In order to implement a dialogue system for Korean language tutoring, this paper aimed to describe a method of constructing a large amount of Korean task-oriented dialogue data using the Wizard-of-OZ method and a pedagogical feedback and evaluation method for Korean language errors made by foreign learners. The procedure for constructing a large amount of Korean task-oriented dialogue data consisted of three steps. The first step was the preparation step for the learner’s prior learning. The second step was related to a large Korean dialogue map constructed by Korean native speakers using the Wizard-of-OZ method. The third step was implementation of a Korean dialogue system based on the dialogue map. In educational feedback and evaluation, functions such as paraphrases, recommendation expressions, educational success rate, and error content evaluation by learner level were proposed. By means of the Wizard-of-OZ method, 3,253 Korean task-oriented dialogue data were established in four domains: restaurant, hotel, tourist attraction, and taxi. The dialogue system for Korean language tutoring is currently being implemented based on Korean taskoriented dialogue data. Ultimately, the task-oriented dialogue system for Korean language tutoring aims at an “augmentation of education” that collaborates with human teachers, not “teacher-less education” that replaces human teachers.
많은 학자들이 편리한 동정을 위해 검색키를 사용해 왔다. 현재 사용되고 있는 검색키로는 전통적인 검색키와 대화형 검색키가 있다. 전통적인 검색키는 기본적으로 트리구조로, 두 가지 형질 중에 양자택일을 하여 순차적으로 형질을 선택해 가는 방법이다. 기존에 주로 사용되어 왔지만, 양자택일의 방식을 사용하기 때문에 형질선택에 있어서 제한을 받는 반면에, 대화형 검색키는 트리구조와 관계없이 어떠한 단계의 형질이든 바로 이용할 수 있는 장점이 있다. 이 대화형 검색키 구조를 응용하여, Pictorial Key를 추가한 이미지형 동정시스템을 개발하였다. 이미지형 동정시스템을 이용할 경우에, 복잡한 용어나 수식이 필요 없이, 이미지만을 이용한 직관적인 동정이 가능하기 때문에, 전문가가 아닌 비전문가나 일반인들도 사용할 수 있는 검색키 작성이 가능해진다. 이 방법을 통해서, 본 연구에서는 한국산 나비 200종에 대한 이미지형 동정시스템을 구축하여, 일반인들이 사용하기 편리한 동정시스템을 구축하였다.
We present a Microsoft Kinect-based hand recognition algorithm for an interactive image clipping system, which is widely used for environments such as public facilities and security environments where personal capturing devices including mobile phones are not allowed. User-friendly interface and accurate image capturing function are required for an image clipping system. We build the system by combining Microsoft Kinect, HD webcam and projector. The Kinect and webcam are used to capture the motions of users' hand and project is to display the user-selected area from the capturing material. Hand recognition is composed of three steps: (i) the region occupied by users' hand is extracted from an image, (ii) the fingertips of the extracted hand region are analyzed using k-curvature algorithm, and (iii) the height of the fingertip is estimated using the depth image from Kinect. The height of the fingertip informs whether users' finger touched the surface of the target. The region captured by the fingertip is clipped from the image and stored as the target image. The excellence of our hand recognition algorithm is proved through a user test.
As quality becomes a primary leading factor of organizational success, various management strategies have been In-troduced to Improve quality competitiveness Quality competitiveness, however, is difficult to measure and numerous organ-izations are struggl
Analyzing the observational data of volcanic activities around the northern part of Korean peninsula, the odds of volcano eruption increases continuously. For example, the cumulative seismic moment and frequence observed near Mt. Baekdu show a sudden increased values. In this study, predicting the diffusion of volcanic ash for two cases were carried out by using interactive realtime simulator, which was developed during last 2 years as a research and development project. The first case is Sakurajima volcano (VEI=3) erupted in August 2013. The second case is assumed as the volcanic eruption at Mt. Baekdu (VEI=7) under landing circumstance of typhoon Maemi (August 2003) in Korean peninsula. The synoptic condition and ash diffusion for the two cases were simulated by WRF(Weather Research and Forecast) model and Lagrangian dispersion model, respectively. Comparing the simulated result of the first case (i.e., Sakurajima volcano) with satellite image, the diffusion pattern show acceptable result. The interactive realtime simulator can be available to support decision making under volcanic disaster around East Asia by predicting several days of ash dispersion within several minutes with ordinary desktop personal computer.
According to the analysis of volcanic observation data around Korean peninsula, the activities of volcano increase continuously. For example, the volcanic eruption of Mt. Sakurajima is an example, and Mt. Baekdu can be another example potentially. In these regards, developing unified system including realtime prediction and 3D visualization of volcano ash are important to prepare the volcanic disaster systematically. In this technical report, an interactive simulator embedding dispersion algorithm and 3D visualization engine is developed. This system can contribute to the realtime prediction of volcanic disaster scientifically.