• Title/Summary/Keyword: Conversation context

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Trends in Deep-neural-network-based Dialogue Systems (심층 신경망 기반 대화처리 기술 동향)

  • Kwon, O.W.;Hong, T.G.;Huang, J.X.;Roh, Y.H.;Choi, S.K.;Kim, H.Y.;Kim, Y.K.;Lee, Y.K.
    • Electronics and Telecommunications Trends
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    • v.34 no.4
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    • pp.55-64
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    • 2019
  • In this study, we introduce trends in neural-network-based deep learning research applied to dialogue systems. Recently, end-to-end trainable goal-oriented dialogue systems using long short-term memory, sequence-to-sequence models, among others, have been studied to overcome the difficulties of domain adaptation and error recognition and recovery in traditional pipeline goal-oriented dialogue systems. In addition, some research has been conducted on applying reinforcement learning to end-to-end trainable goal-oriented dialogue systems to learn dialogue strategies that do not appear in training corpora. Recent neural network models for end-to-end trainable chit-chat systems have been improved using dialogue context as well as personal and topic information to produce a more natural human conversation. Unlike previous studies that have applied different approaches to goal-oriented dialogue systems and chit-chat systems respectively, recent studies have attempted to apply end-to-end trainable approaches based on deep neural networks in common to them. Acquiring dialogue corpora for training is now necessary. Therefore, future research will focus on easily and cheaply acquiring dialogue corpora and training with small annotated dialogue corpora and/or large raw dialogues.

Development of a Korean chatbot system that enables emotional communication with users in real time (사용자와 실시간으로 감성적 소통이 가능한 한국어 챗봇 시스템 개발)

  • Baek, Sungdae;Lee, Minho
    • Journal of Sensor Science and Technology
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    • v.30 no.6
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    • pp.429-435
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    • 2021
  • In this study, the creation of emotional dialogue was investigated within the process of developing a robot's natural language understanding and emotional dialogue processing. Unlike an English-based dataset, which is the mainstay of natural language processing, the Korean-based dataset has several shortcomings. Therefore, in a situation where the Korean language base is insufficient, the Korean dataset should be dealt with in detail, and in particular, the unique characteristics of the language should be considered. Hence, the first step is to base this study on a specific Korean dataset consisting of conversations on emotional topics. Subsequently, a model was built that learns to extract the continuous dialogue features from a pre-trained language model to generate sentences while maintaining the context of the dialogue. To validate the model, a chatbot system was implemented and meaningful results were obtained by collecting the external subjects and conducting experiments. As a result, the proposed model was influenced by the dataset in which the conversation topic was consultation, to facilitate free and emotional communication with users as if they were consulting with a chatbot. The results were analyzed to identify and explain the advantages and disadvantages of the current model. Finally, as a necessary element to reach the aforementioned ultimate research goal, a discussion is presented on the areas for future studies.

"And not just the men, but the women and the children, too": Gendered Images of Violence in Indonesian, Vietnamese, and Cambodian Cold War Museums

  • Vann, Michael G.
    • SUVANNABHUMI
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    • v.12 no.1
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    • pp.7-47
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    • 2020
  • This article is a sub-section of a comparative analysis of depictions of violence in Jakarta's Museum of the Indonesian Communist Party's Treachery, Ho Chi Minh City's War Remnants Museum, and Phnom Penh's Tuol Sleng Genocide Museum. In comparing these public history sites, I analyze how memories of mass violence were central to state formation in both Suharto's anti-Communist New Order (1966-1998), the Socialist Republic of Vietnam (1976-present), and Cambodia since the collapse of Democratic Kampuchea (1979-present). While this comparison points out specific distinctions about the role of the military, the nature of revolution, and conceptions of gender, it argues for a central similarity in the use of a mythology of victimization in building these post-conflict nation-states. This article focuses on my gendered analysis of the use of images of women and children in each museum. Depending on context and political purpose, these museums cast women as tragic victim, revolutionary heroine, or threat to the social order. My analysis of gender places stereotypical images of violence against women (the trope of women and children as the ultimate victims) in conversation with dark fantasies of women as perpetrators of savage violence and heroic images of women liberated by participation in violence.

