• Title/Summary/Keyword: Social Media Learning

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Fake News Detection Using CNN-based Sentiment Change Patterns (CNN 기반 감성 변화 패턴을 이용한 가짜뉴스 탐지)

  • Tae Won Lee;Ji Su Park;Jin Gon Shon
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.4
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    • pp.179-188
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    • 2023
  • Recently, fake news disguises the form of news content and appears whenever important events occur, causing social confusion. Accordingly, artificial intelligence technology is used as a research to detect fake news. Fake news detection approaches such as automatically recognizing and blocking fake news through natural language processing or detecting social media influencer accounts that spread false information by combining with network causal inference could be implemented through deep learning. However, fake news detection is classified as a difficult problem to solve among many natural language processing fields. Due to the variety of forms and expressions of fake news, the difficulty of feature extraction is high, and there are various limitations, such as that one feature may have different meanings depending on the category to which the news belongs. In this paper, emotional change patterns are presented as an additional identification criterion for detecting fake news. We propose a model with improved performance by applying a convolutional neural network to a fake news data set to perform analysis based on content characteristics and additionally analyze emotional change patterns. Sentimental polarity is calculated for the sentences constituting the news and the result value dependent on the sentence order can be obtained by applying long-term and short-term memory. This is defined as a pattern of emotional change and combined with the content characteristics of news to be used as an independent variable in the proposed model for fake news detection. We train the proposed model and comparison model by deep learning and conduct an experiment using a fake news data set to confirm that emotion change patterns can improve fake news detection performance.

Smart Exercise Prescription of Elderly Users using Visual Path Map (비쥬얼패스맵을 이용한 고령자 대상의 스마트 운동처방)

  • Jeong, Chan-Soon;Ham, Jun-Seok;Ko, Il-Ju;Hur, Jun-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.10
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    • pp.185-196
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    • 2011
  • Exercise programs for elderly users are operated by each department and facility, but it is not enough to visualize exercise prescription and effect followed by elderly users physical conditions. The purpose of this study is to suggest exercise prescription for elderly users with a visual path map. A visual path map is to visually present types of users classified according to physical strength conditions, the process of exercise prescription, and effects of exercise. Exercise prescription is divided into four stages: analysis of physical conditions, exercise prescription by the visual path map, smart exercise prescription, and exercise for elderly users. The first stage, analysis of physical conditions is to classify physical conditions by each type by mechanically learning elderly users' physical test values. The second stage, exercise prescription by the visual path map, is to present exercise prescription suitable for elderly users' physical conditions. The third stage, smart exercise prescription, is to offer exercise prescription of the day when exercise is carried out using elderly users' smart phones in consideration of their situations. The fourth stage, exercise for elderly users, is to provide information by their smart phones when they exercise. In conclusion, this study will be able to induce elderly users to do continuous exercise by motivating them.

Keyword Analysis of Research on Consumption of Children and Adolescents Using Text Mining (텍스트마이닝을 활용한 아동, 청소년 대상 소비관련 연구 키워드 분석)

  • Jin, Hyun-Jeong
    • Journal of Korean Home Economics Education Association
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    • v.33 no.4
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    • pp.1-13
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    • 2021
  • The purpose of this study is to identify trends and potential themes of research on consumption of children and adolescents for 20 years by analyzing keywords. The keywords of 869 studies on consumption of children and adolescents published in journals listed in Korean Citation Index were analyzed using text mining techniques. The most frequent keywords were found in the order of youth, youth consumers, consumer education, conspicuous consumption, consumption behavior, and character. As a result of analyzing the frequency of keywords by dividing into five-year periods, it was confirmed that the frequency of consumer education was significantly higher betwn 2006 and 2010. Research on ethical consumption has been active since 2011, and research has been conducted on various topics instead of without a prominent keyword during the most recent 5-year period. Looking at the keywords based on the TF-IDF, the keywords related to the environment and the Internet were the main keywords between 2001 and 2005. From 2006 to 2010, the TF-IDF values of media use, advertisement education, and Internet items were high. From 2011 to 2015, fair trade, green growth, green consumption, North Korean defector youths, social media, and from 2016 to 2020, text mining, sustainable development education, maker education, and the 2015 revised curriculum appeared as important themes. As a result of topic modeling, eight topics were derived: consumer education, mass media/peer culture, rational consumption, Hallyu/cultural industry, consumer competency, economic education, teaching and learning method, and eco-friendly/ethical consumption. As a result of network analysis, it was found that conspicuous consumption and consumer education are important topics in consumption research of children and adolescents.

