• Title/Summary/Keyword: Online Conversation

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Understanding the Importance of Presenting Facial Expressions of an Avatar in Virtual Reality

  • Kim, Kyulee;Joh, Hwayeon;Kim, Yeojin;Park, Sohyeon;Oh, Uran
    • International journal of advanced smart convergence
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    • v.11 no.4
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    • pp.120-128
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    • 2022
  • While online social interactions have been more prevalent with the increased popularity of Metaverse platforms, little has been studied the effects of facial expressions in virtual reality (VR), which is known to play a key role in social contexts. To understand the importance of presenting facial expressions of a virtual avatar under different contexts, we conducted a user study with 24 participants where they were asked to have a conversation and play a charades game with an avatar with and without facial expressions. The results show that participants tend to gaze at the face region for the majority of the time when having a conversation or trying to guess emotion-related keywords when playing charades regardless of the presence of facial expressions. Yet, we confirmed that participants prefer to see facial expressions in virtual reality as well as in real-world scenarios as it helps them to better understand the contexts and to have more immersive and focused experiences.

Haum: Educational Mobile Game for Korean Language life Conversation (하움: 한국어 생활회화 교육용 모바일 게임)

  • Yun, Jihye;Lee, hansol;Hong, Jiyeon;Yoon, Daseul;Park, Su e;Park, Jung Kyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.208-211
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    • 2017
  • The biggest challenge immigrants face is language. We realized that Korean education contents suited for it are lacking more than we thought. To help with the above problems, we decided to make a mobile game for Korean conversation education. The proposed game is based on the online course of Sejonghakdang and is composed of life conversation which can be used immediately in real. We selected female marriage immigrants from China who have a large number of foreign residents and need a lot of Korean education but have a relatively low chance of being contacted. In the case of female marriage immigrants, communication was possible, but it was characterized that the composition of sentences was not smooth. Considering these features, we chose the game method that can match the problem in the unit of the word.

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Supporting Media using XML-based Messages on Online Conversational Activity (온라인 대화 행위에서 XML 기반 메시지를 이용한 미디어 지원)

  • Kim, Kyung-Deok
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.91-98
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    • 2004
  • This paper proposes how to support various media on online conversational activity using XML(extensible Markup Language). The method converts media information into XML based messages and handles alike conventional text based messages. The XML based messages are unified to an XML document, and then a HTML document is generated using the XML and an XSLT documents in a server. A user in each client can play or present media through the hyperlink that is associated media information on the HTML document. The suggested method supports use of various media (text, image, audio, video, documents, etc) and efficient maintenance of font size, color, and style on messages according to extension and modification of XML tags. For application, this paper implemented the system to support media that has client and server architecture on online conversational activity. A user in each client inputs text or media based message using JAVA applet and servlet on the system, and conversational messages on every users' interfaces are automatically updated whenever a user inputs new message. Media on conversational messages are played or presented according to a user's click on hyperlink. Applications for the media presentation are as follows : distance learning, online game, collaboration, etc.

Classification of Online and Offline linked Advertisements in 4th Industrial Revolution (4차 산업혁명 시대에 따른 온라인과 오프라인 연계 광고의 유형화)

  • Kim, Eun Seo;Park, Jae Wan
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.147-153
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    • 2020
  • The purpose of this study is to suggest the value and type of online and offline linked advertisement, which is a new advertisement type that emerged with the advent of the 4th industrial revolution. In this study, based on literature research, we understood the marketing method that evolves from "4P (product, price, place, promotion)" to "4C (co-creation, community, conversation, currency)" and extracted derive 4C elements. Based on this, we analyzed what elements of 4C showed online and offline connectivity through the investigation of on and offline linked advertisements. Through the analysis results, online and offline linked advertisements were classified into 4 types and 14 detailed types according to how they were connected to the number of 4C elements. In this paper, as a final result, we verified that 4C elements of marketing that appeared in the era of the 4th Industrial Revolution are represented in advertisements and suggested the typology of advertisements accordingly. This study is expected to contribute to providing new insights to advertisers and researchers who produce and study online and offline advertisements.

