• Title/Summary/Keyword: Language convergence

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Improvised Layout of Mobile Keypad for Filipinos

  • Namo, Gecynth;Lee, Jung-Hwa;Yun, Hong-Won
    • Journal of information and communication convergence engineering
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    • v.8 no.3
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    • pp.328-332
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    • 2010
  • Filipino language is an Austronesian language based on numerous native languages with influences from other major languages such as English and Spanish. The Filipino alphabet is consists of 26 English alphabets, with the addition of two letters, "$\tilde{n}$" and "ng", a total of 28 letters. Filipino language expressions and sentences are still incomparable to English and Spanish even though there are numerous borrowed words from these languages. This study aims to discover the uniqueness in the Filipino language by identifying the frequencies of the letters in common words used and be able to introduce a revolutionary keypad for the Filipinos which is scientifically efficient. To compare the efficiency of the revised and the original keypad, computations using Fitts' Law, Hick-Hyman Law and KSPC were done. Results showed that the new keypad layout was more effective than the original keypad. Introducing a improvised keypad to the Filipinos is one step closer in achieving customized services and features to Filipinos in mobile computing.

Rate-Controlled Data-Driven Real-Time Stream Processing for an Autonomous Machine (자율 기기를 위한 속도가 제어된 데이터 기반 실시간 스트림 프로세싱)

  • Noh, Soonhyun;Hong, Seongsoo;Kim, Myungsun
    • The Journal of Korea Robotics Society
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    • v.14 no.4
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    • pp.340-347
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    • 2019
  • Due to advances in machine intelligence and increased demands for autonomous machines, the complexity of the underlying software platform is increasing at a rapid pace, overwhelming the developers with implementation details. We attempt to ease the burden that falls onto the developers by creating a graphical programming framework we named Splash. Splash is designed to provide an effective programming abstraction for autonomous machines that require stream processing. It also enables programmers to specify genuine, end-to-end timing constraints, which the Splash framework automatically monitors for violation. By utilizing the timing constraints, Splash provides three key language semantics: timing semantics, in-order delivery semantics, and rate-controlled data-driven stream processing semantics. These three semantics together collectively serve as a conceptual tool that can hide low-level details from programmers, allowing developers to focus on the main logic of their applications. In this paper, we introduce the three-language semantics in detail and explain their function in association with Splash's language constructs. Furthermore, we present the internal workings of the Splash programming framework and validate its effectiveness via a lane keeping assist system.

A new type of multimedia content with Chinese characters as the core-Barrage

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.118-127
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    • 2022
  • Barrage language is a new media language based on Internet video. It is a representative expression of the Internet environment regardless of its format and content. As a unique movie viewing characteristic provided by the barrage function, the timeliness of feedback, entertainment, and interactivity of the content are excellent. Characteristic. Barrage language itself is closely related not only to the value of linguistic research, but also to the spread of the Internet in the Internet environment. Based on the current situation of Chinese video sites, this thesis explores how Barrage is an organic cycle of culture and consumption in a specific platform and group, and analyzes its propagation methods and effects. By analyzing the characteristics of content production patterns unique to the barrage culture, implications and reference values for production activities of other cultures, the effect of popularization on viewers and the production and consumption of the 'barrage' culture of the industry is studied, and furthermore, the 'barrage' culture is It was designed to be a reference for the development of the platform, internet culture, and animation industry culture.

Best Practice on Automatic Toon Image Creation from JSON File of Message Sequence Diagram via Natural Language based Requirement Specifications

  • Hyuntae Kim;Ji Hoon Kong;Hyun Seung Son;R. Young Chul Kim
    • International journal of advanced smart convergence
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    • v.13 no.1
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    • pp.99-107
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    • 2024
  • In AI image generation tools, most general users must use an effective prompt to craft queries or statements to elicit the desired response (image, result) from the AI model. But we are software engineers who focus on software processes. At the process's early stage, we use informal and formal requirement specifications. At this time, we adapt the natural language approach into requirement engineering and toon engineering. Most Generative AI tools do not produce the same image in the same query. The reason is that the same data asset is not used for the same query. To solve this problem, we intend to use informal requirement engineering and linguistics to create a toon. Therefore, we propose a sequence diagram and image generation mechanism by analyzing and applying key objects and attributes as an informal natural language requirement analysis. Identify morpheme and semantic roles by analyzing natural language through linguistic methods. Based on the analysis results, a sequence diagram and an image are generated through the diagram. We expect consistent image generation using the same image element asset through the proposed mechanism.

The Effects of 'Activity Program for Effective Storytelling' on Empathic Ability and Language Teaching Efficacy of Story Grandmother ('효과적인 이야기전달을 위한 활동 프로그램'이 이야기할머니와 유아 간의 공감능력 및 언어교수효능감에 미치는 영향)

  • Kim, Hyung-Sook;Hong, Myung-Soon;Kim, Rae-Eun
    • Journal of Convergence for Information Technology
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    • v.10 no.12
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    • pp.245-255
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    • 2020
  • The purpose of this study was to investigate effects of 'activity program for effective storytelling' on the empathic ability and language teaching efficacy of a story grandmother. The subjects were 51 beautiful story grandmothers in Gangwon, Gyeongsangdo and Seoul. The research tools used the emotional empathy scale of Jeon(2003), and language teaching efficacy scale of Kim and Lee(2011). As for the research procedure, from March 06 to July 27, 2017, an 'activity program for effective storytelling' was conducted. For data analysis, a t-test of the corresponding sample was conducted to find the difference between the pre- and post-scores of the two variables. As a result of the study, first, the cognitive empathy ability between the story grandmother and the young children after applying the 'activity program for effective storytelling' was higher than that of the dictionary. Second, the language teaching efficacy between the story grandmother and the young children after applying the 'activity program for effective storytelling' was higher than that of the dictionary. Therefore, the 'activity program for effective storytelling' suggests that there is a positive effect on improving the cognitive empathic ability and language teaching efficacy of the story grandmothers.

