• Title/Summary/Keyword: online representation

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Chatbot Design Method Using Hybrid Word Vector Expression Model Based on Real Telemarketing Data

  • Zhang, Jie;Zhang, Jianing;Ma, Shuhao;Yang, Jie;Gui, Guan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.4
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    • pp.1400-1418
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    • 2020
  • In the development of commercial promotion, chatbot is known as one of significant skill by application of natural language processing (NLP). Conventional design methods are using bag-of-words model (BOW) alone based on Google database and other online corpus. For one thing, in the bag-of-words model, the vectors are Irrelevant to one another. Even though this method is friendly to discrete features, it is not conducive to the machine to understand continuous statements due to the loss of the connection between words in the encoded word vector. For other thing, existing methods are used to test in state-of-the-art online corpus but it is hard to apply in real applications such as telemarketing data. In this paper, we propose an improved chatbot design way using hybrid bag-of-words model and skip-gram model based on the real telemarketing data. Specifically, we first collect the real data in the telemarketing field and perform data cleaning and data classification on the constructed corpus. Second, the word representation is adopted hybrid bag-of-words model and skip-gram model. The skip-gram model maps synonyms in the vicinity of vector space. The correlation between words is expressed, so the amount of information contained in the word vector is increased, making up for the shortcomings caused by using bag-of-words model alone. Third, we use the term frequency-inverse document frequency (TF-IDF) weighting method to improve the weight of key words, then output the final word expression. At last, the answer is produced using hybrid retrieval model and generate model. The retrieval model can accurately answer questions in the field. The generate model can supplement the question of answering the open domain, in which the answer to the final reply is completed by long-short term memory (LSTM) training and prediction. Experimental results show which the hybrid word vector expression model can improve the accuracy of the response and the whole system can communicate with humans.

Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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An ERP study on the processing of Syntactic and lexical negation in Korean (부정문 처리와 문장 진리치 판단의 인지신경기제: 한국어 통사적 부정문과 어휘적 부정문에 대한 ERP 연구)

  • Nam, Yunju
    • Korean Journal of Cognitive Science
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    • v.27 no.3
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    • pp.469-499
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    • 2016
  • The present study investigated the cognitive mechanism underlying online processing of Korean syntactic (for example, A bed/a clock belongs to/doesn't belong to the furniture "침대는/시계는 가구에 속한다/속하지 않는다") and lexical negation (for example, A tiger/a butterfly has/doesn't have a tail "호랑이는/나비는 꼬리가 있다/없다") using an ERP(Event-related potentials) technique and a truth-value verification task. 23 Korean native speakers were employed for the whole experiment and 15's brain responses (out of 23) were recorded for the ERP analysis. The behavioral results (i.e. verification task scores) show that there is universal pattern of the accuracy and response time for verification process: True-Affirmative (high accuracy and short latency) > False-Affirmative > False-Negated > True-Negated. However, the components (early N400 & P600) reflecting the immediate processing of a negation operator were observed only in lexical negation. Moreover, the ERP patterns reflecting an effect of truth value were not identical: N400 effect was observed in the true condition compared to the false condition in the lexically negated sentences, whereas Positivity effect (like early P600) was observed in the false condition compared to the true condition in the syntactically negated sentences. In conclusion, the form and location of negation operator varied by languages and negation types influences the strategy and pattern of online negation processing, however, the final representation resulting from different computational processing of negation appears to be language universal and is not directly affected by negation types.

A Study on Users' Perception towards the Utility of Publication Formats between Printed Books and Electronic Books of Korean Classics Collations and Translations (고전적(古典籍) 정리·번역서의 종이책과 전자책 이용에 대한 이용자 인식 연구)

