• Title/Summary/Keyword: User personality

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Deep Learning-based Tourism Recommendation System using Social Network Analysis

  • Jeong, Chi-Seo;Ryu, Ki-Hwan;Lee, Jong-Yong;Jung, Kye-Dong
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.113-119
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    • 2020
  • Numerous tourist-related data produced on the Internet contain not only simple tourist information but also diverse ideas and opinions from users. In order to derive meaningful information about tourist sites from such big data, the social network analysis of tourist keywords can identify the frequency of keywords and the relationship between keywords. Thus, it is possible to make recommendations more suitable for users by utilizing the clear recommendation criteria of tourist attractions and the relationship between tourist attractions. In this paper, a recommendation system was designed based on tourist site information through big data social network analysis. Based on user personality information, the types of tourism suitable for users are classified through deep learning and the network analysis among tourist keywords is conducted to identify the relationship between tourist attractions belonging to the type of tourism. Tour information for related tourist attractions shown on SNS and blogs will be recommended through tagging.

Caching Algorithm for Core Network Offloading in Smallcell Environment (소형셀 환경에서 코어망 오프로딩을 위한 캐시 알고리즘)

  • Jung, So-Yi;Kim, Jae-Hyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.3
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    • pp.32-38
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    • 2015
  • In this paper, we propose a smallcell local caching algorithm under user's context in smallcell environment. The proposed system reduces traffic to core network and the network cost, but increases it's performance. The proposed algorithm precache suitable files using smallcell's regional characteristics and target's personality. It can adjusts a storage allocation to make effective usage of our limited cache storage capacity. In order to evaluate the performance of the proposed cache algorithm, we define the cache efficiency, the decrement of core network traffic. The simulation results show that the proposed algorithm can improve performance by about 200% compared to existing web cache scheme.

Prototyping Game Model for Tangible Interface (체감형 인터페이스를 위한 게임모델)

  • Ko Bong-Kyun;Kim Ban-Suk;Moon Kwan-Bo;Lee Sun-Ju;Hong Ju-Hee;Choo Moon-Won;Choi Young-Mee
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.412-415
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    • 2005
  • Recently, new games have been experimented to be given the adaptive interfaces equipped with AI algorithms which could interpret the user's personality, behavioral patterns, and physiological conditions in realtime. In this paper, we propose the intermediate form of tangible interface for PC package, which is currently decaying in commercial market.

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A Study on Political Attitude Estimation of Korean OSN Users (온라인 소셜네트워크를 통한 한국인의 정치성향 예측 기법의 연구)

  • Wijaya, Muhammad Eka;Ahn, Heejune
    • Journal of Korea Society of Industrial Information Systems
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    • v.21 no.4
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    • pp.1-11
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    • 2016
  • Recently numerous studies are conducted to estimate the human personality from the online social activities. This paper develops a comprehensive model for political attitude estimation leveraging the Facebook Like information of the users. We designed a Facebook Crawler that efficiently collects data overcoming the difficulties in crawling Ajax enabled Facebook pages. We show that the category level selection can reduce the data analysis complexity utilizing the sparsity of the huge like-attitude matrix. In the Korean Facebook users' context, only 28 criteria (3% of the total) can estimate the political polarity of the user with high accuracy (AUC of 0.82).

Color Preference of the Elderly for the Apartment Interior Color planning (노인수요계층의 아파트 실내 색채계획을 위한 색채선호 연구)

  • Jun, Eun-Jung;Cho, Sung-Heui
    • Korean Institute of Interior Design Journal
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    • v.15 no.6 s.59
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    • pp.221-228
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    • 2006
  • The purpose of this research is to investigate the tendency of color preference for the elderly in housing. For this, a questionnaire survey was carried out with color chips and 9 photos of the living rooms which were chosen among apartment model houses in Pusan. Preference of color usage was measured by SD scale developed by advertising adjectives for the model houses. The result of this study are as follows: 1) The preferred color image was characterized as soft, warm and simple. The main factors of color image were identified and named as 'dignity factor' and 'personality factor'. 2) The elderly preferred G generally, but R for dominant color of the living room. They distinguished their attitudes about the color by the purpose of color usage. 3) For colors of architectural components of the living room, preferred colors were narrowed Y, YR and R for wall, art wall and floor. Beige was the most popular color in the living room for the elderly. This research can contribute to the basic data of color planning for the elderly housing.

