31 research outputs found

    Exploiting music playrate in discovering implicit feedback features for music recommender systems

    Get PDF
    ν•™μœ„λ…Όλ¬Έ (석사)-- μ„œμšΈλŒ€ν•™κ΅ λŒ€ν•™μ› : μœ΅ν•©κ³Όν•™κΈ°μˆ λŒ€ν•™μ› μœ΅ν•©κ³Όν•™λΆ€, 2018. 2. 이ꡐꡬ.디지털 μŒμ› μ‹œμž₯ 규λͺ¨κ°€ 컀짐에 따라 μ‚¬μš©μžλŠ” λ°©λŒ€ν•œ 크기의 디지털 μŒμ› μ»¬λ ‰μ…˜μ— μ ‘κ·Όν•  수 있게 λ˜μ—ˆμœΌλ‚˜, λ™μ‹œμ— κ·Έ μ€‘μ—μ„œ μžμ‹ μ΄ μ–΄λ–€ μŒμ•…μ„ μ›ν•˜λŠ”μ§€ μ°Ύκ³  μ„ νƒν•˜λŠ” ν–‰μœ„λŠ” λ”μš± μ–΄λ €μ›Œμ§€κ³  λ§Žμ€ μ‹œκ°„μ„ μ†Œλͺ¨ν•˜κ²Œ λ˜μ—ˆλ‹€. 이와 같은 이유 λ•Œλ¬Έμ— μŒμ•… μΆ”μ²œ μ‹œμŠ€ν…œμ˜ μ€‘μš”μ„±μ΄ λΆ€κ°λ˜λ©° κ·Έ μ„±λŠ₯을 높이기 μœ„ν•œ 연ꡬ듀이 λ‹€μ–‘ν•œ 방법둠을 톡해 μ‹œλ„λ˜κ³  μžˆλ‹€. μΆ”μ²œ μ‹œμŠ€ν…œμ˜ λͺ©μ μ€ μ‚¬μš©μžκ°€ μ†ŒλΉ„ν•˜μ§€ μ•Šμ€ μ•„μ΄ν…œ 쀑 μ„ ν˜Έ/λ§Œμ‘±ν• λ§Œν•œ μΆ”μ²œ μ•„μ΄ν…œμ„ μ°ΎλŠ” 것에 있으며, 특히 μŒμ•… λ„λ©”μΈμ—μ„œλŠ” 이λ₯Ό μœ„ν•΄ μ‚¬μš©μžκ°€ μ–΄λ–€ μŒμ•…μ„ μ–΄λ–€ κΈ°μ€€μœΌλ‘œ μ–Όλ§ˆλ‚˜ μ„ ν˜Έ/λΆˆν˜Έν•˜μ˜€λŠ”μ§€λ₯Ό λΆ„μ„ν•˜μ—¬, λ‹€μŒμœΌλ‘œλŠ” μ–΄λ–€ 곑을 λ“£κ³  μ‹Άμ–΄ ν•˜λŠ”μ§€, μ–΄λ–€ 곑을 λ“€μ–΄μ•Ό λ§Œμ‘±λ„κ°€ 높을 것인지λ₯Ό μ˜ˆμΈ‘ν•΄μ•Ό ν•œλ‹€. 