• Title/Summary/Keyword: User Emotion

Search Result 563, Processing Time 0.023 seconds

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
    • /
    • v.24 no.5
    • /
    • pp.482-488
    • /
    • 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.

An Empirical Study of Discontinuous Use Intention on SNS: From a Perspective of Society Comparison Theory (사회비교이론 관점에서 살펴본 SNS 이용중단 의도)

  • Cha, Kyung Jin;Lee, Eun Mok
    • The Journal of Society for e-Business Studies
    • /
    • v.20 no.3
    • /
    • pp.59-77
    • /
    • 2015
  • Social networking sites (SNS), such as Facebook, provide abundant social comparison opportunities. Given the widespread use of SNSs, the purpose of the present study was to examine the impact of exposure to social media-based social comparison on user's negative emotions and discontinuous use intention on SNS. We present evidence that under the use of SNS, social comparison activities diverge into three patterns, with explicit self-evaluation desire made against similar target (lateral comparison), self-defense desire made against less fortunate target (downward comparison), and self-enhancement desire made with more fortunate target (upward comparison). Such social comparison processes frequently arise, as people are increasingly using on SNSs, the downward contacts ameliorating self-esteem with positive emotions, but the upward contacts and standard contacts with lateral status enabling a person to compare his or her situation with others and simultaneously increase negative emotions due to its differences with others. In other words, as people increasingly relying on SNSs for a variety of everyday tasks, they risk overexposure to upward or standard social comparison information that may have a cumulative detrimental impact on future intention on SNS use. This study with survey with 209 SNS users found that these negative emotions lead to negative fatigue (attitude) and then discontinuous use intention (behavior) on SNS. Our findings are among the first to explicitly examine discontinuous use intention on SNS using social comparison theory and our results are consistent with those of past research showing that upward social comparisons can be detrimental.

The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
    • /
    • v.19 no.4
    • /
    • pp.101-124
    • /
    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.