• 제목/요약/키워드: Conversation Design

검색결과 116건 처리시간 0.033초

2단계 베이지안 네트워크를 이용한 대화형 에이전트의 문맥 관리 (Context Management of Conversational Agent using Two-Stage Bayesian Network)

  • 홍진혁;조성배
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제10권1호
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    • pp.89-98
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    • 2004
  • 대화형 에이전트는 언어를 이용하여 사용자에게 적절한 정보를 제공하고 대화의 문맥을 유지하는 시스템이다. 대화형 에이전트를 더욱 현실적으로 만들기 위해서는 사용자 질의에 대한 분석과 모델링 과정이 필수적이며, 베이지안 네트워크가 이를 위한 대표적인 방법 중 하나이다. 보통 대상영역을 위한 네트워크는 매우 복잡하고 이해하기가 어렵기 때문에 네트워크를 구성하는 변수들을 분리함으로써 대화형 에이전트를 보다 쉽게 설계할 수 있다. 본 논문에서는 대화형 에이전트의 질의 분석모듈을 2단계 베이지안 네트워크로 구성하여, 설계를 보다 용이하게 하였고 문형을 고려한 세부적인 질의분석을 가능하도록 하였다. 웹 페이지를 소개하는 에이전트에 적용하여 제안한 대화형 에이전트 구조의 유용성을 보였다.

거주자의 성격유형별 가구배치의 선호특성에 관한 연구 (A Study on Residential Furniture Layout Preference Characteristics with the Personal Types)

  • 김남효;서정연;이상호
    • 한국실내디자인학회논문집
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    • 제14권6호
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    • pp.244-251
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    • 2005
  • With the development of cognitive science and environmental psychology, there have been growing researches and discussions on the relationship between the residential design preferences and personality types. MBTI personality types have been earning popular credibility. MBTI means Myers-Briggs Type Indicator. It is based on Carl Jung's theory of psychological type. This study is based on Myers-Briggs theory to explain residential furnishing preference and explores the relationship between the four bi-polar personality types-Extroversion/Introversion, Sensing/Intuition, Thinking/Perceiving and residential furnishing preference. These tests were conducted to two hundred and twelve adult residents who live in Seoul, Korea. These tests were analyzed several significances by Chi-Square with SPSS for windows software. (E) Extroverted residents prefer layouts for interaction with guests. (I) Introverted residents prefer centripetal layout around the bed. (S) Sensing residents prefer practical and functional layouts. (N) Intuitive residents prefer personal and conceiving layouts. (T) Thinking residents prefer for attribute of space. (F) Feeling residents for familiar conversation. (J) Judging residents prefer systematic and complete layouts. (P) Perceiving residents prefer adaptable and flexible layouts. In conclusion, personality types can have a determining role in preference of residential furnishing layouts. This study suggests that residential designers should take into account clients' personality types prefer effective designing and should provide a variety of alternatives reflecting clients' preferences. This will promote clients' pleasantness and satisfaction in dwelling at home.

A Multimedia Tutorial system for Learning the French Language

  • Jho, Gook-Hyung;Jang, Jae-Hyuk;Sim, Gab-Sig
    • 한국컴퓨터정보학회논문지
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    • 제21권1호
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    • pp.191-198
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    • 2016
  • This paper aims to present how to design and implement a multimedia tutorial system for the self-learning French language using Director with additional tools. To implement a multimedia tutorial system we need to design several steps. First, we should choose the level of the users and design tutorial. Second, we should prepare all materials such as sounds, graphics, text and video. Finally, we should implement the selected elements and control the educational software. Due to the nature of the paper, it must emphasize French basic conversation to make environment that be used in each scene and the scene of the context dialog. In view of the fact that the fitness of each content utilization field of multimedia authoring tool is high, it is possible as part of the system sizing process of the manufacturing process, to impart its meaning. This learning-contents are composed of 10 units each situation, and we anticipate there are the several effects of this system on basic French students. This system helps lecturer get French students interested in lessons, and enables learner to learn French of the role of iterative practice by linking image and sound. Also this system helps learners to prepare and review French studying after a lesson and allows leaners to maximize their efficiency. The future of this work is to implement this system on the app.

