• Title/Summary/Keyword: group chatting

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Design and Implementation of Trusted Chatting Room Using Software TPM (소프트웨어 TPM 을 사용한 신뢰형 채팅룸 설계 및 구현)

  • Kennedy, Chinyere Grace;Cho, Dong-Sub
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.259-261
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    • 2012
  • Chatting room has become widely using technology and it is vulnerable to the internet attackers. We proposed a chatting system using a Purebasic programming language to communicate across networks system. Chatting room text is a form of instant messaging between two or group of people. A Communication experiment was designed and implemented to confirm the validity of the developed chatting system on a trusted platform.

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대학생들의 3D 가상현실을 이용한 채팅의 영어학습 효과

  • Lee, Seon-Hye;Jeong, Dong-Bin
    • English Language & Literature Teaching
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    • v.16 no.1
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    • pp.233-257
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    • 2009
  • The purpose of the present study was to examine the effect of 3D avatar-based Virtual Reality chatting on college students' English learning achievement. Forty college sophomore students participated at this study and the research lesson continued for 8 weeks. They were administered to take a pretest to evaluate their vocabulary knowledge and writing skills. Their progress was assessed on the basis of midterm. Finally, a post-questionnaire was administered to measure their interest and understanding toward their learning experience in 3D avatar-based Virtual chatting. The results of this study indicated that there was a statistically significant difference between the control group and experimental group with respect to their midterm scores and writing. The result of the post-survey indicated the interest of English was statistically higher than the understanding of English.

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A Design on a Voice Chatting Facility based-on Closed Chatting Group in Android Platform (폐쇄형 채팅 그룹기반의 안드로이드 보이스 채팅 기능 설계)

  • Jin, Ah-Yeon;Park, Young-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.1470-1473
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    • 2011
  • 최근, 스마트폰 가입자 수가 1000만 명을 넘어설 전망으로 한국은 스마트폰 열풍이며 그중에서도 안드로이드 사용자가 폭발적으로 늘고 있는 추세다. 이러한 추세에 발맞춰 사람과 사람의 관계에 중심을 두는 서비스인 SNS가 급격히 성장하여 모바일의 장점을 살린 음성중심의 모바일SNS, 즉 보이스 채팅 시스템이 많은 인기를 끌고 있다. 그러나 기존 보이스 채팅 시스템의 대화상대 선정, 참여자들 간의 유대감 형성, 발언권 확보와 같은 주요 문제점들을 해결하기 위해 그룹형성, 멤버위치표시, 인원제한을 이용가능하게 하는 CCG(Closed Chatting Group, 폐쇄형 채팅 그룹)라는 '개설자의 현재 위치를 중심으로 형성된 채팅 그룹'을 도입한 CCG기반 보이스 채팅 시스템을 제안한다. 또한 기존의 사용성 낮은 디자인을 사용자 중심의 인터페이스 디자인을 사용하여 편리성을 제공한다. 사용자 중심의 CCG 기반 보이스 채팅 시스템인 SIC는 마음에 맞는 다양한 사람들과 원활한 커뮤니케이션을 할 수 있도록 도와 줄 것이다.

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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Achieving and Reasoning about Common Beliefs based on Social Networking Services: on the Group Chatting Model of KakaoTalk (소셜 네트워크에서 공통믿음의 형성과 추론: 카카오톡 채팅방을 중심으로)

  • Kim, Koono
    • Journal of the Korean Institute of Intelligent Systems
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    • v.27 no.1
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    • pp.7-14
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    • 2017
  • Theoretically, it is known that common beliefs and/or common knowledge cannot be attained in asynchronously distributed multiagent environments, however, it show that some propositions with deadlines can be attained as common beliefs among a set of fully trusted agents even when they communicate to each other asynchronously. Generally, in the multiagent environment, the attainment of common beliefs is approached as a problem of communication, and for the common beliefs paradox that the common beliefs is not attained on a system without communication time restriction is applied to loose coarser granularity and it prove that forming common beliefs is possible by relaxing necessary requirements through the KakaoTalk chatting model. I also experimented with the reasoning function that confirms the common beliefs by inquiring about the common belief generated by implementing the inference function in each agent of the KakaoTalk chatting model. Through utilizing metalogic programming, a formalization of the presentation and reasoning of common beliefs has been achieved, and the group chatting model of KakaoTalk was adopted in experiments to show that common beliefs can be formed among distributed agents using asynchronous communication.

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.

