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The Impact of Location-based Mobile Curation Characteristics on Behaviors of Art Gallery Visitors (위치기반 모바일 큐레이션 특성이 미술관 관람객의 관람행태에 미치는 영향)

  • Sangwoo Seo;Taeksoo Shin
    • Information Systems Review
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    • v.22 no.2
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    • pp.167-199
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    • 2020
  • The ICT-based curation as a series of experiences with the mobile exhibition-guide applications or guide programs in art galleries helps visitors fully immersed in the exhibition and allows them to have more informative and convenient guide experience at art galleries. This study aims to verify how the factors of ICT-based curation affects the commitment and satisfaction of visitors at art galleries, figure out whether the visitors' commitment has effects on their satisfaction, and then finally test the impact of their commitment and satisfaction on their revisit intention. In order to validate the cause-and-effect relationships between these factors, the ICT-based curation in this paper is categorized into five factors - gamification, quality of image/video information, quality of sound/text information, contextual offer, and instant connectivity. The main results of the study are as follows. First, only the gamification has significantly positive effects on the commitment of art gallery visitors, while other two factors - the instant connectivity, and the quality of sound/text information - have significantly positive effects on the satisfaction of visitors. Second, the commitment of visitors also has significantly positive effects on their satisfaction. Third, the commitment of the visitors don't have significantly positive relationship with their intention of revisit, but the satisfaction of the visitors have significantly positive relationship with their intention of revisit.

Customer Behavior Prediction of Binary Classification Model Using Unstructured Information and Convolution Neural Network: The Case of Online Storefront (비정형 정보와 CNN 기법을 활용한 이진 분류 모델의 고객 행태 예측: 전자상거래 사례를 중심으로)

  • Kim, Seungsoo;Kim, Jongwoo
    • Journal of Intelligence and Information Systems
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    • v.24 no.2
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    • pp.221-241
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    • 2018
  • Deep learning is getting attention recently. The deep learning technique which had been applied in competitions of the International Conference on Image Recognition Technology(ILSVR) and AlphaGo is Convolution Neural Network(CNN). CNN is characterized in that the input image is divided into small sections to recognize the partial features and combine them to recognize as a whole. Deep learning technologies are expected to bring a lot of changes in our lives, but until now, its applications have been limited to image recognition and natural language processing. The use of deep learning techniques for business problems is still an early research stage. If their performance is proved, they can be applied to traditional business problems such as future marketing response prediction, fraud transaction detection, bankruptcy prediction, and so on. So, it is a very meaningful experiment to diagnose the possibility of solving business problems using deep learning technologies based on the case of online shopping companies which have big data, are relatively easy to identify customer behavior and has high utilization values. Especially, in online shopping companies, the competition environment is rapidly changing and becoming more intense. Therefore, analysis of customer behavior for maximizing profit is becoming more and more important for online shopping companies. In this study, we propose 'CNN model of Heterogeneous Information Integration' using CNN as a way to improve the predictive power of customer behavior in online shopping enterprises. In order to propose a model that optimizes the performance, which is a model that learns from the convolution neural network of the multi-layer perceptron structure by combining structured and unstructured information, this model uses 'heterogeneous information integration', 'unstructured information vector conversion', 'multi-layer perceptron design', and evaluate the performance of each architecture, and confirm the proposed model based on the results. In addition, the target variables for predicting customer behavior are defined as six binary classification problems: re-purchaser, churn, frequent shopper, frequent refund shopper, high amount shopper, high discount shopper. In order to verify the usefulness of the proposed model, we conducted experiments using actual data of domestic specific online shopping company. This experiment uses actual transactions, customers, and VOC data of specific online shopping company in Korea. Data extraction criteria are defined for 47,947 customers who registered at least one VOC in January 2011 (1 month). The customer profiles of these customers, as well as a total of 19 months of trading data from September 2010 to March 2012, and VOCs posted for a month are used. The experiment of this study is divided into two stages. In the first step, we evaluate three architectures that affect the performance of the proposed model and select optimal parameters. We evaluate the performance with the proposed model. Experimental results show that the proposed model, which combines both structured and unstructured information, is superior compared to NBC(Naïve Bayes classification), SVM(Support vector machine), and ANN(Artificial neural network). Therefore, it is significant that the use of unstructured information contributes to predict customer behavior, and that CNN can be applied to solve business problems as well as image recognition and natural language processing problems. It can be confirmed through experiments that CNN is more effective in understanding and interpreting the meaning of context in text VOC data. And it is significant that the empirical research based on the actual data of the e-commerce company can extract very meaningful information from the VOC data written in the text format directly by the customer in the prediction of the customer behavior. Finally, through various experiments, it is possible to say that the proposed model provides useful information for the future research related to the parameter selection and its performance.

