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Development of tangible language content system based on voice recording (음성녹음 기반의 실감형 어학시스템 콘텐츠 개발)

  • Na, Jong-Won
    • Journal of Advanced Navigation Technology
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    • v.17 no.2
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    • pp.234-239
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    • 2013
  • Learning a lesson about poor concentration and problems of the existing content, the system of language which could not be determined, Many teachers' assessment decision was made. As a result, voice recording based on the combination of ubiquitous technology and virtual reality technology, and install the projector in a classroom Through the learning content corresponding grade English student ID card attached RFID reader in each classroom, and students of RFID tags attached. In reality of the virtual three-dimensional image content foreigners and question-and-answer using the voice recording technology at the same time check the pronunciation and intonation level passes or level failure judged. Student education data to a central server system is configured to do so after saving to the DB through a feedback process, which provides information. Analysis of the issues that can have a common language content in the present study and Problem for voice recording technology to solve the problem and did not solve the existing language in the content level based classes.

3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

Building a Korean conversational speech database in the emergency medical domain (응급의료 영역 한국어 음성대화 데이터베이스 구축)

  • Kim, Sunhee;Lee, Jooyoung;Choi, Seo Gyeong;Ji, Seunghun;Kang, Jeemin;Kim, Jongin;Kim, Dohee;Kim, Boryong;Cho, Eungi;Kim, Hojeong;Jang, Jeongmin;Kim, Jun Hyung;Ku, Bon Hyeok;Park, Hyung-Min;Chung, Minhwa
    • Phonetics and Speech Sciences
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    • v.12 no.4
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    • pp.81-90
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    • 2020
  • This paper describes a method of building Korean conversational speech data in the emergency medical domain and proposes an annotation method for the collected data in order to improve speech recognition performance. To suggest future research directions, baseline speech recognition experiments were conducted by using partial data that were collected and annotated. All voices were recorded at 16-bit resolution at 16 kHz sampling rate. A total of 166 conversations were collected, amounting to 8 hours and 35 minutes. Various information was manually transcribed such as orthography, pronunciation, dialect, noise, and medical information using Praat. Baseline speech recognition experiments were used to depict problems related to speech recognition in the emergency medical domain. The Korean conversational speech data presented in this paper are first-stage data in the emergency medical domain and are expected to be used as training data for developing conversational systems for emergency medical applications.