• Title/Summary/Keyword: Personalization

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A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.

A Mutual P3P Methodology for Privacy Preserving Context-Aware Systems Development (프라이버시 보호 상황인식 시스템 개발을 위한 쌍방향 P3P 방법론)

  • Kwon, Oh-Byung
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.145-162
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    • 2008
  • One of the big concerns in e-society is privacy issue. In special, in developing robust ubiquitous smart space and corresponding services, user profile and preference are collected by the service providers. Privacy issue would be more critical in context-aware services simply because most of the context data themselves are private information: user's current location, current schedule, friends nearby and even her/his health data. To realize the potential of ubiquitous smart space, the systems embedded in the space should corporate personal privacy preferences. When the users invoke a set of services, they are asked to allow the service providers or smart space to make use of personal information which is related to privacy concerns. For this reason, the users unhappily provide the personal information or even deny to get served. On the other side, service provider needs personal information as rich as possible with minimal personal information to discern royal and trustworthy customers and those who are not. It would be desirable to enlarge the allowable personal information complying with the service provider's request, whereas minimizing service provider's requiring personal information which is not allowed to be submitted and user's submitting information which is of no value to the service provider. In special, if any personal information required by the service provider is not allowed, service will not be provided to the user. P3P (Platform for Privacy Preferences) has been regarded as one of the promising alternatives to preserve the personal information in the course of electronic transactions. However, P3P mainly focuses on preserving the buyers' personal information. From time to time, the service provider's business data should be protected from the unintended usage from the buyers. Moreover, even though the user's privacy preference could depend on the context happened to the user, legacy P3P does not handle the contextual change of privacy preferences. Hence, the purpose of this paper is to propose a mutual P3P-based negotiation mechanism. To do so, service provider's privacy concern is considered as well as the users'. User's privacy policy on the service provider's information also should be informed to the service providers before the service begins. Second, privacy policy is contextually designed according to the user's current context because the nomadic user's privacy concern structure may be altered contextually. Hence, the methodology includes mutual privacy policy and personalization. Overall framework of the mechanism and new code of ethics is described in section 2. Pervasive platform for mutual P3P considers user type and context field, which involves current activity, location, social context, objects nearby and physical environments. Our mutual P3P includes the privacy preference not only for the buyers but also the sellers, that is, service providers. Negotiation methodology for mutual P3P is proposed in section 3. Based on the fact that privacy concern occurs when there are needs for information access and at the same time those for information hiding. Our mechanism was implemented based on an actual shopping mall to increase the feasibility of the idea proposed in this paper. A shopping service is assumed as a context-aware service, and data groups for the service are enumerated. The privacy policy for each data group is represented as APPEL format. To examine the performance of the example service, in section 4, simulation approach is adopted in this paper. For the simulation, five data elements are considered: $\cdot$ UserID $\cdot$ User preference $\cdot$ Phone number $\cdot$ Home address $\cdot$ Product information $\cdot$ Service profile. For the negotiation, reputation is selected as a strategic value. Then the following cases are compared: $\cdot$ Legacy P3P is considered $\cdot$ Mutual P3P is considered without strategic value $\cdot$ Mutual P3P is considered with strategic value. The simulation results show that mutual P3P outperforms legacy P3P. Moreover, we could conclude that when mutual P3P is considered with strategic value, performance was better than that of mutual P3P is considered without strategic value in terms of service safety.

PIRS : Personalized Information Retrieval System using Adaptive User Profiling and Real-time Filtering for Search Results (적응형 사용자 프로파일기법과 검색 결과에 대한 실시간 필터링을 이용한 개인화 정보검색 시스템)