The Effects of Chatbot Anthropomorphism and Self-disclosure on Mobile Fashion Consumers' Intention to Use Chatbot Services

  • Kim, Minji;Park, Jiyeon;Lee, MiYoung
    • 패션비즈니스
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    • 제25권6호
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    • pp.119-130
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    • 2021
  • This study investigated the effects of the chatbot's level of anthropomorphism - closeness to the human form - and its self-disclosure - delivery of emotional exchange with the chatbot through its facial expressions and chatting message on the user's intention to accept the service. A 2 (anthropomorphism: High vs. Low) × 2 (self-disclosure through facial expressions: High vs. Low) × 2 (self-disclosure through conversation: High vs. Low) between-subject factorial design was employed for this study. An online survey was conducted and a total of 234 questionnaires were used in the analysis. The results showed that consumers used chatbot service more when emotions were disclosed through facial expressions, than when it disclosed fewer facial expressions. There was statistically significant interaction effect, indicating the relationship between chatbot's self-disclosure through facial expression and the consumers' intention to use chatbot service differs depending on the extent of anthropomorphism. In the case of "robot chatbots" with low anthropomorphism levels, there was no difference in intention to use chatbot service depending on the level of self-disclosure through facial expression. When the "human-like chatbot" with high anthropomorphism levels discloses itself more through facial expressions, consumer's intention to use the chatbot service increased much more than when the human-like chatbot disclosed fewer facial expressions. The findings suggest that chatbots' self-disclosure plays an important role in the formation of consumer perception.

사물인터넷 기반 소셜로봇 시스템의 분석 및 설계 (Analysis and Design of Social-Robot System based on IoT)

  • 조병호
    • 한국인터넷방송통신학회논문지
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    • 제19권1호
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    • pp.179-185
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    • 2019
  • 소셜로봇의 핵심기술은 음성인식 및 대화엔진인데 이를 개발하는데 많은 비용이 들고 음성인식률 및 대화엔진의 성능의 부족으로 인한 로봇과의 대화기능 구현이 어려웠다. IoT 기반의 클라우드 인공지능 기술의 발전과 여러 기업이 이들 오픈 API 제공으로 로봇과 인간과의 대화 기능 구현이 가능하게 됐다. 본 논문에서는 기존의 지능형 소셜로봇 기술동향을 조사하고 효율적인 IoT 기반 소셜로봇 시스템 구조를 설계한다. 또한 객체지향방법을 이용한 사용자 요구사항 분석, 플로우 차트 및 화면 설계를 보여줌으로 효과적인 소셜로봇 소프트웨어 분석 및 설계 방법을 제시하고자 한다.

웹 구축 보조 시스템에 대한 GUI 객체 감지 및 대규모 언어 모델 활용 연구 (A Study on the Web Building Assistant System Using GUI Object Detection and Large Language Model)

  • 장현철;장형국
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2024년도 춘계학술발표대회
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    • pp.830-833
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    • 2024
  • As Large Language Models (LLM) like OpenAI's ChatGPT[1] continue to grow in popularity, new applications and services are expected to emerge. This paper introduces an experimental study on a smart web-builder application assistance system that combines Computer Vision with GUI object recognition and the ChatGPT (LLM). First of all, the research strategy employed computer vision technology in conjunction with Microsoft's "ChatGPT for Robotics: Design Principles and Model Abilities"[2] design strategy. Additionally, this research explores the capabilities of Large Language Model like ChatGPT in various application design tasks, specifically in assisting with web-builder tasks. The study examines the ability of ChatGPT to synthesize code through both directed prompts and free-form conversation strategies. The researchers also explored ChatGPT's ability to perform various tasks within the builder domain, including functions and closure loop inferences, basic logical and mathematical reasoning. Overall, this research proposes an efficient way to perform various application system tasks by combining natural language commands with computer vision technology and LLM (ChatGPT). This approach allows for user interaction through natural language commands while building applications.

가상 업무 공간의 디자인 현황 분석 및 향후 디자인 방법에 관한 제언 - 12개의 현행 사례의 비교분석을 중심으로 - (Analysis on the Current Virtual Workplace Design Trends, and a Proposal for the Design Directions of the Future Virtual Workplace - Based on 12 Current Virtual Workplace Platforms -)

  • 조경현;엄유정;최혁진;이승현;차승현
    • 한국BIM학회 논문집
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    • 제12권4호
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    • pp.80-92
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    • 2022
  • Recently, remote work has arisen due to the social atmosphere and advancement of digital technology. Although effective in premeditated communications such as conferences or meetings, the current technology such as messengers and video chats insufficiently supports impromptu communications like a chance encounter, daily conversation with colleagues, or brief instant meetings. This causes various problems such as a decrease in social belonging and an increase in social isolation. The virtual workplace, which emerged as an alternative to this technology, is merely replicating the workplace layouts in reality with an absence of the proper design guideline. Therefore, this paper aims to establish the foundation for the better design of the virtual workplace for remote-work employees. The research compared 12 current workplace cases with the analysis with 5 categories(Spatial Composition, Scale, Individual & Collaboration Workplace, Socializing Space), and discovered the following results: 1) some design principles of the real workplace can be applied on the virtual workplace design, 2) the architectural components of the virtual workplace can differ from them of the real. Based on the results, the research suggests both the appropriate design methodologies of the virtual workplace considering the design principles of the real office layouts, and the design direction for the future of the virtual workplace. This research will be the foundation for the future design of the virtual workplace.

