• 제목/요약/키워드: media text

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Rapid and Brief Communication GPU implementation of neural networks

  • Oh, Kyoung-Su;Jung, Kee-Chul
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2007년도 학술대회 3부
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    • pp.322-325
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    • 2007
  • Graphics processing unit (GPU) is used for a faster artificial neural network. It is used to implement the matrix multiplication of a neural network to enhance the time performance of a text detection system. Preliminary results produced a 20-fold performance enhancement using an ATI RADEON 9700 PRO board. The parallelism of a GPU is fully utilized by accumulating a lot of input feature vectors and weight vectors, then converting the many inner-product operations into one matrix operation. Further research areas include benchmarking the performance with various hardware and GPU-aware learning algorithms. (c) 2004 Pattern Recognition Society. Published by Elsevier Ltd. All rights reserved.

Sentiment Analysis Main Tasks and Applications: A Survey

  • Tedmori, Sara;Awajan, Arafat
    • Journal of Information Processing Systems
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    • 제15권3호
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    • pp.500-519
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    • 2019
  • The blooming of social media has simulated interest in sentiment analysis. Sentiment analysis aims to determine from a specific piece of content the overall attitude of its author in relation to a specific item, product, brand, or service. In sentiment analysis, the focus is on the subjective sentences. Hence, in order to discover and extract the subjective information from a given text, researchers have applied various methods in computational linguistics, natural language processing, and text analysis. The aim of this paper is to provide an in-depth up-to-date study of the sentiment analysis algorithms in order to familiarize with other works done in the subject. The paper focuses on the main tasks and applications of sentiment analysis. State-of-the-art algorithms, methodologies and techniques have been categorized and summarized to facilitate future research in this field.

온라인 채팅에서 아바타의 도입이 매체에 대한 사용자의 인지에 미치는 영향 (A comparison of user perception between text-based and avatar-based chatting)

  • 박희정;이문봉;이성철;서길수
    • Asia pacific journal of information systems
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    • 제12권4호
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    • pp.77-99
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    • 2002
  • This study compares avatar-based chatting and text-based chatting. The comparison focuses on the effect of different chatting methods on user perception such as flow, social presence, and media richness. Especially the effects of avatar are examined across varying task types-work-oriented and fun-oriented. To accomplish this objective, a laboratory experiment was conducted using 80 experienced subjects. The results indicate that avatar-based chatting was more playfulness than text-based chatting in general. However, the effects of chatting methods on user perception were quite different according to the task types. There was no significant difference between avatar-based chatting and text-based chatting in the fun-oriented task, but avatar-based chatting was perceived as a more playful, focused, telepresent, and social present method in the work-oriented task.

텍스트로서의 조경드로잉 - 읽기의 틀과 실제 - (Landscape Drawing as a Text: Practical and Theoretical Approach)

  • 이광빈;조정송
    • 한국조경학회지
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    • 제27권1호
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    • pp.54-63
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    • 1999
  • The Landscape drawing is used as main media in landscape design process like the language in daily life for human. Designers input many intentions and meaningful words in design process through landscape drawing. The common purpose of landscape drawing is to represent reality effectively, even though it has variable visual forms and materiality. The representation in landscape drawing in metaphorical as well as visual and functional. But current tendency is inclined to use landscape drawing in a functional aspect for visual representation and the landscape drawing is utilized straight-forwardly rather than metaphorically for clear communication. Such recognition on landscape drawing results from the difficulty to accept the symbolic aspect of the drawing. The difficulty makes the utilization and the interpretation of landscape drawing stay at conventional level in following visible factors. For the sake of solving the difficulty this study considers landscape drawing as the text that contains readable objects and symbolic words. This study presents layer-methods for reading a landscape drawing as a text; situational and contextural reading, iconological reading and reading the subject of drawing.

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Design of Image Generation System for DCGAN-Based Kids' Book Text

  • Cho, Jaehyeon;Moon, Nammee
    • Journal of Information Processing Systems
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    • 제16권6호
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    • pp.1437-1446
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    • 2020
  • For the last few years, smart devices have begun to occupy an essential place in the life of children, by allowing them to access a variety of language activities and books. Various studies are being conducted on using smart devices for education. Our study extracts images and texts from kids' book with smart devices and matches the extracted images and texts to create new images that are not represented in these books. The proposed system will enable the use of smart devices as educational media for children. A deep convolutional generative adversarial network (DCGAN) is used for generating a new image. Three steps are involved in training DCGAN. Firstly, images with 11 titles and 1,164 images on ImageNet are learned. Secondly, Tesseract, an optical character recognition engine, is used to extract images and text from kids' book and classify the text using a morpheme analyzer. Thirdly, the classified word class is matched with the latent vector of the image. The learned DCGAN creates an image associated with the text.

소셜 미디어와 중계영상을 활용한 실시간 문자 중계 시스템 (Real-time Text Scoreboard System using Social Media and Live Media)

  • 서동만;김수현;박호건;고희동
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2012년도 한국컴퓨터종합학술대회논문집 Vol.39 No.1(D)
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    • pp.193-195
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    • 2012
  • 본 논문에서는 모바일 환경에서 이동중에 사용자에게 스포츠 경기를 관전할 수 있는 실시간 중계 시스템을 제안한다. 제안하는 시스템은 문자 중계를 기본으로 하여 소셜 미디어와 TV 중계 영상을 이용한 하이라이트 동영상 서비스와 소셜 미디어 요약 서비스를 함께 제공한다.