  • Jeon, Ho-Cheol;Choi, Joong-Min
    • Journal of Intelligence and Information Systems
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    • v.16 no.4
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    • pp.21-41
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    • 2010
  • This paper proposes a system that can serve users with appropriate search results through real time filtering, and implemented adaptive user profiling based personalized information retrieval system(PIRS) using users' implicit feedbacks in order to deal with the problem of existing search systems such as Google or MSN that does not satisfy various user' personal search needs. One of the reasons that existing search systems hard to satisfy various user' personal needs is that it is not easy to recognize users' search intentions because of the uncertainty of search intentions. The uncertainty of search intentions means that users may want to different search results using the same query. For example, when a user inputs "java" query, the user may want to be retrieved "java" results as a computer programming language, a coffee of java, or a island of Indonesia. In other words, this uncertainty is due to ambiguity of search queries. Moreover, if the number of the used words for a query is fewer, this uncertainty will be more increased. Real-time filtering for search results returns only those results that belong to user-selected domain for a given query. Although it looks similar to a general directory search, it is different in that the search is executed for all web documents rather than sites, and each document in the search results is classified into the given domain in real time. By applying information filtering using real time directory classifying technology for search results to personalization, the number of delivering results to users is effectively decreased, and the satisfaction for the results is improved. In this paper, a user preference profile has a hierarchical structure, and consists of domains, used queries, and selected documents. Because the hierarchy structure of user preference profile can apply the context when users perfomed search, the structure is able to deal with the uncertainty of user intentions, when search is carried out, the intention may differ according to the context such as time or place for the same query. Furthermore, this structure is able to more effectively track web documents search behaviors of a user for each domain, and timely recognize the changes of user intentions. An IP address of each device was used to identify each user, and the user preference profile is continuously updated based on the observed user behaviors for search results. Also, we measured user satisfaction for search results by observing the user behaviors for the selected search result. Our proposed system automatically recognizes user preferences by using implicit feedbacks from users such as staying time on the selected search result and the exit condition from the page, and dynamically updates their preferences. Whenever search is performed by a user, our system finds the user preference profile for the given IP address, and if the file is not exist then a new user preference profile is created in the server, otherwise the file is updated with the transmitted information. If the file is not exist in the server, the system provides Google' results to users, and the reflection value is increased/decreased whenever user search. We carried out some experiments to evaluate the performance of adaptive user preference profile technique and real time filtering, and the results are satisfactory. According to our experimental results, participants are satisfied with average 4.7 documents in the top 10 search list by using adaptive user preference profile technique with real time filtering, and this result shows that our method outperforms Google's by 23.2%.

Designing Mobile Framework for Intelligent Personalized Marketing Service in Interactive Exhibition Space (인터랙티브 전시 환경에서 개인화 마케팅 서비스를 위한 모바일 프레임워크 설계)

  • Bae, Jong-Hwan;Sho, Su-Hwan;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.59-69
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    • 2012
  • As exhibition industry, which is a part of 17 new growth engines of the government, is related to other industries such as tourism, transportation and financial industries. So it has a significant ripple effect on other industries. Exhibition is a knowledge-intensive, eco-friendly and high value-added Industry. Over 13,000 exhibitions are held every year around the world which contributes to getting foreign currency. Exhibition industry is closely related with culture and tourism and could be utilized as local and national development strategies and improve national brand image as well. Many countries try various efforts to invigorate exhibition industry by arranging related laws and support system. In Korea, more than 200 exhibitions are being held every year, but only 2~3 exhibitions are hosted with over 400 exhibitors and except these exhibitions most exhibitions have few foreign exhibitors. The main reason of weakness of domestic trade show is that there are no agencies managing exhibitionrelated statistics and there is no specific and reliable evaluation. This might cause impossibility of providing buyer or seller with reliable data, poor growth of exhibitions in terms of quality and thus service quality of trade shows cannot be improved. Hosting a lot of visitors (Public/Buyer/Exhibitor) is very crucial to the development of domestic exhibition industry. In order to attract many visitors, service quality of exhibition and visitor's satisfaction should be enhanced. For this purpose, a variety of real-time customized services through digital media and the services for creating new customers and retaining existing customers should be provided. In addition, by providing visitors with personalized information services they could manage their time and space efficiently avoiding the complexity of exhibition space. Exhibition industry can have competitiveness and industrial foundation through building up exhibition-related statistics, creating new information and enhancing research ability. Therefore, this paper deals with customized service with visitor's smart-phone at the exhibition space and designing mobile framework which enables exhibition devices to interact with other devices. Mobile server framework is composed of three different systems; multi-server interaction, server, client, display device. By making knowledge pool of exhibition environment, the accumulated data for each visitor can be provided as personalized service. In addition, based on the reaction of visitors each of all information is utilized as customized information and so the cyclic chain structure is designed. Multiple interaction server is designed to have functions of event handling, interaction process between exhibition device and visitor's smart-phone and data management. Client is an application processed by visitor's smart-phone and could be driven on a variety of platforms. Client functions as interface representing customized service for individual visitors and event input and output for simultaneous participation. Exhibition device consists of display system to show visitors contents and information, interaction input-output system to receive event from visitors and input toward action and finally the control system to connect above two systems. The proposed mobile framework in this paper provides individual visitors with customized and active services using their information profile and advanced Knowledge. In addition, user participation service is suggested as well by using interaction connection system between server, client, and exhibition devices. Suggested mobile framework is a technology which could be applied to culture industry such as performance, show and exhibition. Thus, this builds up the foundation to improve visitor's participation in exhibition and bring about development of exhibition industry by raising visitor's interest.

