• Title/Summary/Keyword: Chatting

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Male, Female, or Robot?: Effects of Task Type and User Gender on Expected Gender of Chatbots (태스크 특성 및 사용자 성별이 챗봇의 기대 성별에 미치는 효과에 관한 연구)

  • Kim, Soomin;Lee, Seo-Young;Lee, Joonhwan
    • Journal of Korea Multimedia Society
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    • v.24 no.2
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    • pp.320-327
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    • 2021
  • We aim to investigate the effects of task type and user gender on the expected gender of chatbots. We conducted an online study of 381 participants who selected the gender (female, male, or neutral) for chabots performing six different tasks. Our results indicate that users expect human- gendered chatbots for all tasks and that the expected gender of a chatbot is significantly different depending on the task type. Users expected chatting, counseling, healthcare and clerical work to be done by female chatbots; professional and customer service work were expected to be done by male chatbots. A tendency for participants to prefer chatbots of the same-gendered as themselves is revealed in several tasks for both male and female users. However, this homophily tendency is stronger for female users. We conclude by suggesting practical guidelines for designing chatbot services that reflect user expectations.

Profane or Not: Improving Korean Profane Detection using Deep Learning

  • Woo, Jiyoung;Park, Sung Hee;Kim, Huy Kang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.1
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    • pp.305-318
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    • 2022
  • Abusive behaviors have become a common issue in many online social media platforms. Profanity is common form of abusive behavior in online. Social media platforms operate the filtering system using popular profanity words lists, but this method has drawbacks that it can be bypassed using an altered form and it can detect normal sentences as profanity. Especially in Korean language, the syllable is composed of graphemes and words are composed of multiple syllables, it can be decomposed into graphemes without impairing the transmission of meaning, and the form of a profane word can be seen as a different meaning in a sentence. This work focuses on the problem of filtering system mis-detecting normal phrases with profane phrases. For that, we proposed the deep learning-based framework including grapheme and syllable separation-based word embedding and appropriate CNN structure. The proposed model was evaluated on the chatting contents from the one of the famous online games in South Korea and generated 90.4% accuracy.

A Study on the Speed of Message Output for Smooth Cummunication for Chat Platform between Idol and Fandom (팬덤과 아이돌의 상호 채팅 플랫폼에서 원활한 커뮤니케이션을 위한 메시지 출력 속도에 관한 연구)

  • Jungha Kim
    • Smart Media Journal
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    • v.12 no.7
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    • pp.68-75
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    • 2023
  • In this study, I would like to conduct a study on the design of chat UX between fandom and idol. The 1:多 form of message exposure method between idols and fandom was studied and the optimal exposure form and speed were tested. Based on the results of the experiment, 30 sentences were selected per second among various options, and based on this, the results were applied to the actual Universe platform to facilitate communication between idols and fans.

A New Chatting System with Practical Constraints based on Virtual Space (현실적 제약사항을 고려한 가상공간 기반의 새로운 채팅 시스템)

  • Ji, Seung-Hyun;Chung, WooKeun;Cho, Hwan-Gue
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.204-207
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    • 2009
  • 채팅 프로그램은 인터넷에서 중요한 기능을 담당하고 있다. 오늘날 많은 사람들이 인터넷에서 채팅을 하고 있다. 이러한 채팅 기능 중 가장 중요하다고 할 수 있는 하나의 기능은 대화 기록을 관리하고 대화의 내용(질문/답변)을 어떻게 일치시키고 저장할 것인가이다. 이러한 문제를 해결하기 위해 많은 방법들이 제시되었지만, Enter-Key를 이용한 채팅의 특성상 이 문제를 완벽히 해결하기에는 역부족이였다. 현재 인터넷 환경은 3차원으로 점차 변화하고 있으며 따라서 채팅 또한 3차원의 가상현실 환경으로 변화하고 있다. 3차원의 채팅은 화려한 그래픽과 아바타를 이용하여 현실과 같은 다양한 컨탠츠를 제공하고 있다. 그러나 대부분의 3차원 채팅 서비스들이 채팅 부분에서는 현실감을 떨어뜨리는 기존의 텍스트 방식을 사용하고 있으며, 관리 방법 또한 전무하다. 본 논문에서는 3차원 공간 정보를 활용하여 실제성을 고려한 채팅 시스템을 제안하고, 이를 이용하여 대화 기록을 효율적으로 관리, 가시화 방법을 제안한다.

A New Secure Chatting Application encompassing the Core Functions of the Existing Applications (채팅 어플리케이션 분석을 통한 새로운 앱 제안)

  • Son, Yu-Jin;Sim, Hyo-Eun;Jeong, Hae-Bin;Kim, Myuhng-Joo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.05a
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    • pp.155-158
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    • 2021
  • 기존 채팅 어플리케이션에 대한 감청 논란으로 인해 소비자들은 채팅 어플리케이션에 대한 불신이 커졌다. 따라서 소비자들은 보안 채팅 어플리케이션을 선호하게 되었다. 이에 본 논문에서는 현재 사용하는 보안 채팅 어플리케이션의 기능과 서비스를 비교하여 향후 바람직한 보안 채팅 어플리케이션이 갖추어야 할 기능들을 도출하고 이의 일부 기능을 구현한 결과를 소개한다.