실내 건축 설계를 위한 CAD 소프트웨어 개발에 관한 연구-CAD로부터 가상현실 GRAPHIC PROGRAM으로의 전환을 통하여- (A Study on the Development of Computer Aided Design Software for Interior Architectural Design-From CAD(Computer Aided Design) to Virtual Reality of Transforting)

  • 이남수
    • 한국실내디자인학회논문집
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    • 제12호
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    • pp.40-49
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    • 1997
  • What's the direction of INTERIOR ARCHITECTURAL DESIGN in 21 Century High Tech\ulcorner The purpose of this research is to show not only practical use of Computer Graphic(CG) as simple tool function, but offering conversation with computer and other ways of method. When we consider poor CG market, investment on the research of VR(Virtual Reality) is the most urgent. The investment on VR will solve various problems. Firstly. It will solve the problems drived from Interior design process by making spatial images like reality. Secondly, It will solve high wages and financial difficulties caused by raise cost funds. Thirdly, It prevents in a road from foreign company that will bring enormous program, caused by opening the domestic market. Also, It help interior designer check in advance the problems in constructure through showing him a supposed imagination including the system and location of equipments. But it is reality that even ordinary American can't offer VR(Virtual Reality) System. We should have noted that it is normal to spend 10 billion won for such presentation as Model House in the large corporation. We must acknowledge that it is such a waist of money nationally. Therefore, investment on CG & VR System is essential in order to save cost more effective presentation & interior design. We will see great result within a year. As we can see, there is huge area we have make develop. One of them is specific technical plan on VR System and study of flow chart. We close with simple methodological way to use VR System and will study Computer System. Which is fitting to CG that we have to solve the link of hardware and software on VR System\ulcorner We know from the cases in other countries that continuous research on this subject has great value for Interior Architectural Design and its effective use. When we try hard not only for methodological use but practical use, the purpose of CG and VR System will be a factor to contribute on this subject for better Interior design & presentation.

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고등학생의 수입캐주얼의류 태도에 따른 상표분별능력과 구매행동 연구 (A Study on the Brand Identification Ability and Purchase Behaviors According to the Attitudes Toward Imported Casual Wears for High School Student)

  • 이경아;김미숙
    • 복식문화연구
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    • 제7권3호
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    • pp.58-71
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    • 1999
  • The purposes of this study were to investigate the differences inbrand identification ability, opinions on purchasing imported casual wears and purchase behaviors among the high school students grouped by the attitudes toward imported casula wears. Data were obtained from 452 high school students in Seoul by using self-administered questionnaires. Chi-Square Analysis and ANOVA by SAS statistical package were used for data analysis. The subject with favorable toward imported casual wears suggested higher price levels as appropriate price levels of jeans, were more positive about purchasing imported causal wears than the less favorable. Those with more favorable attitudes tended to purchase at individual stores and to have more experiences in purchasing imported brands, spent higher amount of monthly clothing expenditures, searched information mostly through the conversation with peers, and indicated design as the most important evaluative criteria used when purchase clothing. Most of the high school students relied on their parents as the sources of allowances to purchased clothing.

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에너지 효율화를 위한 등급별 분류방법을 도입한 건축물전기설비의 최적설계 알고리즘 개발 (Development of a optimal design algorithm for building electrical installations introducing the energy conversation grade)

  • 김정훈;안덕우;양해원
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2005년도 제36회 하계학술대회 논문집 A
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    • pp.691-693
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    • 2005
  • 현재 우리나라에서 수행되는 전기설계는 체계화가 되어있지 않고 기관, 단체 또는 개개인의 경험에 따라 주관적으로 설계가 되고 있다 따라서 일관성이 없고 에너지 절약에 대한 강제성도 일부에 국한되어 효율적인 에너지 관리가 안 되고 있다. 이와 같은 전기설계체제를 객관화하여 이를 알고리즘화를 통하여 프로그램을 구축하고자 하는 시도가 필요하다. 기존의 전문가의 경험을 바탕으로 한 최적설계절차를 프로그램화하기 위하여 전기관련 기기를 에너지 절약별 등급화하여 등급화별 최적 수변전설비용량을 결정할 수 있는 알고리즘을 개발하고 이를 프로그램 하고자 한다.

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