• Title/Summary/Keyword: sequence-to-sequence learning

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Roman-to-Korean Conversion System for Korean Company Names Based on Sequence-to-sequence learning (Sequence-to-sequence 모델을 이용한 로마자-한글 상호(商號) 표기 변환 시스템)

  • Kim, Tae-Hyun;Jung, Hyun-Guen;Kim, Jae-Hwa;Kim, Jeong-Gil
    • 한국어정보학회:학술대회논문집
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    • 2017.10a
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    • pp.67-70
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    • 2017
  • 상호(商號)란 상인이나 회사가 영업 활동을 위해 자기를 표시하는데 쓰는 명칭을 말한다. 일반적으로 국내 기업의 상호 표기법은 한글과 로마자를 혼용함으로 상호 검색 시스템에서 단어 불일치 문제를 발생시킨다. 본 연구에서는 이러한 단어 불일치 문제를 해결하기 위해 Sequence-to-sequence 모델을 이용하여 로마자 상호를 이에 대응하는 한글 상호로 변환하고 그 후보들을 생성하는 시스템을 제안한다. 실험 결과 본 연구에서 구축한 시스템은 57.82%의 단어 정확도, 90.73%의 자소 정확도를 보였다.

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LSTM based sequence-to-sequence Model for Korean Automatic Word-spacing (LSTM 기반의 sequence-to-sequence 모델을 이용한 한글 자동 띄어쓰기)

  • Lee, Tae Seok;Kang, Seung Shik
    • Smart Media Journal
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    • v.7 no.4
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    • pp.17-23
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    • 2018
  • We proposed a LSTM-based RNN model that can effectively perform the automatic spacing characteristics. For those long or noisy sentences which are known to be difficult to handle within Neural Network Learning, we defined a proper input data format and decoding data format, and added dropout, bidirectional multi-layer LSTM, layer normalization, and attention mechanism to improve the performance. Despite of the fact that Sejong corpus contains some spacing errors, a noise-robust learning model developed in this study with no overfitting through a dropout method helped training and returned meaningful results of Korean word spacing and its patterns. The experimental results showed that the performance of LSTM sequence-to-sequence model is 0.94 in F1-measure, which is better than the rule-based deep-learning method of GRU-CRF.

Motivation based Behavior Sequence Learning for an Autonomous Agent in Virtual Reality

  • Song, Wei;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.12 no.12
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    • pp.1819-1826
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    • 2009
  • To enhance the automatic performance of existing predicting and planning algorithms that require a predefined probability of the states' transition, this paper proposes a multiple sequence generation system. When interacting with unknown environments, a virtual agent needs to decide which action or action order can result in a good state and determine the transition probability based on the current state and the action taken. We describe a sequential behavior generation method motivated from the change in the agent's state in order to help the virtual agent learn how to adapt to unknown environments. In a sequence learning process, the sensed states are grouped by a set of proposed motivation filters in order to reduce the learning computation of the large state space. In order to accomplish a goal with a high payoff, the learning agent makes a decision based on the observation of states' transitions. The proposed multiple sequence behaviors generation system increases the complexity and heightens the automatic planning of the virtual agent for interacting with the dynamic unknown environment. This model was tested in a virtual library to elucidate the process of the system.

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Changes in EEG According to Attention and Concentration Training Programs with Performed Difference Tasks (주의·집중훈련 프로그램의 두 가지 과제수행에 따른 뇌파 변화)

  • Chae, Jung-Byung
    • PNF and Movement
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    • v.12 no.2
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    • pp.97-106
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    • 2014
  • Purpose: The purpose of this study was to investigate changes in EEG through attention. Concentration training and performing tasks are important factors in the improvement of motor learning ability. Methods: In the experiment, 22 healthy people were divided into two groups: the trail making test (TMT) group and the computerized neurocognitive function test (CNT) group. A one-way Neuro Harmony M test to see whether there was a significant difference among the groups. Results: The TMT group showed a significant increase in ${\alpha}$ wave, ${\alpha}$ wave sequence, and ${\beta}$ wave sequence; however, there were no significant differences in SMR wave, SMR wave sequence, and ${\beta}$ wave. The CNT group showed increases in ${\alpha}$ wave, ${\alpha}$ wave sequence, SMR wave, SMR wave sequence, and ${\beta}$ wave sequence; however, there was no significant difference in ${\beta}$ wave. In EEGs before and after two performance tasks were changed, there were significant differences in ${\beta}$ wave, SMR wave, SMR wave sequence; however, there were no significant differences in ${\alpha}$ wave sequence, ${\beta}$ wave, and ${\beta}$ wave sequence. Conclusion: Attention training and concentration training offer feedback and repetition for constant stimulus and response. Moreover, attention training and concentration training can contribute to new studies and motivation by developing fast sensory and motor skills through acceptable visual and auditory stimulation.

Linear-Time Korean Morphological Analysis Using an Action-based Local Monotonic Attention Mechanism

  • Hwang, Hyunsun;Lee, Changki
    • ETRI Journal
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    • v.42 no.1
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    • pp.101-107
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    • 2020
  • For Korean language processing, morphological analysis is a critical component that requires extensive work. This morphological analysis can be conducted in an end-to-end manner without requiring a complicated feature design using a sequence-to-sequence model. However, the sequence-to-sequence model has a time complexity of O(n2) for an input length n when using the attention mechanism technique for high performance. In this study, we propose a linear-time Korean morphological analysis model using a local monotonic attention mechanism relying on monotonic alignment, which is a characteristic of Korean morphological analysis. The proposed model indicates an extreme improvement in a single threaded environment and a high morphometric F1-measure even for a hard attention model with the elimination of the attention mechanism formula.