A Match-Making System Considering Symmetrical Preferences of Matching Partners (상호 대칭적 만족성을 고려한 온라인 데이트시스템)

  • Park, Yoon-Joo
    • Journal of Intelligence and Information Systems
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    • v.18 no.2
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    • pp.177-192
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    • 2012
  • This is a study of match-making systems that considers the mutual satisfaction of matching partners. Recently, recommendation systems have been applied to people recommendation, such as recommending new friends, employees, or dating partners. One of the prominent domain areas is match-making systems that recommend suitable dating partners to customers. A match-making system, however, is different from a product recommender system. First, a match-making system needs to satisfy the recommended partners as well as the customer, whereas a product recommender system only needs to satisfy the customer. Second, match-making systems need to include as many participants in a matching pool as possible for their recommendation results, even with unpopular customers. In other words, recommendations should not be focused only on a limited number of popular people; unpopular people should also be listed on someone else's matching results. In product recommender systems, it is acceptable to recommend the same popular items to many customers, since these items can easily be additionally supplied. However, in match-making systems, there are only a few popular people, and they may become overburdened with too many recommendations. Also, a successful match could cause a customer to drop out of the matching pool. Thus, match-making systems should provide recommendation services equally to all customers without favoring popular customers. The suggested match-making system, called Mutually Beneficial Matching (MBM), considers the reciprocal satisfaction of both the customer and the matched partner and also considers the number of customers who are excluded in the matching. A brief outline of the MBM method is as follows: First, it collects a customer's profile information, his/her preferable dating partner's profile information and the weights that he/she considers important when selecting dating partners. Then, it calculates the preference score of a customer to certain potential dating partners on the basis of the difference between them. The preference score of a certain partner to a customer is also calculated in this way. After that, the mutual preference score is produced by the two preference values calculated in the previous step using the proposed formula in this study. The proposed formula reflects the symmetry of preferences as well as their quantities. Finally, the MBM method recommends the top N partners having high mutual preference scores to a customer. The prototype of the suggested MBM system is implemented by JAVA and applied to an artificial dataset that is based on real survey results from major match-making companies in Korea. The results of the MBM method are compared with those of the other two conventional methods: Preference-Based Matching (PBM), which only considers a customer's preferences, and Arithmetic Mean-Based Matching (AMM), which considers the preferences of both the customer and the partner (although it does not reflect their symmetry in the matching results). We perform the comparisons in terms of criteria such as average preference of the matching partners, average symmetry, and the number of people who are excluded from the matching results by changing the number of recommendations to 5, 10, 15, 20, and 25. The results show that in many cases, the suggested MBM method produces average preferences and symmetries that are significantly higher than those of the PBM and AMM methods. Moreover, in every case, MBM produces a smaller pool of excluded people than those of the PBM method.

