• 제목/요약/키워드: Word space

검색결과 264건 처리시간 0.024초

워드 임베딩을 이용한 아마존 패션 상품 리뷰의 사용자 감성 분석 (User Sentiment Analysis on Amazon Fashion Product Review Using Word Embedding)

  • 이동엽;조재춘;임희석
    • 한국융합학회논문지
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    • 제8권4호
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    • pp.1-8
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    • 2017
  • 현대 사회에서 패션 시장의 규모는 해외와 국내 모두 지속적으로 증가하고 있다. 전자상거래를 통해 상품을 구입하는 경우 다른 소비자들이 작성한 상품에 대한 평가 데이터는 소비자가 상품의 구입 여부를 결정하는데에 영향을 미친다. 기업의 입장에서도 상품에 대한 소비자의 평가 데이터를 분석하여 소비자의 피드백을 반영한다면 기업의 성과에 긍정적인 영향을 미칠 수 있다. 이에 본 논문에서는 아마존 패션 상품의 리뷰 데이터를 학습하여 형성된 워드임베딩 공간을 이용하여 사용자의 감성을 분석하는 모델을 구축하는 방법을 제안한다. 실험은 아마존 리뷰 데이터 570만건을 학습하여 형성된 워드임베딩 공간을 이용하여 긍정, 부정 리뷰 데이터의 개수에 따라 총 3개의 SVM 분류기 모델을 학습하는 방식으로 진행하였다. 실험 결과 긍정 리뷰 데이터 5만건, 부정 리뷰데이터 5만건을 이용하여 SVM 분류기를 학습하였을 때 88.0%로 가장 높은 정확도(accuracy)를 나타냈다.

레스토랑 품질이 브랜드 사랑과 증오, 그리고 온·오프라인 구전에 미치는 영향 (The Impacts of Restaurant Qualty on Brand Love and Hate, and Off-line and On-line Word-of-Mouth)

  • 조미옥;유연우
    • 한국프랜차이즈경영연구
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    • 제14권1호
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    • pp.1-21
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    • 2023
  • Purpose: During COVID-19, consumers prefer social distancing or contactless activities for safety, and hygienic condition has become one of the most important factors in evaluating restaurants. Therefore, this study aims to investigate whether offline/online word-of-mouth is affected by restaurant quality. Research design, data and methodology: The data were collected from 480 consumers who had experiences of visiting a restaurant in the past 90 days and analyzed with SPSS 28.0 and SmartPLS 4.0 programs. Results: Physical environment and menu had positively significant effects on brand love, while employee service and hygiene had no significance on brand love. Restaurant environment, menu, and hygiene had negatively significant effects on brand hate, but employee service had not significant impact on brand hate. Brand love had positively significant effects on offline and online word-of-mouth, and brand hate had negatively significant effects on offline and online word-of-mouth. Conclusions: First, restaurants need to develop a pleasant space where customers can have emotional experiences. Second, restaurants need to fulfill customers' desire for global food consumption. Third, restaurants should ensure hygiene and safety to prevent customers' brand hate. Lastly, restaurants need to establish offline/online word-of-mouth strategy to identify which restaurant quality attributes influence brand love/hate and offline/online word-of-mouth.

다차원 척도 구성법을 이용한 한국어 음소의 분석 (Analysis of Korean Phonemes Using Multi-Dimentional Scaling Method)

  • 권영욱;정현열
    • 전자공학회논문지B
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    • 제29B권11호
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    • pp.22-30
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    • 1992
  • Using Multi-Dimentional Scaling(MDS) method, this paper analyzes the differences of acoustic properties of Korean phonemes projected as distances on a plan space. The phonemes were extracted from mono-syllables frequently occurring in daily conversation. From the distances between vowels we found that the distances between vowels /∂/ and /w/, /o/ and /u/, and vowels /$\varepsilon$/ and /e/ were relatively too short separate automatically. From the analysis of consonants. we found short distances between 1) phonemes in each phoneme group, 2) nasals and liquid /r/ of work initial, 3) nasal /n,m/ and liquid /l/ of word finals. But nasals, liquids and plosives of word initials had enough distances to be separated from those of word finals in automatic recogniation.

