Business Intelligence According to Aspect-Based Sentiment Analysis using Double Propagation

Sena Wijayanto, M. L. Khodra
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引用次数: 3

Abstract

Market research is necessary to plan a game. Given game reviews, response from gamers in terms of aspect and sentiment expressions, can be extracted automatically by aspect-based sentiment analysis (ABSA). This paper develops business intelligence according to the result of double propagation, an ABSA method, to provide insight for game planning. Double propagation extracts pairs of aspect and sentiment expressions, and aggregates them into aspect category. For our corpus, DP gained F-Measure of 0.6239 for extracting aspect expression, F-Measure of 0.6239 for extracting sentiment expression, and F-Measure of 0.5136 for aspect aggregation. We also applied ETL (Extract Transform Load) to transform extraction result into data mart, and employ Tableau for data visualization. The aspect expression results displayed on data visualization giving the ratio information of positive and negative sentiment, which types of aspect categories game player interested in, and which types of targets needed to be concerned in designing game.
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基于双传播的面向方面情感分析的商业智能
市场调查是策划游戏的必要条件。基于方面的情感分析(ABSA)可以自动提取游戏评论、玩家在方面和情感表达方面的反应。本文根据ABSA方法的双重传播结果开发商业智能,为博弈规划提供洞见。双重传播提取成对的方面和情感表达,并将其聚合到方面类别中。对于我们的语料库,DP提取方面表达的F-Measure值为0.6239,提取情感表达的F-Measure值为0.6239,提取方面聚合的F-Measure值为0.5136。我们还使用ETL (Extract Transform Load)将提取结果转换为数据集市,并使用Tableau进行数据可视化。数据可视化显示的方面表达结果给出了积极情绪和消极情绪的比例信息,以及玩家对哪类方面类别感兴趣,以及在游戏设计中需要关注哪类目标。
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