• Title/Summary/Keyword: Real Time Chat

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Use of ChatGPT in college mathematics education (대학수학교육에서의 챗GPT 활용과 사례)

  • Sang-Gu Lee;Doyoung Park;Jae Yoon Lee;Dong Sun Lim;Jae Hwa Lee
    • The Mathematical Education
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    • v.63 no.2
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    • pp.123-138
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    • 2024
  • This study described the utilization of ChatGPT in teaching and students' learning processes for the course "Introductory Mathematics for Artificial Intelligence (Math4AI)" at 'S' University. We developed a customized ChatGPT and presented a learning model in which students supplement their knowledge of the topic at hand by utilizing this model. More specifically, first, students learn the concepts and questions of the course textbook by themselves. Then, for any question they are unsure of, students may submit any questions (keywords or open problem numbers from the textbook) to our own ChatGPT at https://math4ai.solgitmath.com/ to get help. Notably, we optimized ChatGPT and minimized inaccurate information by fully utilizing various types of data related to the subject, such as textbooks, labs, discussion records, and codes at http://matrix.skku.ac.kr/Math4AI-ChatGPT/. In this model, when students have questions while studying the textbook by themselves, they can ask mathematical concepts, keywords, theorems, examples, and problems in natural language through the ChatGPT interface. Our customized ChatGPT then provides the relevant terms, concepts, and sample answers based on previous students' discussions and/or samples of Python or R code that have been used in the discussion. Furthermore, by providing students with real-time, optimized advice based on their level, we can provide personalized education not only for the Math4AI course, but also for any other courses in college math education. The present study, which incorporates our ChatGPT model into the teaching and learning process in the course, shows promising applicability of AI technology to other college math courses (for instance, calculus, linear algebra, discrete mathematics, engineering mathematics, and basic statistics) and in K-12 math education as well as the Lifespan Learning and Continuing Education.

Augmented Reality Game of Experiential Metaverse based on Landmark (랜드마크 기반 체험형 메타버스 증강현실 게임)

  • Min-gyu Yeom;Su-min Lee;Young-hoon Park;Kyung-sook Han
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.109-117
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    • 2023
  • Recently, interest in metaverse, which creates new value in the real world, has increased. In order to make it easy to experience such a metaverse, we have developed an experiential metaverse AR game in which users take the lead in exploring the environment and enjoying content based on landmarks. Important features of the metaverse include connectivity with the real world, interactivity, and digital currency. The game seeks to extend daily life through AR and satisfies interaction through real-time chat and team competition. Finally, digital currency is built through a store system. It is implemented as a mobile game and can be accessed at any time if there is a smartphone, increasing accessibility.

Real-time wireless Audio/video Transmission Technique for Handheld Devices (휴대용 단말기를 위한 실시간 무선 영상 음성 전송 기술)

  • Yoon, Kyung-Seob
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.4
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    • pp.111-117
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    • 2009
  • Improvement of Wireless internet and handheld devices makes it possible that users can use various multimedia services. But, access point devices are needed while using handheld devices, and those devices use virtual network address for networking. For that reason, end-users hardly use the 1:1 voice or video chat, and messenger service that require direct communications between devices. Also, service providers need central server for relaying packets from terminals to others, the traffic and costs of relaying go high, so real-time massive data transmission services are restrictively provided. In this study, we apply TCP/UDP hole punching technique to those applications. And we implement service that supports real-time multimedia direct transmission between equipments that use virtual network addresses.

Development of An Intelligent G-Learning Virtual Learning Platform Based on Real Video (실 화상 기반의 지능형 G-러닝 가상 학습 플랫폼 개발)

  • Jae-Yeon Park;Sung-Jun Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.79-86
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    • 2024
  • In this paper, we propose a virtual learning platform based on various interactions that occur during real class activities, rather than the existing content delivery-oriented learning metaverse platform. In this study, we provide a learning environment that combines AI and a virtual environment to solve problems by talking to real-time AI. Also, we applied G-learning techinques to improve class immersion. The Virtual Edu platform developed through this study provides an effective learning experience combining self-directed learning, simulation of interest through games, and PBL teaching method. And we propose a new educational method that improves student participation learning effectiveness. Experiment, we test performance on learninng activity based on real-time video classroom. As a result, it was found that the class progressing stably.

Instant Messenger System Design for Effective Collaboration of Statistical Data Collection

  • Park, Hee-Chang;Cho, Kwang-Hyun
    • 한국데이터정보과학회:학술대회논문집
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    • 2004.04a
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    • pp.211-224
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    • 2004
  • Distributing information on the internet is common in our daily life. In the past, e-mail has been the primary choice of exchanging information, but instant messengers are gaining popularity abroad and domestically because of their immediate responses. Instant messaging has become the fastest growing communication technology in recent years. Instant messaging is effectively a chat room for two people. Users that have accounts with the same provider are able to send messages via computer in real time. Instant messaging has exploded into the business world as companies now utilize the technology for everything from interoffice communication to client/customer communication. In this paper, we propose a method of instant messenger system design for effective collaboration of statistical data collection.