Dedicatory Inscriptions on the Amitabha Buddha and Maitreya Bodhisattva Sculptures of Gamsansa Temple (감산사(甘山寺) 아미타불상(阿彌陁佛像)과 미륵보살상(彌勒菩薩像) 조상기(造像記)의 연구)

  • Nam, Dongsin
    • MISULJARYO - National Museum of Korea Art Journal
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    • v.98
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    • pp.22-53
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    • 2020
  • This paper analyzes the contents, characteristics, and historical significance of the dedicatory inscriptions (josanggi) on the Amitabha Buddha and the Maitreya Bodhisattva statues of Gamsansa Temple, two masterpieces of Buddhist sculpture from the Unified Silla period. In the first section, I summarize research results from the past century (divided into four periods), before presenting a new perspective and methodology that questions the pre-existing notion that the Maitreya Bodhisattva has a higher rank than the Amitabha Buddha. In the second section, through my own analysis of the dedicatory inscriptions, arrangement, and overall appearance of the two images, I assert that the Amitabha Buddha sculpture actually held a higher rank and greater significance than the Maitreya Bodhisattva sculpture. In the third section, for the first time, I provide a new interpretation of two previously undeciphered characters from the inscriptions. In addition, by comparing the sentence structures from the respective inscriptions and revising the current understanding of the author (chanja) and calligrapher (seoja), I elucidate the possible meaning of some ambiguous phrases. Finally, in the fourth section, I reexamine the content of both inscriptions, differentiating between the parts relating to the patron (josangju), the dedication (josang), and the prayers of the patrons or donors (balwon). In particular, I argue that the phrase "for my deceased parents" is not merely a general axiom, but a specific reference. To summarize, the dedicatory inscriptions can be interpreted as follows: when Kim Jiseong's parents died, they were cremated and he scattered most of their remains by the East Sea. But years later, he regretted having no physical memorial of them to which to pay his respects. Thus, in his later years, he donated his estate on Gamsan as alms and led the construction of Gamsansa Temple. He then commissioned the production of the two stone sculptures of Amitabha Buddha and Maitreya Bodhisattva for the temple, asking that they be sculpted realistically to reflect the actual appearance of his parents. Finally, he enshrined the remains of his parents in the sculptures through the hole in the back of the head (jeonghyeol). The Maitreya Bodhisattva is a standing image with a nirmanakaya, or "transformation Buddha," on the crown. As various art historians have pointed out, this iconography is virtually unprecedented among Maitreya images in East Asian Buddhist sculpture, leading some to speculate that the standing image is actually the Avalokitesvara. However, anyone who reads the dedicatory inscription can have no doubt that this image is in fact the Maitreya. To ensure that the sculpture properly embodied his mother (who wished to be reborn in Tushita Heaven with Maitreya Bodhisattva), Kim Jiseong combined the iconography of the Maitreya and Avalokitesvara (the reincarnation of compassion). Hence, Kim Jiseong's deep love for his mother motivated him to modify the conventional iconography of the Maitreya and Avalokitesvara. A similar sentiment can be found in the sculpture of Amitabha Buddha. To this day, any visitor to the temple who first looks at the sculptures from the front before reading the text on the back will be deeply touched by the filial love of Kim Jiseong, who truly cherished the memory of his parents.

An analysis of creative trend of election Ads and PR strategy which appears in recent political campaign - Focused on 2010. 6.2 local election, 2011. 10.26 by-election, 2012. 4.11 general election, 2012. 12.19 presidential election (한국 최근 정치캠페인에서 나타난 크리에이티브한 선거광고홍보전략 트렌드 분석 -2010. 6.2지방선거, 2011. 10.26 보궐선거 2012. 4.11 총선, 2012. 12.19 대선을 중심으로)

  • Kim, Man-Ki
    • Journal of Digital Convergence
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    • v.11 no.8
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    • pp.65-73
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    • 2013
  • Outcome of election depends on which candidate of politics uses more original and creative idea for Ads and PR of election in election campaign strategy of political campaign. Especially, since political Ads and PR are the ways of capturing voters' sensitivities with one line of copy(slogan) and one image, Ads and PR are very important. This research analyzes unique and creative trend of political campaigns which are used in each unit election which is held four times(2010. 6 2 local election, 2011. 10 26 by-election, 2012. 4 11 general election, 2012. 12 19 presidential election) during 2010~2012. For analysis, search analysis of text and image used in video, internet, booklet type of Ads and PR material for election, and election campaign. Video is used in election campaign during election period. Unique and creative political campaign is customized micro-marketing election strategy trend which tries to fit for tendency of backing including gender, age group, social atmosphere, etc. This research excludes the degree of success of this election strategy from subject of analysis.

