• Title/Summary/Keyword: chatting

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The Effects of Computer Interest Levels and Chatting Method (with AI Chatting robot: Chatterbot) on Teaching and Learning (인공지능 채팅로봇인 채터봇을 활용한 실시간 온라인 채팅수업방법과 컴퓨터 흥미도의 교수-학습적 영향 분석)

  • Kim, Tae-Woong
    • Journal of Engineering Education Research
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    • v.11 no.4
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    • pp.19-33
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    • 2008
  • The purpose of this study is to find out the effects of the use of Chatting Method(with AI Chatting robot: Chatterbot) and Computer Interest Levels on Teaching & Learning. The major findings of the study are as follows. Firstly, the chatting activities using the chatterbot method and computer Interest Levels were not effective in the academic achievement. Secondly, the chatting activities using the chatterbot method and computer Interest Levels were effective in improving the learning motivation. Thirdly, According to the result of post-feedback analysis, the benefits of chatterbot method was 'the new', 'transcends time and space', 'drill and practice learning' and was some of the drawbacks 'response fixed', lack of emotional transactions. and the proposal 'PBL' was reached(1. strength: new experience, 2. weakness: be tired, 3. proposal: PBL approach). Fourthly, the relationship between the academic achievement, learning motivation, post-feedback was no correlation. Based on these results, the study suggests that the chatterbot method was need for multiple instructional design strategy.

Analysis on the Chatting Language of Elementary School Students (초등학생들이 사용하는 채팅 언어의 분석)

  • Ceong, Hee-Taek;Jeong, Yeong-Sun
    • Journal of The Korean Association of Information Education
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    • v.9 no.1
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    • pp.99-112
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    • 2005
  • In this research, we analyze chatting language of elementary school students, present the properties which are a result of this analysis and propose the method to solve it. Analysis on the chatting language considering organic relation of sentences is classified into syntactic, semantic and statistical characteristics. As a result of analysis, new characteristics is discovered writing by the way children pronounce their words, writing by switching the order of syllable's frontal and rear ends, inarticulate conversation of the other man. To minimize language misuse and to establish a chatting culture that is favorable to the development of children's emotional development, we propose the methods of computer system.

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Statistical Generation of Korean Chatting Sentences Using Multiple Feature Information (복합 자질 정보를 이용한 통계적 한국어 채팅 문장 생성)

  • Kim, Jong-Hwan;Chang, Du-Seong;Kim, Hark-Soo
    • Korean Journal of Cognitive Science
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    • v.20 no.4
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    • pp.421-437
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    • 2009
  • A chatting system is a computer program that simulates conversations between a human and a computer using natural language. In this paper, we propose a statistical model to generate natural chatting sentences when keywords and speech acts are input. The proposed model first finds Eojeols (Korean spacing units) including input keywords from a corpus, and generate sentence candidates by using appearance information and syntactic information of Eojeols surrounding the found Eojeols. Then, the proposed model selects one among the sentence candidates by using a language model based on speech act information, co-occurrence information between Eojeols, and syntactic information of each Eojeol. In the experiment, the proposed model showed the better correct sentence generation rate of 86.2% than a previous conventional model based on a simple language model.

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A Study on Awareness and Experience of Extramarital relations (혼외관계의 인식과 경험에 관한 연구)

  • Kim, Byung-Su
    • Korean Journal of Human Ecology
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    • v.10 no.2
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    • pp.19-35
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    • 2007
  • The purpose of this study was to examine the awareness and experience of extramarital relations across individual and familial variables of married men and women. Data for this study were 600 married men and women who were recruited the respondents through internet site. Results of this study were as follows; 1) Most of married men and women were regarded extramarital relations types(emotional connections, short-term relationship such as prostitution, sexual intercourse except a prostitution, one-night stands, physical connections, letter chatting with multimedia, video chatting with multimedia), By gender men had more permissiveness attitudes about extramarital relations type than women, 2) There were significant differences in the awareness and experience of extramarital relations types across variables(sex, age, education level, income, occupation, religion, marriage duration). 3) Married men reported that they experience(emotional connections, sexual intercourse, physical connections, letter chatting with multimedia, video chatting with multimedia, infidelity ideation, infidelity attempts) more extramarrital relations types than married women. There were significant differences in the experience extramarital relations types across variables.

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Non-native/Non-native Interactions: Meaning Negotiation by EFL College Students

  • Suh, Jae-Suk
    • English Language & Literature Teaching
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    • v.16 no.3
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    • pp.119-139
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    • 2010
  • The purpose of this paper was to examine various aspects of meaning negotiation process in online chatting. Korean college students were asked to engage in chatting on the Internet over the course of a semester-long period, and chatting transcripts were analyzed in terms of sources of communication breakdown, signals to indicate communication breakdown, strategies to overcome communication breakdown, and ways of closing meaning negotiation. According to the findings of the study, lack of background knowledge and incoherent string of sentences in text were two major barriers creating communication problems. Subjects were able to use signals to indicate their communication difficulties, and overcome them by using different strategies. In doing so, however, they were found to suffer a narrow range of signals and strategies, which showed their limited communicative ability in the management of interaction, and indicated a clear, strong need for an extension of discourse and strategic competences of Korean students for more effective and smoother transition of message in everyday interaction.

