiment analysis performed with higher accuracy (Teng, Z., 2016). This result indicates that the sentiment dictionary is used not only for sentiment analysis but also as features of deep learning models for improving accuracy. The proposed dictionary can be used as a basic data for constructing the sentiment lexicon of a particular domain and as features of deep learning models. It is also useful to automatically and quickly build large training sets for deep learning models.