• Title/Summary/Keyword: 대화 공간

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Generation of Spatial Adjacency Map and Contents File Format for Ultra Wide Viewing Service (울트라 와이드 뷰잉 서비스를 위한 공간 유사도 맵 생성 및 울트라 와이드 뷰잉 콘텐츠 저장 방법)

  • Lee, Euisang;Kang, Dongjin;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.22 no.4
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    • pp.473-483
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    • 2017
  • Since the advent of 3D and UHD contents, demand for high-quality panoramic images has been increasing. The UWV(Ultra-Wide Viewing) service uses a wider viewing angle than conventional panoramas to provide a lively experience for users and enhance their understanding of the event. In this paper, we propose a spatial adjacency map generation method and an UWV file storage format technology to provide UWV service. The spatial adjacency map measures the similarity between images and generate the position information of the images based on similarity. And the stitching time of the image can be shortened through the generated position information. Through the spatial adjacency map, we generate the large screen content quickly. The UWV file format which is based on ISOBMFF process spatial adjacency map and videos and support random access. In this paper, we design the UWV player to verify the spatial adjacency map and UWV file format and show the result of experiments.

A Study On The Personality And Reaction Dialogue Generation For Game NPC In MMORPG (MMORPG에서 게임 NPC의 성격과 반응대화 생성에 관한 연구)

  • Won, Il-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.74-85
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    • 2003
  • If the game characters in the cyber world speak the same dialogues as in the real world, it will give game players more fun and realism. And game players are more and more immersed into the cyber space. However, we observed that only simple and primitive dialogues are used at the market places in most MMORPGS. We introduce personality psychology theory for generating the personality of NPC in MMORPG. And we suggest how to make a conversation between PC (Playable Character) and NPC (Non - Playable Character) according to 'Extroversion - Introversion dimension' and 'Neuroticism dimension'. And we implement the personality dialogue generation program, which is composed of two parts. One is for generating personality, and the other for making dialogue. Personality generator can set a NPC's personality automatically, and Dialogue Maker can control the dialogue styles, quantities, and characteristics of NPC. Thus, the program implemented in this paper can help game designer and scenario writer to make game characters easily. The approach in this paper can be applied to generate various game characters and used to represent agents and avatars of real-time animation.

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유행몰입도에 따른 아바타 꾸미기에 관한 연구

  • 이현정;김미영;이민경
    • Proceedings of the Costume Culture Conference
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    • 2004.04a
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    • pp.28-30
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    • 2004
  • 정보 기술의 발전으로 인해 서로 다른 곳에 있는 사람들이 인터넷을 통하여 하나의 가상 공간을 공유할 수 있게 되었고, 인터넷의 발달은 사람들이 가상공간에서 머무는 시간을 길어지게 하였다. 사람들은 오프라인의 편지보다는 온라인의 메일을 더 선호하게 되었으며, 얼굴을 마주하고 앉아 대화를 나누는 것보다 스크린을 마주하고 온라인에서 채팅을 하는 것이 자연스러운 생활의 일부가 되었다. (중략)

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Error Analysis of Recent Conversational Agent-based Commercialization Education Platform (최신 대화형 에이전트 기반 상용화 교육 플랫폼 오류 분석)

  • Lee, Seungjun;Park, Chanjun;Seo, Jaehyung;Lim, Heuiseok
    • Journal of the Korea Convergence Society
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    • v.13 no.3
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    • pp.11-22
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    • 2022
  • Recently, research and development using various Artificial Intelligence (AI) technologies are being conducted in the field of education. Among the AI in Education (AIEd), conversational agents are not limited by time and space, and can learn more effectively by combining them with various AI technologies such as voice recognition and translation. This paper conducted a trend analysis on platforms that have a large number of users and used conversational agents for English learning among commercialized application. Currently commercialized educational platforms using conversational agent through trend analysis has several limitations and problems. To analyze specific problems and limitations, a comparative experiment was conducted with the latest pre-trained large-capacity dialogue model. Sensibleness and Specificity Average (SSA) human evaluation was conducted to evaluate conversational human-likeness. Based on the experiment, this paper propose the need for trained with large-capacity parameters dialogue models, educational data, and information retrieval functions for effective English conversation learning.