Semi-supervised learning for sentiment analysis in mass social media (대용량 소셜 미디어 감성분석을 위한 반감독 학습 기법)

  • Hong, Sola;Chung, Yeounoh;Lee, Jee-Hyong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.5
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    • pp.482-488
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    • 2014
  • This paper aims to analyze user's emotion automatically by analyzing Twitter, a representative social network service (SNS). In order to create sentiment analysis models by using machine learning techniques, sentiment labels that represent positive/negative emotions are required. However it is very expensive to obtain sentiment labels of tweets. So, in this paper, we propose a sentiment analysis model by using self-training technique in order to utilize "data without sentiment labels" as well as "data with sentiment labels". Self-training technique is that labels of "data without sentiment labels" is determined by utilizing "data with sentiment labels", and then updates models using together with "data with sentiment labels" and newly labeled data. This technique improves the sentiment analysis performance gradually. However, it has a problem that misclassifications of unlabeled data in an early stage affect the model updating through the whole learning process because labels of unlabeled data never changes once those are determined. Thus, labels of "data without sentiment labels" needs to be carefully determined. In this paper, in order to get high performance using self-training technique, we propose 3 policies for updating "data with sentiment labels" and conduct a comparative analysis. The first policy is to select data of which confidence is higher than a given threshold among newly labeled data. The second policy is to choose the same number of the positive and negative data in the newly labeled data in order to avoid the imbalanced class learning problem. The third policy is to choose newly labeled data less than a given maximum number in order to avoid the updates of large amount of data at a time for gradual model updates. Experiments are conducted using Stanford data set and the data set is classified into positive and negative. As a result, the learned model has a high performance than the learned models by using "data with sentiment labels" only and the self-training with a regular model update policy.

Analysis on the Effect of Lessons with the GIS Application in Teaching and Learning of Geography of Elementary School (초등학교 지리학습에 있어서 GIS 활용수업의 효과분석)

  • Park, Soon-Ho;Jung, Eun-Ju
    • Journal of the Korean association of regional geographers
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    • v.14 no.3
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    • pp.269-278
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    • 2008
  • This research analyzed the effect of lessons with the GIS application as an alternative scheme of teaching and learning of geography in elementary school. Two classes in the third grade at Y elementary school in Andong were selected to conduct lessons on 'The Landscape of My Hometown' from March 6 through June 30, 2006. In the experimental class, the lessons were conducted with the GIS application; while, in a comparative class, the lessons were carried with usual teaching and learning method. To find out the effect of lessons with the GIS application, differences of spatial cognition of students were figured out between groups, and before and after lessons. The difference between the spatial concept development stages and materials on the textbook discouraged students to pursue their learning as well as made them hard to achieve the goals of lessons. The GIS application had been suggested as an alternative teaching and learning method to overcome the difference; however, it has been hard to find any empirical research to verify the effect of the lessons with GIS application in elementary school. The ability of spatial cognition of the third graders at an elementary school was very low as the result of that curricula in the first and second grades dealt with sketch maps as teaching and learning media. The map learning of third grader on the transitional stage would play the critical role to develop the spatial cognition ability in the future. The field study contributing to developing spatial cognition ability would not be conducted at school. It was required to have the alternative learning schemes such as lessons with GIS application. The lessons with GIS application verified effect of GIS application as the alternative method. The GIS application helped students to recognize landmarks, directions and distance effectively as well as reduced the spatial cognition difference among individuals and/or groups.

