• 제목/요약/키워드: chat communication

검색결과 101건 처리시간 0.03초

A New Communication Network Model for Chat Agents in Virtual Space

  • Kim, Jong-Woo;Ji, Seong-Hyun;Kim, Seon-Yeong;Cho, Hwan-Gue
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제5권2호
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    • pp.287-312
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    • 2011
  • Internet chat programs and instant messaging services are becoming increasingly popular among Internet users. One of the crucial issues with Internet chat is how to manage the corresponding pairs of questions and answers in a sequence of conversations. Although many novel methodologies have been introduced to cope with this problem, most are poor in managing interruptions, organizing turn-taking, and conveying comprehension. The Internet environment is recently evolving into a 3D environment, but the problems with managing chat dialogues with the standard 2D text-based chat have remained. Therefore, we propose a more realistic communication model for chat agents in 3D virtual space in this paper. First, we propose a new method to measure the capacity of communication between chat agents and a novel visualization method to depict the hierarchical structure of chat dialogues. In addition, we are concerned with communication networks for virtual people (avatars) living in virtual worlds. In this paper we consider a microscopic aspect of a social network in a relatively short period of time. Our experiments show that our model is highly effective in a virtual chat environment, and the communication network based on our model greatly facilitates investigation of a very large and complicated communication network.

Design to Improve Educational Competency Using ChatGPT

  • Choong Hyong LEE
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.182-190
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    • 2024
  • Various artificial intelligence neural network models that have emerged since 2014 enable the creation of new content beyond the existing level of information discrimination and withdrawal, and the recent generative artificial intelligences such as ChatGPT and Gall-E2 create and present new information similar to actual data, enabling natural interaction because they create and provide verbal expressions similar to humans, unlike existing chatbots that simply present input content or search results. This study aims to present a model that can improve the ChatGPT communication skills of university students through curriculum research on ChatGPT, which can be participated by students from all departments, including engineering, humanities, society, health, welfare, art, tourism, management, and liberal arts. It is intended to design a way to strengthen competitiveness to embody the practical ability to solve problems through ethical attitudes, AI-related technologies, data management, and composition processes as knowledge necessary to perform tasks in the artificial intelligence era, away from simple use capabilities. It is believed that through creative education methods, it is possible to improve university awareness in companies and to seek industry-academia self-reliant courses.

ChatGPT 기반의 자율형 레벨 디자인을 위한 게임 시스템 (Game System for Autonomous Level Design Based on ChatGPT)

  • 정도훈;이준경;박성준
    • 한국인터넷방송통신학회논문지
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    • 제24권4호
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    • pp.113-119
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    • 2024
  • 본 논문에서는 게임의 자율적 레벨 디자인을 위한 밸런싱 작업을 위해 Chat-GPT를 활용하여 게임 밸런스에 영향을 주는 수치들을 변경하는 시스템을 개발하였다. Chat-GPT를 이용한 여러 연구와 사례에서 보여진 Chat-GPT의 활용성을 토대로, 세부적이고 객관적인 게임 내 수치값을 Chat-GPT가 직접 조절하도록 자동화 하였다. 본 논문에서는 Chat-GPT가 답변할 때의 형식을 일관성 있게 조절하여, 답변 내용에서 직접적으로 게임 밸런싱에 필요한 수치값을 가져올 수 있게 하였다. 이 내용을 실시간으로 게임 내 수치값에 적용시켜 변경하도록 제작하였다. 실험 방법으로는 4명의 플레이어가 5개의 라운드를 통해 자율적으로 게임 레벨 디자인을 하여 밸런싱 조절이 되는 것을 확인하였다. 이러한 연구는 추후 Chat-GPT를 활용하여 게임을 제작할 수 있다는 가능성을 기대한다.

