• Title/Summary/Keyword: Pretty You

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A New Rose Cultivar, 'Pretty You' with Vigorous Growth Habit (생육속도가 빠른 장미 신품종 '프리티유')

  • Lee, Young Soon;Jung, Yun Kyung;Lee, Sang Deok;Park, Mi Yok
    • Korean Journal of Breeding Science
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    • v.43 no.6
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    • pp.524-527
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    • 2011
  • A new rose cultivar, 'Pretty You' was selected from the progenies of a cross between 'Red Sandra' and 'Mira Bai' by rose breeding team of the Gyeonggi-Do Agricultural Research and Extension Services in 2008. 'Pretty You' was crossed in 2005 and seedlings were produced. After the test of specific characters from 2006 to 2008, it was finally selected and named. 'Pretty You' a stand type with large sized flower, has red and pink color (main color: Red Group 52B, second color: Red Group 50A) flower. 'Pretty You' grows vigorously, it took 45.8 days from pruning to blooming and cut flower productivity is $142.8stems/m^2$ in a year. The length of cut flower is 69.2 cm. It has 11.7 cm in flower diameter and 32.1 in petal numbers per flower. Vase life of the this cultivar can be as long as 12.3 days.

A Machine Learning-based Popularity Prediction Model for YouTube Mukbang Content (머신러닝 기반의 유튜브 먹방 콘텐츠 인기 예측 모델)

  • Beomgeun Seo;Hanjun Lee
    • Journal of Internet Computing and Services
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    • v.24 no.6
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    • pp.49-55
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    • 2023
  • In this study, models for predicting the popularity of mukbang content on YouTube were proposed, and factors influencing the popularity of mukbang content were identified through post-analysis. To accomplish this, information on 22,223 pieces of content was collected from top mukbang channels in terms of subscribers using APIs and Pretty Scale. Machine learning algorithms such as Random Forest, XGBoost, and LGBM were used to build models for predicting views and likes. The results of SHAP analysis showed that subscriber count had the most significant impact on view prediction models, while the attractiveness of a creator emerged as the most important variable in the likes prediction model. This confirmed that the precursor factors for content views and likes reactions differ. This study holds academic significance in analyzing a large amount of online content and conducting empirical analysis. It also has practical significance as it informs mukbang creators about viewer content consumption trends and provides guidance for producing high-quality, marketable content.

A Study on the Visual Interpretation of the Clothing Image as Clothing m Form and Dot Space Variation. (의복형태와 물방울무늬 공간변화에 따른 이미지의 시각적 평가)

  • 문삼련;이경희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.18 no.1
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    • pp.3-14
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    • 1994
  • This study is intended to identify the clothing mage as clothing form and dot space variation. This study consists of pre-experiment for setting the space between dot which shows the difference of the image and main experiment and also is made of factorial design for two variables-clothing form(H-line, A-line, V-line, X-line) dot (dot 1.0, dot 2.2, dot 3.4, dot 5.8) Qestionaire consists of 21 semantic differential scale expressing clothing form and .dot. Data is obtained from 50 female students maforing clothing and textile. The results of this study are as follows. 1) The image by the clothing form and the space dot variation is composed 5 factors' attention, activity, attraction, maturity, boldness. 2) The image by variation in clothing form dot has significant differences in attractive and attention factors, especially shows remarkable differences in attention. By choosing narrow space dot for attentive image, broden space dot for attractive image, you would be able to create the image you want. 3) The image by variation in dot clothing form has almost signific and differences in all factors, especially shows remarkable differences in activity. By choosing A-line for active image, V-line for mature and fashionable image, X-line for attractive, pretty and delicate mage, you would be able to create the image you want. 4) The interaction effect between clothing form and space dot was in attraction and maturity factor, V-line, X-line, dot 3.4 and dot 5.8 intensify attractive image, V-line and dot 1.0 mature image, X-line and dot 5.8 young image.

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History of mathematical modeling on the Black-Out Game (흑백게임의 역사와 수학적 모델링)

  • Kim, Duk-Sun;Ryu, Chang-Woo;Song, Yeong-Moo;Lee, Sang-Gu
    • Journal for History of Mathematics
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    • v.22 no.1
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    • pp.53-74
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    • 2009
  • Black-out Game(Lightout, Merlin Game, ${\sigma}$+Game) is an interesting game on the chessboard, when you click a button with black or white color, it changes color of itself and other buttons who shares edges. With this rule, we win the game when we have a chessboard with all same color after we click some of the buttons of it. Pretty much of research has been made on founding the winnable strategy for this type of game. In this paper, we first introduce a history of mathematical modeling on this game. Then we develop an algorithm to offer a winnable blackout game of any size. Our tools also show our new algorithm works. Finally, we show how we can use this game in mathematics education.

