• Title/Summary/Keyword: Human-level intelligence

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Effect of Anthropomorphism Level of Digital Human Banker Speech on User Experience: Focusing on Social Presence, Affinity, Trust, Perceived Intelligence, and Usefulness (디지털 휴먼 은행원 발화의 의인화 수준이 사용자 경험에 미치는 영향: 사회적 실재감, 친밀감, 신뢰도, 인지된 지능, 유용성을 중심으로)

  • Choi, Bomi;Jang, Seojin;Kang, Hyunmin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.469-476
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    • 2022
  • As the 3D modeling technology and conversational algorithm is developed, digital humans are being used in various fields, and also virtual bankers have begun to appear in banks, including major banks such as Shin-Han Bank and Nong-Hyup Bank. However, most of the research of digital human mainly focus on its appearance, and research on robot persona that should be considered in anthropomorphizing a robot is insufficient. In this study, an experiment was conducted to find out the user experience of three scenarios (student ID receipt, deposit and withdrawal account opening, leasehold loan consultation) in which the level of anthropomorphism of the speech strategy and the level of personal information use differed in the specific context of banking. As a result of the study, social presence and usefulness had an interactive effect on the scenario and the level of anthropomorphism. There was no interaction effect on intimacy, trustworthiness, and perceived intelligence, but a tendency could be confirmed.

Difficulty-adjustable Phrase-level Cloze Question Generation System (난이도 조절 가능한 어구 단위 빈칸 추론 문항 생성 시스템)

  • Seokhoon Kang;Gary Geunbae Lee
    • Annual Conference on Human and Language Technology
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    • 2023.10a
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    • pp.113-118
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    • 2023
  • 딥러닝을 이용한 언어 모델은 다양한 분야에서 사용되고 있는데, 그 중 교육 분야에선 꾸준히 시험 문항을 자동으로 생성하려는 요구가 존재해 왔다. 그러나 빈칸 추론 문항, 그 중에서도 어구 단위 빈칸 추론 문항은 학습 및 평가 목적으로 널리 쓰이고 있지만, 이를 자동 생성하려는 연구는 상대적으로 드물다. 이에 본 연구에선 masked language modeling (MLM)을 이용한 난이도 조절이 가능한 어구 단위 빈칸 추론 문항 생성 시스템을 제안한다. 본 시스템은 정답 생성 모델의 attention 정보에 따라 지문 내 중요한 어구를 삭제해 오답을 생성하고, 동시에 어구의 삭제 비율을 조절함으로써 더 쉽거나 더 어려운 오답을 만들어낼 수 있다. 평가 결과, 제안한 시스템은 기존 접근법보다 정답과의 유사도가 최고 28.3% 낮았고, 또한 난이도 설정에 따라 쉬운 오답이 어려운 오답에 비해 유사도가 15.1% 낮아, 더 정답과 먼 뜻의 오답을 생성해내었다.

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Development of human-in-the-loop experiment system to extract evacuation behavioral features: A case of evacuees in nuclear emergencies

  • Younghee Park;Soohyung Park;Jeongsik Kim;Byoung-jik Kim;Namhun Kim
    • Nuclear Engineering and Technology
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    • v.55 no.6
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    • pp.2246-2255
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    • 2023
  • Evacuation time estimation (ETE) is crucial for the effective implementation of resident protection measures as well as planning, owing to its applicability to nuclear emergencies. However, as confirmed in the Fukushima case, the ETE performed by nuclear operators does not reflect behavioral features, exposing thus, gaps that are likely to appear in real-world situations. Existing research methods including surveys and interviews have limitations in extracting highly feasible behavioral features. To overcome these limitations, we propose a VR-based immersive experiment system. The VR system realistically simulates nuclear emergencies by structuring existing disasters and human decision processes in response to the disasters. Evacuation behavioral features were quantitatively extracted through the proposed experiment system, and this system was systematically verified by statistical analysis and a comparative study of experimental results based on previous research. In addition, as part of future work, an application method that can simulate multi-level evacuation dynamics was proposed. The proposed experiment system is significant in presenting an innovative methodology for quantitatively extracting human behavioral features that have not been comprehensively studied in evacuation. It is expected that more realistic evacuation behavioral features can be collected through additional experiments and studies of various evacuation factors in the future.