An Ontological Question (디지털-재현, 오래된 존재론적 질문의 재등장)

  • KIM, Seongtae
    • Trans-
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    • v.5
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    • pp.1-27
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    • 2018
  • What is 'analyzing a movie'? And, what is 'its role in film studies'? The question required a systematic and scholarly answer, and filmologie was making a clear place for itself. Through psychology, aesthetics, text theories and of course semiotics, the conceptualization of 'film' has been formed. Deleuze, who has been continually writing about 'movies' in his philosophical essays, ended the debate in defining the relationship between 'image and essence' when he released 《Movie 1, Movement-Image》 in 1983. 'Film' rapidly became the topic of the century and became a 'device' that leads the way of thinking. The reason why Jean-Louis Boissier labeled this 'film' as 'device (le dispositif)' was not part of film studies. What should be noted is that the mention of 'film' became a key part of the debate of 'reproduction', which was the most popular subject of philosophy and humanities. In the digital era, the film is once again questioned about its definition. In retrospect, themes of core debates of 'History of cinema' have always been driven by simple and superficial technological changes. With the emergence of CG (Computer Graphics), the question of 'cinema' in the 21st century is not only a philosophical discussion on the problem of 'reproduction', but also a crucial change that shifted the focus of the debate on the nature of the film from 'production' to 'distribution'.

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Motivations for the Using Emoticon : Exploring the effect of Motivations and Intimacies between Users on the Attitude and Behaviors of Using Emoticon (이모티콘 사용자의 이용 동기에 대하여 이용 동기와 친밀도에 따른 이모티콘 이용 태도와 행태 차이)

  • Lee, Eunji
    • Journal of the HCI Society of Korea
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    • v.12 no.2
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    • pp.5-12
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    • 2017
  • The forms of emoticon - a symbolic tool which expresses a person's sentiments and emotions in virtual space - have been diversifying by the growth of the mobile market. In light of this phenomenon, a number of studies about emoticon have been conducting in Korea. Nevertheless, those are limited not only to a certain form of emoticon which is combinations of symbolic characters but to the functional aspect of emoticon. Thus, this research focused on the image-form emoticon which is the most highly used, and on the user's perspective rather than functional. It is (1)found out the motive of using image-form of emoticon, and (2)explored the attitude and using behaviors toward emoticon based on the motives found. Moreover, this study (3)examined if there is a gender effect and intimacy effect. As a result, the motives of the emoticon-users were to express their emotions, to show their intimacies to the receivers, to manage their images, and to supplement text-based messaging. Two of the motives - expressing emotions and expressing intimacy - had a positive effect on the attitude and the frequency of emoticon-use. It is also found that the higher intimacy users feel toward the receivers, the better the attitude they have as well as the more frequent they use emoticon. This study suggests practical implications of emoticon as a growing communication tool by identifying the motives of using it. And it also contributes to examine the effect of the motives and intimacy on the attitude and the actual behavior of using emoticon.

Development of the Artwork using Music Visualization based on Sentiment Analysis of Lyrics (가사 텍스트의 감성분석에 기반 한 음악 시각화 콘텐츠 개발)

  • Kim, Hye-Ran
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.89-99
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    • 2020
  • In this study, we tried to produce moving-image works through sentiment analysis of music. First, Google natural language API was used for the sentiment analysis of lyrics, then the result was applied to the image visualization rules. In prior engineering researches, text-based sentiment analysis has been conducted to understand users' emotions and attitudes by analyzing users' comments and reviews in social media. In this study, the data was used as a material for the creation of artworks so that it could be used for aesthetic expressions. From the machine's point of view, emotions are substituted with numbers, so there is a limit to normalization and standardization. Therefore, we tried to overcome these limitations by linking the results of sentiment analysis of lyrics data with the rules of formative elements in visual arts. This study aims to transform existing traditional art works such as literature, music, painting, and dance to a new form of arts based on the viewpoint of the machine, while reflecting the current era in which artificial intelligence even attempts to create artworks that are advanced mental products of human beings. In addition, it is expected that it will be expanded to an educational platform that facilitates creative activities, psychological analysis, and communication for people with developmental disabilities who have difficulty expressing emotions.