A survey on noise generation and conversation interruption in cafes (카페 공간의 소음과 대화 방해에 대한 설문조사)

  • Jeong, Jeong-Ho
    • The Journal of the Acoustical Society of Korea
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    • v.40 no.6
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    • pp.660-670
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    • 2021
  • As various people use the cafe for various purposes, it is difficult to hear conversations with the accompanying people due to the noise and background music of people around the respondents. In addition, there is a need for improvement related to the noise and sound inside the cafe, such as making it easier to hear the conversations of nearby users. 212 adult men and women participated in the questionnaire on the survey on cafe acoustics and noise conditions. As a result of the survey, about two-thirds of the respondents said that they did not prefer noisy cafes, and that the noise of cafes had a negative effect. The major source of noise in cafes is the sound of people around users, and more than 40 % of the respondents said that they could not hear well the sound of conversations with their accompanying people due to the sounds of those around them, or that they were concerned about their own conversations being transmitted to those around them. As a result of the survey on cafe sound and noise, it was found that improvements were needed to secure the voice privacy of cafe users as well as the voice intelligibility.

Natural Language-based Immersive English Tutoring System (자연어 대화 기반 몰입환경 영어 교육 시스템)

  • Lee, Kyusong;Lee, Sungjin;Lee, Jonghoon;Noh, Hyeongjong;Lee, Gary Geunbae
    • Annual Conference on Human and Language Technology
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    • 2010.10a
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    • pp.22-27
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    • 2010
  • 최근 국가적 차원에서 영어교육에 대한 많은 투자가 이루어지고 있으나 기존의 주입식, 암기식 영어 교육은 회화 실력 향상에 큰 도움을 주지 못하였다. 컴퓨터를 이용한 영어교육 또한 많은 관심을 얻고 있으나 실제 의사소통을 위한 회화 학습에 대한 고려는 깊지 않으며, 주어진 흐름의 대본을 따라 단순히 읽고 반복하는 수준의 시스템만 존재하고 있다. 이러한 학습형태는 흥미 유발 동기가 약하여 사용자로 하여금 장기간 꾸준히 학습하게 만들지 못한다는 문제가 있다. 이러한 문제점에 대하여 제2언어 습득 이론에 바탕을 둔 자연어 처리 기반 몰입 환경 영어 교육 시스템을 제안한다. 이는 도메인 확장성이 뛰어난 예제 기반 대화 시스템을 3 차원 가상공간과 결합한 시스템으로 자연스러운 대화를 통한 외국어 회화 연습을 하는 과정에서 학습자의 발화 오류를 분석하고 교육적 피드백을 제공한다. 또한 현실과 비슷한 몰입 환경에서 체험형 기술을 통해 자발적인 학습을 유도하고 집중력, 기억력을 획기적으로 높이고자 한다. 본 논문에서는 영어교육 시스템의 이론적 배경, 예제 기반 대화관리, 시스템 구성요소와 동작에 대하여 중점적으로 기술하였다.

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On the Predictive Model for Emotion Intensity Improving the Efficacy of Emotionally Supportive Chat (챗봇의 효과적 정서적 지지를 위한 한국어 대화 감정 강도 예측 모델 개발)

  • Sae-Lim Jeong;You-Jin Roh;Eun-Seok Oh;A-Yeon Kim;Hye-Jin Hong;Jee Hang Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.656-659
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    • 2023
  • 정서적 지원 대화를 위한 챗봇 개발 시, 사용자의 챗봇에 대한 사용성 및 대화 적절성을 높이기 위해서는 사용자 감정에 적합한 지원 콘텐츠를 제공하는 것이 중요하다. 이를 위해, 본 논문은 사용자 입력 텍스트의 감정 강도 예측 모델을 제안하고, 사용자 발화 맞춤형 정서적 지원 대화에 적용하고자 한다. 먼저 입력된 한국어 문장에서 키워드를 추출한 뒤, 이를 각성도 (arousal)과 긍정부 정도(valence) 공간에 투영하여 키워드가 내포하는 각성도-긍정부정도에 가장 근접한 감정을 예측하였다. 뿐만 아니라, 입력된 전체 문장에 대한 감정 강도를 추가로 예측하여, 핵심 감정 강도 - 문맥상 감정강도를 모두 추출하였다. 이러한 통섭적 감정 강도 지수들은 사용자 감정에 따른 최적 지원 전략 선택 및 최적 대화 콘텐츠 생성에 공헌할 것으로 기대한다.