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Technical Approaches for Blocking Obscenity in Internet Video Chatting (화상 채팅의 음란성을 차단하기 위한 기술적 해결 방안)

  • Cho Dong Uk;Kim Ji Yeong
    • The KIPS Transactions:PartD
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    • v.11D no.7 s.96
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    • pp.1499-1506
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    • 2004
  • In this paper an analysis of current video chatting situation and connection status is performed and a technical method to block the obscene contents is proposed. Methods to shut down socially degenerate Internet sites are well known, which are essentially directory or vocabulary based. For the video chatting sites. however, dynamic selectivity is required as the chatting groups in a sites are all different and even in a single group the contents of chatting may turn socially objectionable as time passes. The proposed method is based on the analysis of chatting contents and selectively blocks the sound and/or video data streams. To prove the effectiveness of the method the experiments are performed and the results are shown very satisfactioy.

A Study on The Voice Chatting System of MMORPGs in China (중국 내 MMORPG의 음성 채팅 시스템에 대한 연구)

  • LING, XU;Yoon, Hyung Sup
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.99-108
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    • 2017
  • Communication is one of the very important factor in MMORPGs where a large number of users participate at the same time. The voice chatting system, which was appeared in the development process of the chatting system, failed in Korea but it was a great success in China. The purpose of this study is to analyze this cause. The research scope of this study is as follows. We set the range of this study from 2003 to 2015. This period covers the beginning of the growth of the Chinese game industry up to the present. The research target games are MMORPGs, which ranked 1st in sales and concurrent users. In the research and survey analysis process, various factors such as the input speed of Chinese and Korean characters and the relationship between men and women were investigated and analyzed. In conclusion, chatting system in Chinese MMORPGs has developed into three stages and we found out that voice chatting in China was relatively popularized rather than in Korea. China's slow typing speed and excellent voice chatting system were the main factors.

Chatting-based Commerce Platform Enabling Non-Volatile Social Curation Service (비휘발적 소셜 큐레이션 서비스가 가능한 대화형 상거래 플랫폼 개발)

  • Yoo, Keedong
    • The Journal of Society for e-Business Studies
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    • v.23 no.3
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    • pp.145-157
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    • 2018
  • The social curation service that selectively provides information generated by individuals or groups with the same interests can have a synergistic effect when combined with the recently used SNS-based chatting function. If these kinds of chatting-based curation technologies are applied to the Internet shopping malls, particularly, buyers can obtain more reliable information in real time basis, and sellers can provide them with more differentiated and rich information in a continuous manner. This research suggests a chatting-based commerce platform that provides the social curation service based on chats among sellers, existing buyers, and potential buyers. The proposed commerce platform can organize a chat channel for each store and product not only to immediately respond to new and existing customer inquiries about stores, brands, and detailed products, but also to continuously activate differentiated sales strategies to customers subscribed to the channel. In particular, MongoDB is used to permanently save and archive the information and chatting history of each channel, so that the buyer can search and refer to them recorded in the corresponding channel at any time.

A Study on Design Guideline of Cyber Chatting System based on Usability Evaluation (사이버 채팅 시스템의 사용성 평가를 통한 사용자 인터페이스 설계 지침에 관한 연구)

  • 전대인;박정순
    • Archives of design research
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    • v.14 no.1
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    • pp.35-46
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    • 2001
  • Recently varieties of user groups are formed as the number of people using cyber chatting gets increased and there are many changes in the range and field of its use. But because most of the cyber chatting systems are being operated to enlarge the additional sonics use, the using environments are stereotyped. And as its function is being various as well, it can not provide with a user-centered environment. So this thesis compares and analyzes the problems derived from the usability evaluation for solving the problems in using cyber chatting systems, and presents the guidelines of emotion-intended user interface design for improving the usability as the result of the analysis. First, this study investigates cyber chatting systems as a means of web communication tools through the existing literatures. Secondly, this study finds out the problems in using them through satisfaction evaluation, heuristic evaluation, performance evaluation, and observation evaluation and presents a way of solving the provisional problems in using them as the analysis of the result of usability evaluation. And this was proceeded for the purpose of applying and activating the better usability evaluation of cyber chatting systems later. Through the usability evaluation, it is found out that the structuralization of chatting function, the screen visibility by the size and arrangement of the compositional elements of a screen, and the improvement and development of the proper metaphor use of images and functions by the communication environment are necessary.

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A Swearword Filter System for Online Game Chatting (온라인게임 채팅에서의 비속어 차단시스템)

  • Lee, Song-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.7
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    • pp.1531-1536
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    • 2011
  • We propose an automatic swearword filter system for online game chatting by using Support Vector Machines(SVM). We collected chatting sentences from online games and tagged them as normal sentences or swearword included sentences. We use n-gram syllables and lexical-part of speech (POS) tags of a word as features and select useful features by chi square statistics. Each selected feature is represented as binary weight and used in training SVM. SVM classifies each chatting sentence as swearword included one or not. In experiment, we acquired overall 90.4% of F1 accuracy.