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The Role of Functional and Playful Experiential Value on the Intention to Use ChatGPT (사용자가 인지하는 기능적, 유희적 경험가치가 챗GPT의 재사용 의도에 미치는 영향)

  • Hyun Ju Suh;Jumin Lee;Jounghae Bang
    • Journal of Information Technology Services
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    • v.23 no.1
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    • pp.81-95
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    • 2024
  • ChatGPT, a generative artificial intelligence(AI) technology that analyzes conversations to identify users' intentions and generates responses in consideration of the context of the conversation, is attracting attention from a user interface (UI) perspective that it can provide information through natural conversations with users. This study examined the effect of functional and playful values experienced by early users of ChatGPT on reuse intention and verified the structural relationship between technological efficacy, experiential values, and reuse intention. To verify the research model and hypotheses, a survey was conducted on college students who used ChatGPT for the first time. A total of 156 responses were received and 154 responses were used for analysis. As a result, both the functional experiential value and playful experiential value in the initial use process had significant effects on the intention to use ChatGPT. In addition, it was found that technological efficiency had a significant effect on functional and playful experiential values.

The Conversation Policy for Arable Lands in Mountainous Areas* - A Case Study of Okayama Prefecture in Japan - (山地에서의 農耕地 保全對叢의 摸索 - 日本 오카야마縣 `타나다(棚田)`보전사업을 사례로 -)

  • 정치영;김두철
    • Journal of the Korean Geographical Society
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    • v.37 no.2
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    • pp.143-160
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    • 2002
  • Since the 1990s, arable lands in mountainous areas of South Korea have widely been abandoned due to the serious depopulation for the last few decades. Abandonment of arable lands causes not only a decline in production functions of mountainous villages, but also landscape desolation and environmental problems. Due to same cause, Japan has also experienced the serious abandonment of arable lands in mountainous areas since the 1960s. For the last decade, Japanese government has poured investment to the conservation of terraced paddy fields in hilly and mountainous areas in order to restore those environment values. The attempts of Okayama prefecture for the conservation of terraced paddy fields are well known as a successful story in Japan. In order to suggest an effective conservation means far arable lands in mountainous areas in the context of Korea, this paper examines the background and the implementation means of Japanese conservation policy of terraced paddy fields in hilly and mountainous area, focusing on the case of Okayama prefecture.

Database Interface System with Dialog (대화를 통한 데이타베이스 인터페이스 시스템)

  • Woo, Yo-Seop;Kang, Seok-Hoon
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.3
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    • pp.417-428
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    • 1996
  • In this paper, a database interface system with natural language dialogue is designed and implemented. The system is made up of language analysis, context processing, dialogue processing and DB processing unit. The method for classifying and processing an undefined word in language analysis is proposed. It reduces the dictionary size, which gives difficulties in DB Interface. And the current DB Interfaces dealt with an input utterance independently. But the system in this paper provides a user with the interface environment in which he or she can have a continuous conversation with the system and retrieve DB information. Thus in this paper, speech acts which include user's inattentions well as propositional contents are defined, and user action hierarchical model for library DB retrieval is constructed. And the system uses the defined knowledge to recognize-user's plan, effectively understanding and managing the ongoing dialogue. And the system is implemented in the domain of library database in order to prove the proposed methods in this paper.

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Change in General Education - Based on the Harvard Reports on General Education - (대학 교양교육의 변화 - 하버드 교양교육 보고서를 중심으로 -)

  • Jung, Chul-Min;Yoo, Jae-Bong
    • Korean Journal of Comparative Education
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    • v.26 no.3
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    • pp.189-210
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    • 2016
  • In recent times, rapid social change has caused an unavoidable need for change in general education. The purpose of this paper is to review a change in the nature of general education through reviewing the Harvard Reports. To this end, we compare and analyze a series of Harvard Reports on General Education. The Harvard Report on General Education has been published in three separate reports: "General Education in a Free Society"(1945), "Report on Core Curriculum"(1978), "Report of the Task Force on General Education"(2007). Firstly, "General Education in a Free Society" enlarges the subject of general education in public and aims to achieve universal general education. Secondly, "Report on Core Curriculum" contributes to the common intellectual foundation. It not only enriches the personal life but also enable to have a conversation related to problems of mankind. Thirdly, "Report of the Task Force on General Education" supports the idea of liberal education as well as problem-solving skills in real life. For instance, general education should concern educating global citizen. A series of the Harvard Report on General Education have shown that today general education should preserve the nature of liberal education as well as reflection of the social context.

