• Title/Summary/Keyword: Natural language interfaces

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An intelligent system for automatic data extraction in E-Commerce Applications

  • Cardenosa, Jesus;Iraola, Luis;Tovar, Edmundo
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2001.01a
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    • pp.202-208
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    • 2001
  • One of the most frequent uses of Internet is data gathering. Data can be about many themes but perhaps one of the most demanded fields is the tourist information. Normally, databases that support these systems are maintained manually. However, there is other approach, that is, to extract data automatically, for instance, from textual public information existing in the Web. This approach consists of extracting data from textual sources(public or not) and to serve them totally or partially to the user in the form that he/she wants. The obtained data can maintain automatically databases that support different systems as WAP mobile telephones, or commercial systems accessed by Natural Language Interfaces and others. This process has three main actors. The first is the information itself that is present in a particular context. The second is the information supplier (extracting data from the existing information) and the third is the user or information searcher. This added value chain reuse and give value to existing data even in the case that these data were not tough for the last use by the use of the described technology. The main advantage of this approach is that it makes independent the information source from the information user. This means that the original information belongs to a particular context, not necessarily the context of the user. This paper will describe the application based on this approach developed by the authors in the FLEX EXPRIT IV n$^{\circ}$EP29158 in the Work-package "Knowledge Extraction & Data mining"where the information captured from digital newspapers is extracted and reused in tourist information context.

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A study on automation of modal analysis of a spindle system of machine tools using ANSYS (ANSYS를 활용한 공작기계 주축 시스템의 진동 모드 해석 자동화에 관한 연구)

  • Lee, Bong-Gu;Choi, Jin-Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.4
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    • pp.2338-2343
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    • 2015
  • An analytical model was developed in this study and then implemented into a tool for automation of FEA (Finite Element Analysis) of a spindle system for natural frequencies and modes in the universal FEA software, ANSYS. VBA of EXCEL was used for the implementation. It allowed graphic user interfaces (GUIs) to be developed for a user to interact with the tool and, in addition, an EXCEL spreadsheet to be used for data arrangement. A code was developed in the language of ANSYS to generate the geometric model of the spindle system, sequentially to construct the analytical model based on the information in the GUIs, and finally to perform computation for the FEA. Its automation of the model generation and analysis can help to identify a near optimal design of the spindle system under design in minimum time and efforts.

Design and Implementation of Financial Information Systems for the Small Farm Business Decision Supports (소규모 농가의 영농의사결정 지원을 위한 재무정보시스템 설계 및 구현)

  • Lee Hee-Sook;Kim Sang-Wook;Oh Myeong-Ryoon;Kim Jong-Tae;Park Sang-Hyun
    • Journal of Information Technology Applications and Management
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    • v.13 no.1
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    • pp.149-166
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    • 2006
  • During the past several years, a number of attempts have been made to develop computer applications for the farm business. However, none of them truned out properly applicable to small farms occupying more than 90% of the total agri-business in number as they failed to take it into consideration that small farm, typically a private busines is quite different by nature from the large-scaled farm corporate. Small-sized farming is usually done on the houshold basis, and thus there is no distinction between the household and the business economy. In addition, small farm managers are mostly lacking knowledge or skills of both computers and accounting. This study, therefore, aims at the design and implementation of the financial management and accountign information system for small farms, with an attempt to relax constraints and resolve pitfalls revealed in previously developed applications. The following principles were introduced for the study : 1) The user-system interfaces have to be managed in the natural language as much as possible, so that the users can operate the system without any professional terms. 2) Household accounting has to be seperarte by some means from the business accounting, so that small farm businesses can manage their finance and accounting as necessary. 3) The system has to be designed so as not only for the users to manage transactional data but to analyse historical data in multiple dimensions for their decision-makings. The results from this study would perhaps help not only for the farmers but for the educators, policy makers, and counselors for the farming.

