• Title/Summary/Keyword: Conversation models

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An Experiment on Lighting Environment for some Behavior in Housing (주택에서의 각 생활행위에 대응하는 조명환경에 관한 실험연구)

  • Lee Sun-Young
    • Journal of the Korean housing association
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    • v.16 no.4
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    • pp.65-71
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    • 2005
  • The present study performed subjective evaluation experiments using slides and scale down models in order to propose guidelines for lighting environment desirable for each behavior in the house. The evaluation measure was composed of 20 mood items and 15 behavior items. As for experiment methods, the slide experiment used SD method, and the scale down model experiment used Scheffe's paired comparison. The results of this study are as follows. 1) Desirable lighting environment for working and talking is active atmosphere. 2) Lighting environment desirable far relaxation is to heighten lighting contrast using candescent lamps and local lights. In other words, active atmosphere, which is desirable for working and talking, is not desirable for relaxation. 3) Lighting for working requires bright illuminance and high color temperature(6000k). 4) Lighting for relaxation requires somewhat low brightness regardless of color temperature. If the light is bright it is better to use lamps of low color temperature. 5) for conversation, bright illuminance is more desirable than dark one, and the most adequate color temperature is 4000K.

Psychoacoustic Characteristics of Fibers

  • Yi, Eunjou;Cho, Gilsoo
    • Fibers and Polymers
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    • v.1 no.1
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    • pp.59-65
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    • 2000
  • In order to investigate psychoacoustic characteristics of fibers, and to compare them with sound physical parameters, each sound of 25 different fabrics consisted of a single fiber such as wool, cotton, silk, polyester, and nylon was recorded. Sounds of specimens were transformed into critical band diagram and psychoacoustic characteristics including loudness and sharpness for each sound were calculated based on Zwicker's models. Physical parameters such as the level pressure of total sound (LPT), level ranges (ΔL), frequency differences (Δf), AR coefficients (ARC, ARF, ARE) were obtained in fast fourier transform (FFT) spectrum. Nylon taffeta showed higher values for loudness than 2.5 sone corresponding to human low conversation, while most silk fibers generated less louder showing lower values for loudness than 1.0 sone. Wool fibers had higher loudness mean value than that of cotton, while the two fibers didn't differ in LPT. Loudness showed high positive correlation coefficients with both LPT and ARC. Sharpness values were higher for wool fiber group than other fibers. Sharpness was not concerned with loudness, LPT, and ARC, but the fabrics with higher values for sharpness tended to show higher ΔL.

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Dynamic business process integration using state-driven brokering models (상태 기반 협상 모델을 이용한 동적 비즈니스 프로세스 통합)

  • 윤장혁;이순재;김광수
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2003.05a
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    • pp.757-763
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    • 2003
  • 웹서비스 기술이 발전함에 따라 분산환경의 웹기반 서비스들을 조합한 복잡한 비즈니스 프로세스를 구현할 수 있게 되었다. 이러한 비즈니스 프로세스는 일반적으로 비즈니스 활동(activity)들의 순서와 로직을 포함딴 이벤트 기반 모델(event-driven model)로 표현되고 있다. 하지만 비즈니스 활동을 수행하기 위해서는 불특정 다수의 대안 서비스들 중 하나를 런타임-바인딩(runtime binding)하여 해당 비즈니스 활동을 수행해야 하는 경우가 빈번히 일어나는데. 이는 기존의 이벤트 기반 모델링 기법만을 이용해서 해결하기 어렵다. 따라서 본 논문에서는 비즈니스 프로세스를 동적으로 통합할 수 있도록 상태 기반 협상 모델링(state-,driven brokering modeling SDBM)을 기존 모델링 기법에 확장한 아키텍쳐를 제안한다. SDBM은 이벤트 기반 모델링에서 표현하기 힘든 대안 서비스들의 동적 런타임-바인딩을 가능하게 하는데. 이는 대화 정잭(conversation policy)을 구현함으로써 가능해 진다. 본 논문에서는 핵심 비즈니스 프로세스에 독립적이며 웹기반의 분산 비즈니스 프로세스 간의 유연한 통합과 자동화된 협업을 수행랄 수 있는 확장된 메커니즘을 웹서비스 기술로 구현하였다.

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A Study on the Service Integration of Traditional Chatbot and ChatGPT (전통적인 챗봇과 ChatGPT 연계 서비스 방안 연구)

  • Cheonsu Jeong
    • Journal of Information Technology Applications and Management
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    • v.30 no.4
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    • pp.11-28
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    • 2023
  • This paper proposes a method of integrating ChatGPT with traditional chatbot systems to enhance conversational artificial intelligence(AI) and create more efficient conversational systems. Traditional chatbot systems are primarily based on classification models and are limited to intent classification and simple response generation. In contrast, ChatGPT is a state-of-the-art AI technology for natural language generation, which can generate more natural and fluent conversations. In this paper, we analyze the business service areas that can be integrated with ChatGPT and traditional chatbots, and present methods for conducting conversational scenarios through case studies of service types. Additionally, we suggest ways to integrate ChatGPT with traditional chatbot systems for intent recognition, conversation flow control, and response generation. We provide a practical implementation example of how to integrate ChatGPT with traditional chatbots, making it easier to understand and build integration methods and actively utilize ChatGPT with existing chatbots.