  • Ko, Young Man;Shim, Wonsik;Song, Min-Sun;Yoon, Hyun Joung
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.1
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    • pp.259-283
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    • 2018
  • This research aims at understanding the differences between expert and general users' perceptions regarding publication preferences for Korean classics collations and translations in order to formulate future directions for these materials. For this purpose, an overview of changes in publishing in general as well as current status of collation/translation of Korean classics in particular are being identified. An online questionnaire was carried out in order to collect data regarding perceptions and preferences of expert users and general users of Korean classics. The results are based on the analyses of more than 1,000 responses. The analyses show that electronic books will not completely replace printed books and publishing both electronic and printed books in tandem for the time being is most preferable in order to satisfy varying user needs. Statistical analysis shows differences in terms of use value, value from possession, and readability of electronic and printed books in the two groups of users. However, as for the value of preservation by relevant institutions, there was a statistical difference between two groups towards printed books unlike their electronic equivalents. The research shows strong preference towards printed forms of classics collations and translations for the purpose of scholarly research and translation. Actual usage statistics reveal much heavy use of online database of classics translations compared to the use of available electronic books. For future publishing decisions for classics collations and translations will need to take into consideration of their special characteristics and symbolic nature. Proper representation of these materials into electronic format would require a standardized platform that enable various uses in different environments.

A Content Analysis of Research Data Management Training Programs at the University Libraries in North America: Focusing on Data Literacy Competencies (북미 대학도서관 연구데이터 관리 교육 프로그램 내용 분석: 데이터 리터러시 세부 역량을 중심으로)

  • Kim, Jihyun
    • Journal of the Korean Society for information Management
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    • v.35 no.4
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    • pp.7-36
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    • 2018
  • This study aimed to analyze the content of Records Data Management (RDM) training programs provided by 51 out of 121 university libraries in North America that implemented RDM services, and to provide implications from the results. For the content analysis, 317 titles of classroom training programs and 42 headings at the highest level from the tables of content of online tutorials were collected and coded based on 12 data literacy competencies identified from previous studies. Among classroom training programs, those regarding data processing and analysis competency were offered the most. The highest number of the libraries provided classroom training programs in relation to data management and organization competency. The third most classroom training programs dealt with data visualization and representation competency. However, each of the remaining 9 competencies was covered by only a few classroom training programs, and this implied that classroom training programs focused on the particular data literacy competencies. There were five university libraries that developed and provided their own online tutorials. The analysis of the headings showed that the competencies of data preservation, ethics and data citation, and data management and organization were mainly covered and the difference existed in the competencies stressed by the classroom training programs. For effective RDM training program, it is necessary to understand and support the education of data literacy competencies that researchers need to draw research results, in addition to competencies that university librarians traditionally have taught and emphasized. It is also needed to develop educational resources that support continuing education for the librarians involved in RDM services.

Multilingual Product Retrieval Agent through Semantic Web and Semantic Networks (Semantic Web과 Semantic Network을 활용한 다국어 상품검색 에이전트)

  • Moon Yoo-Jin
    • Journal of Intelligence and Information Systems
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    • v.10 no.2
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    • pp.1-13
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    • 2004
  • This paper presents a method for the multilingual product retrieval agent through XML and the semantic networks in e-commerce. Retrieval for products is an important process, since it represents interfaces of the customer contact to the e-commerce. Keyword-based retrieval is efficient as long as the product information is structured and organized. But when the product information is expressed across many online shopping malls, especially when it is expressed in different languages with cultural backgrounds, buyers' product retrieval needs language translation with ambiguities resolved in a specific context. This paper presents a RDF modeling case that resolves semantic problems in the representation of product information and across the boundaries of language domains. With adoption of UNSPSC code system, this paper designs and implements an architecture for the multilingual product retrieval agents. The architecture is based on the central repository model of product catalog management with distributed updating processes. It also includes the perspectives of buyers and suppliers. And the consistency and version management of product information are controlled by UNSPSC code system. The multilingual product names are resolved by semantic networks, thesaurus and ontology dictionary for product names.

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The Comparison of User Preference on Domestic versus a Foreign 3D Virtual Try-On System (국내외 3차원 가상 의복 착장시스템에 대한 선호도 비교)

  • Do, Wol-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.7
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    • pp.1184-1196
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    • 2010
  • Several applications of body scanning technology have been commercialized or are currently under development. The virtual fit from 3D scans is most advanced form of virtual try-on. This article is an analysis of the comparison of user preferences for domestic versus foreign 3D virtual try-on systems. For this study, domestic i-Fashion Mall (www.ifashionmall.co.kr) and a Canadian company, My Virtual Model (www.mvm.com) were selected as the most representative online retailers that offer a virtual try-on system. The respondents were comprised of 70 Korean female college students in the age group 20-29. A five point Likert scale was used to evaluate the degree of the preference of virtual avatar and try-on images. T-test, cross table, and a chi-square independence test were conducted for data analysis. The results are as follow. 1. The representation about current looks according to each virtual fit image indicates that MVM is more accurate than i-Fashion Mall. 2. About decision confidence, respondents have decision confidence in i-Fashion Mall in the case of the avatar image; however, respondents have confidence in MVM or the fit image. 3. There were no significant differences in among waist size groups in accuracy, trust of each avatar image, while there were significant differences among waist size groups in the accuracy and trust of each virtual fit image. 4. About ease of use, respondents answered that i-Fashion Mall is superior to MVM. 5. The respondents prioritized the ‘fitting report’ of i-Fashion Mall and ‘Weight loss’ of MVM over other functionalities.