A Study on Participatory Culture of Korean Webtoon Focused on User-Generated Images - (한국 웹툰의 참여 문화 연구 - 사용자 생성 이미지를 중심으로 -)

  • Kim, Juna;Kim, Su-Jin
    • Cartoon and Animation Studies
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    • s.44
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    • pp.307-331
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    • 2016
  • Webtoon is the most popular cultural contents representing contemporary Korea. This study explores the cultural aspects of participatory culture surrounding Webtoon, and reveals the cultural implications of webtoon in contemporary Korea. Particularly, this study notes that the engagement of the participatory culture is formed from the user-generated images and analyzes the reproduction patterns of them. Chapter 2 analyzes the mimicking process of user-generated images based on the 'meme' concept. Especially based on the variation degree of text or image, the user-generated images could be classified into three types of 'completely variant', 'partly variant', and 'completely same'. Users use these images as one of the fun factor by transplanting them into daily messenger conversation. Chapter 3 reveals the cultural meaning which is derived from the process of user-generated images creation. In particular, this study notes that most of the user-generated images are mimicking the main character of the original webtoon, and analyzes the underlying desire of the mass based on the literary theory of Northrop Frye. The main readers of webtoon are petit-bourgeois living in Korean metropolitan, and the user-generated images also reflects the daily lives of these ordinary people. User-generated images of webtoon are imitating the original contents in a way of replicating or mutating the images or texts. Also, they are consumed and enjoyed as an amusing code among users. Especially by mimicking the appearance of the main character in a self-reflective way, they appeal to day-to-day sympathy of users. In that user-generated images reveal the desire of the public living in contemporary Korea, this study examines the cultural implication of webtoon.

Explicating Personal Health Informatics Experience (퍼스널 헬스케어 디바이스 사용자 경험 연구)

  • Shin, Dong-Hee;Cho, Hoyoun
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.550-566
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    • 2017
  • Recent advances in wearable devices and quantified-self movement increase the number of personal informatics application that may cause an concern to health industry and user. In this light, the goal of this study is to identify more effective ways of design and evaluation of personal informatics application for self-tracking and delivering health information to users. For this goal, this study conducted areal-world study that processes such that user can assess, be aware of, and self-reflect on their data and behavior activity. In doing so, this study aims to determine the psychological effects of forms of health feedback (comparative vs. non-comparative) and presentation modes (text vs. image) on users' tendencies toward health conservation. Results from a between-subjects experiment revealed that health information in a comparative and textual format was more effective in encouraging health conservation in participants than identical information presented in a non-comparative and image format. In addition, participants' level of health consciousness emerged as a significant predictor. Through this analysis of quantitative data and inferences, this study make a number of contributions to the user affordance research and its methodology of health informatics study and designing personal informatics application that support user's behavior change in various contexts.

Implementation of Interactive Media Content Production Framework based on Gesture Recognition (제스처 인식 기반의 인터랙티브 미디어 콘텐츠 제작 프레임워크 구현)

  • Koh, You-jin;Kim, Tae-Won;Kim, Yong-Goo;Choi, Yoo-Joo
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.545-559
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    • 2020
  • In this paper, we propose a content creation framework that enables users without programming experience to easily create interactive media content that responds to user gestures. In the proposed framework, users define the gestures they use and the media effects that respond to them by numbers, and link them in a text-based configuration file. In the proposed framework, the interactive media content that responds to the user's gesture is linked with the dynamic projection mapping module to track the user's location and project the media effects onto the user. To reduce the processing speed and memory burden of the gesture recognition, the user's movement is expressed as a gray scale motion history image. We designed a convolutional neural network model for gesture recognition using motion history images as input data. The number of network layers and hyperparameters of the convolutional neural network model were determined through experiments that recognize five gestures, and applied to the proposed framework. In the gesture recognition experiment, we obtained a recognition accuracy of 97.96% and a processing speed of 12.04 FPS. In the experiment connected with the three media effects, we confirmed that the intended media effect was appropriately displayed in real-time according to the user's gesture.