• Title/Summary/Keyword: 채팅 시스템

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The Practical Use of Web-based Reading System in the Public Libraries (공공도서관에서 웹을 통한 독서교육 실제 및 활성화 - 광주.전남지역을 중심으로 -)

  • 이명규
    • Journal of Korean Library and Information Science Society
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    • v.34 no.3
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    • pp.193-210
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    • 2003
  • For the sake of activating web-based reading education in the public libraries, This study examine the practical use of web-based reading education and research into its activation. Web-based reading, red the book at any time/where with librarian and user, is to achieve the goal of reading education. The methods are to set up Home page of reading education through Internet, to guide user in various web-based reading materials and reading planning at any time. In addition, It is to be completed interactive action such as book review, reading dicussion through E-mail, a bulletin board, chatting etc. with librarian or user.

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A Study on the Flow Control Based Estimated Receiving Capacity on the Video Conference System (화상회의 시스템에서 수신능력 예측을 이용한 흐름제어에 관한 연구)

  • 김상진;남지승
    • Journal of Korea Multimedia Society
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    • v.6 no.3
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    • pp.488-495
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    • 2003
  • With the development of networks, multimedia communication has expanded its application field. From the remote control for household electric appliances to medicine, games, video conferencing and multimedia chatting, multimedia communication is being used in all parts of our lives. This multimedia communication requires the transmission of a lot of data at high speed. But if the transmission rate of the communication network exceeds the processing speed of being used in the high speed network environment, a bottleneck occurs in each node and deteriorates the performance of the network. This is the main reason for the slow speed of data transmission and packet loss. In this paper, considering the client's processing performance, reception performance was predicted and the way of flow control was shown. The computing performance of relevant Processor and its performance was estimated through the actual implementation.

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Participation of Television Viewers in Social Community : Social Television (TV 매체를 통한 시청자의 사회적 커뮤니티 참여 : 소셜 TV를 중심으로)

  • Oh, Jong-Sir
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.268-272
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    • 2009
  • Reportedly it says that 45% teenagers in the United State exchange the SMS with their friends during television watching. In other word TV viewing moulds the social community between audiences. In terms of social television it is all about interaction or communication technology relevant to TV watching as well as social behaviour. Besides it integrates voice communication, text chat, context awareness, TV recommendations, ratings, video conference and so forth. So far it approaches the conceptual stage or pilot production and remains more research and development. This study is to scrutinise whether the functionality of social TV enables to substitute for social activities of TV viewers or not.

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Fact finding surveying adolescents's language and culture in online games and a countermeasure strategy (온라인 게임에서 청소년들 언어문화의 실태 조사와 개선 방안)

  • Kim, Sung Yul;Lee, Jong Yun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.1
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    • pp.33-42
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    • 2013
  • In this paper, through conducting a survey from 547 male and female high school students in Busan, we found their favorite computer games are about five and the highest linguistic problem in on-line computer games was vulgar languages. Most of respondents thought that the vulgar languages on the on-line games were serious and said that we have experienced the vulgar languages before high school. Therefore, in this paper, we suggest it is necessary to prepare a countermeasure system about adolescents' vulgar languages on the on-line games and for adolescents to take etiquette lessons on the on-line games from either the primary school or before then.

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A Study on the Delivery Method of Bundles through Efficient Ordering (효율적 주문을 통한 묶음 배달 방식 연구)

  • Shin, Minseok;Park, Seoungjun;Lim, Youngjun;Park, Minjun;Kim, Youngjong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.98-101
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    • 2022
  • Before the delivery platform was established, when consumers ordered by phone to the store, a rider hired by the store directly delivered it or delivered it through a delivery agency. However, as the food service culture develops, delivery platforms grow and more people seek convenience, making it difficult to see orders without delivery platforms now. When ordering using the delivery platform in this way, there is a shortage of riders and a negative effect of increasing delivery costs for supply. Therefore, we propose a joint delivery chat app to solve the problems of the current delivery system and reduce delivery costs.

Adaptive Context-Sensitive Spelling Error Correction System Based on Self-Attention for Social Network Service Chatting Data (SNS 채팅 데이터에 적응적인 Self-Attention 기반 문맥의존 철자오류 교정 시스템)

  • Choi, Hyewon;Jang, Daesik;Son, Dongcheol;Lee, Seungwook;Ko, Youngjoong
    • Annual Conference on Human and Language Technology
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    • 2019.10a
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    • pp.362-367
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    • 2019
  • 본 논문에서는 Self-Attention을 활용한 딥러닝 기반 문맥의존 철자오류 교정 모델을 제안한다. 문맥의존 철자오류 교정은 최근 철자오류 교정 분야에서 활발히 연구되고 있는 문제 중 하나이다. 기존에는 규칙 기반, 확률 기반, 임베딩을 활용한 철자오류 교정이 연구되었으나, 아직 양질의 교정을 수행해내기에는 많은 문제점이 있다. 따라서 본 논문에서는 기존 교정 모델들의 단점을 보완하기 위해 Self-Attention을 활용한 문맥의존 철자오류 교정 모델을 제안한다. 제안 모델은 Self-Attention을 활용하여 기존의 임베딩 정보에 문맥 의존적 정보가 반영된 더 나은 임베딩을 생성하는 역할을 한다. 전체 문장의 정보가 반영된 새로운 임베딩을 활용하여 동적으로 타겟 단어와의 관련 단어들을 찾아 문맥의존 철자 오류교정을 시행한다. 본 논문에서는 성능평가를 위해 세종 말뭉치를 평가 데이터로 이용하여 제안 모델을 실험하였고, 비정형화된 구어체(Kakao Talk) 말뭉치로도 평가 데이터를 구축해 실험한 결과 비교 모델보다 높은 정확율과 재현율의 성능향상을 보였다.

