• Title/Summary/Keyword: chatting

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Design and Implementation of Real-time Audio and Video System Using Red5 and Node.js (Red5와 Node.js를 활용한 실시간 음성 및 영상 시스템의 설계 및 구현)

  • Kim, Hyeock-Jin;Kwark, Woo-Young
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.10
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    • pp.159-168
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    • 2014
  • The Web is a way to share documents and communicate. However, voice and video data can be transmission in real time and currently being developed by the objects and the objects that interact to further develop the Internet. Existing video and audio programs to transmission data to the interface of different types of systems a lot of constraint condition on the cost of the interface, extensibility. In this paper, voice and audio transmission system a different operating system, improve the constraints of the ERP system compatibility and extensibility is a open source based system developed by the research. The program is different types of systems and interface, extensibility with program design and development methodologies, and open source-based system composed This system is good for cost saving and extensibility. Therefore, systems research and development, Extensibility and excellent on the interface, system design and development methodologies, such as real-time video conferencing, HMI, and take advantage of your video available from SNS.

Research on online game bot guild detection method (온라인 게임 봇 길드 탐지 방안 연구)

  • Kim, Harang;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1115-1122
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    • 2015
  • In recent years, the use of game bots by illegal programs has been expanded from individual to group scale; this brings about serious problems in online game industry. The gold farmers group creates an in-game social community so-called "guild" to obtain a large amount of game money and manage game bots efficiently. Although game developers detect game bots by detection algorithms, the algorithms can detect only part of the gold farmers group. In this paper, we propose a detection method for the gold farmers group on a basis of normal and bot guilds characteristic analysis. In order to differentiate normal and bots guild, we analyze transaction patterns for individuals, auction house and chatting. With the analyzed results, we can detect game bot guilds. We demonstrate the feasibility of the proposed methods with real datasets from one of the popular online games named AION in Korea.

Design and Implementation of MUG(Multi-User Graphic) Game for Elementary Students (MUG(Mutil-User Graphic)게임의 설계 및 구현 - 초등학생을 위한 -)

  • Ahn, Mi-Lee;Lee, Jeong-Ae
    • Journal of Digital Contents Society
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    • v.1 no.1
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    • pp.77-88
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    • 2000
  • Leading educational paradigm based on Constructivism drives for many changes in the field of education. It causes the shift from instructor-based to learner-based learning, and cooperative teaming amongst the learners. Multi User Game (MUG) which is a network-based cooperative game is popular among many college students. MUG is known to provide positive and creative activities encouraging learners to participate, reform and produce new knowledge and skills. Thus, it has potential as an effective learning tool. In this study, however, we have designed a prototype of Cooperative MUG Game for elementary students to learn within networked environment to play while learning new knowledge and skills. The elementary students will interact with the other students through chatting while playing MUG.

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Greeting, Function, and Music: How Users Chat with Voice Assistants

  • Wang, Ji;Zhang, Han;Zhang, Cen;Xiao, Junjun;Lee, Seung Hee
    • Science of Emotion and Sensibility
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    • v.23 no.2
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    • pp.61-74
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    • 2020
  • Voice user interface has become a commercially viable and extensive interaction mechanism with the development of voice assistants. Despite the popularity of voice assistants, the academic community does not utterly understand about what, when, and how users chat with them. Chatting with a voice assistant is crucial as it defines how a user will seek the help of the assistant in the future. This study aims to cover the essence and construct of conversational AI, to develop a classification method to deal with user utterances, and, most importantly, to understand about what, when, and how Chinese users chat with voice assistants. We collected user utterances from the real conventional database of a commercial voice assistant, NetEase Sing in China. We also identified different utterance categories on the basis of previous studies and real usage conditions and annotated the utterances with 17 labels. Furthermore, we found that the three top reasons for the usage of voice assistants in China are the following: (1) greeting, (2) function, and (3) music. Chinese users like to interact with voice assistants at night from 7 PM to 10 PM, and they are polite toward the assistants. The whole percentage of negative feedback utterances is less than 6%, which is considerably low. These findings appear to be useful in voice interaction designs for intelligent hardware.

