際際滷shows by User: kunwoopark5 / http://www.slideshare.net/images/logo.gif 際際滷shows by User: kunwoopark5 / Fri, 28 Jun 2019 08:11:03 GMT 際際滷Share feed for 際際滷shows by User: kunwoopark5 Detecting Misleading Headlines in Online News: Hands-on Experiences on Attention-based RNN /slideshow/detecting-misleading-headlines-in-online-news-handson-experiences-on-attentionbased-rnn/152355990 2019-06-24ibs-deepsummerschool-incongruity-190628081103
This slide is used for the tutorial in Deep Learning Summer School, held in IBS, Daejeon. Based on the recent effort on detecting misleading headlines through deep neural networks (Yoon et al., AAAI 2019), it explains how RNN and Attention mechanism works for text. Moreover, implementations based on TensorFlow 1.x are introduced.]]>

This slide is used for the tutorial in Deep Learning Summer School, held in IBS, Daejeon. Based on the recent effort on detecting misleading headlines through deep neural networks (Yoon et al., AAAI 2019), it explains how RNN and Attention mechanism works for text. Moreover, implementations based on TensorFlow 1.x are introduced.]]>
Fri, 28 Jun 2019 08:11:03 GMT /slideshow/detecting-misleading-headlines-in-online-news-handson-experiences-on-attentionbased-rnn/152355990 kunwoopark5@slideshare.net(kunwoopark5) Detecting Misleading Headlines in Online News: Hands-on Experiences on Attention-based RNN kunwoopark5 This slide is used for the tutorial in Deep Learning Summer School, held in IBS, Daejeon. Based on the recent effort on detecting misleading headlines through deep neural networks (Yoon et al., AAAI 2019), it explains how RNN and Attention mechanism works for text. Moreover, implementations based on TensorFlow 1.x are introduced. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2019-06-24ibs-deepsummerschool-incongruity-190628081103-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This slide is used for the tutorial in Deep Learning Summer School, held in IBS, Daejeon. Based on the recent effort on detecting misleading headlines through deep neural networks (Yoon et al., AAAI 2019), it explains how RNN and Attention mechanism works for text. Moreover, implementations based on TensorFlow 1.x are introduced.
Detecting Misleading Headlines in Online News: Hands-on Experiences on Attention-based RNN from Kunwoo Park
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Positivity Bias in Customer Satisfaction Ratings /slideshow/positivity-bias-in-customer-satisfaction-ratings/95157625 20180424www2018positivitybias-180426210131
This slide is for my presentation at The Web Conference 2018 (also known as WWW). You can check the paper at the following link: https://dl.acm.org/authorize.cfm?key=N655133]]>

This slide is for my presentation at The Web Conference 2018 (also known as WWW). You can check the paper at the following link: https://dl.acm.org/authorize.cfm?key=N655133]]>
Thu, 26 Apr 2018 21:01:31 GMT /slideshow/positivity-bias-in-customer-satisfaction-ratings/95157625 kunwoopark5@slideshare.net(kunwoopark5) Positivity Bias in Customer Satisfaction Ratings kunwoopark5 This slide is for my presentation at The Web Conference 2018 (also known as WWW). You can check the paper at the following link: https://dl.acm.org/authorize.cfm?key=N655133 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/20180424www2018positivitybias-180426210131-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This slide is for my presentation at The Web Conference 2018 (also known as WWW). You can check the paper at the following link: https://dl.acm.org/authorize.cfm?key=N655133
Positivity Bias in Customer Satisfaction Ratings from Kunwoo Park
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Achievement and Friends: Key Factors of Player Retention Vary Across Player Levels in Online Multiplayer Games /slideshow/achievement-and-friends-key-factors-of-player-retention-vary-across-player-levels-in-online-multiplayer-games/74641803 www2017gsieparkfinal-170407134225
Author: Kunwoo Park, Meeyoung Cha, Haewoon Kwak, Kuan-Ta Chen Presented at International World Wide Web 2017 Conference at Perth]]>