Faulkner's Narrative Strategies and the Nature of History in Absalom, Absalom!

  • Rhee, Beau La
    • Journal of English Language & Literature
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    • v.56 no.6
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    • pp.1091-1103
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    • 2010
  • Absalom, Absalom! is not only about family history but also about the nature of reconstructing history. Faulkner shows us what will happen if we give too much credit to the person having the authority; he first makes us listen to Rosa, so we just listen without doubt until we arrive at the question of the objectivity of her narration, when we get to know Sutpen's design. Meanings of "facts" change depending on who perceives the facts. The incremental repetition of the narrative in the novel resembles the process of our thinking mind and the process of history being constructed. Time is a significant element in determining the meaning of an event, not only because the event cannot be understood without its social, cultural context of the contemporary, but also because only the later events make it possible for the perceiver to categorize it in its proper place in history. Furthermore, through his narrative strategy, Faulkner suggests that imagination play a large part in recreating history. He blurs the distinction between facts and imagination, making us regard Shreve's and Quentin's conjectures as facts in several ways. The conversation between father and son, and the two brothers, which is an imagination constructed through the clues Mr Compson has offered, becomes a fact willingly accepted by the readers as well as Shreve and Quentin. The people in the past, present, and future may be very much unlikely to agree on the same event, because the gap in temporality will keep widening our perceptions. Faulkner demonstrates the nature of history in such a way that we can compare our understanding of the Sutpens' history in the earlier and later part of the novel through repetitions.

Topic-centered English Learning Method Using Animated Movie with Reference to Awareness of Social Issues (애니메이션을 활용한 주제 중심의 영어 학습 방안: 사회문제 인식을 중심으로)

  • Kim, Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.217-225
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    • 2024
  • This study explores the use of animation as a tool for both English learning and recognizing social problems. In addition, this study examines how topic-centered learning paired with animation affects the acquisition of English vocabulary and expressions specific to discussing social problems. To achieve these goals, the study used two animations, Zootopia and Luca, and focused specifically on discrimination and prejudice. Conversation analysis, discussion activities, and learning of vocabulary and expressions in context were conducted. To evaluate the research, pre-tests, post-tests, a questionnaire, and thinking notes containing learners' opinions were used. Pre- and post-tests were administered to determine the extent of improvement in students' vocabulary and expression learning, and they reveal a statistically significant difference between the two tests. A questionnaire and thinking notes were analyzed in order to understand learners' responses and attitudes toward the class, and the results demonstrate an overall satisfaction with this class using animation topics (81.8%). The data highlights three reasons for this satisfaction: developing an in-depth understanding of movies, enhanced awareness of social problems, and increased engagement through the use of animations. These findings highlight the importance of conducting an in-depth analysis of the targeted topic when using animation.

The Study on the Game World Experience and Peer Interaction of Students with Disabilities in the Community : With Giorgi's Phenomenological Research Method (지역사회 장애학생의 게임세계 경험과 또래상호작용 탐구: Giorgi의 현상학적 연구방법을 활용하여)

  • Yoo, Doo-Han;Jeon, Byoung-Jin;Hong, Deok-Gi
    • The Journal of Korean society of community based occupational therapy
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    • v.2 no.2
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    • pp.1-13
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    • 2012
  • Objective : The purpose of this study was to understand the game world experience and peer interaction of students with disabilities in the community. Method : In this study, Giorgi's phenomenological method was used to understand the game world experience and peer interaction of two students with disabilities in the community. The data collection about the situation and the context of the subjects was conducted over three times of interviews, until no new data. Meaning units through the four steps for Giorgi's scientific phenomenology were analyzed in the context of the overall data. Result : Two students with disabilities in the community had to spend time at home with physical limitation and alienation, and their leisure activities was mainly using the computer and television. Restrictions of leisure activities wad the cause of difficulties of social accessibility, and they need the correct thinking and self-control in the use of the time. Due to the game for fun, they have no interact with peers. On the other hand, most of conversation about the game were with families. Conclusion : Students with disabilities had a physical and psychological difficulties were feeling pleasure through the game. They need the correct thinking and self-control in the use of the time, and need an alternative solution for a reckless game use.

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