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The Role of Innovative Activities in Training Students Using Computer Technologies

  • Minenok, Antonina;Donets, Ihor;Telychko, Tetiana;Hud, Hanna;Smoliak, Pavlo;Kurchatova, Angelika;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.105-112
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    • 2022
  • Innovation is considered as an implemented innovation in education - in the content, methods, techniques and forms of educational activity and personality education (methods, technologies), in the content and forms of organizing the management of the educational system, as well as in the organizational structure of educational institutions, in the means of training and education and in approaches to social services in education, distance and multimedia learning, which significantly increases the quality, efficiency and effectiveness of the educational process. The classification of currently known pedagogical technologies that are most often used in practice is shown. The basis of the innovative activity of a modern teacher is the formation of an innovative program-methodical complex in the discipline. Along with programmatic and content provision of disciplines, the use of informational tools and their didactic properties comes first. It combines technical capabilities - computer and video technology with live communication between the lecturer and the audience. In pedagogical innovation, the principles reflecting specific laws and regularities of the implementation of innovative processes are singled out. All principles are elements of a complex system of organization and management of innovative activities in the field of education and training. They closely interact with each other, which enhances the effect of each of them due to the synergistic effect. To improve innovative activities in the training of students, today computer technologies are widely used in pedagogy as a science, as well as directly in the practice of the pedagogical process. They have gained the most popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, searching for information on the network for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a unified scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The article considers computer technologies as the main building material for the entire society. In the modern world, there is a need to prepare a person for life in a multimedia environment. This process should be started as early as possible, because the child's contact with the media is present almost from the moment of his birth.

Literature Review of AI Hallucination Research Since the Advent of ChatGPT: Focusing on Papers from arXiv (챗GPT 등장 이후 인공지능 환각 연구의 문헌 검토: 아카이브(arXiv)의 논문을 중심으로)

  • Park, Dae-Min;Lee, Han-Jong
    • Informatization Policy
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    • v.31 no.2
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    • pp.3-38
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    • 2024
  • Hallucination is a significant barrier to the utilization of large-scale language models or multimodal models. In this study, we collected 654 computer science papers with "hallucination" in the abstract from arXiv from December 2022 to January 2024 following the advent of Chat GPT and conducted frequency analysis, knowledge network analysis, and literature review to explore the latest trends in hallucination research. The results showed that research in the fields of "Computation and Language," "Artificial Intelligence," "Computer Vision and Pattern Recognition," and "Machine Learning" were active. We then analyzed the research trends in the four major fields by focusing on the main authors and dividing them into data, hallucination detection, and hallucination mitigation. The main research trends included hallucination mitigation through supervised fine-tuning (SFT) and reinforcement learning with human feedback (RLHF), inference enhancement via "chain of thought" (CoT), and growing interest in hallucination mitigation within the domain of multimodal AI. This study provides insights into the latest developments in hallucination research through a technology-oriented literature review. This study is expected to help subsequent research in both engineering and humanities and social sciences fields by understanding the latest trends in hallucination research.

A Study on the Effect of Personality Types of College Students on Information Use Behavior and Satisfaction for University Libraries: Focusing on Cultural Learning (대학생의 성격유형이 대학도서관 정보이용행태와 만족도에 미치는 영향 연구: 교양학습을 중심으로)

  • Tae Hee Lee;Woo Kwon Chang
    • Journal of the Korean Society for information Management
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    • v.41 no.3
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    • pp.205-247
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    • 2024
  • The purpose of this study is to investigate how information use behavior and satisfaction appear by personality type for liberal arts learning among college students, and to propose a customized information service plan that can help college students study in university libraries. To this end, a survey was conducted on 169 university students enrolled in C University. The analysis consisted of demographic characteristics, MBTI personality type, information use behavior, satisfaction, and university library service perception survey. Frequency analysis, cross-analysis, multinomial logistic regression, one-way ANOVA, and hierarchical regression analysis were performed on the collected data using the SPSS 29 statistical program. As a result of the study, first, significant results were found in 'preferred information sources', 'information source consideration factors', and 'information collection patterns' according to personality type. Second, there were statistically significant differences in satisfaction according to personality type in 'system utilization ability', 'data selection ability', and 'the degree of recognition of the usefulness of learning activities'. Third, in the relationship between preferred information sources and satisfaction based on personality types and information use behaviors, there appears to be an inverse relationship when the content includes various topics with a lack of academic depth or expertise. However, the preference for 'social media' is positively correlated with 'satisfaction with search results,' as it provides diverse perspectives and viewpoints in liberal education

