Electronic health record (EHR) data are widely used to perform early diagnoses and create treatment plans, which are key areas of research. We aimed to increase the efficiency of iteratively applying data-intensive technology and verifying the results for complex and big EHR data. We used a system entailing sequence mining, interpretable deep learning models, and visualization on data extracted from the MIMIC-IIIdatabase for a group of patients diagnosed with heart disease. The results of sequence mining corresponded to specific pathways of interest to medical staff and were used to select patient groups that underwent these pathways. An interactive Sankey diagram representing these pathways and a heat map visually representing the weight of each variable were developed for temporal and quantitative illustration. We applied the proposed system to predict unplanned cardiac surgery using clinical pathways determined by sequence pattern mining to select cardiac surgery from complex EHRs to label subject groups and deep learning models. The proposed system aids in the selection of pathway-based patient groups, simplification of labeling, and exploratory the interpretation of the modeling results. The proposed system can help medical staff explore various pathways that patients have undergone and further facilitate the testing of various clinical hypotheses using big data in the medical domain.
The game market is an increasingly large industry. The board-game market, which is the most traditional in the game market, continues to show a steady growth. It is very important for both publishers and players to predict the propensity of users in this huge market and to recommend new games. Despite its importance, no study has been performed on board-game recommendation systems. In this study, we propose a method to build a deep-learning-based recommendation system using large-scale user data of an online community related to board games. Our study showed that new games can be effectively recommended for board-game users based on user big data accumulated for a long time. This is the first study to propose a personalized recommendation system for users in the board-game market and to introduce a provision of new large datasets for board-game users. The proposed dataset shares symmetric characteristics with other datasets and has shown its ability to be applied to various recommendation systems through experiments. Therefore, the dataset and recommendation system proposed in this study are expected to be applied for various studies in the field.
The software development platform is an increasingly expanding industry. It is growing steadily due to the active research and sharing of artificial intelligence and deep learning. Further, predicting users’ propensity in this huge community and recommending a new repository is beneficial for researchers and users. Despite this, only a few researches have been done on the recommendation system of such platforms. In this study, we propose a method to model extensive user data of an online community with a deep learning-based recommendation system. This study shows that a new repository can be effectively recommended based on the accumulated big data from the user. Moreover, this study is the first study of the sequential recommendation system that provides a new dataset of a software development platform, which is as large as the prevailing datasets. The experiments show that the proposed dataset can be practiced in various recommendation tasks.
Historical documents refer to records or books that provide textual information about the thoughts and consciousness of past civilisations, and therefore, they have historical significance. These documents are used as key sources for historical studies as they provide information over several historical periods. Many studies have analysed various historical documents using deep learning; however, studies that employ changes in information over time are lacking. In this study, we propose a deep-learning approach using improved dynamic word embedding to determine the characteristics of 27 kings mentioned in the Annals of the Joseon Dynasty, which contains a record of 500 years. The characteristics of words for each king were quantitated based on dynamic word embedding; further, this information was applied to named entity recognition and neural machine translation.In experiments, we confirmed that the method we proposed showed better performance than other methods. In the named entity recognition task, the F1-score was 0.68; in the neural machine translation task, the BLEU4 score was 0.34. We demonstrated that this approach can be used to extract information about diplomatic relationships with neighbouring countries and the economic conditions of the Joseon Dynasty.
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