• Title/Summary/Keyword: Voice Chat

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Automatic Matching Voice Chat Web Service Using Crawling (크롤링을 이용한 자동매칭 게임톡 웹 서비스)

  • Ban, Yeong-Tae;Han, Sang-Wook;Lee, Doou-Kyung;Yun, Geon-Il;Lee, Hwa-Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.1169-1172
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    • 2019
  • 최근 많은 이용자들이 음성채팅을 이용하여 게임을 즐긴다. 하지만 많은 사람들이 게임 내에서 지원하는 음성 채팅을 사용하지 않고 별도의 음성 프로그램을 사용하고 있다. 현재 게임 내 음성채팅과 외부 음성채팅 모두 편의 기능이 많이 부족하며, 가장 큰 문제점으로는 사용자 본인이 직접 음성 채팅에 참여하는 유저를 구해야 한다는 것이다. 본 논문에서는 이러한 불편한 상황을 없애기 위하여 자동으로 음성 채팅이 가능한 사람을 모집하여 좀 더 편안한 게임 환경을 제공할 수 있는 음성 채팅 웹 서비스를 개발 하였다. 웹 크롤링 기술을 이용하여 외부 커뮤니티등의 구인 글을 크롤링 하여 설정한 조건과 구인 조건이 일치하면 사이트 사용자 뿐 만 아니라 미사용자 간의 매칭도 빠르게 지원 하도록 개발하였다.

A Study on Quantitative Evaluation Method for STT Engine Accuracy based on Korean Characteristics (한국어 특성 기반의 STT 엔진 정확도를 위한 정량적 평가방법 연구)

  • Min, So-Yeon;Lee, Kwang-Hyong;Lee, Dong-Seon;Ryu, Dong-Yeop
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.7
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    • pp.699-707
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    • 2020
  • With the development of deep learning technology, voice processing-related technology is applied to various areas, such as STT (Speech To Text), TTS (Text To Speech), ChatBOT, and intelligent personal assistant. In particular, the STT is a voice-based, relevant service that changes human languages to text, so it can be applied to various IT related services. Recently, many places, such as general private enterprises and public institutions, are attempting to introduce the relevant technology. On the other hand, in contrast to the general IT solution that can be evaluated quantitatively, the standard and methods of evaluating the accuracy of the STT engine are ambiguous, and they do not consider the characteristics of the Korean language. Therefore, it is difficult to apply the quantitative evaluation standard. This study aims to provide a guide to an evaluation of the STT engine conversion performance based on the characteristics of the Korean language, so that engine manufacturers can perform the STT conversion based on the characteristics of the Korean language, while the market could perform a more accurate evaluation. In the experiment, a 35% more accurate evaluation could be performed compared to the existing methods.

Participation of Television Viewers in Social Community : Social Television (TV 매체를 통한 시청자의 사회적 커뮤니티 참여 : 소셜 TV를 중심으로)

  • Oh, Jong-Sir
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.268-272
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    • 2009
  • Reportedly it says that 45% teenagers in the United State exchange the SMS with their friends during television watching. In other word TV viewing moulds the social community between audiences. In terms of social television it is all about interaction or communication technology relevant to TV watching as well as social behaviour. Besides it integrates voice communication, text chat, context awareness, TV recommendations, ratings, video conference and so forth. So far it approaches the conceptual stage or pilot production and remains more research and development. This study is to scrutinise whether the functionality of social TV enables to substitute for social activities of TV viewers or not.

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Sensitive Privacy Data Acquisition in the iPhone for Digital Forensic Analysis (iPhone의 SNS 데이터 수집 및 디지털 포렌식 분석 기법)

  • Jung, Jin-Hyung;Byun, Keun-Duck;Lee, Sang-Jin
    • The KIPS Transactions:PartC
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    • v.18C no.4
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    • pp.217-226
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    • 2011
  • As a diverse range of smartphones has been recently developed and diffused, the users of SNS (Social Network Service) also have been sharply increased. The SNS saves a variety of information such as exchanged pictures and videos, voice mails or location sharing, chat history, etc. as well as simple user data, so that the acquisition of data that are useful in the aspect of digital forensic is achievable. This thesis reviews the types of SNS that are available for the iPhone, a recent example of highly used smartphones, and types of data by each client. Also, efficient data analysis method for digital forensic investigations is suggested by analyzing the relationships within the collected data by each client.