Embedded 3D-Sensing Devices with Real-Time Depth-Imaging Technologies

  • Bhowmik, Achintya K.
    • Information Display
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    • v.18 no.3
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    • pp.3-12
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    • 2017
  • In the recent years, significant advances have been made in the development of small form-factor, low power, and low cost 3D-sensing devices based on depth-imaging technologies with real-time performance. This has led to the advent of devices and machines that are able to sense and understand the world, navigate in the environment, and interact naturally with their human users. Human-computer interactions based on touch sensing and speech recognition have already become mainstream, and the rapid developments in 3D sensing is paving the path towards the next level of machine intelligence and interactions. This paper discusses the recent developments in real-time 3D sensing technologies and their emerging system application.

Generative Model Utilizing Multi-Level Attention for Persona-Grounded Long-Term Conversations (페르소나 기반의 장기 대화를 위한 다각적 어텐션을 활용한 생성 모델)

  • Bit-Na Keum;Hong-Jin Kim;Jin-Xia Huang;Oh-Woog Kwon;Hark-Soo Kim
    • Annual Conference on Human and Language Technology
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    • 2023.10a
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    • pp.281-286
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    • 2023
  • 더욱 사람같은 대화 모델을 실현하기 위해, 페르소나 메모리를 활용하여 응답을 생성하는 연구들이 활발히 진행되고 있다. 다수의 기존 연구들에서는 메모리로부터 관련된 페르소나를 찾기 위해 별도의 검색 모델을 이용한다. 그러나 이는 전체 시스템에 속도 저하를 일으키고 시스템을 무겁게 만드는 문제가 있다. 또한, 기존 연구들은 페르소나를 잘 반영해 응답하는 능력에만 초점을 두는데, 그 전에 페르소나 참조의 필요성 여부를 판별하는 능력이 선행되어야 한다. 따라서, 우리의 제안 모델은 검색 모델을 활용하지 않고 생성 모델의 내부적인 연산을 통해 페르소나 메모리의 참조가 필요한지를 판별한다. 참조가 필요하다고 판단한 경우에는 관련된 페르소나를 반영하여 응답하며, 그렇지 않은 경우에는 대화 컨텍스트에 집중하여 응답을 생성한다. 실험 결과를 통해 제안 모델이 장기적인 대화에서 효과적으로 동작함을 확인하였다.

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Children's Early English Education and the Factors on their Bilingual Language Development (유아의 조기영어교육과 이중언어발달에 영향을 주는 요인)

  • Hwang, Hae-Shin
    • Korean Journal of Human Ecology
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    • v.16 no.4
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    • pp.699-710
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    • 2007
  • The study purposes to explore the effects of individual characteristics and home environments of children on their bilingual language aquisition, that is, to examine whether their English language competency is different from their Korean language competency depending on those variables. Thus English or Korean language competency of children who had had early exposure in English learning were studied in terms of child's individual characteristics such as age, gender, exposure period to English, intelligence, and experiences of visiting English-speaking countries, and home environments such as parental age, educational level, income level, their perceived English competency, their perceived significance of English and Korean language, and the frequency of using English at home. 72 children who went to English kindergarten were tested with Peabody Pictures Vocabulary Test-Revised (PPVT-R) in Korean version and in English version respectively. The results show that child's intelligence and experiences of visiting English-speaking countries influence their Korean language competency. Also child's age, exposure period to English and experiences of visiting English-speaking countries influence their English language competency. Moreover their mother's educational background, father's English fluency, mothers' English fluency, and the frequency of using English at home influence child's English language competency, whereas any variables did not influence child's Korean language competency. Accordingly, child's English and Korean language competencies are related to each other.

Cognitive Based Context Aware Reference History Management Tool

  • Punithan, Dharani;McKay, Bob
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.227-231
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    • 2009
  • The aim of the research is to focus on the cognitive principles and to achieve human-level intelligence in referring context based browser history and the Windows history. One of the major problems faced by today's computer users is insufficient and single exclusive context based reference of the browser history and the Windows history. Today we search for the browser history and Windows history in different places even though the context is the same. For e.g., When working on a research paper or preparing a business presentation, a user may require to refer many web sites on the internet and various documents on the local computer. The browser can provide only time based history. The windows document history is also time based and limited to list only few documents. Hence, we propose a tool "Cognitive Based Context Aware Reference History Management Tool" which helps to access the exclusive reference of context and time based history in one place. The tool also proposes to store image history with urls and classifies images of a specific topic accessed in different time, bookmarks management and cross browser history management. These features are very useful as we can access all related documents (doc, docx, ppt, pptx, pdf, txt, and html), web pages, images and bookmarks in one place. The tool uses the cognitive principles like classification and association to achieve the purpose.