Author: Kunwoo Park, Meeyoung Cha, Haewoon Kwak, Kuan-Ta Chen Presented at International World Wide Web 2017 Conference at Perth]]>
Fri, 07 Apr 2017 13:42:25 GMT /slideshow/achievement-and-friends-key-factors-of-player-retention-vary-across-player-levels-in-online-multiplayer-games/74641803 kunwoopark5@slideshare.net(kunwoopark5) Achievement and Friends: Key Factors of Player Retention Vary Across Player Levels in Online Multiplayer Games kunwoopark5 Author: Kunwoo Park, Meeyoung Cha, Haewoon Kwak, Kuan-Ta Chen Presented at International World Wide Web 2017 Conference at Perth <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/www2017gsieparkfinal-170407134225-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Author: Kunwoo Park, Meeyoung Cha, Haewoon Kwak, Kuan-Ta Chen Presented at International World Wide Web 2017 Conference at Perth
Achievement and Friends: Key Factors of Player Retention Vary Across Player Levels in Online Multiplayer Games from Kunwoo Park
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Persistent Sharing of Fitness App Status on Twitter /slideshow/persistent-sharing-of-fitness-app-status-on-twitter/64374530 20160725naverphdfellow-160725232749
2016 7 25 Naver labs 覦 襭. CSCW '16 覦 朱語 蠍襦 螳給. Title: Persistent Sharing of Fitness App Status on Twitter Author: Kunwoo Park, Ingmar Weber, Meeyoung Cha, Chul Lee]]>

2016 7 25 Naver labs 覦 襭. CSCW '16 覦 朱語 蠍襦 螳給. Title: Persistent Sharing of Fitness App Status on Twitter Author: Kunwoo Park, Ingmar Weber, Meeyoung Cha, Chul Lee]]>
Mon, 25 Jul 2016 23:27:48 GMT /slideshow/persistent-sharing-of-fitness-app-status-on-twitter/64374530 kunwoopark5@slideshare.net(kunwoopark5) Persistent Sharing of Fitness App Status on Twitter kunwoopark5 2016 7 25 Naver labs 覦 襭. CSCW '16 覦 朱語 蠍襦 螳給. Title: Persistent Sharing of Fitness App Status on Twitter Author: Kunwoo Park, Ingmar Weber, Meeyoung Cha, Chul Lee <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/20160725naverphdfellow-160725232749-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> 2016 7 25 Naver labs 覦 襭. CSCW &#39;16 覦 朱語 蠍襦 螳給. Title: Persistent Sharing of Fitness App Status on Twitter Author: Kunwoo Park, Ingmar Weber, Meeyoung Cha, Chul Lee
Persistent Sharing of Fitness App Status on Twitter from Kunwoo Park
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覈 煙 一危一 /slideshow/ss-58240093/58240093 201602132-160214101137
一危 覈 2 覈 覦 伎. 一危磯ゼ 伎 覈襯 燕螻 螳 襦語 伎 螻旧給.]]>

一危 覈 2 覈 覦 伎. 一危磯ゼ 伎 覈襯 燕螻 螳 襦語 伎 螻旧給.]]>
Sun, 14 Feb 2016 10:11:37 GMT /slideshow/ss-58240093/58240093 kunwoopark5@slideshare.net(kunwoopark5) 覈 煙 一危一 kunwoopark5 一危 覈 2 覈 覦 伎. 一危磯ゼ 伎 覈襯 燕螻 螳 襦語 伎 螻旧給. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/201602132-160214101137-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> 一危 覈 2 覈 覦 伎. 一危磯ゼ 伎 覈襯 燕螻 螳 襦語 伎 螻旧給.
覈 煙 一危一 from Kunwoo Park
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一危磯ゼ 伎 郁規螳 - 狩碁 煙 讌 蟯 郁規 /slideshow/20151218-56330275/56330275 20151218-151221084219
2015 12 18 觜覩碁伎 螳豕 一危 覈 覦 伎. 一危磯ゼ 伎 郁規 襦襦 狩碁 煙 讌 蟯 郁規襯 螻旧給. 螳 朱語 れ 襷 螳ロ: http://kunwpark.kr/wp-content/uploads/2015/12/cscw16_park.pdf]]>