A Reflection of Aging Society in Online Communities: An Exploratory Study on Changes in Conversation Style and Language Usage (온라인 커뮤니티에서 보여지는 노령화 사회의 단면: 대화 방식과 사용 언어의 변화에 대한 탐색적 연구)

  • Jung Lee;Jinyoung Han;Juyeon Ham
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.51-68
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    • 2023
  • With the emergence of the internet and the increasing use of online communities for over 20 years, the age range of users has also been rising. This study explores the linguistic changes that have occurred as the user age in online communities has increased. To do this, data was collected and analyzed from an online community that has been actively operating, despite new member registrations being closed nine years ago. By comparing the posts over an 11-year period from 2012 to 2022, changes such as an increase in average comments, a decrease in interrogative sentences, and a decrease in imperative statements were observed. The study also proposed loneliness due to aging and a decline in curiosity and confidence as potential causes of these changes. In South Korea, which is rapidly entering an aging society unprecedentedly fast on a global scale, the increase in single-person households has evolved loneliness from a personal issue to a social problem, manifested in an increase in solitary deaths and reclusive individuals. This research sheds light on one aspect of these social phenomena through the analysis of data from a large online community.

Lexical and Phrasal Analysis of Online Discourse of Type 2 Diabetes Patients based on Text-Mining (텍스트마이닝 기법을 이용한 제 2형 당뇨환자 온라인 담론의 어휘 및 구문구조 분석)

  • Hwang, Moonl-Hyon;Park, Jungsik
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.655-667
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    • 2014
  • This paper has identified five major categories of the T2D patients' concerns based on an online forum where the patients voluntarily verbalized their naturally occurring emotional reactions and concerns related to T2D. We have emphasized the fact that the lexical and phrasal analysis brought to the forefront the prevailing negative reactions and desires for clear information, professional advice, and emotional support. This study used lexical and phrasal analysis based on text-mining tools to estimate the potential of using a large sample of patient conversation of a specific disease posted on the internet for clinical features and patients' emotions. As a result, the study showed that quantitative analysis based on text-mining is a viable method of generalizing the psychological concerns and features of T2D patients.

A Study on Cognition and Policy of Shutdown System of Adolescent (셧다운제도에 대한 청소년의 인식과 정책에 관한 연구)

  • Lee, Young-Joo
    • Journal of Digital Convergence
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    • v.9 no.3
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    • pp.21-29
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    • 2011
  • Recently, the side effects from the online game is appearing to adolescent to serious level. This research studied the system to protect adolescent from excessive game usage, the system to limit an online game service connection at the midnight time. Namely we found at a shutdown system introduction of adolescent out about cognition, problems with the game poisoning and effects with shutdown system and alternative policy. The investigation results were as follows. First, only 17.5% of adolescent knew a shutdown system. Second, they were recognizing about the game poisoning seriously. Also the half degree thought them efficiently about a shutdown system introduction. The policy about a shutdown system introduction were as follows. First, public education is activate, and we must keep adolescent from exposing to private education in the entrance examine competition. Second, we need the thing to increase the conversation time of the children with put parents to develop desirable family education program. Lastly, the supply must be achieved with leisure culture contents development of adolescent.

Breaking the Code of Silence: A Qualitative Exploration of Cyberbullying Through the Lens of Habermas's Theory of Communicative Action

