• Title/Summary/Keyword: Online Conversation

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Tree-Based Conversational Interface Supporting Efficient Presentation of Turn Relations (응답 관계의 효율적인 프레젠테이션을 지원하는 트리 기반 대화 인터페이스)

  • 김경덕
    • Journal of Korea Multimedia Society
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    • v.7 no.3
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    • pp.377-387
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    • 2004
  • This paper describes a tree-based conversational interface supporting efficient presentation of turn relations on online conversation. Most of conventional conversational interfaces are difficult to make use of formal conversation such as group meeting, decision-making, etc. due to very simplicity of a con versational interface and restriction of data structure of conversational messages. And a tree-based conversational interface supports formal conversation, but they are difficult to present turn relations because of jumpy display by locations of replied turns and distance between replied turns, etc. So this paper suggests a tree-based conversational interface to present efficiently turn relations using XML-based messages with merits of a text-based interface. The suggested conversational interface was implemented by using XML-, DOM, and JDK. And this paper showed that the conversational interface could be applied to conversation system using client- server architecture. Applications for the conversational interface are as follows: collaboration, distance teaming, online game, etc.

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Examining Interaction Patterns in Online Discussion through Multiple Lenses

  • HAN, Seungyeon
    • Educational Technology International
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    • v.15 no.2
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    • pp.117-141
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    • 2014
  • This qualitative study investigated different interaction patterns in an online discussion. The data was collected from asynchronous discussion occurred in a graduate course. The data analysis methods include inductive analysis and mapping strategy. The results of the study suggest three layers of interaction: response sequences, interaction amongst participants, and concept map of messages. The visualization of response sequences enabled the researcher to discover complex and dynamic interaction patterns amongst participants. The many-to-many communication feature of online discussion does not always enable direct one-on-one interaction between two participants. Rather, one message contributed to multiple threads in the stream of conversation. In terms of interaction amongst participants, the interaction amongst participants, as indicated in the data, the messages also bind each participant and consequently a group(s) of participants together. It appears that the contribution of one message may not only enable a response to one participant, but also connect many participants to each other. The concept map of messages proposes that response sequences and interaction amongst participants can also be viewed between concepts within messages in the discussion. On the surface, the messages posted by individuals are linked by the system in a linear fashion as they are posted. However, the interaction extends to collaborative conversation amongst participants. Ultimately, a conceptual network of interrelated ideas including multiple perspectives is built in asynchronous discussion.

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.

The Effect of Interjection in Conversational Interaction with the AI Agent: In the Context of Self-Driving Car (인공지능 에이전트 대화형 인터랙션에서의 감탄사 효과: 자율주행 맥락에서)

  • Lee, Sooji;Seo, Jeeyoon;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.551-563
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    • 2022
  • This study aims to identify the effect on the user experiences when the embodied agent in a self-driving car interacts with emotional expressions by using 'interjection'. An experimental study was designed with two conditions: the inclusion of injections in the agent's conversation feedbacks (with interjections vs. without interjections) and the type of conversation (task-oriented conversation vs. social-oriented conversation). The online experiment was conducted with the four video clips of conversation scenario treatments and measured intimacy, likability, trust, social presence, perceived anthropomorphism, and future intention to use. The result showed that when the agent used interjection, the main effect on social presence was found in both conversation types. When the agent did not use interjection in the task-oriented conversation, trust and future intention to use were higher than when the agent talked with emotional expressions. In the context of the conversation with the AI agent in a self-driving car, we found only the effect of adding emotional expression by using interjection on the enhancing social presence, but no effect on the other user experience factors.

Interface Design of Online Collaborative Learning Environment for Person Storytelling - From CSCL point of view for digital media design - (퍼스널 스토리텔링의 온라인 협력 학습을 위한 인터페이스에 대한 연구 - CSCL을 통한 디지털 미디어 디자인의 학습 측면에서 -)

  • Song, Ji-Won
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.155-166
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    • 2007
  • This study is about an interface design supporting collaborative learning activities in online environment in which people exchange their knowledge and give feedback on personal storytelling to each other. Interface design issues from the viewpoint of Computer Supported Collaborative Learning (CSCL) on digital media design are considered. Based on collaborative learning theories and analysis on the existing online collaborative sites about digital media, such as online forums for digital pictures and films, interface guidelines are suggested and the interface is designed. The interface design is evaluated through a pilot test. The interface for collaborative learning on personal storytelling is designed to support observation and to provide a scaffolding for valuable conversation. It is also designed to help intersubjectivity of online conversation and an easy access to media.

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The Relationship between Learning Behavior and Academic Achievements of Pre-service Teachers in Online Learning Using LMS (LMS를 활용한 온라인 강의 환경에서 예비교사의 학습행태와 성취도의 상관관계)

  • Choi, Youngmi;Park, Namje;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.26 no.2
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    • pp.85-95
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    • 2022
  • This paper sought to find significant learning behavioral indicators and their correlation with the academic achievements of elementary teacher candidates engaged in an online course using MS Teams during the COVID-19 pandemic. Focused on variables such as the number of visiting days to MS Teams, on-time online assignments, conversation activities, posts, and replies, MS Insights data in the LMS environment were collected in the fall term of the 2020 academic year and analyzed in Pearson correlation and multiple regression. The number of visiting days and on-time online assignments were significantly correlated with their grades, whereas the indicators including average weekly conversation activity, posts, and replies did not have a significant effect on the achievements. Furthermore, the results revealed that the subject's behavioral intention to submit on-time assignments significantly predicted learner achievements.