Jabber Messenger for a WebDAV-based Collaborative System (WebDAV 기반의 협업시스템을 위한 Jabber 메신저)

  • Lee, Hong-Chang;Park, Jin-Ho;Kim, Seong-Hune;Lee, Myung-Joon
    • The KIPS Transactions:PartC
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    • v.14C no.6
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    • pp.509-518
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    • 2007
  • Jakarta Slide is a WebDAV server developed as one of Apache projects, which supports asynchronous authoring for various contents on the server. Unfortunately, since the WebDAV protocol does not explicitly provide the workspaces for user groups, it is difficult to support complicated collaboration using Jakarta Slide. The CoSlide system is an extension of Jakarta Slide to address this problem, presenting more effective collaborative environment by providing various workspaces for group collaboration. In this paper, we describe the CoJBother Messenger for the CoSlide collaborative system. We developed CoJBother by extending the JBother messenger based on the standard Jabber protocol. To support the users and groups defined on the CoSlide system, we also extended the Jabber protocol. CoJBother shows the information on the CoSlide users and groups in addition to the standard Jabber users and groups. In particular, through CoJBother, the members of a group on CoSlide can initiate group chatting without any administrative overhead.

Design and Implementation of Ontology Decision Support system Based on XML (XML 기반 온톨로지 의사 결정 시스템 설계 및 구현)

  • Im Young-Tae;Kim Chang-soo;Jung Hoe-Kyung
    • Journal of Internet Computing and Services
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    • v.5 no.5
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    • pp.105-117
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    • 2004
  • As the organization has been coming to specialization and systematization, meetings have been holding for communication among members and deduction of rational outcome. Also process of meeting procedure has been developing. Those on-line meetings are getting grown because the on-line meetings with messenger and chatting are the best examples for overcoming space limitation problem. But, the on-line meetings have unavoidable weak points. The more a meeting is processed, the more point of argument is out of focus and perception of current situation is reduced. Therefore, this thesis proposes and describe that in introduction, think that pre-defined things, analysis and direction of Ontology, in body, draw up a plan how to make ontology to knowledge, and, how to get out of bounds limitation that as make ontology to knowledge. And, design and implementation actual system that organize this ontological Knowledge, and then managing and summarizing visualizing them. Also, in conclusion, after remark and consider this system in which using the ontology based on XML, and proposes conculsion and directional development point.

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A Research on Knowledge Sharing among Air Transportation Professionals (이직종간 지식공유 활성화 방안에 대한 연구 : 항공운항 분야를 중심으로)

  • Kim, Wan-Hyun;Park, Sang-Bum
    • The Journal of Industrial Distribution & Business
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    • v.8 no.6
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    • pp.61-73
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    • 2017
  • Purpose - Aviation control, navigation, and aircraft control in the air transportation area are very specialized. Each part is in progress for safety, efficiency, automation, and further. On the other hand co-work among each part including knowledge sharing has been inattentive for many reasons. The purpose of this research is to show how practicians and professionals in the air transportation area perceive the issue of knowledge sharing and to recall the necessity of knowledge sharing in the area. And we try to find ways to activate the knowledge sharing in the area. Research design, data, methodology - For the research, we inquired into whether practicians and professionals think knowledge sharing can effect safe aviation positively or not and what steps are necessary to activate knowledge sharing in the area. We adopted survey method using questionnaires for current practicians and interview for specialists. The survey and interview results were analyzed using regression analysis and AHP method. The interview for specialists and analyzing the results using AHP was to investigate what are the precedence factors to activate the knowledge sharing. Results - First, practicians perceive that knowledge sharing will affect aviation safe positively. Second objective knowledges such as, tower air traffic control procedure of aviation control area, flight principle and structure of aircraft control area, instrument landing system of navigation area, for knowledge sharing of each area were identified. Also the precedence factors such as, knowledge absorbability of personal factor, personal expectation of result of expectation factor, leadership of management of Structure factor, method of knowledge spread of application factor for knowledge sharing were found. Conclusions - Knowledge sharing for practicians and professionals in the aviation area is very important especially from the perspective of safety. However, for various many reasons including the environment of each special area that focusing on their own area, knowledge sharing has not been emphasized. We found that practicians in the area feel that knowledge sharing is necessary and helpful. For it, each practician's active participation is the most important and many ways such as chatting room to share knowledge are to be developed. And the organization culture should be changed to encourage knowledge sharing.

