As the scale of the film industry grows, the demand for well-established movie databases is also growing. The genre of a movie supplies information on its overall content and has multiple values. Therefore, it should be well classified utilizing the characteristics of movies, without omissions in the database. In this study, we extract the optimal information and characteristics from movie posters to aid the classification of movies into genres and propose the use of a Gram layer in a convolutional neural network (CNN). The Gram layer first extracts style features by applying the Gram matrix to produce a feature map of a poster image. Using this as a style weight, the existing feature map is merged with style information to perform the genre classification task. The proposed Gram layer performed multi-genre classification tasks with higher efficiency than a residual neural network (ResNet), which is the current CNN model used for such tasks. We compared the activation map with the Squeeze-and-Excitation network, which gives weight to the image, and we confirmed that the introduction of the Gram layer actually focuses on the style of the movie poster. To classify the movie genres, we reconstructed the poster dataset into 12 multi-genres that emphasized the characteristics of each poster.
Public interest in cryptocurrencies has consistently risen over the past decade. Owing to this rapid growth, cryptocurrency-related information is being increasingly shared online. As considerable portions of such information in online communities are noise, extracting meaningful information is important. Therefore, judging whose opinion should be considered more important or who the opinion leaders in online communities are is critical. This study analyzed the topics that contain meaningful information, in particular, user groups, by investigating the correlation between topic weights and their price change. The proposed analysis method involves (1) effective classification of the user groups using a hypertext-induced topic selection algorithm, (2) textual information analysis through topic modeling, and (3) the identification of user groups that have a high interest in the Bitcoin price by measuring the correlation between the price and the topics and by measuring the topic similarities between each user group and all users to determine the user group that can effectively represent the entire community. By analyzing the information shared by users, we observed that most users are interested in the price information, whereas users having social influence are not only interested in the price but also in other information.
Playtesting is a lifecycle phase in game development wherein the completeness and smooth progress of planned content are verified before release of a new game. Although studies on playtesting in Match 3 games have attempted to utilize Monte Carlo tree search (MCTS) and convolutional neural networks (CNNs), the applicability of these methods are limited because the associated training is timeconsuming and data collection is difficult. To address this problem, game playtesting was performed via learning based on strategic play in Match 3 games. Five strategic plays were defined in the Match 3 game under consideration and game playtesting was performed for each situation via reinforcement learning. The proposed agent performed within a 5% margin of human performance on the most complex mission in the experiment. We demonstrate that it is possible for the level designer to measure the difficulty of the level via playtesting various missions. This study also provides level testing standards for several types of missions in Match 3 games.
When we perform particle-based water simulation, water particles are often increased dramatically because of particle splitting around breaking holes to maintain the thin fluid sheets. Because most of the existing approaches do not consider the volume of the water particles, the water particles must have a very low mass to satisfy the law of the conservation of mass. This phenomenon smears the motion of the water, which would otherwise result in splashing, thereby resulting in artifacts such as numerical dissipation. Thus, we propose a new fluid-implicit, particle-based framework for maintaining and representing the thin sheets and turbulent flows of water. After splitting the water particles, the proposed method uses the ghost density and ghost mass to redistribute the difference in mass based on the volume of the water particles. Next, small-scale turbulent flows are formed in local regions and transferred in a smooth manner to the global flow field. Our results show us the turbulence details as well as the thin sheets of water, thereby obtaining an aesthetically pleasing improvement compared with existing methods.
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