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A Comparative Study on the Pronunciations of Korean and Vietnamese on Korean Syllable Final Double Consonants (베트남인 한국어 학습자와 한국인의 한국어 겹받침 발음 비교 연구)

  • Jang, Kyungnam;You, Kwang-Bock
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.637-646
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    • 2022
  • In this paper the comparative study on the pronunciation of Vietnamese learners and Koreans for the Korean syllable final double consonants was performed. For many errors and the suggested teaching methods related to the pronunciation of the Korean syllable final double consonants that were investigated and analyzed through linguistic research the results of this study by using the analysis tools of speech signal processing were confirmed. Thus, we suggest the new educational method in this paper. Using SVM, which is widely used in machine learning of artificial intelligence the pronunciation of Vietnamese learners and that of Koreans were compared. Being able to obtain the decision hyperplane of the SVM means that Vietnamese learners' pronunciation of the Korean syllable final double consonants is quite different from that of Koreans. Otherwise their pronunciation are pretty similar each other. The new teaching method presented in this paper is not only composed of writing and listening but is included things such as the speech signal waveform in the time domain and its corresponding energy that can be visualized to the learners.

A Study on Analysis of consumer perception of YouTube advertising using text mining (텍스트 마이닝을 활용한 Youtube 광고에 대한 소비자 인식 분석)

  • Eum, Seong-Won
    • Management & Information Systems Review
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    • v.39 no.2
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    • pp.181-193
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    • 2020
  • This study is a study that analyzes consumer perception by utilizing text mining, which is a recent issue. we analyzed the consumer's perception of Samsung Galaxy by analyzing consumer reviews of Samsung Galaxy YouTube ads. for analysis, 1,819 consumer reviews of YouTube ads were extracted. through this data pre-processing, keywords for advertisements were classified and extracted into nouns, adjectives, and adverbs. after that, frequency analysis and emotional analysis were performed. Finally, clustering was performed through CONCOR. the summary of this study is as follows. the first most frequently mentioned words were Galaxy Note (n = 217), Good (n = 135), Pen (n = 40), and Function (n = 29). it can be judged through the advertisement that consumers "Galaxy Note", "Good", "Pen", and "Features" have good functional aspects for Samsung mobile phone products and positively recognize the Note Pen. in addition, the recognition of "Samsung Pay", "Innovation", "Design", and "iPhone" shows that Samsung's mobile phone is highly regarded for its innovative design and functional aspects of Samsung Pay. second, it is the result of sentiment analysis on YouTube advertising. As a result of emotional analysis, the ratio of emotional intensity was positive (75.95%) and higher than negative (24.05%). this means that consumers are positively aware of Samsung Galaxy mobile phones. As a result of the emotional keyword analysis, positive keywords were "good", "good", "innovative", "highest", "fast", "pretty", etc., negative keywords were "frightening", "I want to cry", "discomfort", "sorry", "no", etc. were extracted. the implication of this study is that most of the studies by quantitative analysis methods were considered when looking at the consumer perception study of existing advertisements. In this study, we deviated from quantitative research methods for advertising and attempted to analyze consumer perception through qualitative research. this is expected to have a great influence on future research, and I am sure that it will be a starting point for consumer awareness research through qualitative research.

A study of Paul Klee's by of Bernard Cocula (꼬뀔라의 의미분석망에 의한 폴 클레의 "매직 스퀘어" 연구)

  • Lyu Jea-Gil
    • Journal of Science of Art and Design
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    • v.1
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    • pp.63-93
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    • 1999
  • This treatise begins with finding a meaning of Paul Klee's . It is pretty simpleto choose the square of Klee. The most important formative language for twenty century is abstraction. The element of speaking for abstraction issquare. The artists are trying to contain the nature and universe in the square. The role of magic square consisting with small squares of Klee is crystallized. The other side, the test of this study is a method analysis. The method analysis is changing while concept and style have been changing according to a period. The existing method analysis is an iconology used many times in Art history. This treatise introduces France symbolists, Bernard Cocula and Claude Peyroutet's analysis of a meaning of image(Semantique do l'image) who were applied to Modern Art. based on Iconography. It also applies to analysis of artwork of Klee. Cocula's is developed from one phase to five phase step by step. The first phase deals with an appearance of artwork. Subsequently, the second phase is directly adjacent to personal feeling and impression. This is an adequate method for image study in the analysis of modern arts. This phase makes it a rule to enjoy talking with artworks above all. The third phase begins with this question 'What do you see? (que voyons-nous?).' The applies exhaustively and strictly to complicated image artworks which need an elaborate analysis. It is very hard but audiences must try to maintain neutrality in front of artwork because cord formation and interpretation should be formed objectively. The meaning analysis and interpretation of the forth phase begins with this question 'what is the image rouse'(qu'evoque cote image?).' This phase is the most important in a process of symbolic analysis. The audience investigates personal elements and common elements. The fifth is synthetic analysis and interpretation phase. The synthesis is last phase and it reaches a valuation and a conclusion. Namely, the synthesis phase makes up synthesis conclusion, summarizes image character, and completes value adjudication. Sometimes it completes no conclusions in a silence. This study found a new possible analysis example from Paul Klee's work. The study emphasizes square analysis and interpretation and uses . The analysis of artwork by Cocula's is an example of the most important work of Klee's three artworks. The first analysis of artwork is and the second one is . The third one is . In these analyses, Klee usedmagic square 'to make natural pictorial element and to explain organic living things.'