A Study on LED Lighting Environment of Asians and Westerners by Behaviors in Residential Space (동.서양인의 주거공간 행태에 따른 LED조명환경)

  • Yang, Jung-Soon
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.27 no.12
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    • pp.16-27
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    • 2013
  • This study describes the difference of lighting directing techniques of between asian and westerner in the residential space, and presents the LED lighting environment according to the residents' behaviors. This study was conducted with Koreans, European and North Americans, and the space range was limited to the living room where the various activities occur. The data of the desired LED lighting environment is drawn through lighting technique, illumination color temperature and illuminance variation of LED in living room, and the detailed study results are as follows ; First, the lighting in living space should be made with considering the various behaviors because the expected level according to consideration or not of behavior makes much difference. Second, the comfortably feeling LED lighting environments that are lighting technique, illumination color temperature and illuminance variation, are different between Koreans and North Americans, but Koreans and European feel comfortable under the similar LED lighting environments. Third, the data for the comfortable LED lighting environments is established according to the various residents' behaviors, which are watching TV, reading, studying, relaxing, chatting, entertaining guests. And then, the established LED lighting environments are analyzed with characteristic of behavior and classified according to lighting technique, illumination color temperature and illuminance variation for understanding their characteristic Few studies have been conducted to find out difference of the comfortably feeling LED lighting environment between asians and westerners. Therefore, in this study, it has a great significance to present the difference of the LED lighting environments that asians and westerners feel comfortable in living space, and to draw the characteristic of the expected lighting environment according to residents' behaviors.

Exploring Causes of the Habitual Use of Text-based Online Social Interaction (TOSI): Focusing on Internet Self-efficacy, Social Presence and Intimacy (텍스트 기반 온라인 사회 상호작용(TOSI)의 습관적 이용에 대한 연구: 중학생의 인터넷 자기효능감, 사회적 실재감, 친밀감을 중심으로)

  • Kim, Yang-Ha;Jang, Joo-Young;Kim, Min-Gyu;Kim, Joo-Han
    • Korean journal of communication and information
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    • v.38
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    • pp.119-146
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    • 2007
  • The purpose of this paper is to explore the factors causing adolescents' habitual use of text-based online social interaction (TOSI). The authors of the present study assumed that adolescents' perceived intimacy would affect the use of TOSI. Using structural equation modeling, the influences of perceived social presence and Internet self-efficacy on habitual use of TOSI were examined indirectly as well as directly, with and without intimacy as a mediate factor. The results show that the indirect effects were proven to be stronger compared with the direct effects. Perceived intimacy appeared to encourage more frequent uses of TOSI. The effects of intimacy were even more stronger especially with those who had higher levels of Internet self-efficacy.

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Digital Coupon Gift-giving Model through Gift-Giving Motivation (선물동기에 따른 모바일 메신저 디지털 쿠폰 선물 증여 모형)

  • Jung, Jong-Duk;Yeo, Hyun-Jin
    • Journal of the Korea Convergence Society
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    • v.6 no.6
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    • pp.105-110
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    • 2015
  • Since a smart phone has been popular, 91% of the internet users are utilizing the technology in all places for chatting and messenger which overtake share of voice and visual call utilization. The phenomenon is remarkable to young generations between teenager and thirties, which leads to mobile messenger shopping such as mobile digital voucher and coupon buy. In this research, we clarify whether traditional gift-giving motivations works on digital coupon gift-giving, and two technology acceptance model factors: perceived usefulness and ease of use affects between motivations and intention to gift-giving. The result shows three traditional gift-giving motivations: experiential, obligated and practical attitude affects intention to digital mobile coupon gift-giving and ease of use of the digital mobile coupon works parameter of the relation rather than usefulness. In other words, gift-giving purpose digital coupon users give a gift with traditional gift-giving motivation but has the stronger intetnion to gift-giving by technology ease of use.