Analysis of Game Character Using Emotion Rule (감정규칙을 사용한 게임 캐릭터 분석)

  • Park, Jun-Hyoung;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.7-18
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    • 2014
  • Emotion is one of the elements of the game that will help the user interaction. The way to express the emotions and personality of the character was taken into account severity of reaction to action or a specific graphics in the game so far. However recently structured for the interest in the study of emotion increases and to utilize a variety of feelings in the game is needed. In the field of autonomous agents, studies of the possibility of the use of emotion, defined 12 different emotion rules. In this paper, we dilate by defining the terms used in the game rules of emotion made the rules of the emotion of the game. And, we analyzed emotions in actual game character used Game Emotions Rule. As a result, it was possible to see the rules of the game feeling separate from that being used for game genre similar.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

The Effect of Appearance of 'the other' and 'I' to Positive Attitude and Sense of Community on Social Video Platform - Based on Social Impact Theory and Self-Monitoring Theory (소셜 비디오 플랫폼 상에서 '나'의 개성과 '다른 사람'의 개성이 사용자의 긍정성과 소속감에 미치는 영향 - 사회적 영향이론과 자기 점검 이론 관점)

  • Kim, Bomyeong;Kim, HyunYoung;Kim, Jinwook;Shin, Hyunsik;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.480-493
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    • 2016
  • Recently, the method of social interaction is transforming into a method that utilizes videos. We are suggesting a new social video platform that contains a video of 'I' and 'the other'. We studied how the appearance of 'the other' and 'I' affected the user. So we applied the Social Impact Theory and Self-Monitoring Theory. The platforms were then used to investigate how the user's positive attitude and sense of community were affected by having the user view his/her and 'the other's appearance watching the same video. As the result, users felt more positive attitude when their own appearance was shown on the screen. However, the positive attitude decreased when there were more femininity in the surrounding videos along with their own appearance. Also, when there were more masculinity in the surrounding video, the users felt a stronger sense of community. We believe this research will provide implications for developing the structure and organization of a new social video platform.

A Study on the Spatial Planning of Elementary School in consideration of Creativity and Character Education (창의·인성 교육을 고려한 초등학교 공간계획 방향에 관한 연구)

  • Choi, Hyeong Ju;Cho, Jin Il
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.17 no.1
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    • pp.12-22
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    • 2018
  • The purpose of this study is to suggest a space planning direction that can more effectively support creativity and character education in elementary school. In order to do this, we investigated the current state of space creation and the space utilization of schools that operate creativity and Character Education programs. In addition, we surveyed and analyzed the user satisfaction and demand for school space in terms of creativity and character education. The results of this study are as follows: First, 23 design criteria were drawn for each main space in which creative and character education programs are conducted. Second, we investigated the priority and satisfaction of the space that is frequently used in the school for creativity and personality education. Third, we surveyed the types and priorities of new spaces needed to cultivate students' creativity and character. Fourth, 14 concrete space planning directions for creating creativity and character education were suggested.

A Propensity of the Players' Preferences of the On-Line Game under Their Thinking Modes of The Cerebral Hemispheric Model (대뇌반구모형의 사고유형별 온라인 게임 선호요소에 관한 연구)

  • Kim, Dea-Yong;Chung, Seung-Ho;Choi, Eun-Suk
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.140-150
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    • 2009
  • Difference of individual character is defined Cerebral Hemispheric Model(CHM) to develop individual intellectual abilities in this paper. Component of preferred online-game is surveyed in accordance with individual character, and investigated for possible applications. An individual is classified with 2 modes of CHM that take charge of intellectual abilities; abilities is character, taste, personality decision-making and behavior patterns; that is closely related to creativity. Difference of game component could be investigated with correlation table of cerebral preference patterns (CPP) that was drawn up with survey. Individual brain preferences (IBP) became clear through preference of individual in the investigation, and suggested concept guide-line to develop other brain preferences. Thus, this study is able to realize from education game to a great variety of contents that base on the development of thinking-faculties as optimization of user preference, can be the basic data of self-development, to improve intellectual faculties as development of individual thinking preference.