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언어 모델 네트워크에 기반한 대어휘 연속 음성 인식 (Large Vocabulary Continuous Speech Recognition Based on Language Model Network)

  • 안동훈;정민화
    • 한국음향학회지
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    • 제21권6호
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    • pp.543-551
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    • 2002
  • 이 논문에서는 20,000 단어급의 대어휘를 대상으로 실시간 연속음성 인식을 수행할 수 있는 탐색 방법을 제안한다. 기본적인 탐색 방법은 토큰 전파 방식의 비터비 (Viterbi) 디코딩 알고리듬을 이용한 1 패스로 구성된다. 언어 모델 네트워크를 도입하여 다양한 언어 모델들을 일관된 탐색 공간으로 구성하도록 하였으며, 프루닝(pruning) 단계에서 살아남은 토큰들로부터 동적으로 탐색 공간을 재구성하였다. 용이한 후처리를 위해 워드그래프 및 N개의 최적 문장을 출력할 수 있도록 비터비 알고리듬을 수정하였다. 이렇게 구성된 디코더는 20,000 단어급 데이터 베이스에 대해 테스트하였으며 인식률 및 RTF측면에서 평가되었다.

English vowel production conditioned by probabilistic accessibility of words: A comparison between L1 and L2 speakers

  • Jonny Jungyun Kim;Mijung Lee
    • 말소리와 음성과학
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    • 제15권1호
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    • pp.1-7
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    • 2023
  • This study investigated the influences of probabilistic accessibility of the word being produced - as determined by its usage frequency and neighborhood density - on native and high-proficiency L2 speakers' realization of six English monophthong vowels. The native group hyperarticulated the vowels over an expanded acoustic space when the vowel occurred in words with low frequency and high density, supporting the claim that vowel forms are modified in accordance with the probabilistic accessibility of words. However, temporal expansion occurred in words with greater accessibility (i.e., with high frequency and low density) as an effect of low phonotactic probability in low-density words, particularly in attended speech. This suggests that temporal modification in the opposite direction may be part of the phonetic characteristics that are enhanced in communicatively driven focus realization. Conversely, none of these spectral and temporal patterns were found in the L2 group, thereby indicating that even the high-proficiency L2 speakers may not have developed experience-based sensitivity to the modulation of sub-categorical phonetic details indexed with word-level probabilistic information. The results are discussed with respect to how phonological representations are shaped in a word-specific manner for the sake of communicatively driven lexical intelligibility, and what factors may contribute to the lack of native-like sensitivity in L2 speech.

생활 공간의 정서적 장역학 (Emotionally Charged Field Dynamics of Lived Space)

  • 김영철
    • 한국주거학회논문집
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    • 제11권2호
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    • pp.13-23
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    • 2000
  • Lived space, i.e. space as we experience it in our mundane life, does not exist independently of material objects: it is defined, delimited and made sensible by them. Concrete spaces so manifest are not sterile and neutral homogeneous voids. Not only do they interact with material objects but also influence our feelings and behaviour, constituting emotionally charged fields. This field dynamics of space is readily observed in the phenomenon of place as well as in the etymology and usage of the word 'place'. Each space is pervaded by a particular mood or atmosphere in accordance with its size and shape as well as with the perceptual properties of its constituent objects. Moreover, within each space the atmosphere also changes depending on the location. Space then can be thought of as a nonhomogeneous field of emotional energy. The fact that one is attracted to some places and repulsed by others may be described as one's being subject to invisible forces of pulls and pushes, attractions and repulsions. Out spatial environment is therefore a field of forces of varying directions and magnitudes.

