• Title/Summary/Keyword: 對話

Search Result 3,158, Processing Time 0.029 seconds

A Study on Wu-Yue Chunqiu as a Fiction: Through a Analysis of Discourse Revealed in the Work (소설로서의 《오월춘추(吳越春秋)》 연구 -작품에 나타난 서술 분석을 통하여)

  • 김영식
    • CHINESE LITERATURE
    • /
    • v.99
    • /
    • pp.61-85
    • /
    • 2019
  • 這篇論文原來開始了於一個把 《吳越春秋》想看成小說書的意圖. 以成就那個目的的方法, 我在 這兒分析了《吳越春秋》裏面的各種敍述表現。《吳越春秋》的作者通過史實的記述不但追究了歷史的知識跟敎訓而且通過表現的方法注重了構 思與小說一樣的文體。所以作者的敍述表現在硏究 《吳越春秋》方面上不得不重視. 我發見了《吳越 春秋》裏面的重要的敍述方法如下。 第一, 作者運用了各種修辭法。作者爲了《吳越春秋》的文學的表現使用了如隱喩法⋅直喩法⋅諷喩 法⋅誇張法⋅漸層法等等的各種修辭。 第二, 作者運用了很多的對話。連續不斷的對話使文章具有展開事件的功能。此外, 我發見了對 話的使用讓讀者把握人物的性格。 第三, 作者多用了細密化的表現。描寫, 特別是人物描寫與場面描寫, 在基本上異於簡略事件的歷史記述, 這使讀者認識《吳越春秋》是一篇的初步小說。 总而言之,《吳越春秋》裏面的各種修辭⋅對話的使用⋅細密化的表現使人們覺得作者憑藉記述歷史的借口而寫成一篇的歷史小說。我信如此的筆法運用讓《吳越春秋》成一本進入小說的段階的典籍。

부부간의 대화와 성생활로 활력 찾기

  • 대한가족보건복지협회
    • 가정의 벗
    • /
    • v.37 no.12 s.436
    • /
    • pp.20-21
    • /
    • 2004
  • 성(性)이라는 한자가 지니는 의미는 마음(心)과 몸(生)이 합쳐져 있는 것이다. 성이 단순히 쾌락만을 의미하지 않으며 몸과 마음이 조화를 이루고 있다는 뜻이다. 부부간의 많은 대화와 성생활을 통해서 일상에서의 활력을 찾을 수 있다.

  • PDF

Stream Synchronization Mechanism using Variable Buffers and Insertion of Interactive Objects (가변 버퍼와 상호대화형 객체 삽입을 이용한 스트림 동기화 기법)

  • Lee, Yang-Min;Lee, Jae-Kee
    • The KIPS Transactions:PartB
    • /
    • v.12B no.6 s.102
    • /
    • pp.661-670
    • /
    • 2005
  • According as services that offer multimedia streams are activated on the Internet, users who use these services we increased extremely. As a result of this, the increase of network traffic was occurred. Also it caused the problems such as the discontinuous playback in case of the s#ream playback and the asynchronization between a video and an audio. To solve these problems, it needs a method that guarantee the stable playback of media streams and a method of media transfer that can interact between a service user and media. Existing related researches has achieved the synchronization through various methods, but did not shown the results of satisfaction in the aspect of interaction. In this paper, we inserted the interactive objects in each media file, designed functions that these objects can use each other's information, and solved the interaction and the synchronization between a video and an audio. Also, we solved the discontinuous playback of a stream by the insufficiency of network bandwidth through using variable buffers.

Examination of a Voice Interaction Model for Smart TV through Conversation Patterns (대화 패턴 연구를 통한 스마트TV 음성 상호작용 모델의 탐구)

  • Choi, Jinhae
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.2
    • /
    • pp.96-104
    • /
    • 2017
  • As new smart devices are evolved into the intelligent agent who can reflect user intention and use context, user experience design for easy and convenient usability becomes a core competitive edge. Under the assumption that human centered natural interaction is necessary for the optimal smart TV experience, this study explores the types of voice interaction which are peculiar to TV watching context. In order to build a model for the users to naturally interact with Smart TV, conversation patterns were collected by requesting key features of Smart TV to intelligent agent. Collected sentences were applied to CfA model and classified by responses to activate features. The classified conversation patterns were divided into feature activation and information search. This study has identified that CfC1 occurred when voice interaction between Smart TV and users was vague and CfC2 occurred when the requests were complex or conditional. In conclusion, Simple Request Type is the most efficient model and voice interaction is more appropriate to use to clarify users' vague requests.

Artificial Intelligence Art : A Case study on the Artwork An Evolving GAIA (대화형 인공지능 아트 작품의 제작 연구 :진화하는 신, 가이아(An Evolving GAIA)사례를 중심으로)

  • Roh, Jinah
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.5
    • /
    • pp.311-318
    • /
    • 2018
  • This paper presents the artistic background and implementation structure of a conversational artificial intelligence interactive artwork, "An Evolving GAIA". Recent artworks based on artificial intelligence technology are introduced. Development of biomimetics and artificial life technology has burred differentiation of machine and human. In this paper, artworks presenting machine-life metaphor are shown, and the distinct implementation of conversation system is emphasized in detail. The artwork recognizes and follows the movement of audience using its eyes for natural interaction. It listens questions of the audience and replies appropriate answers by text-to-speech voice, using the conversation system implemented with an Android client in the artwork and a webserver based on the question-answering dictionary. The interaction gives to the audience discussion of meaning of life in large scale and draws sympathy for the artwork itself. The paper shows the mechanical structure, the implementation of conversational system of the artwork, and reaction of the audience which can be helpful to direct and make future artificial intelligence interactive artworks.