An Evolution Model of Rumor Spreading Based on WeChat Social Circle

  • Wang, Lubang;Guo, Yue
    • Journal of Information Processing Systems
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    • 제15권6호
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    • pp.1422-1437
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    • 2019
  • With the rapid development of the Internet and the Mobile Internet, social communication based on the network has become a life style for many people. WeChat is an online social platform, for about one billion users, therefore, it is meaningful to study the spreading and evolution mechanism of the rumor on the WeChat social circle. The Rumor was injected into the WeChat social circle by certain individuals, and the communication and the evolution occur among the nodes within the circle; after the refuting-rumor-information injected into the circle, subsequently,the density of four types of nodes, including the Susceptible, the Latent, the Infective, and the Recovery changes, which results in evolving the WeChat social circle system. In the study, the evolution characteristics of the four node types are analyzed, through construction of the evolution equation. The evolution process of the rumor injection and the refuting-rumor-information injection is simulated through the structure of the virtual social network, and the evolution laws of the four states are depicted by figures. The significant results from this study suggest that the spreading and evolving of the rumors are closely related to the nodes degree on the WeChat social circle.

Relationship between Local SNS Usage and Social Capital

  • Yao, Chunliang;Joo, Jae-Hun;Shin, M. Minsuk
    • 유통과학연구
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    • 제14권8호
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    • pp.35-44
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    • 2016
  • Purpose - This study aims to understand the relationship between Chinese local SNS usage and social capital building through Chinese international students in South Korea. A research model that illustrates the relationship between the SNS usage (i.e., intensity, communication and social capital building is proposed. Based on the analysis, this study will provide responses to the question of if SNS really presents the danger of trapping international consumers in their local comfort zone or enhance social capital for the users. Research design, data, and methodology - The survey questionnaire is circulated among the WeChat (a Chinese local SNS) users who are the Chinese international students studying in South Korea. The collected data is analyzed by structural equation method using SPSS and AMOS. Results - Proposed hypotheses of the positive relationships between the attachment of SNS use and both individuals' bridging and bonding social capital are supported. It's also supported that (1) interpersonal communication, (2) interpersonal communication with old friends, and (3) interpersonal communication for making new friends on SNS positively influence individuals' bridging social capital. Conclusions - This paper demonstrates the importance of intensity of WeChat use and interpersonal communication that impact Chinese international students' bridging and bonding social capital on WeChat.

Defining the Nature of Online Chat in Relation to Speech and Writing

  • Lee, Hi-Kyoung
    • 영어어문교육
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    • 제12권2호
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    • pp.87-105
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    • 2006
  • Style is considered a pivotal construct in sociolinguistic variation studies. While previous studies have examined style in traditional forms of language such as speech, very little research has examined new and emerging styles such as computer-mediated discourse. Thus, the present study attempts to investigate style in the online communication mode of chat. In so doing, the study compares text-based online chat with speech and writing. Online chat has been previously described as a hybrid form of language that is close to speech. Here, the exact nature of online chat is elucidated by focusing on contraction use. Differential acquisition of stylistic variation is also examined according to English learning background. The empirical component consists of data from Korean speakers of English. Data is taken from a written summary, an oral interview, and a text-based online chat session. A multivariate analysis was conducted. Results indicate that online chat is indeed a hybrid form that is difficult to delineate from speech and writing. Text-based online chat shows a somewhat similar rate of contraction to speech, which confirms its hybridity.. Lastly, some implications of the study are given in terms of the learning and acquisition of style in general and in online contextual modes.

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가상현실 공간에서의 ChatGPT 시스템을 활용한 인터페이스와 상호작용에 대한 연구 (A study on iNterface and Interaction using Chatgpt System in Virtual Reality Space)

