• Title/Summary/Keyword: 대화 맥락

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Effect of Anthropomorphism Level of Digital Human Banker Speech on User Experience: Focusing on Social Presence, Affinity, Trust, Perceived Intelligence, and Usefulness (디지털 휴먼 은행원 발화의 의인화 수준이 사용자 경험에 미치는 영향: 사회적 실재감, 친밀감, 신뢰도, 인지된 지능, 유용성을 중심으로)

  • Choi, Bomi;Jang, Seojin;Kang, Hyunmin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.469-476
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    • 2022
  • As the 3D modeling technology and conversational algorithm is developed, digital humans are being used in various fields, and also virtual bankers have begun to appear in banks, including major banks such as Shin-Han Bank and Nong-Hyup Bank. However, most of the research of digital human mainly focus on its appearance, and research on robot persona that should be considered in anthropomorphizing a robot is insufficient. In this study, an experiment was conducted to find out the user experience of three scenarios (student ID receipt, deposit and withdrawal account opening, leasehold loan consultation) in which the level of anthropomorphism of the speech strategy and the level of personal information use differed in the specific context of banking. As a result of the study, social presence and usefulness had an interactive effect on the scenario and the level of anthropomorphism. There was no interaction effect on intimacy, trustworthiness, and perceived intelligence, but a tendency could be confirmed.

An interactive teachable agent system for EFL learners (대화형 Teachable Agent를 이용한 영어말하기학습 시스템)

  • Kyung A Lee;Sun-Bum Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.797-802
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    • 2023
  • In an environment where English is a foreign language, English learners can use AI voice chatbots in English-speaking practice activities to enhance their speaking motivation, provide opportunities for communication practice, and improve their English speaking ability. In this study, we propose a teaching-style AI voice chatbot that can be easily utilized by lower elementary school students and enhance their learning. To apply the Teachable Agent system to language learning, which is an activity based on tense, context, and memory, we proposed a new method of TA by applying the Teachable Agent to reflect the learner's English pronunciation and level and generate the agent's answers according to the learner's errors and implemented a Teachable Agent AI chatbot prototype. We conducted usability evaluations with actual elementary English teachers and elementary school students to demonstrate learning effects. The results of this study can be applied to motivate students who are not interested in learning or elementary school students to voluntarily participate in learning through role-switching.

The Characteristics of Reality Dynamic Counseling in Real Counseling Process (상담사례 과정에 반영된 현실역동상담의 특성)

  • Sung-sook Chang
    • Korean Journal of Culture and Social Issue
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    • v.14 no.1_spc
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    • pp.349-365
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    • 2008
  • The Reality Dynamic Counseling which reflects Korean culture and Korean sensibilities has been introduced as a model of Korean counseling approach. This is a qualitative study to examine how the characteristics of Reality Dynamic Counseling appear upon the real counseling process for the clients who were physically attacked by their own son and were brought to this counseling export from juvenile counseling service center. The major properties of Reality Dynamic Counseling are grasping the problem with connecting whole context, dealing with an external world as well as an internal world, emphasizing a role in relation with others, serving as a fosterer or an educator for counselor, confronting a client to awake from a disillusion, restoring to the good relationship between a parent and a child, and pulling a client to the relation with people. These properties are well brought out in the real counseling process. The Manual written by a counselor which gives us detailed commentary on counseling process was selected and analyzed in this study because the protocol between a counselor and a client was too large quantity and it could not show on how to change like facial expression and voice.

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The Study on the Game World Experience and Peer Interaction of Students with Disabilities in the Community : With Giorgi's Phenomenological Research Method (지역사회 장애학생의 게임세계 경험과 또래상호작용 탐구: Giorgi의 현상학적 연구방법을 활용하여)

  • Yoo, Doo-Han;Jeon, Byoung-Jin;Hong, Deok-Gi
    • The Journal of Korean society of community based occupational therapy
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    • v.2 no.2
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    • pp.1-13
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    • 2012
  • Objective : The purpose of this study was to understand the game world experience and peer interaction of students with disabilities in the community. Method : In this study, Giorgi's phenomenological method was used to understand the game world experience and peer interaction of two students with disabilities in the community. The data collection about the situation and the context of the subjects was conducted over three times of interviews, until no new data. Meaning units through the four steps for Giorgi's scientific phenomenology were analyzed in the context of the overall data. Result : Two students with disabilities in the community had to spend time at home with physical limitation and alienation, and their leisure activities was mainly using the computer and television. Restrictions of leisure activities wad the cause of difficulties of social accessibility, and they need the correct thinking and self-control in the use of the time. Due to the game for fun, they have no interact with peers. On the other hand, most of conversation about the game were with families. Conclusion : Students with disabilities had a physical and psychological difficulties were feeling pleasure through the game. They need the correct thinking and self-control in the use of the time, and need an alternative solution for a reckless game use.