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Verification System Using NFT to Prevent Profile Impersonation Crime (프로필 사칭 범죄를 방지하기 위해 NFT를 이용한 검증 시스템)

  • Kim, Ho-Yoon;Lee, Won-Seok;Shin, Seung-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.354-356
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    • 2022
  • Profiles are the most basic means of representing who you are, and you represent yourself. In SNS and chatting apps that use profiles the most, profiles are used to express their experiences, moods, and thoughts. However, in voice phishing, impersonation crimes, etc., they steal and impersonate a photo such as a profile, and then deceive the victim into committing a crime. In this paper, to prevent the crime of impersonation, the authenticity of the original is determined using NFT that can distinguish the original. Minting the original profile picture with NFT, registering it on the blockchain network, and storing the original file in off-chain IPFS. This is expected to be effective in preventing impersonation crimes because it is possible to easily determine the authenticity of the profile picture.

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Augmented Reality Game of Experiential Metaverse based on Landmark (랜드마크 기반 체험형 메타버스 증강현실 게임)

  • Min-gyu Yeom;Su-min Lee;Young-hoon Park;Kyung-sook Han
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.109-117
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    • 2023
  • Recently, interest in metaverse, which creates new value in the real world, has increased. In order to make it easy to experience such a metaverse, we have developed an experiential metaverse AR game in which users take the lead in exploring the environment and enjoying content based on landmarks. Important features of the metaverse include connectivity with the real world, interactivity, and digital currency. The game seeks to extend daily life through AR and satisfies interaction through real-time chat and team competition. Finally, digital currency is built through a store system. It is implemented as a mobile game and can be accessed at any time if there is a smartphone, increasing accessibility.

A Study on the Analysis of Emotion-expressing Vocabulary for Realtime Conversion of Avatar′s Countenances (아바타의 실시간 표정변환을 위한 감정 표현 어휘 분석에 관한 연구)

  • 이영희;정재욱
    • Archives of design research
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    • v.17 no.2
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    • pp.199-208
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    • 2004
  • In cyberspace based on internet, users constitute communities and interact one another. Avatar means not only the other self but also the 'another being' that describes oneself in the cyberspace. If user's avatar shows expressive faces and behaves according to his thinking and emotion, he will have a feel of reality much more in the cyberspace. If avatar's countenances can be animated by just typing characters in avatar-based chat communication, the user is able to express his emotions more effectively. In this study, emotion-expressing vocabulary is analyzed and classified. Emotion-expressing vocabulary is essential to develop self-reactive avatar system in which avatar's countenances are automatically converted according to the words typed by users at chat. The results are as follows; First, emotion-expressing vocabulary selected out of Korean adjectives and intransitive verbs is made up of 209 words and is classified into 25 groups. Second, there are only 2 groups out of the 25 groups for positive expressions and others are for negative expressions. Therefore, negative expressions are more abundant than positive expressions in Korean vocabulary. Third, avatar's countenances are modelled according to the 25 groups by using the Quantification Method 3. The result shows that the emotion-expressing vocabulary has dose relations with avatar's countenances and is useful to communicate users' emotions. However, this study has some limits, in that Korean linguistical structure - the whole meaning of context - cannot be interpreted quantitatively.

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Design and Implementation of XML based Global Peer-to-Peer Engine (XML기반 전역 Peer-to-Peer 엔진 설계 및 구현)

  • Kwon Tae-suk;Lee Il-su;Lee Sung-young
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.1B
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    • pp.73-85
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    • 2004
  • SIn this paper, we introduce our experience for designing and implementing new concept of a global XML-based Peer-to-Peer (P2P) engine to support various P2P applications, and interconnection among PC, Web and mobile computing environments. The proposed P2P engine can support to heterogeneous data exchanges and web interconnection by facilitating with the text-base XML while message exchange are necessary. It is also to provide multi-level security functions as well as to apply different types of security algorithms. The system consist of four modules; a message dispatcher to scheduling and filtering the message, a SecureNet to providing security services and data transmission, a Discovery Manager to constructing peer-to-peer networking, and a Repository Manager to processing data management including XML documents. As a feasibility test, we implement various P2P services such as chatting as a communication service, white-board as an authoring tool set during collaborative working, and a file system as a file sharing service. We also compared the proposed system to a Gnutella in order to measure performance of the systems.