• Title/Summary/Keyword: 정보이용자

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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.

System for Neologism Information Support in Real-Time Streaming Service (실시간 스트리밍 서비스에서 신조어 정보 제공 시스템)

  • Seungyong, Lee;Neunghoe, Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.203-207
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    • 2023
  • Recently, real-time streaming services are gaining popularity among the MZ generation and the market size is continuously growing. Pre-recorded and edited videos only show one-way communication, but real-time streaming services have the advantage of responding immediately to questions and requests from users, as they enable two-way communication. With the transition from face-to-face culture to non-face-to-face culture due to the COVID-19 pandemic, the number of users communicating in real-time video for activities such as classes, meetings, and leisure has dramatically increased. However, as real-time streaming services become more active and diverse generations participate, there is a problem of conflicts arising from language differences, including the use of neologisms. To address this issue, this paper proposes a method of collecting the meaning of neologisms through the Wikipedia API and presenting them to each other, so that they can understand each other's intentions.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

Development of a Emergency Situation Detection Algorithm Using a Vehicle Dash Cam (차량 단말기 기반 돌발상황 검지 알고리즘 개발)

  • Sanghyun Lee;Jinyoung Kim;Jongmin Noh;Hwanpil Lee;Soomok Lee;Ilsoo Yun
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.4
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    • pp.97-113
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    • 2023
  • Swift and appropriate responses in emergency situations like objects falling on the road can bring convenience to road users and effectively reduces secondary traffic accidents. In Korea, current intelligent transportation system (ITS)-based detection systems for emergency road situations mainly rely on loop detectors and CCTV cameras, which only capture road data within detection range of the equipment. Therefore, a new detection method is needed to identify emergency situations in spatially shaded areas that existing ITS detection systems cannot reach. In this study, we propose a ResNet-based algorithm that detects and classifies emergency situations from vehicle camera footage. We collected front-view driving videos recorded on Korean highways, labeling each video by defining the type of emergency, and training the proposed algorithm with the data.

Development of Spatial River Recreation Index (SRRI) Using Fuzzy Synthetic Evaluation Method and Hydrodynamic Model (퍼지합성법과 동수역학 모형을 이용한 공간적 하천친수지수 (SRRI)의 개발)

  • Siyoon Kwon;Il Won Seo;Byunguk Kim
    • Proceedings of the Korea Water Resources Association Conference
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    • 2023.05a
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    • pp.501-501
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    • 2023
  • 하천에서의 여가활동에 대한 수요가 증가함에 따라 각종 친수활동에 대한 안전도 평가가 사고예방을 위해 중요해지고 있다. 친수 활동의 안전은 수리 및 수질 인자에 크게 영향을 받지만 기존 친수지수는 수질 인자에만 집중되어 개발되어왔다. 하지만, 세일링, 패들링, 저동력보트 등 입수형 친수활동의 경우, 다양한 수리 현상에 큰 영향을 받기 때문에 유속, 흐름 방향, 수심 및 수면 폭 등의 수리인자를 친수지수에 반영할 필요가 있다. 또한, 친수활동에 위험이 되는 수리적 조건은 유량 조건과 하천의 평면적 공간에 따라 상이하게 발생하기에 이를 공간적으로 평가하는 것 역시 필요한 실정이다. 본 연구에서는 수리학적 요소를 기반으로 하천 친수 활동에 대한 안전도를 평가하기 위해 공간적으로 친수활동의 안정성을 평가할 수 있는 SRRI (Spatial River Recreation Index)를 제안하였다. SRRI의 개발을 위해 1단계에서는 다양한 유량 조건에서 EFDC 동수역학모형을 이용하여 수리 인자들의 공간적 분포를 재현한 후, 2단계에서는 퍼지합성법 (FSE)를 적용하여 수리인자의 모든 소속도와 가중치를 종합하여 하천 지점별 하천친수지수를 산정하였다. 개발한 SRRI를 낙동강-금호강 합류부에 적용한 결과, 유량 및 지형 조건에 따라 각 수리인자가 친수활동 안전성에 미치는 영향이 공간적으로 매우 상이하게 나타났다. 유향(흐름 방향)은 합류지점 부근에서 친수활동의 위험성을 크게 증가시키는 반면, 사행구간에서는 수심이 중요한 요인으로 나타났다. 고유량 조건에서는 유속이 세일링 및 패들링에서 가장 큰 영향을 미치는 요소로 작용하였다. 특히 세일링은 유량 변화에 민감하여 고유량시에는 주흐름부와 합류부 부근을 제외하고 일부 공간에서만 안전하게 이용이 가능한 것으로 나타났다. 반면 무동력 및 저동력보트는 유량 변화에 덜 민감하여 고유량 조건에서도 부분적으로 허용될 수 있었지만 사행구간의 고수심부에서는 위험 등급으로 권고되었다. 이러한 결과를 바탕으로 SRRI는 다양한 수리학적 조건을 기반으로 공간적 안전정보를 제공함으로써 많은 이용자들이 하천에서 보다 안전한 친수활동을 즐기는 데에 기여할 수 있을 것으로 판단된다.