A Study on Enhancing Personalization Recommendation Service Performance with CNN-based Review Helpfulness Score Prediction (CNN 기반 리뷰 유용성 점수 예측을 통한 개인화 추천 서비스 성능 향상에 관한 연구)

  • Li, Qinglong;Lee, Byunghyun;Li, Xinzhe;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.27 no.3
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    • pp.29-56
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    • 2021
  • Recently, various types of products have been launched with the rapid growth of the e-commerce market. As a result, many users face information overload problems, which is time-consuming in the purchasing decision-making process. Therefore, the importance of a personalized recommendation service that can provide customized products and services to users is emerging. For example, global companies such as Netflix, Amazon, and Google have introduced personalized recommendation services to support users' purchasing decisions. Accordingly, the user's information search cost can reduce which can positively affect the company's sales increase. The existing personalized recommendation service research applied Collaborative Filtering (CF) technique predicts user preference mainly use quantified information. However, the recommendation performance may have decreased if only use quantitative information. To improve the problems of such existing studies, many studies using reviews to enhance recommendation performance. However, reviews contain factors that hinder purchasing decisions, such as advertising content, false comments, meaningless or irrelevant content. When providing recommendation service uses a review that includes these factors can lead to decrease recommendation performance. Therefore, we proposed a novel recommendation methodology through CNN-based review usefulness score prediction to improve these problems. The results show that the proposed methodology has better prediction performance than the recommendation method considering all existing preference ratings. In addition, the results suggest that can enhance the performance of traditional CF when the information on review usefulness reflects in the personalized recommendation service.

A study of Artificial Intelligence (AI) Speaker's Development Process in Terms of Social Constructivism: Focused on the Products and Periodic Co-revolution Process (인공지능(AI) 스피커에 대한 사회구성 차원의 발달과정 연구: 제품과 시기별 공진화 과정을 중심으로)

  • Cha, Hyeon-ju;Kweon, Sang-hee
    • Journal of Internet Computing and Services
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    • v.22 no.1
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    • pp.109-135
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    • 2021
  • his study classified the development process of artificial intelligence (AI) speakers through analysis of the news text of artificial intelligence (AI) speakers shown in traditional news reports, and identified the characteristics of each product by period. The theoretical background used in the analysis are news frames and topic frames. As analysis methods, topic modeling and semantic network analysis using the LDA method were used. The research method was a content analysis method. From 2014 to 2019, 2710 news related to AI speakers were first collected, and secondly, topic frames were analyzed using Nodexl algorithm. The result of this study is that, first, the trend of topic frames by AI speaker provider type was different according to the characteristics of the four operators (communication service provider, online platform, OS provider, and IT device manufacturer). Specifically, online platform operators (Google, Naver, Amazon, Kakao) appeared as a frame that uses AI speakers as'search or input devices'. On the other hand, telecommunications operators (SKT, KT) showed prominent frames for IPTV, which is the parent company's flagship business, and 'auxiliary device' of the telecommunication business. Furthermore, the frame of "personalization of products and voice service" was remarkable for OS operators (MS, Apple), and the frame for IT device manufacturers (Samsung) was "Internet of Things (IoT) Integrated Intelligence System". The econd, result id that the trend of the topic frame by AI speaker development period (by year) showed a tendency to develop around AI technology in the first phase (2014-2016), and in the second phase (2017-2018), the social relationship between AI technology and users It was related to interaction, and in the third phase (2019), there was a trend of shifting from AI technology-centered to user-centered. As a result of QAP analysis, it was found that news frames by business operator and development period in AI speaker development are socially constituted by determinants of media discourse. The implication of this study was that the evolution of AI speakers was found by the characteristics of the parent company and the process of co-evolution due to interactions between users by business operator and development period. The implications of this study are that the results of this study are important indicators for predicting the future prospects of AI speakers and presenting directions accordingly.

A Study on Improvement of Collaborative Filtering Based on Implicit User Feedback Using RFM Multidimensional Analysis (RFM 다차원 분석 기법을 활용한 암시적 사용자 피드백 기반 협업 필터링 개선 연구)