Types of Media Combination and Strategy of Interactivity in Digital Signage: A Case Study in view of Media Creative (디지털 사이니지의 매체결합 유형과 상호작용 전략 -유형별 미디어 크리에이티브 사례분석을 중심으로)

  • Lee, Hyun-Woo;Kim, Woon-Han
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.33-41
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    • 2016
  • This study aims to suggest practical ways to interact effectively with consumers based on current situation of 'media creative' and media use patterns. Cases of digital signage are reviewed in the perspective of cross media, and the strategic meanings of cross media are explored according to interactivity. Results are collected through 'Naver' search engine service, and can be possibly assorted into five media combined types: SNS-combined, QR codes or Augmented Reality(AR)-combined, Brand App(application)-combined, Online to Offline-combined, and Behavioral factors-combined ones. Some strategic suggestions on media creative are given for effective interaction with consumers.

Designing Requisite Techniques of Storage Structuresupporting Efficient Retrieval in Semantic Web (시멘틱 웹의 효율적 검색을 지원하는 저장 구조의 요소 기술 설계)

  • Shin Pan-Seop
    • Journal of the Korea Computer Industry Society
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    • v.7 no.3
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    • pp.227-236
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    • 2006
  • Semantic Web is getting popular to next web environment. Additionally, ontology language research is also activating to represent semantic relation of resource in semantic web. Specially, Ontology language as RDF and DAML+OIL appear on start point of research. But Ontology Language limited to describing characters of resource and to making a clear definition of relation of resource. So W3C suggest OWL at the next standard language for describing resource. OWL supply the lack of representation for RDF and RDF Schema. In this paper, we make Ontology to implement Online Retrieval System using OWL and propose the structure of storing Ontology document at the RDB. The structure support characters of OWL that are equivalent relationship, heterogeneous relationship, inverse relationship, union relationship and one of relationship between classes or properties. In this paper, we classify the extended elements for OWL from RDF Schema. And we propose the method of storing OWL using RDB for interoperability with many applications based on RDB. Finally, implement the storage and retrieval system based on OWL to provide advanced search function.

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Novel Intent based Dimension Reduction and Visual Features Semi-Supervised Learning for Automatic Visual Media Retrieval

  • kunisetti, Subramanyam;Ravichandran, Suban
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.230-240
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    • 2022
  • Sharing of online videos via internet is an emerging and important concept in different types of applications like surveillance and video mobile search in different web related applications. So there is need to manage personalized web video retrieval system necessary to explore relevant videos and it helps to peoples who are searching for efficient video relates to specific big data content. To evaluate this process, attributes/features with reduction of dimensionality are computed from videos to explore discriminative aspects of scene in video based on shape, histogram, and texture, annotation of object, co-ordination, color and contour data. Dimensionality reduction is mainly depends on extraction of feature and selection of feature in multi labeled data retrieval from multimedia related data. Many of the researchers are implemented different techniques/approaches to reduce dimensionality based on visual features of video data. But all the techniques have disadvantages and advantages in reduction of dimensionality with advanced features in video retrieval. In this research, we present a Novel Intent based Dimension Reduction Semi-Supervised Learning Approach (NIDRSLA) that examine the reduction of dimensionality with explore exact and fast video retrieval based on different visual features. For dimensionality reduction, NIDRSLA learns the matrix of projection by increasing the dependence between enlarged data and projected space features. Proposed approach also addressed the aforementioned issue (i.e. Segmentation of video with frame selection using low level features and high level features) with efficient object annotation for video representation. Experiments performed on synthetic data set, it demonstrate the efficiency of proposed approach with traditional state-of-the-art video retrieval methodologies.