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Examination of the Lives of Professional Golfers Growing to Excellent Sports Leaders (우수 스포츠지도자로 성장하는 프로골퍼의 삶 탐색)

  • Kim, Dong-Kee
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.2
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    • pp.303-317
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    • 2020
  • The purpose of this study is to conceptualize the process of formation by the exploration of the lives of professional golfers who grow to excellent sports leaders, categorize the concept and suggest models between categories. In order to reveal in depth the change process of the job formation, the 'grounded approach' as a qualitative study was used as a the methodological frame of this study, and snow sampling, one of nonrandom sampling was used for the selection method of the study participants. 10 study participants who are able to make positive self-expression and talk with the researcher were selected. Through grounded approach appropriate for this process research, this study could acquire following results. First, through the casual condition that is the exploration of the lives of professional golfers growing to excellent sports leaders, it connected to the central phenomena of professional instruction methods and education belief as golf leaders. In this process, the changes as new experiences for the charm of the new job and relationship formation influence as the function of a contextual condition. In addition, golf leaders tried to become a more completed golf leader through self-efforts for development and expertise attainment according to the their own situations as well as belief, and they have established the lives of firm golf leaders through the process. Second, as a result of the changes of their lives as professional golfers growing to excellent sports leaders, the paradigm of grounded approach which is abstracted as total 141 concepts, 17 subcategories, and 11 superordinate categories were composed.

A Study about TV viewing behavior through Multiple Media under Nscreen circumstances (N스크린 환경에서 다중미디어를 활용한 TV프로그램 이용행태 연구)

  • Kim, Jongha Bell
    • Cartoon and Animation Studies
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    • s.31
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    • pp.177-208
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    • 2013
  • This research analyzes the media which is simultaneously used with TV viewing, the behaviour of multiple media users, and the characteristics of TV programs under Nscreen circumstances. According to the results, TV provides stories and positions it as the main screen (84.5%, n=566), under the Nscreen circumstances. Personal media reproduces stories from TV by utilizing aspects of social media functions such as participation, open communication, community, connectivity, etc. The content is classified under three categories: 1) elicit emotion(point feeling), 2) information production, 3) participation, which is further divided into three subcategories; watch, wish, and result guarantee based on the level of interactivity. This inquiry is based upon diary survey and focus group interviews emphasized the role change of TV, specifically that TV takes a key role in generating original stories with the expansion of screen and social media. Even though users were able to watch the same TV programs at the same time and same place, the different methods of viewing: smartphone, tablet PC, web based mp3 and etc., it reproduced different stories and elicited different characteristics from its TV viewers.

Understanding the Korean Fandom of the K-pop Focusing on Its Perspectives on Foreign Fans (케이팝(K-pop)의 한국 팬덤에 대한 연구 해외 팬들에 대한 인식을 중심으로)

  • Berbiguier, Mathieu;Cho, Younghan
    • Korean journal of communication and information
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    • v.81
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    • pp.272-298
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    • 2017
  • This study aims at understanding Korean fans who are also one of the most inquisitive consumers of the Korean pop products. For this purpose, it examines how Korean fandom perceives the procedures of the K-pop's globalization and constructs different perspectives of foreign fans. Firstly, it examines Korean fandom's the national pride as the K-pop expands to the global markets. Secondly, it explores how the Korean fandom rationalizes its possessive instinct while the global fans and markets becomes increasingly important. Finally, it explores how the Korean fandom constructs the different perceptions on foreign fans. In order to observe korean fans' thoughts and activities, it participates in the interactions in the tweeters and an online community. The Korean fans' perspective reflects both on individual tastes and the social dimensions in which fans live through. Through the lens of the Korean fandom, this study attempts to explicate the Korean fans' perception on foreign fans, which reflects another dimension of the K-pop's globalization.

