• Title/Summary/Keyword: Chatting

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Streamer Motives and User-Generated Content on Social Live-Streaming Services

  • Friedlander, Mathilde B.
    • Journal of Information Science Theory and Practice
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    • v.5 no.1
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    • pp.65-84
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    • 2017
  • Three most popular information services, Periscope, Ustream, and YouNow, vicarious for all Social Live-Streaming Services (SLSSs), are investigated to analyze their streamers' motivations and the user-generated content. Additionally, we collected demographic data (gender and age). More than 7,500 streams by users from the U.S., Germany, and Japan were observed. Main streamer motivations on SLSSs are boredom, socializing, the need to reach a specific group, the need to communicate, and fun. Important content categories on all three SLSSs are chatting, sharing information, 24/7, and 'slice of life.' We were able to identify differences between users from the U.S., Germany, and Japan as well as between the users of Periscope, Ustream, and YouNow. The main motive to stream in the U.S. is to reach a specific group, while in Japan it is socializing, and in Germany boredom. The top content category for both, YouNow as well as Periscope, is to chat; on Ustream it is 24/7 (i.e., webcams).

Design and Implementation of an Integrated Browser to Support Internet-Based Collaborative Learning (인터넷기반 협동학습을 위한 통합브라우저의 설계 및 구현)

  • Song, Tae-Ok;Ahn, Sung-Hoon;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.3 no.1
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    • pp.23-30
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    • 2000
  • The educational effect and practical use of collaborative learning produced in virtual learning communities are being discussed actively in these days. A higher-level interactive tool is essential for successful Internet-based collaborative learning through the network. In this paper, we designed and implemented an integrated browser which has the integrated learning environment to support collaborative learning, and thus the user interface of the network client(News, FTP, HTTP, SMTP, voice text chatting Clients) is improved. Therefore, the educational effect of Internet-based collaborative learning is get closer to that of face-to-face learning.

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Chaotic Phenomena in Addiction Model for Digital Leisure

  • Bae, Youngchul
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.13 no.4
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    • pp.291-297
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    • 2013
  • Chaotic dynamics have been studied by many researchers in the fields of biology, physics, and engineering. Interest in chaos is also expanding to the social sciences such as politics, economics, and others, including the prediction of societal events. The concept of leisure has developed from a passive concept correlated with relaxation, entertainment, and ideology formation into a positive concept that assumes a more active role. As information and communications technology develops, digital leisure activity is expected to continue spreading. This expansion of digital leisure function correctly, as well as. Traditional leisure activity functions correctly more, whereas digital leisure activity is predicted to function incorrectly more often. In this paper, we propose a mathematical addiction model of digital leisure that deals with its dysfunctions such as addiction to digital leisure, including computer games, internet search, internet chatting, and social media. Herein, to solve addiction to digital leisure, we propose a model derived from a nicotine addiction.

A Sliding Mode Control Design based on the Reaching Law for Matrix Rectifiers

  • Wang, Zhiping;Mao, Yunshou;Hu, Zhanhu;Xie, Yunxiang
    • Journal of Power Electronics
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    • v.16 no.3
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    • pp.1122-1130
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    • 2016
  • This paper presents a novel approach for achieving both a tight DC voltage regulation and a power factor control by applying the Reaching Law Sliding Mode Control (RL-SMC) and the conventional Sliding Mode Control (SMC). Applying these strategies on a matrix rectifier (MR) can achieve a unity grid side power factor when the DC load changes widely and it can provide a ripple-free output voltage that is easily affected by distortions of the three-phase ac voltage supply. Furthermore, by employing the reaching law on the SMC can solve the chatting problem of the sliding motion. Comparative Matlab simulations and experimental verifications for these strategies have been presented and discussed in this paper. The results show that by applying the SMC and RL-SMC on a MR can achieve a unity grid side power factor and a regulated ripple-free DC output.

Implementation of P2P Communication Program for Multimedia Chatting Using VoIP Technology (VoIP 기술을 이용한 P2P 멀티미디어 채팅용 통신 프로그램의 구현)

  • Yoon, Hyun-Nim;Kim, Yang-Woo;Lee, Pil-Woo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11b
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    • pp.1225-1228
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    • 2002
  • 이제 인터넷은 우리 실생활에서 기본적인 도구로 이용하게 되었다. 이러한 변화로 기존 음성통화에서 사용되던 OFF-LINE 전화통신이 ON-LINE 상으로 빠르게 대체되어 가고 있다. 이에 따라 음성데이터들을 인터넷망을 통하여 효율적으로 전송하는 기술들이 연구되어 왔고, VoIP 기술은 이러한 시도들에 대한 구체적인 방법론이라고 할 수 있다. 본 논문에서는 문자채팅 및 VoIP 기술을 기반으로 일대일 직접 통화가 가능한 음성채팅 프로그램을 구현하였다. 본 논문은 유무선 통합메시징시스템(UMS)의 기술 진척에 기여할 수 있다.