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Development of a Voice User Interface for Web Browser using VoiceXML (VoiceXML을 이용한 VUI 지원 웹브라우저 개발)

  • Yea SangHoo;Jang MinSeok
    • Journal of KIISE:Computing Practices and Letters
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    • v.11 no.2
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    • pp.101-111
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    • 2005
  • The present web informations are mainly described in terms of HTML, which users obtain through input devices such as mouse, keyboard, etc. Thus the existing GUI environment have not supported human's most natural information acquisition means, that is, voice. To solve the problem, several vendors are developing voice user interface. However these products are deficient in man -machine interactivity and their accommodation of existing web environment. This paper presents a VUI(Voice User Interface) supporting web browser by utilizing more and more maturing speech recognition technology and VoiceXML, a markup language derived from XML. It provides users with both interfaces, VUI as well as GUI. In addition, XML Island technology is applied to the bowser in a way that VoiceXML fragments are nested in HTML documents to accommodate the existing web environment. Also for better interactivity, dialogue scenarios for menu, bulletin, and search engine are suggested.

Effects of Interactivity and Usage Mode on User Experience in Chatbot Interface (챗봇 기반 인터페이스의 상호작용성과 사용 모드가 사용자 경험에 미치는 영향)

  • Baek, Hyunji;Kim, Sangyeon;Lee, Sangwon
    • Journal of the HCI Society of Korea
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    • v.14 no.1
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    • pp.35-43
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    • 2019
  • This study examines how interactivity and usage mode of a chatbot interface affects user experience. Chatbot has rapidly been commercialized in accordance with improvements in artificial intelligence and natural language processing. However, most of the researches have focused on the technical aspect to improve the performance of chatbots, and it is necessary to study user experience on a chatbot interface. In this article, we investigated how 'interactivity' of an interface and the 'usage mode' referring to situations of a user affect the satisfaction, flow, and perceived usefulness of a chatbot for exploring user experience. As the result, first, the higher level of interactivity, the higher user experience. Second, usage mode showed interaction effect with interactivity on flow, although it didn't show the main effect. In specific, when interactivity is high in usage mode, flow was the highest rather than other conditions. Thus, for designing better chatbot interfaces, it should be considered to increase the degree of interactivity, and for users to achieve a goal easily through various functions with high interactivity.

Voice Recognition Chatbot System for an Aging Society: Technology Development and Customized UI/UX Design (고령화 사회를 위한 음성 인식 챗봇 시스템 : 기술 개발과 맞춤형 UI/UX 설계)

  • Yun-Ji Jeong;Min-Seong Yu;Joo-Young Oh;Hyeon-Seok Hwang;Won-Whoi Hun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.4
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    • pp.9-14
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    • 2024
  • This study developed a voice recognition chatbot system to address depression and loneliness among the elderly in an aging society. The system utilizes the Whisper model, GPT 2.5, and XTTS2 to provide high-performance voice recognition, natural language processing, and text-to-speech conversion. Users can express their emotions and states and receive appropriate responses, with voice recognition functionality using familiar voices for comfort and reassurance. The UX/UI design considers the cognitive responses, visual impairments, and physical limitations of the smart senior generation, using high contrast colors and readable fonts for enhanced usability. This research is expected to improve the quality of life for the elderly through voice-based interfaces.

Digital Library Interface Research Based on EEG, Eye-Tracking, and Artificial Intelligence Technologies: Focusing on the Utilization of Implicit Relevance Feedback (뇌파, 시선추적 및 인공지능 기술에 기반한 디지털 도서관 인터페이스 연구: 암묵적 적합성 피드백 활용을 중심으로)

  • Hyun-Hee Kim;Yong-Ho Kim
    • Journal of the Korean Society for information Management
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    • v.41 no.1
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    • pp.261-282
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    • 2024
  • This study proposed and evaluated electroencephalography (EEG)-based and eye-tracking-based methods to determine relevance by utilizing users' implicit relevance feedback while navigating content in a digital library. For this, EEG/eye-tracking experiments were conducted on 32 participants using video, image, and text data. To assess the usefulness of the proposed methods, deep learning-based artificial intelligence (AI) techniques were used as a competitive benchmark. The evaluation results showed that EEG component-based methods (av_P600 and f_P3b components) demonstrated high classification accuracy in selecting relevant videos and images (faces/emotions). In contrast, AI-based methods, specifically object recognition and natural language processing, showed high classification accuracy for selecting images (objects) and texts (newspaper articles). Finally, guidelines for implementing a digital library interface based on EEG, eye-tracking, and artificial intelligence technologies have been proposed. Specifically, a system model based on implicit relevance feedback has been presented. Moreover, to enhance classification accuracy, methods suitable for each media type have been suggested, including EEG-based, eye-tracking-based, and AI-based approaches.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.