Interface Application of a Virtual Assistant Agent in an Immersive Virtual Environment (몰입형 가상환경에서 가상 보조 에이전트의 인터페이스 응용)

  • Giri Na;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.1
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    • pp.1-10
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    • 2024
  • In immersive virtual environments including mixed reality (MR) and virtual reality (VR), avatars or agents, which are virtual humans, are being studied and applied in various ways as factors that increase users' social presence. Recently, studies are being conducted to apply generative AI as an agent to improve user learning effects or suggest a collaborative environment in an immersive virtual environment. This study proposes a novel method for interface application of a virtual assistant agent (VAA) using OpenAI's ChatGPT in an immersive virtual environment including VR and MR. The proposed method consists of an information agent that responds to user queries and a control agent that controls virtual objects and environments according to user needs. We set up a development environment that integrates the Unity 3D engine, OpenAI, and packages and development tools for user participation in MR and VR. Additionally, we set up a workflow that leads from voice input to the creation of a question query to an answer query, or a control request query to a control script. Based on this, MR and VR experience environments were produced, and experiments to confirm the performance of VAA were divided into response time of information agent and accuracy of control agent. It was confirmed that the interface application of the proposed VAA can increase efficiency in simple and repetitive tasks along with user-friendly features. We present a novel direction for the interface application of an immersive virtual environment through the proposed VAA and clarify the discovered problems and limitations so far.

Convergence Development of Video and E-learning System for Education Disabled Students (장애학생의 학습을 위한 화상과 이러닝 시스템의 융합 개발)

  • Son, Yeob-Myeong;Jung, Byeong-Soo
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.113-119
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    • 2015
  • Currently, we are presenting an alternative educational environment for the normal student of education rules failure of the only that has been the school system student. The study for students with disabilities, it is designed especially to be able to use difficult disabilities the use of hand. Development objectives of the learning video e-learning system of persons with disabilities, is that to be able to capable of self-directed learning of disabled students. Configuration of e-running system, Web-based multimedia system, utilizing the system that will change the video conferencing system and voice to a character hearing impaired students through the chat system is 1:1 by communication, and teachers it is possible to perform two-way communication. A learning disability e-learning system developed in this paper between teachers and students with disabilities 1:1 training is conducted using a two-way communication algorithms.

A Study on the Omni-Channel Contact Center Agent Staffing Optimization Using Simulation (시뮬레이션을 활용한 옴니채널 컨택센터의 상담사 배치 최적화 연구)

  • Ryu, Ki-Dong;Jang, Seong-Yong;Kim, Woo-Je
    • Journal of the Korea Society for Simulation
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    • v.27 no.2
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    • pp.91-100
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    • 2018
  • Recently, the traditional call center, which has an important role as the customer's primary contact point, has been transformed into the omni-channel contact center which supports an additional variety of access channels in addition to phone calls in order to improve customer accessibility and convenience. The omni-channel contact center has agents on each channel which are vital in determining the response rate and waiting time for the customer. In traditional call centers, agents can be assigned to a call based on the characteristics of the call, however in omni-channel contact centers, the characteristics of issues vary and come in through multiple channels, each with their own characteristics, making it difficult to assign the appropriate agent for the issue. Customers must also be processed at the same time, adding an additional layer of complexity to the issue. This paper analyzes and simulates an omni-channel contact center that accommodates email, chat, voice calls and video consultation, and investigates how to optimize the allocation of agents.

Adjusting Local Network Speed by Using Fuzzy Theory with An Illustration in WebRTC Environment (퍼지이론과 예증을 이용한 WebRTC환경의 로컬 네트워크 속도 조정)

  • Van, Linh Ma;Jang, Jong-hyun;Kim, Jinsul
    • Journal of Digital Contents Society
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    • v.16 no.6
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    • pp.917-925
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    • 2015
  • WebRTC is one of the most recent technologies that supports browser-to-browser for voice calling, video chat, and P2P file sharing without the need of either internal or external plugins. However, there has some limitation which lets our development deal with many problems. This research will focus just on a small field of that problem which is bandwidth. While the bandwidth for downloading and uploading is fixed by service providers, but the number of users in a certain area is increasing largely by the time. In this paper, we propose a model to overcome the limitation of the bandwidth based on fuzzy control to adjust utilized bandwidth by changing frame rate and resolution of streaming video in the client itself.

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.