  • January Febro, Naga;Joshua Isaguirre;Elanie Vizconde;Raymund Sison
    • Journal of Information Science Theory and Practice
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    • v.12 no.3
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    • pp.14-35
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    • 2024
  • This qualitative study explores cyberbullying among college students through Habermas's Theory of Communicative Action to examine the dissonance between online interactions and principles of rational discourse. Cyberbullying is a pervasive issue in digital communication that undermines logical, evidence-based conversation, fostering environments where misinformation, manipulation, and harm thrive. By analyzing case studies from three universities, the research identifies the characteristics, dynamics, and emotional impacts of cyberbullying on victims, highlighting the role of social media platforms in facilitating these negative interactions. The findings reveal significant challenges to authentic and equal online conversations, driven by power imbalances and a lack of genuine communication, leading to psychological distress, erosion of self-esteem, and changes in behavior among victims. The study underscores the potential of social media design and policy interventions to mitigate cyberbullying, emphasizing the need for educational programs, technological solutions, and community support to promote a safer, more respectful digital environment. Key themes include the dynamics of cyberbullying, the suppression of rational discourse, the psychological and emotional consequences of inauthentic communication, and strategies for resilience and recovery. The research contributes to understanding cyberbullying's complexities and suggests a multifaceted approach to addressing it, aligning with Habermas's ideal of communicative rationality to foster healthier online communities. Future research should further explore the intersection of technology design, user behavior, and regulatory policies to combat cyberbullying effectively.

Utilization of Generative Artificial Intelligence Chatbot for Training in Suicide Risk Assessment of Depressed Patients: Focusing on Students at a College of Korean Medicine (우울증 환자의 자살 위험 평가의 훈련을 위한 생성형 인공지능 챗봇의 의학적 교육 활용 사례: 일개 한의과대학 학생을 중심으로)

  • Chan-Young Kwon
    • Journal of Oriental Neuropsychiatry
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    • v.35 no.2
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    • pp.153-162
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    • 2024
  • Objectives: Among OECD countries, South Korea has been having the highest suicide rate since 2018, with 24.1 deaths per 100,000 people reported in 2020. The objectie of this study was to examine the use of generative artificial intellicence (AI) chatbots to train third-year Korean medicine (KM) students in conducting suicide risk assessments for patients with depressive disorders to train students for their clinical practice skills. Methods: The Claude 3 Sonnet model was utilized for chatbot simulations. Students performed mock consultations using standardized suicide risk assessment tools including Ask Suicide-Screening Questions (ASQ) tool and ASQ Brief Suicide Safety Assessment. Experiences and attitudes were collected through an anonymous online survey. Responses were rated on a 1~5 Likert scale. Results: Thirty-six students aged 22~30 years participated in this study. Their scores for interest and appropriateness (4.66±0.57), usefulness (4.60±0.61), and overall experience (4.63±0.60) were high. Their evaluation of the usability of artificial intelligence chatbot was also high at 4.58±0.70 points. However, their trust in chatbot responses (Q12) was lower (3.86±0.99). Common issues related to dissatisfaction included conversation disruptions due to token limits and inadequate chatbot responses. Conclusions: This is the first study investigating generative AI chatbots for suicide risk assessment training in KM education. Students reported high satisfaction, although their trust in chatbot accuracy was moderate. Technical limitations affected their experience. These preliminary findings suggest that generative AI chatbots hold promise for clinical training, particularly for education in psychiatry. However, improvements in response accuracy and conversation continuity are needed.

Action Research to Improve Experimental Activities and Interactions in Online Science Class (온라인 과학 수업에서 실험 활동과 상호작용의 개선을 위한 실행연구)

  • Noh, Ja-Heon;Son, Jun-Ho;Kim, Jong-Hee
    • Journal of the Korean Society of Earth Science Education
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    • v.14 no.2
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    • pp.159-172
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    • 2021
  • This study is an action study that plans a instructional strategy for improving experimental activities and interactions in online science classes and suggests improvement plans based on the results. To this end, from July 7 to September 9, 2020, the 'Earth and the Moon' unit class was conducted for 20 6th grade elementary school students located in G Metropolitan City. For the class, smart devices and alternative experiments were planned in the experimental activity category, and an online chat room and Q&A strategy were planned in the interaction category. Among the collected data, class activity papers, homework assignments, reflection journals, online conversation contents, and Q&A contents were input into the matrix and analyzed by writing analytical texts. As a result of the implementation, smart devices and alternative experiments provided opportunities for exploration, but there was a risk of misconception formation and hindered experimental activities. The online chat room and Q&A provided opportunities for communication and examination and feedback on scientific concepts. Through this action study, the researcher was able to reflect on the class while writing class reflection notes, and suggested the role of smart devices in terms of the effectiveness and efficiency of science classes.