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Information Behavior on Social Live Streaming Services

  • Scheibe, Katrin;Fietkiewicz, Kaja J.;Stock, Wolfgang G.
    • Journal of Information Science Theory and Practice
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    • v.4 no.2
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    • pp.6-20
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    • 2016
  • In the last few years, a new type of synchronous social networking services (SNSs) has emerged—social live streaming services (SLSSs). Studying SLSSs is a new and exciting research field in information science. What information behaviors do users of live streaming platforms exhibit? In our empirical study we analyzed information production behavior (i.e., broadcasting) as well as information reception behavior (watching streams and commenting on them). We conducted two quantitative investigations, namely an online survey with YouNow users (N = 123) and observations of live streams on YouNow (N = 434). YouNow is a service with video streams mostly made by adolescents for adolescents. YouNow users like to watch streams, to chat while watching, and to reward performers by using emoticons. While broadcasting, there is no anonymity (as in nearly all other WWW services). Synchronous SNSs remind us of the film The Truman Show, as anyone has the chance to consciously broadcast his or her own life real-time.

A Study on Improvement of Electronic Library Services Using User Review Data in Mobile App Market

  • Noh, Younghee;Ro, Ji Yoon
    • International Journal of Knowledge Content Development & Technology
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    • v.11 no.1
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    • pp.85-111
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    • 2021
  • This study aims to analyze users' assessment of electronic libraries in the mobile app market and promote service improvement based on this. To this end, the basic background and purpose of the research, research method, and research scope were first set, and the relevant literature and empirical prior studies were analyzed. Next, users' evaluations of electronic libraries were collected and analyzed from Google Play Store. Based on the results analyzed, measures to improve the quality of electronic libraries were discussed. Based on the results of the study, the following improvement measures are proposed. Need for systemic improvement and stabilization. Provision of applications suitable for multi-device environments. Resumption of services after systematic inspection after updating. Simplification of sign up, log in, and authentication procedures. User support through real-time chat. Introduction of a detailed assessment of reviews. Provision of guidance and user manual for electronic libraries. Improvements to expand user convenience, and Securing differentiation from other similar services.

The Effect of Chatbot Service Quality on Customer Satisfaction and Continuous Use Intention (챗봇 서비스품질이 고객만족과 지속사용의도에 미치는 영향)

  • Min Jeong KIM
    • Journal of Korea Artificial Intelligence Association
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    • v.2 no.1
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    • pp.15-24
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    • 2024
  • This study is about the effect of chatbot service quality on customer satisfaction and continuous use intention. Data collection was conducted for 13 days from October 23 to November 5, 2023, and a survey was conducted on customers who have used chatbot services. A total of 572 questionnaires were targeted, of which 545 valid data were used for analysis, excluding those that responded insincerely or did not meet the purpose of the study. The analysis results of this study are as follows: First, chatbot service quality partially had a significant effect on satisfaction. Second, customer satisfaction had a significant effect on continuous use intention. Therefore, in order to have a positive impact on continuous use intention, it is necessary to focus on marketing strategies related to chatbot service quality. Also, research focusing on data analysis and performance evaluation is crucial for enhancing chatbot services, necessitating studies that address real-time changes. Through sophisticated data analysis and variable measurement, chatbot services can be effectively improved, leading to enhanced customer satisfaction.

Django based ChatBot System Using KakaoTalk API (카카오톡 API를 이용한 Django 기반 챗봇 시스템)

  • Ko, Heungchan;Kim, Minsu;Lee, Solbi;Lee, Hyung-Woo
    • Journal of Internet of Things and Convergence
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    • v.4 no.1
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    • pp.31-36
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    • 2018
  • In this paper, we developed a chatbot system using the Django framework using the KakaoTalk API so that college students can easily search for important information in their university. Unlike existing chatbot systems that provide only specific information, the chatbot developed in this research automatically provides search results for various types of user queries such as weather, YouTube, Naver real-time ranking search and language translation as well as important information within their own university. We developed a module using Apache, Python and Django in AWS Ubuntu server and developed a chatbot system that automatically responds to user queries by communicating with KakaoTalk server using KakaoTalk API and BeautifulSoup. The system developed in this study is expected to be applicable to the future university entrance information promotion and election promotion system.

Design for Proximity Voice Chat System in Multimedia Environments

  • Jae-Woo Chang;Jin-Woong Kim;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.83-90
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    • 2024
  • In this paper, we propose a solution to apply a proximity voice dialog system to voice dialog technology, one of the interaction systems in multimedia environments. A voice dialog between multiple users in a multimedia space is designed by adjusting the volume of the voice according to the distance between the user avatars and muting the user who is beyond the audible distance. The main feature of this research is a reliable UDP-based active server system that delivers low-quality voice data to users who are far away based on distance and does not transmit voice data to users who enter the inaudible area for economic development. The performance of the proposed system was measured in a previously completed project based on the Unity game engine, and it is expected that the system proposed in this research will be actively used in environments that provide interaction between multiple users such as met averse content and real-time battle action games.