2015 12 18 觜覩碁伎 螳豕 一危 覈 覦 伎. 一危磯ゼ 伎 郁規 襦襦 狩碁 煙 讌 蟯 郁規襯 螻旧給. 螳 朱語 れ 襷 螳ロ: http://kunwpark.kr/wp-content/uploads/2015/12/cscw16_park.pdf]]>
Mon, 21 Dec 2015 08:42:19 GMT /slideshow/20151218-56330275/56330275 kunwoopark5@slideshare.net(kunwoopark5) 一危磯ゼ 伎 郁規螳 - 狩碁 煙 讌 蟯 郁規 kunwoopark5 2015 12 18 觜覩碁伎 螳豕 一危 覈 覦 伎. 一危磯ゼ 伎 郁規 襦襦 狩碁 煙 讌 蟯 郁規襯 螻旧給. 螳 朱語 れ 襷 螳ロ: http://kunwpark.kr/wp-content/uploads/2015/12/cscw16_park.pdf <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/20151218-151221084219-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> 2015 12 18 觜覩碁伎 螳豕 一危 覈 覦 伎. 一危磯ゼ 伎 郁規 襦襦 狩碁 煙 讌 蟯 郁規襯 螻旧給. 螳 朱語 れ 襷 螳ロ: http://kunwpark.kr/wp-content/uploads/2015/12/cscw16_park.pdf
一危磯ゼ 伎 郁規螳 - 狩碁 煙 讌 蟯 郁規 from Kunwoo Park
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MS thesis defense - Gender swapping and its effects in MMORPGs /slideshow/ms-defense-gender-swapping-and-its/42024498 20131203verpublish-141125182640-conversion-gate02
This slide is for my MS thesis defense. For more information, please feel free to contact me. 殊企 朱 れ 殊企. 覲企 誤 覲企ゼ 覿 語 磯曙殊語 :) Abstract: Massively Multiplayer Online Role-Playing Games (MMORPGs) provide lifelike virtual environments, where players can freely behave while escaping from reality. Players can conduct a variety of activities including combat, trade, and chat with other players like in real world. Due to the development of the Web and Internet, numerous players have enjoyed MMORPGs, and it offers a big opportunity for conducting large-scale researches to understand human behaviors and social networks. Since online world is similar with real world, players can construct their identities independently of their real life. They can freely choose the appearance of avatars, and even decide their opposite gender. This leads to an interesting phenomenon, "gender swapping", which refers to players choosing avatars with genders opposite to their natural ones. This phenomenon was first observed several decades ago, and there is a line of research investigating who enjoy this phenomenon, and why they swap genders in MMORPGs. However, due to limited data access, those studies have been done in a relatively small-scale by conducting online surveys, which leaves the risk of sampling error. In this thesis, an attempt is made to understand gender swapping using the entire data of Fairyland Online, a globally serviced MMORPGs. The results not only show which kinds of people participate in this phenomenon, but also report the behavioral patterns observed in players of this game during social interactions, both when playing as in-game avatars of their own real gender, or gender-swapped. Lastly, we show differences of structural patterns in social network against possible four gender combinations from two real genders and two in-game genders. This thesis also discusses the effect of gender role and self-image in virtual social situations, and the potential for this study to improve MMORPG quality and increase our understanding of social networks.]]>

