Byung-Chull Bae
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Byung-Chull Bae has a total of 43 co-authors. Here are the top co-authors by number of shared publications:
- Yun-Gyung Cheong
Sungkyunkwan University
4 shared publications Suji Jang
3 shared publicationsYun-Gyung Cheong
Sungkyunkwan University
3 shared publicationsGapyuel Seo
Hongik University
2 shared publications- Yejin Kim
School of Games, Hongik University, Sejong 30016, Republic of Korea
2 shared publications - Youngjune Kim
NCsoft
2 shared publications
Latest Publications
- Open Access
- 30 April 2025
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 26 (4) , 1137-1146
Generating and Evaluating the Villain’s Journey: A Prompt Engineering and Sentiment Analysis Approach
- 30 April 2025
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 26 (4) , 1137-1146
Open AccessGenerating and Evaluating the Villain’s Journey: A Prompt Engineering and Sentiment Analysis Approach
- Open Access
- 31 March 2025
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 26 (3) , 763-775
Generation and Evaluation of Twisted-Plot Stories Using Large Language Models
- 31 March 2025
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 26 (3) , 763-775
Open AccessGeneration and Evaluation of Twisted-Plot Stories Using Large Language Models
- Open Access
- 1 August 2024
- Published by International Joint Conferences on Artificial Intelligence
- Vol. 8, 7706-7714
Diffusion-aware Censored Gaussian Processes for Demand Modelling
Inferring the true demand for a product or a service from aggregate data is often challenging due to the limited available supply, thus resulting in observations that are censored and correspond to the realized demand, thereby not accounting for the unsatisfied demand. Censored regression models are able to account for the effect of censoring due to the limited supply, but they don't consider the effect of substitutions, which may cause the demand for similar alternative products or services to increase. This paper proposes Diffusion-aware Censored Demand Models, which combine a Tobit likelihood with a graph-based diffusion process in order to model the latent process of transfer of unsatisfied demand between similar products or services. We instantiate this new class of models under the framework of GPs and, based on both simulated and real-world data for modeling sales, bike-sharing demand, and EV charging demand, demonstrate its ability to better recover the true demand and produce more accurate out-of-sample predictions.
- 1 August 2024
- Published by International Joint Conferences on Artificial Intelligence
- Vol. 8, 7706-7714
Open AccessDiffusion-aware Censored Gaussian Processes for Demand Modelling
Inferring the true demand for a product or a service from aggregate data is often challenging due to the limited available supply, thus resulting in observations that are censored and correspond to the realized demand, thereby not accounting for the unsatisfied demand. Censored regression models are able to account for the effect of censoring due to the limited supply, but they don't consider the effect of substitutions, which may cause the demand for similar alternative products or services to increase. This paper proposes Diffusion-aware Censored Demand Models, which combine a Tobit likelihood with a graph-based diffusion process in order to model the latent process of transfer of unsatisfied demand between similar products or services. We instantiate this new class of models under the framework of GPs and, based on both simulated and real-world data for modeling sales, bike-sharing demand, and EV charging demand, demonstrate its ability to better recover the true demand and produce more accurate out-of-sample predictions.
- 1 June 2024
- Published by Springer Nature
- p. 30-35
Designing Metaphor-Based Character Archetypes for a Story Authoring Tool
- 1 June 2024
- Published by Springer Nature
- p. 30-35
Designing Metaphor-Based Character Archetypes for a Story Authoring Tool
- 31 October 2023
- Published by Springer Nature
- p. 212-219
Sentiment Analysis of a Text Story Dataset Collected Using Illustration Cards
- 31 October 2023
- Published by Springer Nature
- p. 212-219
Sentiment Analysis of a Text Story Dataset Collected Using Illustration Cards
- 31 October 2023
- Published by Springer Nature
- p. 239-245
Designing a Language Model-Based Authoring Tool Prototype for Interactive Storytelling
- 31 October 2023
- Published by Springer Nature
- p. 239-245
Designing a Language Model-Based Authoring Tool Prototype for Interactive Storytelling
- 9 July 2023
- Published by Springer Nature
- p. 374-379
Toward an AI-Collaborated Authoring Tool for Writing Flash Fiction
- 9 July 2023
- Published by Springer Nature
- p. 374-379
Toward an AI-Collaborated Authoring Tool for Writing Flash Fiction
- Open Access
- 30 April 2023
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 24 (4) , 755-764
A Text-Based Emotion Analysis of the Audiences in a Webtoon-Based TV Drama: Focusing on
- 30 April 2023
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 24 (4) , 755-764
Open AccessA Text-Based Emotion Analysis of the Audiences in a Webtoon-Based TV Drama: Focusing on
- Open Access
- 16 February 2023
- Published by MDPI AG in Applied Sciences
- Vol. 13 (4) , 2558
User Experience of a Digital Fashion Show: Exploring the Effectiveness of Interactivity in Virtual Reality
A virtual reality (VR) environment is different from the generally produced video-based experience, as it creates an interactive user experience (UX) by allowing the users to respond to operations or commands using various input devices. In particular, as existing analog-type fashion shows that have limitations in space and time have evolved into digital fashion shows that include interaction, the importance of the naturalness of interaction and visual expression is being emphasized in UX research. However, study cases that maximize user immersion through the interaction of visual changes in the stage and clothes of a digital fashion show are scarce. As such, this study introduces an interactive VR fashion show to analyze the impact of interaction on the UX in a VR environment. In the design of the interactive VR fashion show, various interaction elements that affect the UX are selected and the scope of UX application is suggested. In addition, by utilizing a commercial game engine, the production process necessary to simulate an existing fashion show is shown step-by-step. The user test in this study is examined in-depth by dividing the evaluation of the user into a two-step survey, and the results are objectively verified through a statistical analysis.
- 16 February 2023
- Published by MDPI AG in Applied Sciences
- Vol. 13 (4) , 2558
Open AccessUser Experience of a Digital Fashion Show: Exploring the Effectiveness of Interactivity in Virtual Reality
A virtual reality (VR) environment is different from the generally produced video-based experience, as it creates an interactive user experience (UX) by allowing the users to respond to operations or commands using various input devices. In particular, as existing analog-type fashion shows that have limitations in space and time have evolved into digital fashion shows that include interaction, the importance of the naturalness of interaction and visual expression is being emphasized in UX research. However, study cases that maximize user immersion through the interaction of visual changes in the stage and clothes of a digital fashion show are scarce. As such, this study introduces an interactive VR fashion show to analyze the impact of interaction on the UX in a VR environment. In the design of the interactive VR fashion show, various interaction elements that affect the UX are selected and the scope of UX application is suggested. In addition, by utilizing a commercial game engine, the production process necessary to simulate an existing fashion show is shown step-by-step. The user test in this study is examined in-depth by dividing the evaluation of the user into a two-step survey, and the results are objectively verified through a statistical analysis.
- Open Access
- 31 December 2021
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 22 (12) , 1969-1976
A Study of Implementing a Chatbot-Based Interactive Story
- 31 December 2021
- Published by Digital Contents Society in Journal of Digital Contents Society
- Vol. 22 (12) , 1969-1976
Open AccessA Study of Implementing a Chatbot-Based Interactive Story