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Patient-related Barriiers to Pain Management in General Population (일반인의 통증관리 장애정도)

  • Yoo, Yang-Sook;Choe, Sang-Ok;Cho, Young-Yi;Koh, Su-Jin;Hor, Soo-Jin;Jeon, Ji-In;Kwon, So-Hi
    • Journal of Hospice and Palliative Care
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    • v.10 no.4
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    • pp.184-189
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    • 2007
  • Purpose: This study was to explore barriers to effective pain management in general population. Methods: Total 163 Participants completed the Barrier Questionnaire-II (BQ-II), a 27-item on a six point scale, from May to June in 2007. BQ-II consisted of four subscales which were 1) physical effects (PE) addressing beliefs that side effects of analgesics are inevitable and concerns about tolerance, fatalism (Fa) addressing fatalistic beliefs about cancer pain and its management, Communication (Co) addressing the beliefs of 'good patient' and concerns of distracting physician from underlying disease, and harmful effects (HE) addressing fear of addiction and harmful effect to immune system of pain medicine. Results: The BQ-II total had an internal consistency of 0.877 in this study. HE was the biggest barrier (3.03) followed by PE (2.73), Fa (2.15), and Co (1.71). Items appeared as great concerns were 'there is a danger of becoming addicted to pain medication'(3.58), 'using pain medicine blocks your ability to know if you have any new pain' (3.18), 'pain medicine is very addictive' (3.09), 'when you use pain medicine your body becomes used to its effects and pretty soon it won't work any more' (3.09), and 'drowsiness from pain medicine is difficult to control' (3.09). Only 12 respondents (7.4%) reported that they took any type of pain education, however, those who took pain education represented significantly lower barriers to pain management than who did not (P=.029). Conclusion: This result suggests the strategies for public education to surmount cancer pain.

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Story-based Information Retrieval (스토리 기반의 정보 검색 연구)

  • You, Eun-Soon;Park, Seung-Bo
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.81-96
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    • 2013
  • Video information retrieval has become a very important issue because of the explosive increase in video data from Web content development. Meanwhile, content-based video analysis using visual features has been the main source for video information retrieval and browsing. Content in video can be represented with content-based analysis techniques, which can extract various features from audio-visual data such as frames, shots, colors, texture, or shape. Moreover, similarity between videos can be measured through content-based analysis. However, a movie that is one of typical types of video data is organized by story as well as audio-visual data. This causes a semantic gap between significant information recognized by people and information resulting from content-based analysis, when content-based video analysis using only audio-visual data of low level is applied to information retrieval of movie. The reason for this semantic gap is that the story line for a movie is high level information, with relationships in the content that changes as the movie progresses. Information retrieval related to the story line of a movie cannot be executed by only content-based analysis techniques. A formal model is needed, which can determine relationships among movie contents, or track meaning changes, in order to accurately retrieve the story information. Recently, story-based video analysis techniques have emerged using a social network concept for story information retrieval. These approaches represent a story by using the relationships between characters in a movie, but these approaches have problems. First, they do not express dynamic changes in relationships between characters according to story development. Second, they miss profound information, such as emotions indicating the identities and psychological states of the characters. Emotion is essential to understanding a character's motivation, conflict, and resolution. Third, they do not take account of events and background that contribute to the story. As a result, this paper reviews the importance and weaknesses of previous video analysis methods ranging from content-based approaches to story analysis based on social network. Also, we suggest necessary elements, such as character, background, and events, based on narrative structures introduced in the literature. We extract characters' emotional words from the script of the movie Pretty Woman by using the hierarchical attribute of WordNet, which is an extensive English thesaurus. WordNet offers relationships between words (e.g., synonyms, hypernyms, hyponyms, antonyms). We present a method to visualize the emotional pattern of a character over time. Second, a character's inner nature must be predetermined in order to model a character arc that can depict the character's growth and development. To this end, we analyze the amount of the character's dialogue in the script and track the character's inner nature using social network concepts, such as in-degree (incoming links) and out-degree (outgoing links). Additionally, we propose a method that can track a character's inner nature by tracing indices such as degree, in-degree, and out-degree of the character network in a movie through its progression. Finally, the spatial background where characters meet and where events take place is an important element in the story. We take advantage of the movie script to extracting significant spatial background and suggest a scene map describing spatial arrangements and distances in the movie. Important places where main characters first meet or where they stay during long periods of time can be extracted through this scene map. In view of the aforementioned three elements (character, event, background), we extract a variety of information related to the story and evaluate the performance of the proposed method. We can track story information extracted over time and detect a change in the character's emotion or inner nature, spatial movement, and conflicts and resolutions in the story.