This slide is for my MS thesis defense. For more information, please feel free to contact me. 殊企 朱 れ 殊企. 覲企 誤 覲企ゼ 覿 語 磯曙殊語 :) Abstract: Massively Multiplayer Online Role-Playing Games (MMORPGs) provide lifelike virtual environments, where players can freely behave while escaping from reality. Players can conduct a variety of activities including combat, trade, and chat with other players like in real world. Due to the development of the Web and Internet, numerous players have enjoyed MMORPGs, and it offers a big opportunity for conducting large-scale researches to understand human behaviors and social networks. Since online world is similar with real world, players can construct their identities independently of their real life. They can freely choose the appearance of avatars, and even decide their opposite gender. This leads to an interesting phenomenon, "gender swapping", which refers to players choosing avatars with genders opposite to their natural ones. This phenomenon was first observed several decades ago, and there is a line of research investigating who enjoy this phenomenon, and why they swap genders in MMORPGs. However, due to limited data access, those studies have been done in a relatively small-scale by conducting online surveys, which leaves the risk of sampling error. In this thesis, an attempt is made to understand gender swapping using the entire data of Fairyland Online, a globally serviced MMORPGs. The results not only show which kinds of people participate in this phenomenon, but also report the behavioral patterns observed in players of this game during social interactions, both when playing as in-game avatars of their own real gender, or gender-swapped. Lastly, we show differences of structural patterns in social network against possible four gender combinations from two real genders and two in-game genders. This thesis also discusses the effect of gender role and self-image in virtual social situations, and the potential for this study to improve MMORPG quality and increase our understanding of social networks.]]>
Tue, 25 Nov 2014 18:26:40 GMT /slideshow/ms-defense-gender-swapping-and-its/42024498 kunwoopark5@slideshare.net(kunwoopark5) MS thesis defense - Gender swapping and its effects in MMORPGs kunwoopark5 This slide is for my MS thesis defense. For more information, please feel free to contact me. 殊企 朱 れ 殊企. 覲企 誤 覲企ゼ 覿 語 磯曙殊語 :) Abstract: Massively Multiplayer Online Role-Playing Games (MMORPGs) provide lifelike virtual environments, where players can freely behave while escaping from reality. Players can conduct a variety of activities including combat, trade, and chat with other players like in real world. Due to the development of the Web and Internet, numerous players have enjoyed MMORPGs, and it offers a big opportunity for conducting large-scale researches to understand human behaviors and social networks. Since online world is similar with real world, players can construct their identities independently of their real life. They can freely choose the appearance of avatars, and even decide their opposite gender. This leads to an interesting phenomenon, "gender swapping", which refers to players choosing avatars with genders opposite to their natural ones. This phenomenon was first observed several decades ago, and there is a line of research investigating who enjoy this phenomenon, and why they swap genders in MMORPGs. However, due to limited data access, those studies have been done in a relatively small-scale by conducting online surveys, which leaves the risk of sampling error. In this thesis, an attempt is made to understand gender swapping using the entire data of Fairyland Online, a globally serviced MMORPGs. The results not only show which kinds of people participate in this phenomenon, but also report the behavioral patterns observed in players of this game during social interactions, both when playing as in-game avatars of their own real gender, or gender-swapped. Lastly, we show differences of structural patterns in social network against possible four gender combinations from two real genders and two in-game genders. This thesis also discusses the effect of gender role and self-image in virtual social situations, and the potential for this study to improve MMORPG quality and increase our understanding of social networks. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/20131203verpublish-141125182640-conversion-gate02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This slide is for my MS thesis defense. For more information, please feel free to contact me. 殊企 朱 れ 殊企. 覲企 誤 覲企ゼ 覿 語 磯曙殊語 :) Abstract: Massively Multiplayer Online Role-Playing Games (MMORPGs) provide lifelike virtual environments, where players can freely behave while escaping from reality. Players can conduct a variety of activities including combat, trade, and chat with other players like in real world. Due to the development of the Web and Internet, numerous players have enjoyed MMORPGs, and it offers a big opportunity for conducting large-scale researches to understand human behaviors and social networks. Since online world is similar with real world, players can construct their identities independently of their real life. They can freely choose the appearance of avatars, and even decide their opposite gender. This leads to an interesting phenomenon, &quot;gender swapping&quot;, which refers to players choosing avatars with genders opposite to their natural ones. This phenomenon was first observed several decades ago, and there is a line of research investigating who enjoy this phenomenon, and why they swap genders in MMORPGs. However, due to limited data access, those studies have been done in a relatively small-scale by conducting online surveys, which leaves the risk of sampling error. In this thesis, an attempt is made to understand gender swapping using the entire data of Fairyland Online, a globally serviced MMORPGs. The results not only show which kinds of people participate in this phenomenon, but also report the behavioral patterns observed in players of this game during social interactions, both when playing as in-game avatars of their own real gender, or gender-swapped. Lastly, we show differences of structural patterns in social network against possible four gender combinations from two real genders and two in-game genders. This thesis also discusses the effect of gender role and self-image in virtual social situations, and the potential for this study to improve MMORPG quality and increase our understanding of social networks.
MS thesis defense - Gender swapping and its effects in MMORPGs from Kunwoo Park
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[DISC2013] Mood and Weather: Feeling the Heat? /slideshow/disc2013-mood-and-weather-feeling-the-heat/42024128 20131212-disc2013moodandweatherfeelingtheheatverpublish-141125181301-conversion-gate01
Presented at 2013/12/12 (DISC 2013)]]>

Presented at 2013/12/12 (DISC 2013)]]>
Tue, 25 Nov 2014 18:13:01 GMT /slideshow/disc2013-mood-and-weather-feeling-the-heat/42024128 kunwoopark5@slideshare.net(kunwoopark5) [DISC2013] Mood and Weather: Feeling the Heat? kunwoopark5 Presented at 2013/12/12 (DISC 2013) <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/20131212-disc2013moodandweatherfeelingtheheatverpublish-141125181301-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presented at 2013/12/12 (DISC 2013)
[DISC2013] Mood and Weather: Feeling the Heat? from Kunwoo Park
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[20131002 gct606] ,螳,蠏碁Μ螻 語 /slideshow/20131002-gct606/27702820 20131002-gct606-131029132324-phpapp01
Park et al. 2013 presentation in Korean]]>