  • 이주상;이효승;최우진
    • 한국전자통신학회논문지
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    • 제18권6호
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    • pp.1285-1290
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    • 2023
  • 가상공간(이하 VR)에서의 환경은 기존의 PC 및 스마트폰에 비해 접근하기 어렵다는 문제가 있지만, 기존 환경에 비해 더 현실감 있고 무궁한 체험과 기능을 제공해 줄 수 있다는 장점이 존재한다. 이러한 VR환경에서 최근 인기있는 AI 기술인 ChatGPT를 활용한 인터페이스와 상호작용을 연구함으로서 가상 세계에서 더욱 편리하게 일을 처리하도록 돕는 기술을 개발할 필요가 있다. VR환경에서의 ChatGPT 인터페이스와 상호작용은 개인화된 서비스 제공을 위한 연구이기도 하다. 이를 통해 사용자는 자신에게 맞는 인터페이스를 선택하고 비서 인터페이스 역시 사용자에게 최적화된 맞춤형 서비스를 제공할 수 있게 된다. 이에 본 연구에서는 VR환경에서 ChatGPT 시스템을 연동하여 편리한 상호작용 방법에 대해 설계함으로서 AI 비서 개발을 위한 이전 연구로 삼는다.

ChatGPT를 활용한 영농 일지 지원 방법 (Farming Diary Support Method using ChatGPT)

  • 김성민;황만수;김상근;김능회
    • 한국인터넷방송통신학회논문지
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    • 제23권6호
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    • pp.191-197
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    • 2023
  • 농민에게 영농 일지는 친환경 및 GAP(농산물우수관리) 인증을 받거나 여러 보조금 신청 시 증거자료로 활용할 수 있는 중요한 문서이다. 영농 일지는 항목별로 세세하게 작성할수록 좀 더 가치 있는 자료가 될 수 있다. 허나 일부 농민들은 서류 작성 및 글쓰기에 익숙하지 않기 때문에 영농 일지 작성법에 대한 교육이 이루어지고 있음에도 불구하고 어떻게 작성해야 할지 막막해하는 현실이다. 따라서 본 논문은 ChatGPT를 활용하여 기존 영농 일지에 추가해야 할 사항을 손쉽게 작성하는 방법을 제안한다. 본 논문이 제안하는 방법으로 영농 일지 내용을 자세하게 작성하면 훌륭한 인증 증거자료로서의 가치는 더욱 상승하고 다음 농사를 진행하는 데에 많은 도움을 줄 것으로 기대한다.

사용자 리뷰에서 ChatGPT를 활용한 새로운 고객의 니즈 도출 방법 (A Method for Identifying New Customer Needs from User Reviews Using ChatGPT)

  • 박재형;김능회
    • 한국인터넷방송통신학회논문지
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    • 제24권4호
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    • pp.189-194
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    • 2024
  • 고객의 니즈를 파악하고 그에 맞게 제품과 서비스를 개선하는 것은 현대 비즈니스에서 생존과 성장을 위한 필수 과제이다. 이는 고객 만족도의 증대와 제품의 경쟁력 확보에 직결되는 문제이기에 이를 성공적으로 이행하는 것이 중요하다. 그러나 사용자 리뷰는 비정형 데이터의 특성을 갖고 있기에 리뷰 분석에 다양한 단계의 처리가 요구되며, 리뷰를 분석하고 알맞은 솔루션을 적용하기 위해서는 전문적인 지식과 기술이 필요하다는 등의 문제로 인해 소상공인들은 고객의 니즈를 빠르게 수용하고 반영하는 것이 어려운 상황에 처해있다. 따라서 본 논문은 ChatGPT를 활용하여 사용자 리뷰에서 중요 단어 및 새로운 단어를 파악하고 새로운 고객의 니즈를 도출하는 방법을 제안한다.

성별에 따른 온라인 게임의 커뮤니케이션 유형 (Communication type of online game by gender)

  • 홍기주;오현주
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2017년도 제56차 하계학술대회논문집 25권2호
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    • pp.93-94
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    • 2017
  • Game players showed differences in their favorite genres according to gender and fun factors in games. Women prefer RPG, while men prefer RPG, FPS, and simulation. In addition, there was a difference in the type of communication in the game according to gender. Women showed SNS chat, and men preferred party play. People who chat regularly tend to communicate with others while playing games. The smaller the age, the more tendency to communicate with others. Also, 54% of the respondents said they do not chat while playing games. The reason for this is that they have experienced insult or discomfort through chats during the game.

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