Reshaping Humanistic Values in the English Curriculum (영문학과 교과과정과 인문학적 가치의 재정립)

  • Lee, Ihnkey
    • Journal of English Language & Literature
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    • v.55 no.5
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    • pp.821-841
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    • 2009
  • This paper explores the ways to reshape humanistic values of the curriculum of the English department of Korean universities. The English curricula are usually composed of three fields of literary studies, general education, and English proficiency, whose conventional humanistic values have been currently dwindling. As for literary studies, teaching literature still hovers over the canonical works of past decades, not allowing students to access the canon with their own ideas and ending up with authoritative monologues. The general education field leans toward edited texts rather than authentic ones, which ignores a genuine path of communication between the author and its readers. Subjects for English proficiency such as "TOEIC" tend to be taught online with no teacher's presence for the nominal purpose of optimizing economic efficiency in teaching. All these testify to the attenuation of humanistic values in the curriculum, which motivates us to suggest some ways to reshape the values. Authoritative monologue in teaching literature can be shifted to the open-ended conversation by using role-play methods as well as accepting extra-canonical works into the curriculum. Authentic texts for general education prove to be preferred by students with the successful result of our experiment. Lastly, it is teacher's presence in the class that helps get higher achievement of "TOEIC" than some online classes. As suggested above, open-ended conversation, wider communication between author and readers, and human presence of the class will help reshape humanistic values in the English curriculum.

Effects of Emoticons on Intention to Use in Online Financial Counseling Service: Moderating Roles of Agent Type and Subjective Financial Knowledge (온라인 금융 상담 서비스에서 이모티콘 사용이 서비스 사용의도에 미치는 영향: 상담원 유형과 주관적 금융지식의 조절 효과)

  • Kang, Yeong Seon;Choi, Boreum
    • Knowledge Management Research
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    • v.20 no.4
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    • pp.99-118
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    • 2019
  • Online financial counseling services are increasingly expanding with the rise of artificial intelligence-based chatbots. It is very important to examine the effects of emoticons noted as alternatives for communicating emotions in online communication between consumers and companies. In this paper, we examine how the use of emoticons affects the consumer's response and investigate the moderating roles of type of counseling agents (human vs. chatbot) and the consumer's subjective financial knowledge. The results show that the use of emoticon in the conversation brings a positive effect on the consumer's intention to use of online chat counseling service. When participants had relatively low subjective financial knowledge, they had higher intention to use online chat counseling services with emoticons only when the agent type was chatbot. When the type of counseling agent was human, this positive effect of the emoticon did not occur. On the other hand, when participants had relatively high subjective financial knowledge, they had higher intention to use online chat counseling service with emoticons only when the agent type was human. This study contributes to providing practical implications to build online chat counseling service using chatbot in the financial industry by studying users' intention depending on the type of agents and the level of their subjective knowledge.

Summarization of Korean Dialogues through Dialogue Restructuring (대화문 재구조화를 통한 한국어 대화문 요약)

  • Eun Hee Kim;Myung Jin Lim;Ju Hyun Shin
    • Smart Media Journal
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    • v.12 no.11
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    • pp.77-85
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    • 2023
  • After COVID-19, communication through online platforms has increased, leading to an accumulation of massive amounts of conversational text data. With the growing importance of summarizing this text data to extract meaningful information, there has been active research on deep learning-based abstractive summarization. However, conversational data, compared to structured texts like news articles, often contains missing or transformed information, necessitating consideration from multiple perspectives due to its unique characteristics. In particular, vocabulary omissions and unrelated expressions in the conversation can hinder effective summarization. Therefore, in this study, we restructured by considering the characteristics of Korean conversational data, fine-tuning a pre-trained text summarization model based on KoBART, and improved conversation data summary perfomance through a refining operation to remove redundant elements from the summary. By restructuring the sentences based on the order of utterances and extracting a central speaker, we combined methods to restructure the conversation around them. As a result, there was about a 4 point improvement in the Rouge-1 score. This study has demonstrated the significance of our conversation restructuring approach, which considers the characteristics of dialogue, in enhancing Korean conversation summarization performance.

A Study on the Variables Influencing Student Achievement in a Blended Learning of College English (대학 교양영어 블렌디드 학습에서 학업성취도에 영향을 끼치는 변인 연구)

  • Choi, Meeyang;Han, Tae In
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.719-730
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    • 2013
  • The English Conversation class as a required course in S university is designed as blended learning to reinforce English education. To identify the influence of this blended learning on its students' achievement, the research about what variables are related with it was conducted. Data analysis indicates that gender, major, military service, overseas stay, face-to-face attendance, quiz, and online attendance have an effect on the student achievement. However, the students' style of online learning--study place, study time, and study frequency--doesn't have any relationship with their achievement. Their satisfaction with the online study was questioned in the three areas such as instructor, contents, and system, among which only the 'system' area has an influence on their achievement.