• Title/Summary/Keyword: Interactive Text

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Design Call Control of Mechanism for Multiparty Conference in SIP and Case Study (SIP에서 멀티파티 컨퍼런스를 위한 호 처리 메커니즘 설계 및 사례 연구)

  • Jeong Dong-Youl;Min Jun-Sik;Cheon Suh-Hyun
    • Journal of Internet Computing and Services
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    • v.4 no.5
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    • pp.77-86
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    • 2003
  • This paper introduces the extension of SIP protocol for Multiparty Conference and the implementation of IP-based Multi-Conference. SIP protocol is a signaling protocol for initiating, modifying and terminating interactive sessions (voice, video, text, application). Multiparty conference system is implemented by RTP protocol for real time transmission and by H.323 for call setup. As H.323 fits into PSTN, it has some problems (call setup delay, hard implementation) for IP applications. IETF developed SIP protocol used for signaling in IP networks. However this SIP protocol doesn't explain signal protocol about multimedia conference, which is different from the existing H.323. So this paper describes the extension of SIP according to SIP Specification and case study for the multimedia conference.

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A Study on the Restaurant Recommendation Service App Based on AI Chatbot Using Personalization Information

  • Kim, Heeyoung;Jung, Sunmi;Ryu, Gihwan
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.263-270
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    • 2020
  • The growth of the mobile app markets has made it popular among people who recommend relevant information about restaurants. The recommendation service app based on AI Chatbot is that it can efficiently manage time and finances by making it easy for restaurant consumers to easily access the information they want anytime, anywhere. Eating out consumers use smartphone applications for finding restaurants, making reservations, and getting reviews and how to use them. In addition, social attention has recently been focused on the research of AI chatbot. The Chatbot is combined with the mobile messenger platform and enabling various services due to the text-type interactive service. It also helps users to find the services and data that they need information tersely. Applying this to restaurant recommendation services will increase the reliability of the information in providing personal information. In this paper, an artificial intelligence chatbot-based smartphone restaurant recommendation app using personalization information is proposed. The recommendation service app utilizes personalization information such as gender, age, interests, occupation, search records, visit records, wish lists, reviews, and real-time location information. Users can get recommendations for restaurants that fir their purpose through chatting using AI chatbot. Furthermore, it is possible to check real-time information about restaurants, make reservations, and write reviews. The proposed app uses a collaborative filtering recommendation system, and users receive information on dining out using artificial intelligence chatbots. Through chatbots, users can receive customized services using personal information while minimizing time and space limitations.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

"Say Hello to Vietnam!": A Multimodal Analysis of British Travel Blogs

  • Thuy T.H. Tran
    • SUVANNABHUMI
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    • v.15 no.2
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    • pp.91-129
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    • 2023
  • This paper reports the findings of a multimodal study conducted on 10 travel blog posts about Vietnam by seven British professional travel bloggers. The study takes a sociolinguistic view to tourism by seeing travel blogs as a source for linguistic and other semiotic materials while considering language as situated practice for the social construction of fundamental categories such as "human," "society," and "nation." It borrows concepts from Halliday's Systemic Functional Linguistics for interpersonal metafunction to develop an analytical framework to study how the co-occurrence of text and still images in these travel blog posts formulated the portrayal of Vietnam as a tourism destination and indicated the main sociolinguistic features of the blogs. The analysis of appreciation values and interactive qualities encoded in evaluative adjectives and still images show that Vietnam is generally portrayed as a country of identity and diversity. It provides tourists with positive experiences in terms of places of interest, food and local lifestyles and is cost-competitive. Strangerhood and authenticity are two outstanding sociolinguistic features exhibited in these travel blog posts. The findings of this study also underline the co-contribution of the linguistic sign, in this case evaluative adjectives, and the visual sign, in this case still images, as interpersonal meaning-making resources. To portray Vietnam, still images served as integral elements to evidence the credibility of verbal narrations. To unveil sociolinguistic characteristics of travel blogs, still images supported the linguistic realizations of authenticity and strangerhood on the posts, and in some case delivered an even stronger message than words. Not only does the study present a source of feedback from international travelers to tourism practice in Vietnam, but it also provides insights into multimodal analysis of tourism discourse which remains an under-researched area in Vietnam.