An Examination on the Concept of Visual Literacy as a Basis for Convergence Education Programme (융복합교육 프로그램을 위한 기반으로서 시각적 문해력(Visual Literacy) 개념 검토)

  • Park, Gun-Kyu;Kim, Won-seok
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.397-403
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    • 2016
  • This research reviews the concept of Visual Literacy which is the critical base for performing convergence-style educational program of fine arts. The Visual Literacy means the ability to understand and properly deal with the visual information given to the agent such as the literacy to the written language. It is beyond doubt that the necessity of the Visual Literacy is raised because there is different visual information through new media for the entire life of young generation. Therefore, the Visual Literacy is the base for performing convergence-style education when it comes to performing convergence-style educational programs. It covers the communication abilities to utilize new media and exchange visual information one another.

Management efficiency through NFC attendance check APP design and implementation (NFC 출석체크 APP 설계와 구현을 통한 관리의 효율화)

  • Sung Jin Kim;Seong Kyung Bae;Do Hun Kim;Su Bin Lee;Seon U Lee;Ye Jun Hong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.241-244
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    • 2023
  • 본 연구는 2010년 이후로 다시 활성화가 된 NFC 기술을 이용하여 출석 체크 APP을 개발하고, 아두이노와 MySQL을 통해 데이터베이스를 생성, Node.js를 이용하여 서버를 구축함으로써 출석 체크 과정에서 발생하는 불필요한 시간 사용을 최소화하고 근거리 통신을 통해 확실한 출석 체크를 실현하기 위한 연구이다. 출석 체크시스템에서의 효율성과 정확성은 중요한 요소로서, 이를 위해 NFC 기술을 활용하여 신속하고 정확한 출석 체크를 수행하며, 데이터의 신뢰성과 보안성을 강화한다. 연구를 통해 출석 체크 시스템이 발생하는 인력과 시간의 절약 효과를 확인하고, 효율적인 출석 체크 관리를 위한 혁신적인 해결책을 제시한다. 이러한 연구는 출석 체크 시스템의 개선과 혁신을 이끌며, 다양한 조직이나 교육기관에서 확장될 수 있을 것으로 기대한다.

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A Convergence Study for Development of Psychological Language Analysis Program: Comparison of Existing Programs and Trend Analysis of Related Literature (심리학적 언어분석 프로그램 개발을 위한 융합연구: 기존 프로그램의 비교와 관련 문헌의 동향 분석)

  • Kim, Youngjun;Choi, Wonil;Kim, Tae Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.1-18
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    • 2021
  • While content word-based frequency analysis has obvious limitations to intentional deception or irony, KLIWC has evolved into functional word analysis and KrKwic has evolved as a way to visualize co-occurrence frequencies. However, after more than 10 years of development, several issues still need improvement. Therefore, we tried to develop a new psychological language analysis program by analyzing KLIWC and KrKwic. First, the two programs were analyzed. In particular, the morpheme classification of KLIWC and the Korean morpheme analyzer was compared to enhance the functional word analysis function, and the psychological dictionary were analyzed to strengthen the psychological analysis. As a result of the analysis, the Hannanum part-of-speech analyzer was the most subdivided, but KLIWC for personal pronouns and KKMA for endings and endings were more subdivided, suggesting the integrated use of multiple part-of-speech analyzers to strengthen functional word analysis. Second, the research trends of studies that analyzed texts with these programs were analyzed. As a result of the analysis, the two programs were used in various academic fields, including the field of Interdisciplinary Studies. In particular, KrKwic was used a lot for the analysis of papers and reports, and KLIWC was used a lot for the comparative study of the writer's thoughts, emotions, and personality. Based on these results, the necessity and direction of development of a new psychological language analysis program were suggested.

Requirements Analysis in Security Model Design of Mobile Agent Systems (이동 에이전트 시스템의 보안모델 설계를 위한 요구사항 분석)

  • Jin-Ho Park;Jin-Wook Chung
    • Convergence Security Journal
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    • v.2 no.2
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    • pp.77-88
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    • 2002
  • A mobile agent system is an infrastructure that supports the mobile agent paradigm. The main challenges encountered in designing this infrastructure are discussed in this paper. After introducing a generic mobile agent system, we discuss the design issues at two levels. System level issues like the provision of agent mobility and security, are mainly encountered in developing the runtime environments for agent execution. Language level issues, such as agent programming models and primitives, arise in providing support for mobile agent programming, mainly at the library level. This paper Identifies such system and language-level issues, and illustrates the different ways developers ate addressing them. We outline the specific challenges addressed by this dissertation, primarily in the area of mobile agent security.

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A Study on Medical Serious Game: Classification & Possibility (의료용 기능성 게임에 대한 고찰)

  • Woo, Tack;Yeom, Jin
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.91-99
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    • 2012
  • The purpose of this paper is to study and suggest a new classification method of the medical serious games which take the second major part of serious games after the educational games. Based on the classification suggested, various possibilities of medical serious games are suggested. Especially, how movement based language and contents can be used on various kind of medical serious games such as rehabilitation and cognitive behavioral therapy is explored.