Park et al. 2013 presentation in Korean]]>
Tue, 29 Oct 2013 13:23:24 GMT /slideshow/20131002-gct606/27702820 kunwoopark5@slideshare.net(kunwoopark5) [20131002 gct606] ,螳,蠏碁Μ螻 語 kunwoopark5 Park et al. 2013 presentation in Korean <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/20131002-gct606-131029132324-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Park et al. 2013 presentation in Korean
[20131002 gct606] ,螳,蠏碁Μ螻 語 from Kunwoo Park
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[CS570] Machine Learning Team Project (I know what items really are) /slideshow/final-project-presentation11/23150910 finalprojectpresentation11-130618082905-phpapp02
This work is conducted as a term project of CS570 in KAIST. The problem is 2012 KDD Cup Track1.]]>

This work is conducted as a term project of CS570 in KAIST. The problem is 2012 KDD Cup Track1.]]>
Tue, 18 Jun 2013 08:29:05 GMT /slideshow/final-project-presentation11/23150910 kunwoopark5@slideshare.net(kunwoopark5) [CS570] Machine Learning Team Project (I know what items really are) kunwoopark5 This work is conducted as a term project of CS570 in KAIST. The problem is 2012 KDD Cup Track1. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/finalprojectpresentation11-130618082905-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This work is conducted as a term project of CS570 in KAIST. The problem is 2012 KDD Cup Track1.
[CS570] Machine Learning Team Project (I know what items really are) from Kunwoo Park
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Social Network Analysis:Methods and Applications Chapter 9 /slideshow/social-network-analysismethods-and-applications-chapter/16199356 20130125-130127033304-phpapp01
Wasserman and Faust(1994) Chapter 9. Structural Equivalence]]>

Wasserman and Faust(1994) Chapter 9. Structural Equivalence]]>
Sun, 27 Jan 2013 03:33:04 GMT /slideshow/social-network-analysismethods-and-applications-chapter/16199356 kunwoopark5@slideshare.net(kunwoopark5) Social Network Analysis:Methods and Applications Chapter 9 kunwoopark5 Wasserman and Faust(1994) Chapter 9. Structural Equivalence <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/20130125-130127033304-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Wasserman and Faust(1994) Chapter 9. Structural Equivalence
Social Network Analysis:Methods and Applications Chapter 9 from Kunwoo Park
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Social Network Analysis : Methods and Applications Chapter 6 and 7 /slideshow/20130118-16126814/16126814 20130118-130122193708-phpapp01
Wasserman and Faust(1994) Study group of Social Network Analysis @ Social Computing Lab ]]>

Wasserman and Faust(1994) Study group of Social Network Analysis @ Social Computing Lab ]]>
Tue, 22 Jan 2013 19:37:08 GMT /slideshow/20130118-16126814/16126814 kunwoopark5@slideshare.net(kunwoopark5) Social Network Analysis : Methods and Applications Chapter 6 and 7 kunwoopark5 Wasserman and Faust(1994) Study group of Social Network Analysis @ Social Computing Lab <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/20130118-130122193708-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Wasserman and Faust(1994) Study group of Social Network Analysis @ Social Computing Lab
Social Network Analysis : Methods and Applications Chapter 6 and 7 from Kunwoo Park
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Social Network Analysis : Methods and Applications Ch 1,2 /slideshow/social-network-analysis-methods-and-applications-ch-12/15898148 20130104-130108013319-phpapp01
Social Network Analysis : Methods and Application Chapter 1, 2 summary]]>

Social Network Analysis : Methods and Application Chapter 1, 2 summary]]>
Tue, 08 Jan 2013 01:33:19 GMT /slideshow/social-network-analysis-methods-and-applications-ch-12/15898148 kunwoopark5@slideshare.net(kunwoopark5) Social Network Analysis : Methods and Applications Ch 1,2 kunwoopark5 Social Network Analysis : Methods and Application Chapter 1, 2 summary <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/20130104-130108013319-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Social Network Analysis : Methods and Application Chapter 1, 2 summary
Social Network Analysis : Methods and Applications Ch 1,2 from Kunwoo Park
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