The Interpretation of Korean Traditional Garden in the View of Complexity Theory - Focusing on Soswaewon Garden - ('복잡성(Complexity) 이론'에 의한 한국 전통정원의 해석 - 한국의 명원 소쇄원을 중심으로 -)

  • Jang, Il-Young;Shin, Sang-Sup
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.28 no.2
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    • pp.75-85
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    • 2010
  • The purpose of this study is to attempt new analysis on Soswaewon Garden(瀟灑園) where is Korea's traditional garden, focusing on which the tendency of its change is a relational-formation tool similar to the Eastern Mode of Thought, with paying attention to conversion as the new view of world. Accordingly, the aim is to reanalyze by connecting with Soswaewon Garden based on the theory of complexity, which tries to look at the whole through relationship rather than characteristics in individual components. Given summarizing findings, those are as follows. First, it was found that complexity shown in space and open system of physical dimension was characterized by 'event(situation)', 'non-determination' and 'homogeneous relationships between part and whole', and a variety of techniques introduced the nature positively. In particular, it was found that there were many cases of topographic usage, since the Soswaewon Garden selected its construction site proactively and was a product from architectural works in compliance with a given flow of natural topography. This has a nature of open text in the situation of emergent behaviors. Second, it was found that complexity shown in experiences and open system on the invisible dimension was characterized primarily by 'event(situation)' and 'relationships of interactive response between actors and environment', and various techniques appeared as a space for interactive combination of nature and daily experiences. This is typical of bilateral harmony based on interactions between subject and object, and between mankind and nature, and becomes also a space to accommodate temporary emergent behaviors in our life. Third, the compositional elements are reconstituted as space of organic property with dismantling steady relations. Especially, 'Soswaewon Garden's 48 poems(瀟灑園四十八詠)' will be the origin of the emotionally spatial experience to the current performers. Ultimately, the performer in the space of Soswaewon Garden simultaneously becomes a creator of space, and will generate new space with intertextuality with environment. Therefore, Soswaewon Garden becomes a place of binding me and the other together while maintaining mutual relationship based on organic thinking between a human being and nature and between the whole and a part.

Designing a Writing Support System Based on Narrative Comprehension of Readers (독자의 내러티브 이해를 반영한 창작 지원 시스템 설계)

  • Kwon, Hochang;Kwon, Hyuk Tae;Yoon, Wan Chul
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.23-31
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    • 2014
  • A variety of writing support systems focus on the information management or the feature analysis of the commercially successful narrative texts. In these approaches, the reader's role in the narrative creating process is overlooked. During a writing work, an author anticipates the reader's response or expectation to the narrative and he/she organizes the narrative either along or against the prediction about readers. Assessing and controlling the reader's comprehension in the development of events influences the aesthetic quality of the narrative. In this paper, we suggest a writing support system to visualize and adjust the characteristics of a narrative text related to the reader's comprehension, which is theoretically based on the narrative structure model and the event-indexing situation model. Under the development of the support system, we designed an interactive framework to create events as the basic units of story and arrange them onto both story- and discourse-time axes. Using this framework, we analyzed the organization of events about an actual film narrative. We also proposed both the continuity of the situational dimensions and the cognitive complexity as the characteristics to affect the reader's comprehension, hence we devised a method to visualize and evaluate them. This method was applied to the actual film narrative and the result was discussed in the aspect of the features of the narrative and wiring support strategies.

A Comparative Study of Mathematics Textbook Between 2009 Revised Curriculum and IB Diploma Program - The case of high school Algebra - (2009 개정 수학교육과정과 IBDP 수학과 교육과정에서의 교과서 비교 연구 - 고등학교 대수 영역을 중심으로 -)

  • Yang, Hyun Ju;Choa, Jun Soo;Choe, Seung Hyun
    • Communications of Mathematical Education
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    • v.29 no.3
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    • pp.391-421
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    • 2015
  • The scientific technology developed rapidly and the internet became more popular, also, the world became interactive with one another and the word 'Global' became popular and built a new paradigm. As the development of the society, the ideal criteria for the competent student changed. Consequently, the attention for the globalized education increased. From the points of view of mathematical education, it became a important task to be prepared for international competitiveness for korean talented students. For theses reasons, this article analyzes the characteristics of IBDP and its textbook, which is an international official curriculum and one of the actualizing method for internalization Korean high school curriculum and text book, specifically, focusing on algebra part. Especially, Korean curriculum textbooks and the Mathematical Higher Level textbooks of IBDP was compared and analyzed. As a result, the depth and range of the content, standard level of the question, methods being used to explain the concept, type of questions as well as teaching - learning method were analyzed and in each chapter of the algebra we give meaningful result and proposed discussion.

