• Title/Summary/Keyword: Dialogue

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Meta Information Retrieval using Sentence Analysis of Korean Dialogue Style (한국어 대화체 문장 분석을 이용한 메타 정보검색)

  • 박인철
    • Journal of the Korea Computer Industry Society
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    • v.4 no.10
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    • pp.703-712
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    • 2003
  • Today, documents existing on internet by the development of communication network increase in number. And it is required the information retrieval system that can efficiently acquire the necessary information. Most information retrieval systems retrieve documents using a simple keyword or a boolean query of keywords. But, the method is not fit for novice users to use and has many difficulties than user's dialogue query from the viewpoint of convenience and precise understanding for query. So, this paper has an aim to suggest the method that will cope with above problems and to design and implement a meta query processing system for information retrieval using Korean dialogue sentences. The system implemented in this paper can generates a new boolean query for a given Korean dialogue sentence and resolve lexical ambiguities through morphological analysis, syntactic analysis and extension of query using thesaurus.

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A Creative Dialogue between the Past and Present - In Case of Le Corbusier - (역사적 선례의 창조적 이용 -르 꼬르뷔제의 경우-)

  • Hyuk, Khang
    • Journal of architectural history
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    • v.10 no.2 s.26
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    • pp.73-84
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    • 2001
  • The main purpose of this paper is to show that the new paradigm of a period can be constructed by the reinterpretation of the historical precedents or the dialectical mediation between the old and new. We can tell this process the creative dialogue between the past and present. The continuity and rupture, the renovation and succession of the tradition can be understand by this interpretive insight that opens the new horizon in architecture. In oder to prove this preconception this paper analyses the ideas and design principles of Le Corbusier. By showing how his main ideas and principles are formulated we can understand his unique position as a modernist and characteristics of his architecture. It is also the another purpose of this paper. This paper first looks into various aspects of his architecture and his personal background, then Investigates his unique approach to historical precedents. By the imaginative eye and comparison with inspiration he connected contemporary situation to the tradition and was able to deduce a new paradigm in architecture. His way of making relationship with the past was a priori, dialectical, and fundamentalistic. He always searched for universal norm, eternal rules, and timeless principles which are also modern and new. This both side shows well his characteristics and his architecture. Eventually he could invent a Modern language of architecture by the several ways of dialogue between the modem and the classical, new technology and old convention. We can say that his way of dialogue is a kind of reinterpretation of the historical precedents which enables open the future of architecture.

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Discourse Analysis for Robust Spoken Dialogue System (강건한 음성 대화 시스템을 위한 담화분석 기술)

  • Lee, Chung-Hee;Jang, Myung-Gil;Oh, Hyo-Jung;Seo, Young-Hoon
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.10
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    • pp.1005-1009
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    • 2010
  • Elliptical and anaphoric utterances occur frequently during spoken dialogue. Because discourse analysis rests on the basic premise that linguistic items cannot be understood without reference to the context, ellipsis and anaphora resolution plays an important role in discourse analysis. In this paper, we present a spoken dialogue system improving the robustness at dialogue level based on discourse analysis, such as anaphora and ellipsis resolution. The applicability and effectiveness of the proposed method is evaluated in the TV domain.

The Effect of Space Size and Dialogue Topic on Metaverse UX (대화 공간의 크기와 대화 주제가 메타버스 경험에 주는 영향)

  • Song, Stephen W.;Chung, Hanna;Chung, Donghun
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.65-76
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    • 2022
  • What difference does the metaverse experience have from the real world? This study investigated the effect of space size and dialogue topic on metaverse user experience. The results from a 3(space size: reality vs. metaverse in an open room vs. metaverse in a closed room) x 2(dialogue topic: positive vs. negative) mixed factorial design experiment (N = 75) revealed statistically significant effects of space on responsiveness, and dialogue topic on closeness. This result implies that designing metaverse for non-immersive devices should include careful considerations regarding the characteristics of the user's real space.

Train Booking Agent with Adaptive Sentence Generation Using Interactive Genetic Programming (대화형 유전 프로그래밍을 이용한 적응적 문장생성 열차예약 에이전트)

  • Lim, Sung-Soo;Cho, Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
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    • v.12 no.2
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    • pp.119-128
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    • 2006
  • As dialogue systems are widely required, the research on natural language generation in dialogue has raised attention. Contrary to conventional dialogue systems that reply to the user with a set of predefined answers, a newly developed dialogue system generates them dynamically and trains the answers to support more flexible and customized dialogues with humans. This paper proposes an evolutionary method for generating sentences using interactive genetic programming. Sentence plan trees, which stand for the sentence structures, are adopted as the representation of genetic programming. With interactive evolution process with the user, a set of customized sentence structures is obtained. The proposed method applies to a dialogue-based train booking agent and the usability test demonstrates the usefulness of the proposed method.