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Effect of Big 5 Personality Trait on a Game Behavior of Game Users (Big 5 성격이 게임이용자의 게임행동에 미치는 영향)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.317-332
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    • 2019
  • The purpose of this study is to analyze the personality trait of game users' game behavior and to investigate the differences according to demographic variables. For research, questionnaire survey was conducted for game users of 10~ 40's, and the collected data was analyzed and processed using the statistics package program SPSS 20.0. The results of the study showed that the Big 5 personality traits had a significant impact on game use, and in the case of Conscientiousness, most of them were positive for use of Adaptive games and most of them had negative effects on Maladaptive game use. Even in personal characteristics, a variable showing a significant influence on game use was found, which showed meaningful effects in game platform, game frequency, and occupation. In subsequent research, it is necessary to identify the variables such as types of games or platforms that can reflect characteristics of games, and to understand what kind of roles play in the relationship between game user characteristics and game use behavior.

Continuance Use Intention of Voice Commerce Using the Value-attitude-behavior Model (가치-태도-행동 모델에 기반한 음성 쇼핑 지속이용의도에 관한 연구)

  • Kim, Hyo-Jung
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.491-502
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    • 2022
  • Voice technology allows consumers to make purchases through smart devices, and the interest in voice-driven conversational commerce has significantly expanded. In this study, we explored the continuance use intention of voice commerce, and the adoption of a value-attitude-behavior model. An online survey was conducted on 360 individuals who used an artificial intelligence assistant device in a voice commerce environment. We used Amos 23.0 and SPSS 25.0 for descriptive, confirmatory, and structural equation modeling analyses. These results indicated that functional value was the highest influencing variable on satisfaction of voice commerce, while social, emotional, and epistemic values significantly influenced it as well. Additionally, satisfaction of voice commerce significantly influenced the continuance use intention of voice commerce. These findings could help us understand the characteristics of voice commerce users and the diversity value in voice commerce environment.

Recommendation System of OTT Service using Extended Personal Data (확장된 개인 데이터를 활용한 OTT 서비스 추천 시스템)

  • HeeJung Yu;Neunghoe Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.223-228
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    • 2023
  • According to the Korea Information Society Development Institute, OTT services grew at a rate of 33.4% in four yearsfrom 2017, when they were first launched.TheKorea Export-Import Bank announced in 2020 that the domestic OTT market was worth 780.1 billionKRW. This growth of the OTT market is expected to stimulate competition among OTT service platforms, and user satisfactionwithconvenience features, such as video recommendations, seems to be acting as an important factor in the competition.Currently, the OTT market uses a variety ofdata for customized recommendations, but the limitationis that it only uses datacollected within the app. Thereby we have proposed the use ofpersonal data collected outside the app for personalized recommendations, and the survey results showed that user satisfaction was 23.72% higher for recommended content based on the proposedmethod thanNetflix recommended content.

A proposal for the roles of social robots introduced in educational environments (교육 환경 내 소셜 로봇의 도입과 역할 제안)

  • Shin, Ho-Sun;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.861-870
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    • 2017
  • In this paper, we propose the roles of social robots in educational environments. This proposal becomes an extension of R-learning. The purpose of social robots is the communication and interaction with human. Social robots have two roles. One is similar to the role of educational service robot and the other is communication role with people in education environments. We make an scenario to explain how to operate the roles of social robots using robot jibo SDK. The scenario was designed for mild interaction with the user in the educational environment. And it was made using jibo animation part to control the external reaction of jibo and behaviors part to control the internal reaction in jibo SDK. Social robots collect data effectively, based on grafting technologies and interaction with people in educational environments. Concludingly, various data collected by social robots contribute to solving problems, developing and establishing of educational environments.

Implementation of Recommender System of Seoul Urban Parks Using Rule-based Expert System based on PROLOG (PROLOG기반의 규칙 기반 전문가 시스템을 이용한 서울시 도시 공원 추천 시스템 구현)

  • Son, Se-Jin;Kim, Da-Hee;Cho, Ye-Bon;Chun, Soo-Wan;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.847-856
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    • 2017
  • In this paper, we propose a system to users which recommends suitable park using linguistic objects by rule-based inference engine which is made with Prolog. According to the function of city park, which provides positive elements to people such as social, psychological, environmental, and physical, Seoul city park is classified into 6 categories. The classified parks are recommended to users based on the rule based expert system. Rule-based object of park recommendation designs nine linguistic objects based on activity, multi-purposiveness, accessibility, and usage of time. This assigns allowed value accordingly. Generated rules by using these values are fired by user's preference, and infer recommended park. Information on preferences is obtained by way of dialogue, in which the user is asked questions about the three elements that are the criteria for choosing a park. As a result, through the park recommendation system, we intend to increase the user's satisfaction of using park and leisure activities.