• Title/Summary/Keyword: Movie technology

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Movie Revies Sentiment Analysis Considering the Order in which Sentiment Words Appear (감성 단어 등장 순서를 고려한 영화 리뷰 감성 분석)

  • Kim, Hong-Jin;Kim, Dam-Rin;Kim, Bo-Eun;Oh, Shin-Hyeok;Kim, Hark-Soo
    • Annual Conference on Human and Language Technology
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    • 2020.10a
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    • pp.313-316
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    • 2020
  • 감성 분석은 문장의 감성을 분석해 긍정 또는 부정으로 분류하는 작업을 의미한다. 문장에 담긴 감성을 파악해야 하기 때문에 문장 전체를 이해하는 것이 중요하다. 그러나 한 문장에 긍정과 부정의 이중 극성이 동존하는 문장은 감성 분석에 혼동이 생길 수 있다. 본 논문에서는 이와 같은 문제를 해결하기 위해 단어의 감성 점수 예측을 통해 감성 단어 등장 순서를 고려한 감성 분석 모델을 제안한다. 또한 최근 다양한 자연어 처리 분야에서 좋은 성능을 보이는 사전 학습 언어 모델을 활용한다. 실험 결과 감성 분석 정확도 90.81%로 기존 모델들에 비해 가장 좋은 성능을 보였다.

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Movie Corpus Emotional Analysis Using Emotion Vocabulary Dictionary (감정 어휘 사전을 활용한 영화 리뷰 말뭉치 감정 분석)

  • Jang, Yeonji;Choi, Jiseon;Park, Seoyoon;Kang, Yejee;Kang, Hyerin;Kim, Hansaem
    • Annual Conference on Human and Language Technology
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    • 2021.10a
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    • pp.379-383
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    • 2021
  • 감정 분석은 텍스트 데이터에서 인간이 느끼는 감정을 다양한 감정 유형으로 분류하는 것이다. 그러나 많은 연구에서 감정 분석은 긍정과 부정, 또는 중립의 극성을 분류하는 감성 분석의 개념과 혼용되고 있다. 본 연구에서는 텍스트에서 느껴지는 감정들을 다양한 감정 유형으로 분류한 감정 말뭉치를 구축하였는데, 감정 말뭉치를 구축하기 위해 심리학 모델을 기반으로 분류한 감정 어휘 사전을 사용하였다. 9가지 감정 유형으로 분류된 한국어 감정 어휘 사전을 바탕으로 한국어 영화 리뷰 말뭉치에 9가지 감정 유형의 감정을 태깅하여 감정 분석 말뭉치를 구축하고, KcBert에 학습시켰다. 긍정과 부정으로 분류된 데이터로 사전 학습된 KcBert에 9개의 유형으로 분류된 데이터를 학습시켜 기존 모델과 성능 비교를 한 결과, KcBert는 다중 분류 모델에서도 우수한 성능을 보였다.

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Semantic and Syntax Paraphrase Text Generation (유사구조 및 유사의미 문장 생성 방법)

  • Seo, Hyein;Jung, Sangkeun;Jung, Jeesu
    • Annual Conference on Human and Language Technology
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    • 2020.10a
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    • pp.162-166
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    • 2020
  • 자연어 이해는 대화 인터페이스나 정보 추출 등에 활용되는 핵심 기술 중 하나이다. 최근 딥러닝을 활용한 데이터 기반 자연어 이해 연구가 많이 이루어지고 있으며, 이러한 연구에 있어서 데이터 확장은 매우 중요한 역할을 하게 된다. 본 연구는 자연어 이해영역에서의 말뭉치 혹은 데이터 확장에 있어서, 입력으로 주어진 문장과 문법구조 및 의미가 유사한 문장을 생성하는 새로운 방법을 제시한다. 이를 위해, 우리는 GPT를 이용하여 대량의 문장을 생성하고, 문장과 문장 사이의 문법구조 및 의미 거리 계산법을 제시하여, 이를 이용해 가장 유사하지만 새로운 문장을 생성하는 방법을 취한다. 한국어 말뭉치 Weather와 영어 말뭉치 Atis, Snips, M2M-Movie M2M-Reservation을 이용하여 제안방법이 효과적임을 확인하였다.

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Research on the Open World System of Metaverse Content <Ready Player One>

  • JungWoo Lee;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.322-327
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    • 2023
  • Recent advances in augmented reality (AR) and virtual reality (VR) technologies have led to a significant increase in metaverse platforms. Metaverses are setting a new direction for the digital world. This paper examines the phenomenon of virtual worlds that are becoming an issue these days, focusing on [Ready Player One]. One of the common features of the metaverse platform in [Ready Player One] and the platforms currently in use is the concept of open world. This is a feature that goes beyond simply moving around in a virtual world and allows users to freely reset, participate in, and control the environment. This innovative concept is a hallmark of metaverse platforms, and it is becoming increasingly important and influential. Through this study, we focused on the [open world system] of the platform in the movie and the modern metaverse platform, and suggested and studied how the scalability of the metaverse will present a turning point in the future.

A Study on the Development for 3D Audio Generation Machine

  • Kim Sung-Eun;Kim Myong-Hee;Park Man-Gon
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.807-813
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    • 2005
  • The production and authoring of digital multimedia contents are most important fields in multimedia technology. Nowadays web-based technology and related multimedia software technology are growing in the IT industry and these technologies are evolving most rapidly in our life. The technology of digital audio and video processing is utilizing rapidly to improve quality of our life, Also we are more interested in high sense and artistic feeling in the music and entertainment areas by use of three dimensional (3D) digital sound technology continuously as well as 3D digital video technology. The service field of digital audio contents is increasing rapidly through the Internet. And the society of Internet users wants the audio contents service with better quality. Recently Internet users are not satisfying the sound quality with 2 channels stereo but seeking the high quality of sound with 5,] channels such as 3D audio of the movie films. But it might be needed proper hardware equipments for the service of 3D sound to satisfy this demand. In this paper, we expand the simple 3D audio generator developed and propose a web-based music bank by the software development of 3D audio generation player in 3D sound environment with two speakers minimizing hardware equipments, Also we believe that this study would contribute greatly to digital 3D sound service of high quality for music and entertainment mania.

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Analysis on the Media Content Research Trends in Media Convergence Era Based on Intellectual Information Technology (지능정보기술 기반 미디어 컨버전스 시대의 콘텐츠 연구경향 분석)

  • Jeon, Gyongran;Kim, Young-Chul
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.113-122
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    • 2020
  • This study is the research tendency(2016~2019) on the content and the intelligent information technology. After the IIT emerged as a social topic, related research increased, and interest in VR and AR was the highest. In games, more research has been done on VR and AR. In the case of big data technology, it was a tendency to pay attention to the study of movie contents. Many studies have attempted a technological approach to IIT. With regard to artificial intelligence technology, there were differences by technology and content area, mainly viewed from a legal and institutional perspective.

The Use of the Movie 'The Island' for Nursing Informatics in Nursing Students (간호정보학 이해를 위한 영화 'The Island' 활용)

  • Oh, Jina;Shin, Hyewon;De Gagne, Jennie C.
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.330-341
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    • 2015
  • The purpose of this study was to examine the effect of the film 'The Island' on 2nd year nursing students' nursing informatics (NI) competency. The participants were sixty-eight students in a baccalaureate nursing program of a private university, taking the course, 'Nursing & Informatics' in the 2012 fall semester. Over the 15 weeks, the film was used for five weeks as introduction to NI, peer-to-group discussions, and self-reflection on lessons learned regarding NI. A qualitative content analysis was used to explore the students' experiences and perceptions on their NI competency. As a result, students signified the NI concept as the assessment of biometrics data, promotion of optimal health with the support of various technologies, and integration of patient-centered care into routine practice. They also highlighted the importance of security and safety measures as well as high quality health technology including the ubiquitous health monitoring system. Overall, the lesson outcomes of the course were met. As a supportive, instructional strategy, the use of the movie, 'The Island', was effective for nursing students in achieving NI competencies. Further study is warranted to determine if movies can be used as a means of continuing education to improve informatics competences in healthcare professionals.

An Analysis of the Economic Impact of the Advertising and the Film Industry (광고산업과 영화산업의 산업연관효과 분석)

  • Kwon, Shin-Hye;Chang, Byeng-Hee;Park, Kyung-Woo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.671-678
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    • 2017
  • In this paper, we conducted an industry input-output analysis to examine the impact of the advertising industry on the movie industry. As a result, the production inducement effect increased from 1993 to 2008, and it decreased from 2009 to 2012. In 2014, the production inducement effect increased to 0.028 won. Value added effect is found that it fluctuated yearly. As a result of the sensitivity coefficient of the advertising industry, it decreased increasingly. In the case of the influence coefficient for backward linkage effect, it showed a decreasing tendency after 1998, but it increased from the beginning of 2009. This study examines the influence of the advertising industry on the input of the output by analyzing the impact of the advertising industry on the movie industry. As a follow-up study, it is necessary to compare the impact of the advertising industry on the movie industry and other industries such as publishing and broadcasting.

Sentiment Prediction using Emotion and Context Information in Unstructured Documents (비정형 문서에서 감정과 상황 정보를 이용한 감성 예측)

  • Kim, Jin-Su
    • Journal of Convergence for Information Technology
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    • v.10 no.10
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    • pp.40-46
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    • 2020
  • With the development of the Internet, users share their experiences and opinions. Since related keywords are used witho0ut considering information such as the general emotion or genre of an unstructured document such as a movie review, the sensitivity accuracy according to the appropriate emotional situation is impaired. Therefore, we propose a system that predicts emotions based on information such as the genre to which the unstructured document created by users belongs or overall emotions. First, representative keyword related to emotion sets such as Joy, Anger, Fear, and Sadness are extracted from the unstructured document, and the normalized weights of the emotional feature words and information of the unstructured document are trained in a system that combines CNN and LSTM as a training set. Finally, by testing the refined words extracted through movie information, morpheme analyzer and n-gram, emoticons, and emojis, it was shown that the accuracy of emotion prediction using emotions and F-measure were improved. The proposed prediction system can predict sentiment appropriately according to the situation by avoiding the error of judging negative due to the use of sad words in sad movies and scary words in horror movies.

Video Stabilization using Phase Correlation and Kalman Filter-Based Motion Prediction (위상상관과 칼만 필터 움직임 예측을 이용한 동영상 안정화)

  • Han, Hag-Yong;Jeong, Hyo-Won;Kang, Bong-Soon;Hur, Kang-In
    • Journal of the Institute of Convergence Signal Processing
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    • v.10 no.2
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    • pp.106-111
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    • 2009
  • Real-time video stabilization technology is used in correction for the camera vibrations of the hand-held camera by hand or fixed camera by external condition. This paper is about the counterplan to cope with the vibration of the movie generated by the large external cause relatively. we use the movie stabilization parameters with the phase correlation method based the DFT to get the displacements of the current frame to the reference frame. we use the kalman filter for the efficient and stable searching works on the phase correlation map and present the proper conditions for the real-time processing through the experiments. We propose the measure to evaluate the capability of the video stabilizer which is the standard deviation of the brightness of the center block. and compare the capability for the video sequences randomly shifted and the jittered video sequences obtained from camera.

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