The Present and Future of Avata Fashion Market - The Strategic of Avata Fashion Marketing- (아바타 패션시장의 현재와 미래 -아바타 시장 패션 마케팅의 전략적 접근-)

  • 송영주
    • Journal of the Korea Fashion and Costume Design Association
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    • v.5 no.1
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    • pp.47-57
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    • 2003
  • Today there are increasing number of internet users. Internet is wide use of banking, shopping, school and studding. Also, internet is used in everyday living and its use is getting larger. Korea has the one of the most use of internet in the world. Most of houses have computer with internet, and there are alot of PC rooms in the streets. anyone can enjoy the internet anytime anywhere. Now, in internet there are group formed by community purpose. The 'dot com' companies was not making much of profit from their goods. However, they came out with an idea "avata" Soon, the avata became a hit and its known for its success. Avata is used for E-mail, name card, post stamp, and chatting. Also, Avata is very popular among chatting service, icon chatting, and 3D graphic chatting. Avata represent the user himself in internet and computer created imaginary space, and it connects between imaginary space and reality, also it exist between real name and nick name. Past years, the internet users were satisfied with their nick name, however resent year users wants to express them more. For the result the "Avata" is created to fulfill the need to express user themselves. There are three different ways to see how Korean react to fashion industry. first, Korea's land structure makes the density of population high, the transmission of information is very fast. Next, collectively is high among Koreans. Finally wide use to internet made the transmission of the fashion information much faster. The User wants to keep up with the fashion at the sametime they want to express themselves, and "avata" is the one that fulfill their needs. New technology and the desire to express themselves made the new term "avata industry". which was never existed before. In addition, the internet markets have potential power. Although, it is in start stage of avata industry. However, the experts say that its possibility of its development is not predictable. In conclusion, watch the development of a situation to analyze the avata industry and develop new avata fashion market.

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Internet Use of Adolescents according to their Life Content and Type (청소년 생활시간의 내용과 유형에 따른 인터넷 이용)

  • Na, Young-Joo;Hwang, Jin-Sook;Lee, Eun-Hee;Koh, Seon-Ju;Park, Sook-Hee
    • Journal of the Korean Home Economics Association
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    • v.43 no.12 s.214
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    • pp.15-28
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    • 2005
  • This study groups the life content of adolescents according to their time spent during the week and compares their internet use. The data were collected from 2210 middle and high school students, including their life content and hours, and various internet factors such as self-evaluated internet addiction, internet support, internet experience, chatting subjects and the type of internet service. Adolescents were divided into five groups: TV-oriented group, computer-oriented group, peer-oriented group, self-study group and extracurricular institution group. The purpose of internet use, internet experience, chatting subjects, negative aspects of internet and internet addiction were different by adolescents' group type. The peer-oriented group had the highest real self image as opposed to the cyber self image and trusted other's words on the internet. The TV-oriented group had the lowest trust in the internet. The computer-oriented group received the highest internet support and internet experiences, but didn't use the internet for the purpose of information search. The self-study and extra-curricular institution groups used the internet the least, used it to solve stress and were interested in school circles on the internet.

The Software Architecture of A Secure and Efficient Group Key Agreement Protocol

  • Lopez-Benitez, Noe
    • Journal of Convergence Society for SMB
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    • v.4 no.3
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    • pp.21-25
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    • 2014
  • Group communications are becoming popular in Internet applications such as video conferences, on-line chatting programs, games, and gambling. Secure and efficient group communication is needed for message integration, confidentiality, and system usability. However, the conventional group key agreement protocols are too much focused on minimizing the computational overhead by concentrating on generating the common group key efficiently for secure communication. As a result, the common group key is generated efficiently but a failure in authentication allows adversaries to obtain valuable information during the group communication. After achieving the secure group communication, the secure group communication should generate the group key efficiently and distribute it to group members securely, so the balance of security and system usage must be considered at the same time. Therefore, this research proposes the software architecture model of a secure and efficient group communication that will be imbedded into networking applications.

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Efficient and Secure Group Key Generation Protocol for Small and Medium Business

  • Jung, Hyun Soo
    • Journal of Convergence Society for SMB
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    • v.4 no.4
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    • pp.19-23
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    • 2014
  • Group communication is becoming increasingly popular in Internet applications such as videoconferences, online chatting programs, games, and gambling. For secure communications, the integrity of messages, member authentication, and confidentiality must be provided among group members. To maintain message integrity, all group members use the Group Key (GK) for encrypting and decrypting messages while providing enough security to protect against passive attacks. Tree-based Group Diffie-Hellman (TGDH) is an efficient group key agreement protocol to generate the GK. TGDH assumes all members have an equal computing power. One of the characteristics of distributed computing and grid environments is heterogeneity; the member can be at a workstation, a laptop or even a mobile computer. Member reordering in the TDGH protocol could potentially lead to an improved protocol; such reordering should capture the heterogeneity of the network as well as latency. This research investigates dynamic reordering mechanisms to consider not only the overhead involved but also the scalability of the proposed protocol.

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