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The linguistic and cultural phenomena derived from the interpretative ambiguity in the traditional Catalan time telling expressions (카탈루냐어의 전통적 시각표현의 해석적 모호성과 관련된 언어-문화적 현상)

  • Kwak, Jaeyong
    • Cross-Cultural Studies
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    • v.50
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    • pp.225-259
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    • 2018
  • In this study, according to the Institut d'Estudis Catalan, it is noted that the traditional Catalan time telling system is essentially based on delineating time by the use of the 'quarts (=quarters)' of an hour. In this fasion, to tell the time 8:15, 8:30 and 8:45 they use '${\acute{E}}s$ un quart de nou.,' '$S{\acute{o}}n$ dos quarts de nou.,' and '$S{\acute{o}}n$ tres quarts de nou.,' but do not use constructions such as '$S{\acute{o}}n$ les vuit i quinze.,' '$S{\acute{o}}n$ les vuit i trenta/mitja.,' '$S{\acute{o}}n$ les vuit i quaranta-cinc.,' because these expressions are considered to be as dialectal variants or international notation-based variants. Moreover, the traditional Catalan time telling system does not use cardinal numbers, except in the case of 'cinc (five)' and 'deu (ten).' These linguistic phenomenon cause the invention of a unique Catalan digital watch, and has noted special designs for the creation of a Catalan analogue watch. For this reason, the quarter system in colloquial Catalan provokes an enormous interpretative ambiguity in daily routine expressions with 'quarts' like '$S{\acute{o}}n$ quarts of nou.' or 'entre dos i tres quarts' whose meaning is not delineated between sixteen and forty-four minutes. We will argue that the traditional Catalan time telling expressions do not have the use of the subtractive system, and the fraction word 'quart' lacks a specific meaning of fifteen minutes because the Catalan word 'quart' is etymologically related to the classical public bell system, not definitively to the traditional clock system.

A Grounded Theory Approach to Person Centered Communication between People Living with Dementia and Their Caregivers (사람중심 치매커뮤니케이션에 대한 근거 이론적 연구)

  • Kim, Dong Seon;Shin, Soo Kyung
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.746-764
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    • 2022
  • Communication breakdown has been mentioned causing a heavy burden for dementia caregivers. This study aims to inspect and structure the process and results of communication between people with dementia and their caregivers. The impeding/facilitating elements of communication are also extracted. Interviews with 21 of dementia care experts about the direct and indirect experiences of communication with people with dementia were analyzed based on the grounded theory. Results show that combination of the cognitive and communication decline of the people with dementia, confusing environment and caregivers' inappropriate attitude and lack of communication skills leads to communication breakdown and relations severance. Minimal contacts and task-oriented conversation results in conflicts and people with dementia's increasing agitation, anxiety and violent behaviors while understanding of individuality and listening with heart lead to recovered lucidity in the state of serious dementia, recovered pleasure and voluntary participation in the daily activities for people with dementia. Core paradigm was defined as 'Person Centered Care through relation formation'. There are 4 types of communication with people with dementia : partnering, patronizing, conflicting, avoiding types. Researchers suggest that Person Centered based communication skills be educated and trained for dementia caregivers.

Role Formation by Interaction Function and Pattern for Group Discussion Activity using the case of Environmental Education Camp for Undergraduate Student (대학생 환경교육캠프 사례에서의 집단 토의 활동에 있어서 상호작용 기능과 양상에 따른 역할 형성 양상)

  • Jung, Won-Young;Lee, Go-Eun;Shin, Hyeon-Jeong;Cha, Hyun-Jung;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.32 no.4
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    • pp.555-569
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    • 2012
  • Many science education research and practices are recently emphasizing the importance of collaborative learning. This study also understands learning in aspects of socio-cultural context, and regarded the creation of meaning in a same-age group as an important learning process. This is most especially true in the premise that the formation of roles in a collaborative learning is important for successful interactive learning. This study aims to find out how roles form in a group. For this purpose, university students participating in a group discussion activity about energy flow and circulation of material were selected as research participants. Discussions among the nine students in one group consisted of cognitive conversations on the topic and operational conversations for preparing a presentation. Video-clips of the discussions were made and transcribed. For the analysis, we developed a framework that includes four interaction functions (cognitive, organizational, meta-cognitive, operational), four action elements (question, simple answer, providing opinion, response to opinion), and two to four intention elements by each action elements. As a result, a total of nine roles were revealed through the interaction function and element; cognitive questioner, operational questioner, simple answerer, operational suggester, organizational commander, operational commander, cognitive explainer, terminator, reflective thinker. These roles are re-classified into seven utterance patterns by the utterance order and object, and they were categorized into three role groups (facilitating interaction, sustaining interaction, finishing interaction). The result means that role formation and function can have influence on learning and interaction. This study is meaningful to the suggestion to collaborative learning including project-based learning, investigation, club activity, and for the re-illumination of the role in an aspect of the interaction.