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The Urgency of Business Agility During COVID-19 Pandemic: Distribution of Small and Medium Business Products and Services

  • BONGSO, Gromyko;HARTOYO, Rachmat
    • Journal of Distribution Science
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    • v.20 no.6
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    • pp.57-66
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    • 2022
  • Purpose: Business agility is an important key to survival for SMEs in Indonesia, especially during the COVID-19 pandemic. Indonesian local product distribution and service distribution are mostly served by SMEs. Agile businesses will be able to assist them in the proper distribution of products and services. This research examines how the direct and indirect influence of IT capabilities on business agility through organizational learning and business intelligence for small and medium enterprises in the distribution of Indonesian products and services. Research design, data and methodology: This research uses SEM method with SmartPLS tool. The sample of this research was conducted on small and medium enterprises in the distribution of Indonesian products and services. The sample obtained in this study was 202 SME owners or managers (strategic level). Results: Business intelligence plays a key role in improving business agility. The results of IT capability can directly and indirectly affect business agility through organizational learning. Conclusions: Business intelligence has the biggest role in increasing business agility in SMEs in Indonesia. IT capability has an indirect effect on business agility through organizational learning. The findings of this study prove that IT capabilities do not indirectly affect business agility through business intelligence.

Evaluating Impressions of Robots According to the Robot's Embodiment Level and Response Speed (로봇의 외형 구체화 정도 및 반응속도에 따른 로봇 인상 평가)

  • Kang, Dahyun;Kwak, Sonya S.
    • Design Convergence Study
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    • v.16 no.6
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    • pp.153-167
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    • 2017
  • Nowadays, as many robots are developed for desktop, users interact with the robots based on speech. However, due to technical limitations related to speech-based interaction, an alternative is needed. We designed this research to design a robot that interacts with the user by using unconditional reflection of biological signals. In order to apply bio-signals to robots more effectively, we evaluated the robots' overall service evaluation, perceived intelligence, appropriateness, trustworthy, and sociability according to the degree of the robot's embodiment level and the response speed of the robot. The result showed that in terms of intelligence and appropriateness, 3D robot with higher embodiment level was more positively evaluated than 2D robot with lower embodiment level. Also, the robot with faster response rate was evaluated more favorably in overall service evaluation, intelligence, appropriateness, trustworthy, and sociability than the robot with slower response rate. In addition, in service evaluation, trustworthy, and sociability, there were interaction effects according to the robot's embodiment level and the response speed.

Development of a Robot Personality based on Cultural Paradigm using Fuzzy Logic (퍼지 로직을 이용한 문화 패러다임 기반의 로봇 성격 개발)

  • Qureshi, Favad Ahmed;Kim, Eun-Tai;Park, Mi-Gnon
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2008.04a
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    • pp.385-391
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    • 2008
  • Robotics has emerged as an important field for the future. It is our vision that robots in future will be able to transcend these precincts and work side by side humans for the greater good of mankind. We developed a face robot for this purpose. However, Life like robots demands a certain level of intelligence. Some scientists have proposed an event based learning approach, in which the robot can be taken as a small child and through learning from surrounding entities develops its own personality. In fact some scientists have proposed an entire new personality of the robot itself in which robot can have its own internal states, intentions, beliefs, desires and feelings. Our approach should not only be to develop a robot personality model but also to understand human behavior and incorporate it into the robot model. Human's personality is very complex and rests on many factors like its physical surrounding, its social surrounding, and internal states and beliefs etc. This paper discusses the development of this platform to evaluate this and develop a standard by a society based approach including the cultural paradigm. For this purpose the fuzzy control theory is used. Since the fuzzy theory is very near human analytical thinking it provides a very good platform to develop such a model.

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