Analogical Transfer: Sequence and Connection

  • LIM, Mi-Ra
    • Educational Technology International
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    • v.9 no.1
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    • pp.79-96
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    • 2008
  • The issue of connection between entities has a lengthy history in educational research, especially since it provides the necessary bridge between base and target in analogical transfer. Recently, the connection has been viewed through the application of technology to bridge between sequences in order to be cognitively useful. This study reports the effect of sequence type (AT vs. TA) and connection type (fading vs. popping) on the achievement and analogical transfer in a multimedia application. In the current research, 10th -grade and 11th -grade biology students in Korea were randomly assigned to five groups to test the effects of presentation sequence and entity connection type on analogical transfer. Consistent with previous studies, sequence type has a significant effect: analogical transfer performance was better when base representations were presented first followed by target representations rather than the reverse order. This is probably because presenting a familiar base first helps in understanding a less familiar target. However, no fully significant differences were found with the entity connection types (fading vs. popping) in analogical transfer. According to the Markman and Gentner's (2005) spatial model, analogy in a space is influenced only by the differences between concepts, not by distance in space. Thus connection types fail on the basis of this spatial model in analogical transfer test. The findings and their implications for sequence and connection research and practice are discussed. Leveraging on the analogical learning process, specific implications for scaffolding learning processes and the development of adaptive expertise are drawn.

Feature Selection with Ensemble Learning for Prostate Cancer Prediction from Gene Expression

  • Abass, Yusuf Aleshinloye;Adeshina, Steve A.
    • International Journal of Computer Science & Network Security
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    • v.21 no.12spc
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    • pp.526-538
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    • 2021
  • Machine and deep learning-based models are emerging techniques that are being used to address prediction problems in biomedical data analysis. DNA sequence prediction is a critical problem that has attracted a great deal of attention in the biomedical domain. Machine and deep learning-based models have been shown to provide more accurate results when compared to conventional regression-based models. The prediction of the gene sequence that leads to cancerous diseases, such as prostate cancer, is crucial. Identifying the most important features in a gene sequence is a challenging task. Extracting the components of the gene sequence that can provide an insight into the types of mutation in the gene is of great importance as it will lead to effective drug design and the promotion of the new concept of personalised medicine. In this work, we extracted the exons in the prostate gene sequences that were used in the experiment. We built a Deep Neural Network (DNN) and Bi-directional Long-Short Term Memory (Bi-LSTM) model using a k-mer encoding for the DNA sequence and one-hot encoding for the class label. The models were evaluated using different classification metrics. Our experimental results show that DNN model prediction offers a training accuracy of 99 percent and validation accuracy of 96 percent. The bi-LSTM model also has a training accuracy of 95 percent and validation accuracy of 91 percent.

Korean Abbreviation Generation using Sequence to Sequence Learning (Sequence-to-sequence 학습을 이용한 한국어 약어 생성)

  • Choi, Su Jeong;Park, Seong-Bae;Kim, Kweon-Yang
    • KIISE Transactions on Computing Practices
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    • v.23 no.3
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    • pp.183-187
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    • 2017
  • Smart phone users prefer fast reading and texting. Hence, users frequently use abbreviated sequences of words and phrases. Nowadays, abbreviations are widely used from chat terms to technical terms. Therefore, gathering abbreviations would be helpful to many services, including information retrieval, recommendation system, and so on. However, manually gathering abbreviations needs to much effort and cost. This is because new abbreviations are continuously generated whenever a new material such as a TV program or a phenomenon is made. Thus it is required to generate of abbreviations automatically. To generate Korean abbreviations, the existing methods use the rule-based approach. The rule-based approach has limitations, in that it is unable to generate irregular abbreviations. Another problem is to decide the correct abbreviation among candidate abbreviations generated rules. To address the limitations, we propose a method of generating Korean abbreviations automatically using sequence-to-sequence learning in this paper. The sequence-to-sequence learning can generate irregular abbreviation and does not lead to the problem of deciding correct abbreviation among candidate abbreviations. Accordingly, it is suitable for generating Korean abbreviations. To evaluate the proposed method, we use dataset of two type. As experimental results, we prove that our method is effective for irregular abbreviations.

Automatic Document Title Generation with RNN and Reinforcement Learning (RNN과 강화 학습을 이용한 자동 문서 제목 생성)

  • Cho, Sung-Min;Kim, Wooseng
    • Journal of Information Technology Applications and Management
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    • v.27 no.1
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    • pp.49-58
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    • 2020
  • Lately, a large amount of textual data have been poured out of the Internet and the technology to refine them is needed. Most of these data are long text and often have no title. Therefore, in this paper, we propose a technique to combine the sequence-to-sequence model of RNN and the REINFORCE algorithm to generate the title of the long text automatically. In addition, the TextRank algorithm was applied to extract a summarized text to minimize information loss in order to protect the shortcomings of the sequence-to-sequence model in which an information is lost when long texts are used. Through the experiment, the techniques proposed in this study are shown to be superior to the existing ones.

A Study on Characteristics of Serious Game User through Implementation of Mobile Sequence Game (모바일 수열 게임 개발을 통한 기능성 게임 사용자의 특성에 관한 연구)

  • Hong, Min;Lee, Hwa-Min
    • The KIPS Transactions:PartA
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    • v.19A no.3
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    • pp.155-160
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    • 2012
  • This paper designed a smartphone application with sequence problems which users can improve their learning ability and this application is implemented as serious game which is designed for the special purposes of education with entertainment and game-like fun at anytime and anywhere during the spare time. Also to prove learning effects through sequence of number application under ubiquitous environment which is popular these days, the proposed serious game which has various types of sequence questions is implemented based on the iphone and android environments. User characteristics and learning effects which are based on game record of proposed application are analyzed according to socio-demographic characteristics.