Research on Performance Improvement Using LoRA Techniques in RAG End2End Models (RAG End2End 모델에서 LoRA기법을 이용한 성능 향상에 관한 연구)

  • Min-Chang Kim;Sae-Hun Yeom
    • Proceedings of the Korea Information Processing Society Conference
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    • 2024.05a
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    • pp.600-601
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    • 2024
  • 본 논문은 RAG(Retrieval-Augmented Generation) End2End의 리소스(Resource) 과부하 문제를 해결하는 동시에 모델 성능을 향상 시키기 위해 PEFT(Parameters-Efficient Fine-Tuning)기술인 LoRA(Low Rank Adaptation)적용에 관한 연구이다. 본 논문에서는 RAG End2End 모델의 파라미터 값과 개수를 유지하면서, LRM(Low Rank Matrices)을 이용하여 추가적인 파라미터만을 미세 조정하는 방식으로, 전반적인 모델의 효율성을 극대화하는 방안을 제시하였다. 본 논문에서 다양한 도메인에 데이터 셋에 대한 제안 방식의 성능을 검증하고자 Conversation, Covid-19, News 데이터 셋을 사용하였다. 실험결과, 훈련에 필요한 파라미터의 크기가 약 6.4억개에서 180만개로 감소하였고, EM(Exact Match)점수가 유사하거나 향상되었다. 이는 LoRA를 통한 접근 법이 RAG End2End 모델의 효율성을 개선할 수 있는 효과적인 전략임을 증명하였다.

A Study on the Influence of Digital Experience Factors on Purchase Intention and Loyalty in Online Shopping Mall - Focusing on the Mediating Effect of Flow - (온라인 쇼핑몰에서 디지털 경험요인이 구매의도에 미치는 영향에 관한 연구 : 플로우의 매개효과를 중심으로)

  • Jung, Sang-hee
    • Journal of Venture Innovation
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    • v.3 no.2
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    • pp.147-175
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    • 2020
  • This study analyzed the effects that digital experience factors influence on purchase intention and the purchase. The study targeted an online shopping mall with a strong digital experience value among industries. The research model was derived by adding variables to independent and mediating variables according to the industry context of online shopping which is based on the theoretical background and previous studies. Product variety, price efficiency, convenience and conversation were used by terms of digital marketing mix as independent variables. Personalization has been very important factor in online shopping malls, and therefore added as a independent variable. Flow has been added as a mediating variable. Purchase and purchase intention has been used as dependent variables. For empirical testing of established research models and generalization of research results, research was conducted on online shopping malls where digital experiences are important. To do this, a survey was conducted for existing users of online shopping malls. In hypothesis testing, the hypothesis was established that product diversity, price efficiency, convenience, conversation and personalization influenced the intention to purchase online shopping. In particular, the product diversity and conversation variable were tested as the most influential factors on purchase intention. For price efficiency and personalization there were no statistically significant effect. Flow has been shown to be a partial mediator between Product variety and purchase intention in online shopping. In particular, in the case of personalization, it was tested to have a significant influence on purchase intention only when there was a flow experience called pleasure and immersion. This is because the flow experience of pleasure and immersion has played a full mediating role and significantly has affected the purchase intention, because the consumers themselves have to carry out the overall purchase journey without human help due to the nature of online. In the digital experience economy, since consumers are mostly digital consumers, where communication and sharing are the basics, they have been conducting digital word-of-mouth communication and sharing naturally before purchasing. Based on these results, theoretical and practical implications were suggested.

Detects depression-related emotions in user input sentences (사용자 입력 문장에서 우울 관련 감정 탐지)

  • Oh, Jaedong;Oh, Hayoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.12
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    • pp.1759-1768
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    • 2022
  • This paper proposes a model to detect depression-related emotions in a user's speech using wellness dialogue scripts provided by AI Hub, topic-specific daily conversation datasets, and chatbot datasets published on Github. There are 18 emotions, including depression and lethargy, in depression-related emotions, and emotion classification tasks are performed using KoBERT and KOELECTRA models that show high performance in language models. For model-specific performance comparisons, we build diverse datasets and compare classification results while adjusting batch sizes and learning rates for models that perform well. Furthermore, a person performs a multi-classification task by selecting all labels whose output values are higher than a specific threshold as the correct answer, in order to reflect feeling multiple emotions at the same time. The model with the best performance derived through this process is called the Depression model, and the model is then used to classify depression-related emotions for user utterances.