Development of the UGC Support WebGIS System for Marine Spatial Data (웹 GIS 기반 해양 공간데이터의 사용자 콘텐츠 제작 지원시스템 개발)

  • Oh, Jung-Hee;Choi, Hyun-Woo;Kim, Sung-Dae;Lee, Charm
    • Spatial Information Research
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    • v.19 no.5
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    • pp.13-25
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    • 2011
  • Until now, most of the Web GIS system has been developed with one-sided service type that provides pre-built spatial information to users. Recently, however, interactive web system is getting attention because users can create directly spatial information contents that meet their needs. In line with this trend, this study had a aim to develop a UGC(User Generated Contents) support system for marine science researchers who can generate spatial data by themselves on the web. The main advantage of this system is that it provides marine survey data and marine spatial information that needed to work for marine science research. Furthermore, it provides the functions of extracting of coastline as point data for their marine study area, and making of the spatial planning map for marine field survey work and marine science thematic maps for exploratory analysis after research survey. Such kinds of interactive UGC support system gives researchers a chance for utilizing marine spatial information more easily. Therefore, it is expected that the improving of the efficiency of research works, as well as increasing of the utilization of marine spatial data.

A Study of Architectural Space Organization for the Promotion of Interactive Conversations and the Design Application for a Public Hospital Project (대화 공간을 제공하는 마을 같은 도시형 공공병원의 건축공간 구성방식과 설계적용 연구)

  • Lee, Young-jin;Lee, Jungman
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.21 no.3
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    • pp.47-55
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    • 2015
  • Purpose: While medical standard is rapidly improved, welfare of users and employees in hospitals is not treated correspondingly. Intercommunication of hospital users is thought to be very important for their welfare, and provision of conversation spaces within hospital environment needs to be expanded by architectural design. Space organization methods for the design of conversation space is to be embellished. Methods: Literature and hospital designs are analysed in order to develop the basis of argumentation for the hospital conversation space. 15 hospitals are reviewed and designed spaces for the intercommunication of the users are examined, Space organization efforts and design experiments are identified, and 6 organizational methods are proposed such as: 1) reducing territoriality 2) flowing space 3) categorizing and separating spaces 4) height variation 5) contact with outside and 6) Sun-lighted space. Results: 6 organization methods are confirmed in precedent hospital cases, and these proposed methods are applied in a new hospital design project to verify their usefulness. Implications: A hospital design project is presented based on these proposed methods of organization for the conversation space. Outcomes of this study can be applied for the formulation of human intercommunication spaces in other facilities.

Lexical analysis for computer chatting language (컴퓨터 통신어의 어휘 유형 체계)

  • 김윤식;나동열;한경호
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.396-400
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    • 2004
  • 가상공간에서의 정보교류가 늘어나면서 컴퓨터 통신언어도 자연어처리의 새로운 연구 분야로 등장하였다. 가장 일상화된 컴퓨터 통신어이며 인터넷상의 실시간 대화어인 채팅언어는 신속한 정보 전달 매체의 기능과 문자언어로서 정보교류와 대화 상황을 함께 내포해야 하는 문어와 구어의 양면성을 동시에 가는 언어이다. 이러한 특수성으로 컴퓨터 통신언어의 경우 발화자의 개성에 따라한 의미의 단어도 표기법이 다양하여 어휘수가 매우 많다. 본 연구에서는 컴퓨터 통신에서 사용되는 다양한 어휘를 컴퓨터로 처리하기 위한 어휘의 유형을 체계화하는 방안을 제시한다.

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