Examining the Functions of Attributes of Mobile Applications to Build Brand Community

  • Yi, Kyonghwa;Ruddock, Mullykar;Kim, HJ Maria
    • Journal of Fashion Business
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    • v.19 no.6
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    • pp.82-100
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    • 2015
  • Mobile fashion apps present much opportunity for marketers to engage consumers, however not all apps provide enough functions for their targeted audience. This study aims to determine how mobile fashion apps can be used to build brand community with consumer engagement. Qualitative data on fashion mobile apps were collected from the Apple app store and Android market during the spring and summer of 2015. A total of 110 fashion mobile apps were collected;, 50 apps were identified as apparel brands that either manufacture or sell apparel to consumers, which we categorized as "brand" fashion apps, and the remaining 60 were categorized as "non-brand" fashion apps. The result of the study can be summarized as below. The 60 non-brand fashion apps were grouped into 5 app types: shopping, searching, sharing, organizational, and informational. The main functions are for informational use and shopping needs, since at least half (31 apps) are used for either retrieving information or for shopping. However, in contrast, social networking and location were infrequent and not commonly utilized by these apps. The most common type of non-brand fashion apps available were shopping apps;, many shopping apps enable users to shop from several different websites and save their items into one universal shopping cart so that they only check out once. Most of these apps are informational and help consumers make more informed decisions on purchases;, in addition many offer location services to help consumers find these items in store. While these apps perform several functions, they do not link to social media. The 50 brand apps were grouped into 5 brand types: athletic, casual, fast fashion, luxury, and retailer. These apps were also checked for attributes to determine their functionality. The result shows that the main functions of brand fashion apps are for information (82% of the 50 apps) as well as location searching (72% of 50 apps). Conversely, these apps do not offer any photo sharing, and very few have organizational or community functions. Fashion mobile apps and m-marketing elements: To build brand community, mobile apps can be designed to motivate consumer's engagement with brands. The motivations of fashion mobile apps are useful in developing fashion mobile apps. Entertainment motives can be fulfilled with multimedia attributes, functionality motives are satisfied with organizational and location-based features, information motives with informational service, socialization with community and social network, learning and intellectual stimulation from informational attributes, and trend following through photo sharing. The 8 key attributes of mobile apps can correspond to the 4 m-marketing elements (i.e., Informative content, multimedia, interactions, and product promotions) that are further intertwined with m-branding elements. App Attributes and M-Marketing aim to Build Brand Community;, the eight key attributes can impact on 4 m-branding elements, which further contribute to building brand community by affecting consumers' perceptions of brands preference and advocacy, and their likelihood to be loyal.

A Study on the Space Composition of Library as a Multicultural Institution (복합문화기관으로서 도서관의 공간 구성 연구)

  • Kwak, Seung-Jin;Noh, Younghee;Shin, Jae-Min
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.3
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    • pp.7-25
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    • 2017
  • The problem of library space has long been discussed in various aspects such as library relations, architecture, and space design. The purpose of this study is to examine the change of the concept of the complex space of the library according to the development of advanced technology and the social paradigm, and to present the direction of constructing the complex space of the future library by analyzing each case. All concepts such as mediatheque, information commons, larchiveum, and the maker space that is recently introduced into the library are important elements of the complex space presented as a problem of library construction and space. The future library reflects these concepts and serves as a mediator between information and users, users and users, users and media to support reading, information, learning, rest, community-oriented culture and creation, start-up and collaboration. It should be constructed as a multi-space platform to create new value through.