A Study on the Practice of Performance Assessment in the Elementary School Mathematics - Focussing on Self-assessment and Peer-observation - (초등학교 수학과 수행평가 실천에 관한 연구 - 자기평가.동료평가.관찰평가를 중심으로 -)

  • Kim Song-Ja;Choi Chang-Woo
    • Journal of Elementary Mathematics Education in Korea
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    • v.10 no.1
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    • pp.67-87
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    • 2006
  • This study is to recognize a problem in the practice of performance assessment in elementary school, and to find out some suggestive points for improvement of teaching·learning method in elementary mathematics through assessment by reducing time restriction according to assessment through the practice of self-assessment, peer-assessment and observation, and then by reflecting the results of assessment on teaching learning plan. For that, the questions of study set up are as follows ; 1. How should self-assessment and peer-assessment be applied to in elementary mathematics assessment? 2. How should the time for 'let's play an interesting game' be managed for assessment of elementary mathematics? 3. How should the results of assessment be reflected on the Process of teaching and learning of mathematics? To solve these problems, a researcher of this thesis performed self-assessment, peer-assessment on 40 students of second grade under her charge as a class teacher, and applied observation in the time management process for 'let's play an interesting game' for a semester. self-assessment was made by mathematics journal, self-assessment chart, peer-assessment was by the analysis of conversation record among students in the situations of assessment, and observation was by observation of activity when playing with the results data of play analyzed. the concrete methods of application as follows ; First, mathematics journal was applied $1{\sim}2$ times by each unit with reconstruction into the level of second grade on the basis of the preceding-study models. Second, peer-assessment was applied to the unit-assessment time and the play-activities time by the method of recording·analyzing the contents of conversation among students in the process of assessment. Third, mathematical attitude & dispositions of students making use of the self- assessment table were examined referring to the teaching learning plan. Fourth, the time management for 'let's play an interesting game' was made through the prior recognition of play method and the joyful play-activities by use of the play-plate. Assessment depended on analysis of play-activities results of students making use of an observation form. Fifth, the results of self-assessment, peer-assessment, and observation were analyzed, and then they were made use of as self-observation data, of teacher her/his self, or teaching·learning improvement data. Students' self-assessment datum (mathematics diary, self-assessment sheets, conversation contents in the process of assessment) and observation materials (check lists, Play-activity result materials, conversation contents in the process of play) obtained in the process of application was analyzed as follows ; 1. From the practice of self-assessment in form of mathematics journal, I could obtain not only datum showing how much students was understanding the learning aims by unit time and to any degree they reached but also information about their response to learning datum and favorable type of learning. 2. Assessment by self-assessment chart was useful in planning the mathematics teaching learning process because it helps ascertain mathematical attitude & dispositions of students. 3. Through the application of peer-assessment, students had the opportunity of communicating with other students looking back on his/her explaining process, and teachers could obtain basic materials for assessment of students. 4, In case of time management for 'let's play an interesting game', there was natural extension of play made through time-security by prior looking into the method of play-activity, and then, for a remained time, by making children play a new game. 5, I could easily record the activities of students by use of the observation. form, and make use of it as basic data for descriptive assessment. 6, Each kinds of data obtained from the results of assessment was helpful for securing self-observation materials in the process of teaching learning and for their betterment in mathematics subject. However, because they were in the second grade of elementary school and there was an individual difference, some students could not make use of mathematics diary or self-assessment form properly. In case of these students, assessment data would be obtained through interview or observation. And for effective operation of play, its purpose & method and matters that demand special attention when play-acting should be clearly guided. Also, when applying an effective play in addition to play activities in textbook, to lessons, interesting mathematics lessons could be guided.

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Interaction between BIM Model and Physical Model During Conceptual Design Stage (설계 초기 단계에서 BIM 모델과 물리적 모델의 상호작용 방안)

  • Yi, Ingeun;Kim, Sung-Ah
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.4
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    • pp.344-350
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    • 2013
  • It is essential to consider geometry in the early design stage for rational design decisions. However, a crucial decision had been taken by conversation, physical model, and gesture rather than BIM mode which can analyze geometry efficiently. This research proposes the framework of interaction between BIM model and physical model for real-time BIM analysis. Through this real-time system framework of two models, architects can adopt BIM data at early design stage to review analysis of BIM model. It should facilitate dynamic design based on rich BIM information from an early stage to a final stage.

Development of Mobile AR Contents for Infant English Cognitive Training (유아영어 인지 능력 개발을 위한 모바일 AR 콘텐츠 개발)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.2
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    • pp.297-304
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    • 2015
  • Importance and necessity is enlarged due to globalization. So, English education is diverse and recently applies AR(Augmented Reality) technology to offer immersion and interest. Contents in this paper are Mobile AR contents for training infant English cognition. Our system displays teaching aid objects into 3D models, lets infants listen to English conversation and teaches them everyday English like a play. Considering infants that like games, this system adds an English game about each object of teach aids. To attract infants and parents interest persistingly, We give them immersion and interest by suggesting a different event at each step.