텍스트마이닝을 활용한 사용자 요구사항 우선순위 도출 방법론 :온라인 게임을 중심으로
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 정미연 | - |
dc.contributor.author | 허선우 | - |
dc.contributor.author | 백동현 | - |
dc.date.accessioned | 2021-06-22T09:11:48Z | - |
dc.date.available | 2021-06-22T09:11:48Z | - |
dc.date.issued | 2020-09 | - |
dc.identifier.issn | 2005-0461 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/erica/handle/2021.sw.erica/1584 | - |
dc.description.abstract | Recently, as the internet usage is increasing, accordingly generated text data is also increasing. Because this text data on the internet includes users’ comments, the text data on the Internet can help you get users’ opinion more efficiently and effectively. The topic of text mining has been actively studied recently, but it primarily focuses on either the content analysis or various improving techniques mostly for the performance of target mining algorithms. The objective of this study is to propose a novel method of analyzing the user’s requirements by utilizing the text-mining technique. To complement the existing survey techniques, this study seeks to present priorities together with efficient extraction of customer requirements from the text data. This study seeks to identify users’ requirements, derive the priorities of requirements, and identify the detailed causes of high-priority requirements. The implications of this study are as follows. First, this study tried to overcome the limitations of traditional investigations such as surveys and VOCs through text mining of online text data. Second, decision makers can derive users’ requirements and prioritize without having to analyze numerous text data manually. Third, user priorities can be derived on a quantitative basis. | - |
dc.format.extent | 10 | - |
dc.language | 한국어 | - |
dc.language.iso | KOR | - |
dc.publisher | 한국산업경영시스템학회 | - |
dc.title | 텍스트마이닝을 활용한 사용자 요구사항 우선순위 도출 방법론 :온라인 게임을 중심으로 | - |
dc.title.alternative | Analysis of User Requirements PrioritizationUsing Text Mining : Focused on Online Game | - |
dc.type | Article | - |
dc.publisher.location | 대한민국 | - |
dc.identifier.doi | 10.11627/jkise.2020.43.3.112 | - |
dc.identifier.bibliographicCitation | 한국산업경영시스템학회지, v.43, no.3, pp 112 - 121 | - |
dc.citation.title | 한국산업경영시스템학회지 | - |
dc.citation.volume | 43 | - |
dc.citation.number | 3 | - |
dc.citation.startPage | 112 | - |
dc.citation.endPage | 121 | - |
dc.identifier.kciid | ART002630908 | - |
dc.description.isOpenAccess | N | - |
dc.description.journalRegisteredClass | kci | - |
dc.subject.keywordAuthor | Text Mining | - |
dc.subject.keywordAuthor | Latent Dirichlet Allocation | - |
dc.subject.keywordAuthor | Requirement Analysis | - |
dc.subject.keywordAuthor | Cause and Effect Diagram | - |
dc.subject.keywordAuthor | Priority | - |
dc.subject.keywordAuthor | Online Game | - |
dc.identifier.url | https://www.kci.go.kr/kciportal/ci/sereArticleSearch/ciSereArtiView.kci?sereArticleSearchBean.artiId=ART002630908 | - |
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