  • Lee, Jae-Seong;Kim, Jaeyoung;Kang, Byeongwook
    • Journal of Intelligence and Information Systems
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    • v.25 no.1
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    • pp.139-161
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    • 2019
  • The utilization of the e-commerce market has become a common life style in today. It has become important part to know where and how to make reasonable purchases of good quality products for customers. This change in purchase psychology tends to make it difficult for customers to make purchasing decisions in vast amounts of information. In this case, the recommendation system has the effect of reducing the cost of information retrieval and improving the satisfaction by analyzing the purchasing behavior of the customer. Amazon and Netflix are considered to be the well-known examples of sales marketing using the recommendation system. In the case of Amazon, 60% of the recommendation is made by purchasing goods, and 35% of the sales increase was achieved. Netflix, on the other hand, found that 75% of movie recommendations were made using services. This personalization technique is considered to be one of the key strategies for one-to-one marketing that can be useful in online markets where salespeople do not exist. Recommendation techniques that are mainly used in recommendation systems today include collaborative filtering and content-based filtering. Furthermore, hybrid techniques and association rules that use these techniques in combination are also being used in various fields. Of these, collaborative filtering recommendation techniques are the most popular today. Collaborative filtering is a method of recommending products preferred by neighbors who have similar preferences or purchasing behavior, based on the assumption that users who have exhibited similar tendencies in purchasing or evaluating products in the past will have a similar tendency to other products. However, most of the existed systems are recommended only within the same category of products such as books and movies. This is because the recommendation system estimates the purchase satisfaction about new item which have never been bought yet using customer's purchase rating points of a similar commodity based on the transaction data. In addition, there is a problem about the reliability of purchase ratings used in the recommendation system. Reliability of customer purchase ratings is causing serious problems. In particular, 'Compensatory Review' refers to the intentional manipulation of a customer purchase rating by a company intervention. In fact, Amazon has been hard-pressed for these "compassionate reviews" since 2016 and has worked hard to reduce false information and increase credibility. The survey showed that the average rating for products with 'Compensated Review' was higher than those without 'Compensation Review'. And it turns out that 'Compensatory Review' is about 12 times less likely to give the lowest rating, and about 4 times less likely to leave a critical opinion. As such, customer purchase ratings are full of various noises. This problem is directly related to the performance of recommendation systems aimed at maximizing profits by attracting highly satisfied customers in most e-commerce transactions. In this study, we propose the possibility of using new indicators that can objectively substitute existing customer 's purchase ratings by using RFM multi-dimensional analysis technique to solve a series of problems. RFM multi-dimensional analysis technique is the most widely used analytical method in customer relationship management marketing(CRM), and is a data analysis method for selecting customers who are likely to purchase goods. As a result of verifying the actual purchase history data using the relevant index, the accuracy was as high as about 55%. This is a result of recommending a total of 4,386 different types of products that have never been bought before, thus the verification result means relatively high accuracy and utilization value. And this study suggests the possibility of general recommendation system that can be applied to various offline product data. If additional data is acquired in the future, the accuracy of the proposed recommendation system can be improved.

Recommender system using BERT sentiment analysis (BERT 기반 감성분석을 이용한 추천시스템)