The Development of Real-time Video Associated Data Service System for T-DMB (T-DMB 실시간 비디오 부가데이터 서비스 시스템 개발)

  • Kim Sang-Hun;Kwak Chun-Sub;Kim Man-Sik
    • Journal of Broadcast Engineering
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    • v.10 no.4 s.29
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    • pp.474-487
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    • 2005
  • T-DMB (Terrestrial-Digital Multimedia Broadcasting) adopted MPEG-4 BIFS (Binary Format for Scene) Core2D scene description profile and graphics profile as the standard of video associated data service. By using BIFS, we can support to overlay objects, i.e. text, stationary image, circle, polygon, etc., on the main display of receiving end according to the properties designated in broadcasting side and to make clickable buttons and website links on desired objects. Therefore, a variety of interactive data services can be served by BIFS. In this paper, we implement real-time video associated data service system far T-DMB. Our developing system places emphasis on real-time data service by user operation and on inter-working and stability with our previously developed video encoder. Our system consists of BIFS Real-time System, Automatic Stream Control System and Receiving Monitoring System. Basic functions of our system are designed to reflect T-DMB programs and characteristics of program production environment as a top priority. Our developed system was used in BIFS trial service via KBS T-DMB, it is supposed to be used in T-DMB main service after improvement process such as intensifying system stability.

A Study on the Contemporary Definition of 'GARDEN' - Keyword Analysis used Literature Research and Big Data - ('정원'의 시대적 정의에 관한 연구 - 문헌연구와 빅데이터를 활용한 키워드 분석을 중심으로-)

  • Woo, Kyungsook;Suh, Joo Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.5
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    • pp.1-11
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    • 2016
  • There has been an increasingly high interest in gardens and garden design in Korea recently. However, the usage of the term 'garden' is extremely varied and complex, and there has been very little academic research made on the meaning of garden. Therefore, this research attempts to investigate the ideas of current gardens and to elucidate their changing patterns by means of extensive literature research and big data analysis. The notion of garden in the past was broad including not only private space such as Madang(마당) and Teul(뜰), but also even field and grass land as public outdoor space. Yet, the meaning has become smaller to merely private space due to the change of dwelling systems due to high industrial development of the 20th century. Furthermore, the introduction of urban parks as an interactive space between nature and humans, the similar spatial function of gardens, has blurred the boundary between garden and park, which created confusion in understanding the concept of a garden. After all, garden is a subject for humans. The meanings of garden need to be recognized from various points of view since garden itself is a creation by the sum of diverse fields such as natural and social sciences as well as culturology. This discussion on the meaning of garden in the present day will give a conceptual foundation for future research on gardens and garden design. Also, the big data analysis employed here as a research method can help other similar research topics, particularly semantics in landscape architecture.

A Bible Didactical Approach to Bibliodrama on the Metaverse Platforms (메타버스 플랫폼을 통한 비블리오드라마 구현에 대한 성서 교수학적 접근)

  • Seo, Mikyoung
    • Journal of Christian Education in Korea
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    • v.69
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    • pp.45-75
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    • 2022
  • The purpose of this study is to explore the implementation of Bibliodrama on the metaverse platforms. In other words, to create interesting and effective Bible education for modern learners, this study took a didactical approach to the implementation of Bibliodrama through the metaverse. The main reason to be enthusiastic about using the metaverse for education is because users, who have been only content consumers, now able to experience and create values. As a Bible didactical approach, Bibliodrama is a an emphatical and communicative learning method in the form of role play. Bibliodrama seeks to interact with the world of the learner and the world of the Bible through improvisational acting, to study the Bible. Through the Bible didactical approach, the meeting of Bibliodrama and the metaverse can have a positive effect on modern learners, in terms of improving learning environment and, above all else, increasing learning interest. In terms of biblical didactics, implementing Bibliodrama in the metaverse has the following advantages. First, it helps to construct a dramatic situation and environment so that the meaning of the biblical text can be proved relevant to today's learners, not something belonging to the past. Second, in the metaverse, the historical space and characters of the Bible can be realized in virtual reality to produce a 'situational play'. Demonstrating freedom, imagination and creativity in the metaverse learners play in Bibliodrama. This way they also become aware of the hidden meaning of the blank pages in the Bible. Third, the metaverse environment is not static but dynamic and interactive; Bibliodrama pursues an interpretation that harmonizes spirit and body. Therefore, through the dynamic activities of discovering the meaning and significance of the Bible, it is possible to form a holistic faith in which spirit and body act as one.