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Chatting System that Pseudomorpheme-based Korean (의사 형태소 단위 채팅 시스템)

  • Kim, Sihyung;Kim, HarkSoo
    • Annual Conference on Human and Language Technology
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    • 2016.10a
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    • pp.263-267
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    • 2016
  • 채팅 시스템은 사람이 사용하는 언어로 컴퓨터와 의사소통을 하는 시스템이다. 최근 딥 러닝이 큰 화두가 되면서 다양한 채팅 시스템에 관한 연구가 빠르게 진행 되고 있다. 본 논문에서는 문장을 Recurrent Neural Network기반 의사형태소 분석기로 분리하고 Attention mechanism Encoder-Decoder Model의 입력으로 사용하는 채팅 시스템을 제안한다. 채팅 데이터를 통한 실험에서 사용자 문장이 짧은 경우는 답변이 잘 나오는 것을 확인하였으나 긴 문장에 대해서는 문법에 맞지 않는 문장이 생성되는 것을 알 수 있었다.

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Android Based SMS Management Application Design (안드로이드 기반 SMS 관리 애플리케이션 설계 및 구현)

  • Qiao, He;Park, Hung-Bog
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.357-360
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    • 2014
  • 현대 사회에서는 휴대 전화 때문에 신속하고 효율적이 된다. 사람은 휴대 전화를 이용해서 서로 통신할 수 있다. 그리고 안드로이드가 빠르게 발전하고 다양한 지능 전자 상품에서 사용하고 있다. 본 논문에서는 구글 안드로이드 플랫폼기반으로 스마트폰의 SMS 관리 응용 애플리케이션을 설계 및 구현하였으면 기본 메시징 기능뿐만 아니라 블랙리스트 및 모바일 그룹 채팅 기능을 포함하고 있다. 그룹 채팅 기능은 네트워크 환경을 기반으로 설정될 수 있다. 모바일 네트워크가 켜져있을 때, 네트워크 트래픽 그룹 채팅을 사용할 수 있고 모바일 네트워크가 꺼져있을 때, SMS 기능 그룹 채팅을 사용할 수 있다.

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Efficient and Secure Group Key Generation Protocol for Small and Medium Business

  • Jung, Hyun Soo
    • Journal of Convergence Society for SMB
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    • v.4 no.4
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    • pp.19-23
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    • 2014
  • Group communication is becoming increasingly popular in Internet applications such as videoconferences, online chatting programs, games, and gambling. For secure communications, the integrity of messages, member authentication, and confidentiality must be provided among group members. To maintain message integrity, all group members use the Group Key (GK) for encrypting and decrypting messages while providing enough security to protect against passive attacks. Tree-based Group Diffie-Hellman (TGDH) is an efficient group key agreement protocol to generate the GK. TGDH assumes all members have an equal computing power. One of the characteristics of distributed computing and grid environments is heterogeneity; the member can be at a workstation, a laptop or even a mobile computer. Member reordering in the TDGH protocol could potentially lead to an improved protocol; such reordering should capture the heterogeneity of the network as well as latency. This research investigates dynamic reordering mechanisms to consider not only the overhead involved but also the scalability of the proposed protocol.

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Learning/Training System Supporting Real Time Video Chatting on Web-based 3D Virtual Space (웹 기반 3차원 가상 공간에서 실시간 화상 대화 지원 학습/훈련 시스템)

  • 정헌만;탁진현;이세훈;왕창종
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.571-573
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    • 2000
  • 기존 분산 가상환경 시스템에서는 참여자들 사이의 언어 외적인 의사교환을 지원하기 위해 참여자의 아바타에 몸짓이나 얼굴 표정 등을 표현할 수 있도록 애니메이션 가능한 아바타를 사용한다. 하지만 아바타 애니메이션으로 참여자의 의사 및 감정 표현을 표현하는데는 한계가 있다. 따라서, 이 논문에서는 가상 환경 내의 다중 사용자들의 의사 교환 및 감정 표현을 극대화할 수 있는 방법으로 실시간 화상 대화 가상 환경 학습.훈련 시스템을 설계하였다. 설계한 시스템은 학습 참여자의 화상 및 음성 스트림을 전달함으로써 기존 응용들에 비해 풍부한 의사 교환을 지원하고, 가상 공간에서 학습에 필요한 다양한 모듈들을 포함하고 있다.

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