이와 같은 μΆ”μ²œ μ‹œμŠ€ν…œμ˜ λͺ©μ μœΌλ‘œ 미루어 λ³΄μ•˜μ„ λ•Œ μ‚¬μš©μžμ˜ μ„ ν˜Έλ„λŠ” μΆ”μ²œ μ‹œμŠ€ν…œμ— μžˆμ–΄μ„œ κ°€μž₯ 핡심적인 μš”μ†ŒλΌκ³  ν•  수 있으며, κ·Έ λ™μ•ˆμ˜ μΆ”μ²œ μ‹œμŠ€ν…œ μ—°κ΅¬λ“€μ—μ„œλŠ” μ‚¬μš©μžμ˜ μ„ ν˜Έλ„λ₯Ό λͺ¨λΈλ§ν•˜κΈ° μœ„ν•΄ 크게 λͺ…μ‹œμ  ν”Όλ“œλ°±(explicit feedback) κ³Ό μ•”μ‹œμ  ν”Όλ“œλ°±(implicit feedback) 방식을 μ‚¬μš©ν•΄μ™”λ‹€. 이 μ€‘μ—μ„œλ„ 특히 μ•”μ‹œμ  ν”Όλ“œλ°± 방식은 μ‚¬μš©μžλ‘œλΆ€ν„° 직접 평가λ₯Ό μž…λ ₯받지 μ•Šμ•„λ„ λœλ‹€λŠ” μ μ—μ„œ μŒμ•… μ„ ν˜Έλ„, ν˜Ήμ€ 평가λ₯Ό μΆ”μ •ν•  λ•Œ κ°€μž₯ 큰 문제둜 λŒ€λ‘λ˜λŠ” ν¬μ†Œμ„± 문제(sparsity problem)λ₯Ό 보완할 수 μžˆλ‹€λŠ” 이유둜 크게 각광받고 μžˆλ‹€. μŒμ•… λ„λ©”μΈμ—μ„œμ˜ μ•”μ‹œμ  ν”Όλ“œλ°±μ€ μ‚¬μš©μžμ˜ μŒμ•… μ²­μ·¨ 기둝을 톡해 μˆ˜μ§‘λ˜λ©°, μŒμ•… μΆ”μ²œ μ‹œμŠ€ν…œμ—μ„œλŠ” μž¬μƒ/μŠ€ν‚΅/정지 λ“±μ˜ μ²­μ·¨ ν–‰μœ„λ‘œλΆ€ν„° 얻을 수 μžˆλŠ” νŠΉμ„± μ€‘μ—μ„œλ„ 특히 νŠΉμ • 곑을 λͺ‡ 번 λ“€μ—ˆλŠ”μ§€λ₯Ό λ‚˜νƒ€λ‚΄λŠ” μž¬μƒ 횟수(playcount) κ°€ λŒ€λΆ€λΆ„ μ‚¬μš©λ˜κ³  μžˆλ‹€. μ΄λŸ¬ν•œ μž¬μƒ νšŸμˆ˜λŠ” κ°μ†Œν•˜μ§€ μ•ŠλŠ”(non-decreasing) νŠΉμ§•μœΌλ‘œ 인해 μ‚¬μš©μžμ˜ μ„ ν˜Έλ„ κ°μ†Œλ₯Ό λ°˜μ˜ν•˜μ§€ λͺ»ν•˜κ³ , 고정적인 μˆ˜μ§‘ 기쀀을 가지기 λ•Œλ¬Έμ— μ‚¬μš©μžλ§ˆλ‹€ 상이할 수 μžˆλŠ” μ„ ν˜Έλ„ 기쀀을 λ°˜μ˜ν•˜μ§€ λͺ»ν•˜λ©°, μ„ ν˜Έλ„ μ„ μƒμ˜ μƒμœ„ κ·Ήμ†Œμˆ˜λ₯Ό μ œμ™Έν•œ λ‚˜λ¨Έμ§€ λŒ€λ‹€μˆ˜ 곑듀에 λŒ€ν•œ μ„ ν˜Έλ„λŠ” κ΅¬λ³„ν•˜μ§€ λͺ»ν•œλ‹€λŠ” ν•œκ³„μ μ„ μ§€λ‹Œλ‹€. λ³Έ μ—°κ΅¬μ—μ„œλŠ” κΈ°μ‘΄ μŒμ•… λ„λ©”μΈμ—μ„œ λŒ€ν‘œμ μœΌλ‘œ μ‚¬μš©λ˜λŠ” μ•”μ‹œμ  ν”Όλ“œλ°±μΈ μž¬μƒ 횟수의 ν•œκ³„μ μ„ λ³΄μ™„ν•˜κ³  μ‚¬μš©μžμ˜ μŒμ•… μ„ ν˜Έλ„λ₯Ό 보닀 잘 λ°˜μ˜ν•  수 μžˆλ„λ‘ ν•˜κΈ° μœ„ν•΄ 기쑴의 연ꡬ와 μ‚¬μš©μžμ˜ μ²­μ·¨ 기둝 데이터λ₯Ό 기반으둜 가쀑 μž¬μƒμœ¨μ΄λΌλŠ” κ°œλ…μ„ μ œμ•ˆν•˜κ³ , 이λ₯Ό λ°”νƒ•μœΌλ‘œ λˆ„μ  가쀑 μž¬μƒμœ¨ 및 μž¬μƒνšŸμˆ˜-평균 가쀑 μž¬μƒμœ¨ κ³±μ΄λΌλŠ” μƒˆλ‘œμš΄ μ•”μ‹œμ  ν”Όλ“œλ°± νŠΉμ„±λ“€μ„ λ„μΆœν•œλ‹€. λ˜ν•œ μ‚¬μš©μž 평가λ₯Ό 톡해 μ œμ•ˆλœ νŠΉμ„±μ΄ μ‚¬μš©μžμ˜ μ‹€μ œ μ„ ν˜Έλ„λ₯Ό 잘 λ°˜μ˜ν•  수 μžˆλŠ”μ§€μ™€ μŒμ•… μΆ”μ²œ μ‹œμŠ€ν…œμ— μ μš©λ˜μ—ˆμ„ λ•Œ μ„±λŠ₯의 차이가 μžˆλŠ”μ§€λ₯Ό κ²€μ¦ν•œλ‹€. 이 ν›„ κ²°κ³Ό 뢄석을 톡해 λ³Έ μ—°κ΅¬μ˜ ν•œκ³„μ κ³Ό, μŒμ•… μ„ ν˜Έλ„ λͺ¨λΈλ§κ³Ό μŒμ•… μΆ”μ²œ κ³Όμ •κ³Όμ˜ 관계성에 κ΄€ν•΄ κ³ μ°°ν•˜κ³ , 이λ₯Ό λ°”νƒ•μœΌλ‘œ μ—°κ΅¬μ˜ 결둠을 λ„μΆœν•œλ‹€.제1μž₯ μ„œλ‘  1 제1절 연ꡬ λ°°κ²½ 1 제2절 연ꡬ λͺ©μ  7 제2μž₯ κ΄€λ ¨ 연ꡬ 8 제1절 이둠적 λ°°κ²½ 8 2.1.1 μŒμ•… μ„ ν˜Έλ„ λͺ¨λΈ 8 2.1.2 μΆ”μ²œ μ‹œμŠ€ν…œμ—μ„œμ˜ μ‚¬μš©μž ν”Όλ“œλ°± 9 2.1.3 μŒμ•… μΆ”μ²œ μ‹œμŠ€ν…œμ˜ 평가 14 제2절 μ„ ν–‰ 연ꡬ 16 2.2.1 μ•”μ‹œμ  ν”Όλ“œλ°±μ„ ν™œμš©ν•œ μΆ”μ²œ 16 2.2.2 μŒμ•… μž¬μƒμœ¨ κ΄€λ ¨ 연ꡬ 19 제3μž₯ 연ꡬ 데이터 및 μ œμ•ˆ νŠΉμ„± 20 제1절 연ꡬ 데이터 21 3.1.1 LFM-1b 데이터셋 21 3.1.2 νŠΈλž™ 지속 μ‹œκ°„ 데이터 μˆ˜μ§‘ 22 제2절 μ œμ•ˆ μ•”μ‹œμ  ν”Όλ“œλ°± νŠΉμ„± 24 3.2.1 μž¬μƒμœ¨ 및 가쀑 μž¬μƒμœ¨μ˜ μ •μ˜ 24 3.2.2 μ œμ•ˆ νŠΉμ„± 1: λˆ„μ  가쀑 μž¬μƒμœ¨ 25 3.2.3 μ œμ•ˆ νŠΉμ„± 2: μž¬μƒνšŸμˆ˜-평균 가쀑 μž¬μƒμœ¨ κ³± 26 제4μž₯ μ‚¬μš©μž 평가 27 제1절 평가 κ³Όμ • 28 제2절 μŒμ•… μ„ ν˜Έλ„ λͺ¨λΈ 평가 30 4.2.1 평가 λ¬Έν•­ 1 30 4.2.2 평가 λ¬Έν•­ 2 32 제3절 μŒμ•… μΆ”μ²œ μ•Œκ³ λ¦¬μ¦˜μ—μ„œμ˜ μ„±λŠ₯ 평가 33 4.3.1 λ‘œμ§€μŠ€ν‹± ν–‰λ ¬ λΆ„ν•΄ μ•Œκ³ λ¦¬μ¦˜ 34 4.3.2 데이터 μƒ˜ν”Œλ§ 35 4.3.3 μŒμ•… μΆ”μ²œ 리슀트 평가 방법 36 제5μž₯ 연ꡬ κ²°κ³Ό 38 제1절 μŒμ•… μ„ ν˜Έλ„ λͺ¨λΈ 평가 κ²°κ³Ό 38 5.1.1 평가 λ¬Έν•­ 1 κ²°κ³Ό 38 5.1.2 평가 λ¬Έν•­ 2 κ²°κ³Ό 42 제2절 μŒμ•… μΆ”μ²œ μ•Œκ³ λ¦¬μ¦˜μ—μ„œμ˜ μ„±λŠ₯ 평가 κ²°κ³Ό 44 5.2.1 μΆ”μ²œ 곑 리슀트 평가 κ²°κ³Ό 45 5.2.2 κ°œλ³„ μΆ”μ²œ 곑 평가 κ²°κ³Ό 47 제3절 κ²°κ³Ό 정리 및 κ³ μ°° 54 5.3.1 μ„ ν˜Έλ„ λͺ¨λΈκ³Ό μΆ”μ²œ κ²°κ³Όμ™€μ˜ κ΄€λ ¨μ„± 55 5.3.2 μŒμ•… 컨텐츠 μ†ŒλΉ„ κ²½ν–₯ 차이에 λ”°λ₯Έ μ„ ν˜Έλ„ λͺ¨λΈλ§ 방식 57 제6μž₯ κ²°λ‘  60 제1절 κ²°λ‘  및 연ꡬ 의의 60 제2절 μ—°κ΅¬μ˜ ν•œκ³„ 및 ν–₯ν›„ 연ꡬ 62 μ°Έκ³ λ¬Έν—Œ 63Maste