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디지털 게임의 공간 표현 특성에 관한 연구 (A Study on Spacial Characteristic features in Digital Game)

  • 황용섭;김주연
    • 한국실내디자인학회논문집
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    • 제33호
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    • pp.3-10
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    • 2002
  • Virtual reality is not a new concept but just a new word and also it isnt limited to the reality created by computer-assisted image composition. Furthermore, we have lived within the virtual reality since long time ago, and the newly emerging digital technology has made the limits of the virtual expression vague and the definition of space concept new, The magical experiences we have had within the digital space consisted of Virtual space are the philosophical subject which we can hardly explain as a simple dichotomous definition such as Virtuality or Reality. But its true that our experiences made within virtual space are felt as much newer space considering those of space design, which have been traditionally made in our physical territory. Digital game is the representative space that provides a new space. Therefore, the new concept in space will be not just the territory expansion of space but also the opportunity we can find a new possibility through the relation between human and space. At this point in time that the life territory is expanding as a new space, this research goal is to show the new possibility of the connection of human and digital space through studying the relationship of Human and Space, Space and Digital space and Human and Digital space as well as The peculiarity of the space which is expressed at Digital game, the most representative space providing new experiences.

The Research Related to Kansei Stimulation Elements in Cyber-Space

  • Dong, Oh-Gi
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2001년도 춘계학술대회 논문집
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    • pp.68-73
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    • 2001
  • The word "cyber-space" was coined through the developments in communication technology and computers. It became possible to experience disembodied space in practice through a new kind of medium. this research aims to clarify the kansei stimulation elements as realistic sensed by users who use 3-dimensional expressions in cyber-space. The research was carried out by preparing 25 samples of computer graphics, and administering 3 questionnaires to 12 examinees. The Principal Ingredient Analysis method was used for its analysis and assessment. As a result of this research, it can be concluded that materials, reflection and shadow have the strongest effect on human beings' senses in cyber-space.

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노마드적 공간에서 나타나는 유연성에 관한 연구 (A Study on Expression Characteristics of Flexibility in Nomadic Space)

  • 윤주희;김개천
    • 한국실내디자인학회논문집
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    • 제20권3호
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    • pp.119-126
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    • 2011
  • Recently, in the fields of fashion, advertisement, film, literature, philosophy, etc., the word, 'Nomad', is being used frequently across the overall society. The contemporary society is actively incorporating "nomadic thinking" as a new social phenomenon across the boundaries of conventional fields. This is not an exception in the field of space design. This study, via the contemporary nomadic thinking, examined the relationship between space design's application possibility as a new trend and flexible space; then categorized the characteristics of flexible space into flexibility, temporariness, changeability, and correlation; and then analyzed expression characteristics of flexible space. As for unrestricted expression of scene, it was recognized that separation of scene and space leads space to meet the needs of surrounding environment and users; formation of changeable space enables uses of space from various perspectives; and combining external factors (energy, media technologies) with space leads space to self-evolution. Space is perceived as an living organism that is flexibly corresponding, via realistic movement and virtual movement, to the indefinite, diversified thinking of the contemporary society. Therefore, this study illuminates that nomadic thinking has significance as basic thinking to predict development and characteristics of design thinking through understanding the contemporary society with the basic thinking system that has been inherent without restrictions of being fixed to the present, past, and future.

전시 공간의 이동 체험을 통한 움직임 표현에 관한 연구 (A Study on the Characteristic of 'Movement' Expression by the Moving Experience in Display Space)

  • 이정미;임채진
    • 한국실내디자인학회논문집
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    • 제5호
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    • pp.9-16
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    • 1995
  • The purposed of this study is searching the characteris-tic of 'Movement' expression by the Moving experience in display space. First, the concept of 'Movement' was defined by visitor's moving experiences according to the time pass and to visual perception. Exhibit cases were analygied to fine the relationships the defined 'Movement' experience with display spaces. But, 'Movement' is related moving experience from the entrance to importance of display space, and that is picked out key word in movement expression. Consequently, two category (visual expression, expres-sion method) to regard on the space design in display space was suggested focused on the concept of 'Movement'.

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