텍스트 분석 기술 및 활용 동향 (Investigations on Techniques and Applications of Text Analytics)

  • 김남규;이동훈;최호창
    • 한국통신학회논문지
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    • 제42권2호
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    • pp.471-492
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    • 2017
  • 최근 데이터의 양 자체가 해결해야 할 문제의 일부분이 되는 빅데이터(Big Data) 분석에 대한 수요와 관심이 급증하고 있다. 빅데이터는 기존의 정형 데이터 뿐 아니라 이미지, 동영상, 로그 등 다양한 형태의 비정형 데이터 또한 포함하는 개념으로 사용되고 있으며, 다양한 유형의 데이터 중 특히 정보의 표현 및 전달을 위한 대표적 수단인 텍스트(Text) 분석에 대한 연구가 활발하게 이루어지고 있다. 텍스트 분석은 일반적으로 문서 수집, 파싱(Parsing) 및 필터링(Filtering), 구조화, 빈도 분석 및 유사도 분석의 순서로 수행되며, 분석의 결과는 워드 클라우드(Word Cloud), 워드 네트워크(Word Network), 토픽 모델링(Topic Modeling), 문서 분류, 감성 분석 등의 형태로 나타나게 된다. 특히 최근 다양한 소셜미디어(Social Media)를 통해 급증하고 있는 텍스트 데이터로부터 주요 토픽을 파악하기 위한 수요가 증가함에 따라, 방대한 양의 비정형 텍스트 문서로부터 주요 토픽을 추출하고 각 토픽별 해당 문서를 묶어서 제공하는 토픽 모델링에 대한 연구 및 적용 사례가 다양한 분야에서 생성되고 있다. 이에 본 논문에서는 텍스트 분석 관련 주요 기술 및 연구 동향을 살펴보고, 토픽 모델링을 활용하여 다양한 분야의 문제를 해결한 연구 사례를 소개한다.

Data Empowered Insights for Sustainability of Korean MNEs

  • PARK, Young-Eun
    • The Journal of Asian Finance, Economics and Business
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    • 제6권3호
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    • pp.173-183
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    • 2019
  • This study aims to utilize big data contents of news and social media for developing a corporate strategy of multinational enterprises and their global decision-making through the data mining technique, especially text mining. In this paper, the data of 2 news media (BBC and CNN) and 2 social media (Facebook and Twitter) were collected for the three global leading Korean companies (Samsung, Hyundai Motor Company, and LG) from April, 2018 to April, 2019. The findings of this paper have shown that traditional news media and also modern social media have become devastating tools to extract global trends or phenomena for businesses. Moreover, this presents that a company can adopt a two-track strategy through two different types of media by deriving the key issues or trends from news media channels and also grasping consumers' sentiments, preference or issues of interest such as battery or design from social media. In addition, analyzing the texts of those media and understanding the association rules greatly contribute to the comparison between two different types of media channels to see the difference. Lastly, this provides meaningful and valuable data empowered insights to find a future direction comprehensively and develop a global strategy for sustainability of business.

Consolidation of Subtasks for Target Task in Pipelined NLP Model

  • Son, Jeong-Woo;Yoon, Heegeun;Park, Seong-Bae;Cho, Keeseong;Ryu, Won
    • ETRI Journal
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    • 제36권5호
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    • pp.704-713
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    • 2014
  • Most natural language processing tasks depend on the outputs of some other tasks. Thus, they involve other tasks as subtasks. The main problem of this type of pipelined model is that the optimality of the subtasks that are trained with their own data is not guaranteed in the final target task, since the subtasks are not optimized with respect to the target task. As a solution to this problem, this paper proposes a consolidation of subtasks for a target task ($CST^2$). In $CST^2$, all parameters of a target task and its subtasks are optimized to fulfill the objective of the target task. $CST^2$ finds such optimized parameters through a backpropagation algorithm. In experiments in which text chunking is a target task and part-of-speech tagging is its subtask, $CST^2$ outperforms a traditional pipelined text chunker. The experimental results prove the effectiveness of optimizing subtasks with respect to the target task.

청소년의 휴대전화 중독에 영향을 미치는 요인 (Factors Influencing Cell Phone Addiction in Adolescents)

  • 구현영;박현숙
    • Child Health Nursing Research
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    • 제16권1호
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    • pp.56-65
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    • 2010
  • Purpose: This study was done to identify factors influencing cell phone addiction in adolescents. Methods: The participants were 548 adolescents in two middle schools and four high schools. Data were collected through self-report questionnaires which were constructed to include a cell phone addiction scale, an impulsiveness scale, media specific factors, and cell phone use. The data were analyzed using the SPSS program. Results: Of the adolescents, 88.7% reported being average users, 8.4%, heavy users, and 2.9%, cell phone addicted. Cell phone addiction was significantly correlated with impulsiveness and media specific factors. Significant factors influencing cell phone addiction were gender, sending and receiving text messages on weekends, monthly call charges, impulsiveness, recreational reasons, and cultural reasons. Conclusion: The above findings indicate that cell phone addiction in adolescents is influenced by gender, text message use, call charges, impulsiveness and media specific factors. Therefore the development of prevention and management programs for cell phone addiction in adolescents should be based on these factors which influence cell phone addiction.