Development of 'Metaverse' XR service using virtual reality (가상현실을 활용한 축제 '메타버스' XR서비스 개발)

  • Sung, Seungmin;Kim, Ki-hyeop;Kim, Young-jin;Lee, HyunWoo;Lee, Byung-kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.633-635
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    • 2021
  • 현재 코로나 19로 인한 각종 지역특산품 축제가 축소 및 취소되어 지역발전에 저해 요인을 해결할 대책이 필요하다. 기존 특산품 축제의 문제점은 상품 품질의 우수성은 있지만, 접근성에 어려움이 있고 지속적인 정부의 방역지침으로 대면이 필수적인 특산품 경제에 타격을 입는다. 본 논문에서는 해당 문제를 해결하기 위해 비대면 메타버스형 VR 기술을 접목한 지역경제 및 관광 활성화를 제안한다. 해당 솔루션은 포톤서버를 활용한 실감형 체험 및 멀티접속을 구현하고 VR-Chatting 기술을 활용하여 대화로 시장 상품을 의견조율 가능한 시스템을 구현하였으며, 3D 아바타 모델링 기술을 활용해 지역별 특성화 캐릭터 제작 및 지역특산품 홍보로 기존 특산품 축제의 문제점을 해결하는 솔루션을 제안한다.

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Development of chatting program using social issue keyword information (사회적 핵심 이슈 키워드 정보를 활용한 채팅 프로그램 개발)

  • Yoon, Kyung-Suob;Jeong, Won-Hyeok
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.307-310
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    • 2020
  • 본 논문에서 이슈 키워드 추출을 위해 텍스트 마이닝(Text Mining) 기술을 요구한다. 사회적 이슈 키워드를 추출하기 위해 키워드 수집 모델이 되는 사이트에서 크롤링(crawling)을 수행한 뒤, 형태소 단위 의미있는 단어를 수집하기 위해 형태소 분석(morphological analysis)을 수행한다. 한국어 형태소 분석을 위해 파이썬의 코엔엘파이(KoNLPy) 패키지를 활용한다. 형태소 분석을 통해 나뉘어진 단어에서 통계를 내어 이슈 키워드 추출한다. 이슈 키워드를 뒷받침할 연관 단어를 분석하기 위해 단어 임베딩(Word Embedding)을 수행한다. 단어 임베딩 수행을 위해 Word2Vec 모델 중 Skip-Gram 방법론을 적용하여 연관 단어를 분석하도록 개발하였다. 웹 소켓(Web Socket) 통신을 통한 채팅 프로그램의 상단에 분석한 이슈 키워드와 연관 단어를 출력하도록 개발하였다.

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Development of VR Multi Simulation Game for Old People using Unity Engine. (Unity 엔진을 이용한 노년층을 위한 VR 멀티 시뮬레이션 게임 개발)

  • Cha, Jooyoung;Youn, Hyewon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.604-606
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    • 2020
  • 본 논문은 노인의 외로움 해소를 위해 Unity 를 이용한 VR 멀티 시뮬레이션 게임 프로그램의 설계 및 개발 내용을 다루고 있다. 본 시뮬레이션은 주 타겟층인 노년층을 고려하여 최소한의 간단한 조작법을 지향하고 있으며 따라서 3D 1 인칭 어드벤처 시점, 바라보는 방향으로 이동하는 연속 이동방식을 채택하였다. 서버를 이용하여 2 인 이상의 멀티 시뮬레이션 환경을 지원하며 텍스트 채팅이 아닌 음성 채팅을 통하여 시뮬레이션 유저들 간의 소통을 지원해준다. 다른 유저들과 함께 GameObject 의 상호작용을 보며 대화를 이어가거나, 낚시, 채집 활동을 할 수 있다. 이로 하여금 노년층의 외로움 해소를 도울 수 있도록 개발하였다.

Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students (청소년 놀이공간으로서 사이버 세계에서의 자기개념: 초, 중, 고, 대학생을 중심으로)

  • Young-Shin Park;Uichol Kim;Soo Yeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.81-113
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    • 2011
  • This study investigates leisure activity, involvement and self-concept in cyberspace of various age groups of adolescents. A total of 1,388 students (elementary school=337, middle school=326, high school=361, university=364, consisting of 696 male and 692 female) participated in the study. The results are as follows. First, although the vast majority of adolescents (96.9%) had a computer at home, majority of adolescents visited Internet cafe. Second, 70.3% of adolescents visited Internet cafe to play Internet games, followed by engaging in information search, chatting, and participated in cyber community. Third, on average adolescents spent 5.43 hours per week playing Internet games, with more males playing Internet games than female adolescents. As for information search, the weekly average was 2.60 hours, with university students spending more time than the other groups. As for chatting, the weekly average was 1.69 hours, with no significant differences among the groups. The weekly average of Internet use was 9.65 hours, with older groups spending more time. The weekly average use of computer was 10.91 hours, with older groups spending more time and more males using more computer than females. Fourth, as for self-concept in cyberspace, elementary and middle school students reported that they had fun, while high school and university students reported that they were the same as in the regular daily life. In addition, adolescents reported that they spent leisure activity in cyberspace and they become a fictional character in cyberspace. Fifth, when they played Internet games, regardless of age and gender, adolescents reported that they had fun, followed by that they were absorbed, that they became aggressive, and that they were the same as in the regular daily life. Sixth, when they chatted on Internet, regardless of age and gender, adolescents reported that they had fun, followed by that they were not interested, that they were the same as in the regular daily life, and that they do not chat on Internet. Seventh, when they interacted with their friends on Internet, regardless of age and gender, majority of adolescents reported that they had fun, followed by that they conversed, that they were the same as in the regular daily life, and that they felt closer. These results indicate that Korean adolescents view Internet as a place to spend their leisure time and that they enjoyed spending time on Internet.

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Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body (Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구)

  • Kihl, Tae-Suk;Jang, Ju-No;Ju, Hyun-Sun;Kwon, Ji-Eun
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.635-646
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    • 2010
  • This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users' attitude and taste for changing application flexibly.

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