Comic-Shelf vectors: Convoluting the co-occurrence among comics on the bookshelf

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Kodai Imaizumi, Ryosuke Yamanishi, Mitsunori Matsushita
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引用次数: 0

Abstract

This paper proposed Comic-Shelf (CS) vectors, which convolve the co-occurrence of comic titles on the bookshelves ordered by ranking, as a method for modeling sensibilities toward comic titles. By extracting semantic relationships from the orderings based on readers’ subjective evaluations and representing them as numerical vectors, we aim to establish a new information representation that reflects user sensibilities. In vector mapping analysis, it was revealed that the comic vectors of titles stored on the same bookshelf were plotted relatively close to one another. Assuming that the affection toward titles included on the same bookshelf is similar, it was inferred that higher vector similarity corresponds to comics that are closer in human affection. Furthermore, it was demonstrated that not only similarities between individual titles but also similarities between bookshelf themes could be visually captured. In a mock recommendation, we investigated whether CS vectors could select titles that aligned with participants’ preferences. The results showed that using CS vectors allowed for the selection of comics that better aligned with participants’ preferences compared to other methods, demonstrating the effectiveness of the CS vectors.
漫画书架向量:在书架上的漫画之间的共同出现
本文提出了一种漫画-书架(CS)向量,该向量对按顺序排序的书架上漫画标题的共现性进行卷积,作为对漫画标题敏感性的建模方法。通过根据读者的主观评价从排序中提取语义关系并将其表示为数字向量,我们旨在建立一种反映用户感知的新的信息表示。在向量映射分析中,发现同一书架上的图书的漫画向量是相对接近的。假设对同一书架上的标题的喜爱是相似的,推断出更高的向量相似性对应的是人类情感更接近的漫画。此外,研究还表明,不仅单个标题之间的相似性,而且书架主题之间的相似性也可以在视觉上捕捉到。在模拟推荐中,我们调查了CS向量是否可以选择与参与者偏好一致的标题。结果表明,与其他方法相比,使用CS向量可以选择更符合参与者偏好的漫画,证明了CS向量的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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