Avatar's Lip Synchronization in Talking Involved Virtual Reality (대화형 가상 현실에서 아바타의 립싱크)

  • Lee, Jae Hyun;Park, Kyoungju
    • Journal of the Korea Computer Graphics Society
    • /
    • v.26 no.4
    • /
    • pp.9-15
    • /
    • 2020
  • Having a virtual talking face along with a virtual body increases immersion in VR applications. As virtual reality (VR) techniques develop, various applications are increasing including multi-user social networking and education applications that involve talking avatars. Due to a lack of sensory information for full face and body motion capture in consumer-grade VR, most VR applications do not show a synced talking face and body. We propose a novel method, targeted for VR applications, for talking face synced with audio with an upper-body inverse kinematics. Our system presents a mirrored avatar of a user himself in single-user applications. We implement the mirroring in a single user environment and by visualizing a synced conversational partner in multi-user environment. We found that a realistic talking face avatar is more influential than an un-synced talking avatar or an invisible avatar.

(<한국어 립씽크를 위한 3D 디자인 시스템 연구>)

  • Shin, Dong-Sun;Chung, Jin-Oh
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.362-369
    • /
    • 2006
  • 3 차원 그래픽스에 적용하는 한국어 립씽크 합성 체계를 연구하여, 말소리에 대응하는 자연스러운 립씽크를 자동적으로 생성하도록 하는 디자인 시스템을 연구 개발하였다. 페이셜애니메이션은 크게 나누어 감정 표현, 즉 표정의 애니메이션과 대화 시 입술 모양의 변화를 중심으로 하는 대화 애니메이션 부분으로 구분할 수 있다. 표정 애니메이션의 경우 약간의 문화적 차이를 제외한다면 거의 세계 공통의 보편적인 요소들로 이루어지는 반면 대화 애니메이션의 경우는 언어에 따른 차이를 고려해야 한다. 이와 같은 문제로 인해 영어권 및 일본어 권에서 제안되는 음성에 따른 립싱크 합성방법을 한국어에 그대로 적용하면 청각 정보와 시각 정보의 부조화로 인해 지각의 왜곡을 일으킬 수 있다. 본 연구에서는 이와 같은 문제점을 해결하기 위해 표기된 텍스트를 한국어 발음열로 변환, HMM 알고리듬을 이용한 입력 음성의 시분할, 한국어 음소에 따른 얼굴특징점의 3 차원 움직임을 정의하는 과정을 거쳐 텍스트와 음성를 통해 3 차원 대화 애니메이션을 생성하는 한국어 립싱크합성 시스템을 개발 실제 캐릭터 디자인과정에 적용하도록 하였다. 또한 본 연구는 즉시 적용이 가능한 3 차원 캐릭터 애니메이션뿐만 아니라 아바타를 활용한 동적 인터페이스의 요소기술로서 사용될 수 있는 선행연구이기도 하다. 즉 3 차원 그래픽스 기술을 활용하는 영상디자인 분야와 HCI 에 적용할 수 있는 양면적 특성을 지니고 있다. 휴먼 커뮤니케이션은 언어적 대화 커뮤니케이션과 시각적 표정 커뮤니케이션으로 이루어진다. 즉 페이셜애니메이션의 적용은 보다 인간적인 휴먼 커뮤니케이션의 양상을 지니고 있다. 결국 인간적인 상호작용성이 강조되고, 보다 편한 인간적 대화 방식의 휴먼 인터페이스로 그 미래적 양상이 변화할 것으로 예측되는 아바타를 활용한 인터페이스 디자인과 가상현실 분야에 보다 폭넓게 활용될 수 있다.

  • PDF

Dialog System based on Speech Recognition for the Elderly with Dementia (음성인식에 기초한 치매환자 노인을 위한 대화시스템)

  • Kim, Sung-Il;Kim, Byoung-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.6 no.6
    • /
    • pp.923-930
    • /
    • 2002
  • This study aims at developing dialog system to improve the quality of life of the elderly with a dementia. The proposed system mainly consists of three modules including speech recognition, automatic search of the time-sorted dialog database, and agreeable responses with the recorded voices of caregivers. For the first step, the dialog that dementia patients often utter at a nursing home is first investigated. Next, the system is organized to recognize the utterances in order to meet their requests or demands. The system is then responded with recorded voices of professional caregivers. For evaluation of the system, the comparison study was carried out when the system was introduced or not, respectively. The occupational therapists then evaluated a male subjects reaction to the system by photographing his behaviors. The evaluation results showed that the dialog system was more responsive in catering to the needs of dementia patient than professional caregivers. Moreover, the proposed system led the patient to talk more than caregivers did in mutual communication.

Exploring the effect of collective intelligence through the 'World Cafe' conversations (집단지성 구현을 위한 토의 수업에서 '월드카페형 대화법'의 적용 가능성 모색)

  • Kim, DaWon
    • Journal of the Korean association of regional geographers
    • /
    • v.19 no.4
    • /
    • pp.787-804
    • /
    • 2013
  • The purpose of this study is to explore the effect of 'World Cafe' conversations for collective intelligence. For this purpose, 'World Cafe' was applied to the class 'presentation and discussion' of university class. To explore the effect of 'World Cafe' conversations for collective intelligence I surveyed the responses of students participating in the class and analyzed results of the survey and class activities. The results are as follows: first, 82 percent of all students were actively involving in the class, second, topics were more discussed through World Cafe class than general discussion class. These results suggest 'World Cafe' class induced active participation of the students in class and have the effect producing the collective intelligence.

  • PDF