  • Park, Ho-yeon;Kim, Kyoung-jae
    • Journal of Intelligence and Information Systems
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    • v.27 no.2
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    • pp.1-15
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    • 2021
  • If it is difficult for us to make decisions, we ask for advice from friends or people around us. When we decide to buy products online, we read anonymous reviews and buy them. With the advent of the Data-driven era, IT technology's development is spilling out many data from individuals to objects. Companies or individuals have accumulated, processed, and analyzed such a large amount of data that they can now make decisions or execute directly using data that used to depend on experts. Nowadays, the recommender system plays a vital role in determining the user's preferences to purchase goods and uses a recommender system to induce clicks on web services (Facebook, Amazon, Netflix, Youtube). For example, Youtube's recommender system, which is used by 1 billion people worldwide every month, includes videos that users like, "like" and videos they watched. Recommended system research is deeply linked to practical business. Therefore, many researchers are interested in building better solutions. Recommender systems use the information obtained from their users to generate recommendations because the development of the provided recommender systems requires information on items that are likely to be preferred by the user. We began to trust patterns and rules derived from data rather than empirical intuition through the recommender systems. The capacity and development of data have led machine learning to develop deep learning. However, such recommender systems are not all solutions. Proceeding with the recommender systems, there should be no scarcity in all data and a sufficient amount. Also, it requires detailed information about the individual. The recommender systems work correctly when these conditions operate. The recommender systems become a complex problem for both consumers and sellers when the interaction log is insufficient. Because the seller's perspective needs to make recommendations at a personal level to the consumer and receive appropriate recommendations with reliable data from the consumer's perspective. In this paper, to improve the accuracy problem for "appropriate recommendation" to consumers, the recommender systems are proposed in combination with context-based deep learning. This research is to combine user-based data to create hybrid Recommender Systems. The hybrid approach developed is not a collaborative type of Recommender Systems, but a collaborative extension that integrates user data with deep learning. Customer review data were used for the data set. Consumers buy products in online shopping malls and then evaluate product reviews. Rating reviews are based on reviews from buyers who have already purchased, giving users confidence before purchasing the product. However, the recommendation system mainly uses scores or ratings rather than reviews to suggest items purchased by many users. In fact, consumer reviews include product opinions and user sentiment that will be spent on evaluation. By incorporating these parts into the study, this paper aims to improve the recommendation system. This study is an algorithm used when individuals have difficulty in selecting an item. Consumer reviews and record patterns made it possible to rely on recommendations appropriately. The algorithm implements a recommendation system through collaborative filtering. This study's predictive accuracy is measured by Root Mean Squared Error (RMSE) and Mean Absolute Error (MAE). Netflix is strategically using the referral system in its programs through competitions that reduce RMSE every year, making fair use of predictive accuracy. Research on hybrid recommender systems combining the NLP approach for personalization recommender systems, deep learning base, etc. has been increasing. Among NLP studies, sentiment analysis began to take shape in the mid-2000s as user review data increased. Sentiment analysis is a text classification task based on machine learning. The machine learning-based sentiment analysis has a disadvantage in that it is difficult to identify the review's information expression because it is challenging to consider the text's characteristics. In this study, we propose a deep learning recommender system that utilizes BERT's sentiment analysis by minimizing the disadvantages of machine learning. This study offers a deep learning recommender system that uses BERT's sentiment analysis by reducing the disadvantages of machine learning. The comparison model was performed through a recommender system based on Naive-CF(collaborative filtering), SVD(singular value decomposition)-CF, MF(matrix factorization)-CF, BPR-MF(Bayesian personalized ranking matrix factorization)-CF, LSTM, CNN-LSTM, GRU(Gated Recurrent Units). As a result of the experiment, the recommender system based on BERT was the best.

A Study on Facial Expression Acting in Genre Drama - with Focus on K-Drama Voice2 - (장르 드라마에서의 표정연기연구 - 드라마 '보이스2'를 중심으로 -)

  • Oh, Youn-Hong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.313-323
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    • 2019
  • For the actors on video, facial expression acting can easily become 'forced facial expression' or 'over-acting'. Also, if self-restraint is emphasized too much, then it becomes 'flat acting' with insufficient emotions. By bringing forth questions in regard to such facial expression acting methods, this study analyzed the facial expression acting of the actors in genre dramas with strong commercial aspects. In conclusion, the facial expression acting methods of the actors in genre dramas were being conducted in a typical way. This means that in visual conventions of video acting, the aesthetic standard has become the important standard in the facial expression acting of the actors. In genre dramas, the emotions of the characters are often revealed in close-up shots. Within the close-up shot, the most important expressive medium in a 'zoomed-in face' is the 'pupil of the eye', and emotions are mostly expressed through the movements of the eye and muscles around it. The second most important expressive medium is the 'mouth'. The differences in the degree of opening and closing the mouth convey diverse emotions along with the expression of the 'eye'. In addition, tensions in the facial muscles greatly hinder the expression of emotions, and the movement of facial muscles must be minimized to prevent excessive wrinkles from forming on the surface of the face. Facial expressions are not completed just with the movement of the muscles. Ultimately, the movement of the muscle is the result of emotions. Facial expression acting takes place after having emotional feelings. For this, the actor needs to go through the process of 'personalization' of a character, such as 'emotional memory', 'concentration' and 'relaxation' which are psychological acting techniques of Stanislavsky. Also, the characteristics of close-up shots that visually reveal the 'inner world' should be recognized. In addition, it was discovered that the facial expression acting is the reaction acting that provides the important point in the unfolding of narratives, and that the method of facial expression and the size of the shots required for the actors are different depending on the roles of main and supporting characters.