An Emotional Gesture-based Dialogue Management System using Behavior Network (행동 네트워크를 이용한 감정형 제스처 기반 대화 관리 시스템)

  • Yoon, Jong-Won;Lim, Sung-Soo;Cho, Sung-Bae
    • Journal of KIISE:Software and Applications
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    • v.37 no.10
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    • pp.779-787
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    • 2010
  • Since robots have been used widely recently, research about human-robot communication is in process actively. Typically, natural language processing or gesture generation have been applied to human-robot interaction. However, existing methods for communication among robot and human have their limits in performing only static communication, thus the method for more natural and realistic interaction is required. In this paper, an emotional gesture based dialogue management system is proposed for sophisticated human-robot communication. The proposed system performs communication by using the Bayesian networks and pattern matching, and generates emotional gestures of robots in real-time while the user communicates with the robot. Through emotional gestures robot can communicate the user more efficiently also realistically. We used behavior networks as the gesture generation method to deal with dialogue situations which change dynamically. Finally, we designed a usability test to confirm the usefulness of the proposed system by comparing with the existing dialogue system.

A Study On The Personality And Reaction Dialogue Generation For Game NPC In MMORPG (MMORPG에서 게임 NPC의 성격과 반응대화 생성에 관한 연구)

  • Won, Il-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.74-85
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    • 2003
  • If the game characters in the cyber world speak the same dialogues as in the real world, it will give game players more fun and realism. And game players are more and more immersed into the cyber space. However, we observed that only simple and primitive dialogues are used at the market places in most MMORPGS. We introduce personality psychology theory for generating the personality of NPC in MMORPG. And we suggest how to make a conversation between PC (Playable Character) and NPC (Non - Playable Character) according to 'Extroversion - Introversion dimension' and 'Neuroticism dimension'. And we implement the personality dialogue generation program, which is composed of two parts. One is for generating personality, and the other for making dialogue. Personality generator can set a NPC's personality automatically, and Dialogue Maker can control the dialogue styles, quantities, and characteristics of NPC. Thus, the program implemented in this paper can help game designer and scenario writer to make game characters easily. The approach in this paper can be applied to generate various game characters and used to represent agents and avatars of real-time animation.

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A Chatter Bot for a Task-Oriented Dialogue System (목적지향 대화 시스템을 위한 챗봇 연구)

  • Huang, Jin-Xia;Kwon, Oh-Woog;Lee, Kyung-Soon;Kim, Young-Kil
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.11
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    • pp.499-506
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    • 2017
  • Chatter bots are normally used in task-oriented dialogue systems to support free conversations. However, there is not much research on how chatter bots as auxiliary system should be different from independent ones. In this paper, we have developed a chatter bot for a dialogue-based computer assisted language learning (DB-CALL) system. We compared the chatter bot in two different cases: as an independent bot, and as an auxiliary system. The results showed that, the chatter bot as an auxiliary system showed much lower satisfaction than the independent one. A discussion is held about the difference between an auxiliary chatter bot and an independent bot. In addition, we evaluated a search-based chatter bot and a deep learning based chatter bot. The advantages and disadvantages of both methods are discussed.

The Design and Implementation of User Interface Builder to support Software Reuse System (소프트웨어 재사용 시스템을 지원하는 사용자 인터페이스 구축기의 설계 및 구현)

  • Kim, Sang-Geun;Hong, Chan-Gi;Lee, Gyeong-Hwan
    • The Transactions of the Korea Information Processing Society
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    • v.2 no.3
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    • pp.324-334
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    • 1995
  • Most UIMS(User Interface Management System) adopt dialogue model of user interface Implementation of UIMS influenced by adopted dialogue model of user interface strongly. While the Model-View-Controller framework has contributed to many aspects of user interface development in Smalltalk environment- user interfaces generated with MVC have highly coupled model, view, and controller classes. Such coupling impedes the reuse of software component. So In this paper, we suggest MVCD model to resolve a decline of reuse with MVC have highly coupled. User messages are not changed by Controller immediately, but sent to Dialogue object which maintains the syntatic structure of the interaction. Dialogue object invokes Model object to updates is value. Since Model objects have active values, the value change propagates to the linked Controllers. Finally, Controller object convert the new value and update the View object. User interface builder is implemented on X-window with OSF/Motif that is base on this user dialogue model.

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The Role of Communication and Dialogue During Studies in Higher Education

  • Gavrysh, Iryna;Khltobina, Oleksandra;Chernenko, Oleksandr;Roienko, Svitlana;Balanutsa, Oleksandr;Ivashchenko, Bohdan;Romankova, Kateryna
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.75-80
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    • 2022
  • In modern society, the organization of the educational process plays an important role in education. Traditionally, it is through communication and dialogue between the teacher and the student that professional competence is acquired. As society develops, the demand in the global labor market changes and the requirements and criteria for specialists increase. Therefore, a new approach to managing the pedagogical interaction between a teacher and a student in the process of education in a higher educational institution allows a positive impact on the system of training specialists and opens up new prospects for the formation of competitive specialists. The issue of the quality of education is a key one and is covered in the documents regulating the process of educational activities. Also an important problem today is the transition to qualitatively new and innovative systems of training specialists and the departure from outdated models of managing pedagogical interaction in higher education institutions. The process of managing the pedagogical interaction between a teacher and a student is one of the most important for studying in the context of higher education. Thus, the main task of the study is to analyze the role of communication and dialogue during studies in higher education. As a result of the study, current trends and prerequisites for communication and dialogue tools during studies in higher education