    Axmedis 2005

    Get PDF
    The AXMEDIS conference aims to promote discussions and interactions among researchers, practitioners, developers and users of tools, technology transfer experts, and project managers, to bring together a variety of participants. The conference focuses on the challenges in the cross-media domain (which include production, protection, management, representation, formats, aggregation, workflow, distribution, business and transaction models), and the integration of content management systems and distribution chains, with particular emphasis on cost reduction and effective solutions for complex cross-domain problems

    Appropriating Play: Examining Twitch.tv as a Commercial Platform

    Get PDF
    This thesis critically analyzes Twitch.tv, a gaming-oriented, online live-streaming site. Viewing the site as a β€˜lean platform’ (Srnicek, 2017), it analyzes many aspects of Twitch’s business operations, including ownership structure, video game industry affiliations, use of data, and the monetization of user activity. This analysis then identifies three major areas of concern arising from these operations: the tendency toward monopolization in the gaming industry and its peripheral activities; the intensification of audience commodification; and, the tendency to turn professional streamers into precarious creative labourers. All of these implications point to a growing need for concerted labour organization. The goal of this thesis is to address gaps in the existing literature about Twitch and to provide a foundation for future critical inquiries into the site

    Presentation adaptation for multimodal interface systems: Three essays on the effectiveness of user-centric content and modality adaptation

    Full text link
    The use of devices is becoming increasingly ubiquitous and the contexts of their users more and more dynamic. This often leads to situations where one communication channel is rather impractical. Text-based communication is particularly inconvenient when the hands are already occupied with another task. Audio messages induce privacy risks and may disturb other people if used in public spaces. Multimodal interfaces thus offer users the flexibility to choose between multiple interaction modalities. While the choice of a suitable input modality lies in the hands of the users, they may also require output in a different modality depending on their situation. To adapt the output of a system to a particular context, rules are needed that specify how information should be presented given the users’ situation and state. Therefore, this thesis tests three adaptation rules that – based on observations from cognitive science – have the potential to improve the interaction with an application by adapting the presented content or its modality. Following modality alignment, the output (audio versus visual) of a smart home display is matched with the user’s input (spoken versus manual) to the system. Experimental evaluations reveal that preferences for an input modality are initially too unstable to infer a clear preference for either interaction modality. Thus, the data shows no clear relation between the users’ modality choice for the first interaction and their attitude towards output in different modalities. To apply multimodal redundancy, information is displayed in multiple modalities. An application of the rule in a video conference reveals that captions can significantly reduce confusion. However, the effect is limited to confusion resulting from language barriers, whereas contradictory auditory reports leave the participants in a state of confusion independent of whether captions are available or not. We therefore suggest to activate captions only when the facial expression of a user – captured by action units, expressions of positive or negative affect, and a reduced blink rate – implies that the captions effectively improve comprehension. Content filtering in movies puts the character into the spotlight that – according to the distribution of their gaze to elements in the previous scene – the users prefer. If preferences are predicted with machine learning classifiers, this has the potential to significantly improve the user’ involvement compared to scenes of elements that the user does not prefer. Focused attention is additionally higher compared to scenes in which multiple characters take a lead role

    Comparative process mining:analyzing variability in process data

    Get PDF

    Comparative process mining:analyzing variability in process data

    Get PDF

    Music Learning with Massive Open Online Courses

    Get PDF
    Steels, Luc et al.-- Editors: Luc SteelsMassive Open Online Courses, known as MOOCs, have arisen as the logical consequence of marrying long-distance education with the web and social media. MOOCs were confidently predicted by advanced thinkers decades ago. They are undoubtedly here to stay, and provide a valuable resource for learners and teachers alike. This book focuses on music as a domain of knowledge, and has three objectives: to introduce the phenomenon of MOOCs; to present ongoing research into making MOOCs more effective and better adapted to the needs of teachers and learners; and finally to present the first steps towards 'social MOOCs’, which support the creation of learning communities in which interactions between learners go beyond correcting each other's assignments. Social MOOCs try to mimic settings for humanistic learning, such as workshops, small choirs, or groups participating in a Hackathon, in which students aided by somebody acting as a tutor learn by solving problems and helping each other. The papers in this book all discuss steps towards social MOOCs; their foundational pedagogy, platforms to create learning communities, methods for assessment and social feedback and concrete experiments. These papers are organized into five sections: background; the role of feedback; platforms for learning communities; experiences with social MOOCs; and looking backwards and looking forward. Technology is not a panacea for the enormous challenges facing today's educators and learners, but this book will be of interest to all those striving to find more effective and humane learning opportunities for a larger group of students.Funded by the European Commission's OpenAIRE2020 project.Peer reviewe

    Considering Durations and Replays to Improve Music Recommender Systems

    No full text
    corecore