ALAPI: An Automated Voice Chat System in Bangla Language

Author(s):  
Md. Mehedi Hasan ◽  
Auronno Roy ◽  
Md. Tariq Hasan
Keyword(s):  
Author(s):  
Paul Pivec ◽  
Maja Pivec

Game-based learning has gained popularity in schools and has been proposed for adult education, both at Universities and in the corporate training sector. Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on constructivist learning theory and guides the design of the effective learning environments. In this environment the teacher or trainer becomes the active partner, moderator and advisor of the educational process, not just a repository of the information importing his or her own knowledge to a passive learner as in traditional education. Learners bring their prior skills and knowledge to the classroom community. The trainer structures learning situations in which each learner can interact with other learners to develop new knowledge and fashion their own needs and capacities. Knowledge is generated from experience with complex tasks rather than from isolated activities like learning and practicing separately. Skills and knowledge are best acquired within the context. This helps the learners easily to transfer learning from classroom to “real life” and back, or information from one subject to another. Therefore this method requires that the trainer and learners play nontraditional roles such as interaction and collaboration with each other within the educational process. The classroom drops the physical boundaries and becomes a goal-oriented platform dedicated to learning. Online role-play scenario platforms offers an environment where trainers can define their own role-playing scenarios and provide the opportunity for learners to apply factual knowledge and to gain experience through the digital world. Trainers can define new games or adopt and modify sample games without any programming skills. Some platforms provide a variety of communication means within the scenarios; players can communicate with the use of multimedia discussion forums, text and voice chat modules, as well as through multi-user video conferencing. These platforms foster participation in problem-solving, effective communication, teamwork, project management, as well as other soft skills such as responsibility, creativity, micro-entrepreneurship, corporate culture, and cultural awareness. They are designed for use as a supplement to normal in-class teaching and corporate training, but it is also possible to be used independently from a class course. The constructivist design required for successful Game-Based Learning will be discussed and a model is provided to display how Game-Based Learning occurs in a collaborative online environment. This chapter will present example scenarios and highlight resources available to interested teachers and trainers.


Author(s):  
Wolfgang Bösche ◽  
Florian Kattner

This chapter reports on the transformation of a classical seminar paper presentation course into a completely virtual classroom experience beginning with the planning phase and ending with the students’ final evaluations. The virtual course included homework lessons and online examinations. Findings on what is actually needed to accomplish this goal are provided, while demonstrating what barriers arose in the process and how they were solved. The course topic was the psychological impact of violent video games and included learning in virtual environments. An up-to-date internet multiplayer game was applied encompassing comprehensive communication features and non-violent interactivity of the players with each other as well as the environment. Beyond the classical paper presentations held via voice chat, accompanying missions for the game were designed to demonstrate the crux of the matter in a playful style. This included both real world procedures well known to the participants such as map reading and vehicle driving as well as rather uncommon ones like flying a helicopter and complex missions with different roles needed like emergency rescue or organized mass killing. This way, participants were able to compare their known real world experiences with virtual ones and evaluate the relevant psychological theories in a comprehensive virtual world. Further, participants could reflect on learning in general and especially on the learning of aggression in virtual environments in a depth that would hardly have been possible without experiencing the interactive phenomena by themselves.


2013 ◽  
pp. 197-208
Author(s):  
Kyle Richter
Keyword(s):  

10.29007/r1q2 ◽  
2020 ◽  
Author(s):  
Alexander Novotny ◽  
Rowan Gudmundsson ◽  
Frederick Harris

We have developed a framework for multi-user Virtual Reality experiences aimed at video games played over a network. Features include tracked avatars, interactable physics objects, peer-to-peer with a user matching system, and voice chat, as well as options to customize these modules for a wide range of support. We go into detail on how several implementation details, such as networking, voice chat, and interaction, work. We also go into detail on how to use the library in Unity for your own projects. We also talk about avatar representation in VR, and how this tool can be used to facilitate many different types of avatar representation.


2019 ◽  
Vol 8 (2) ◽  
pp. 99-109
Author(s):  
Irawan Afrianto ◽  
Muhammad Fahmi Irfan ◽  
Sufa Atin
Keyword(s):  

Kemampuan Bahasa Inggris yang baik tentu akan menjadi modal kompetitif, baik dalam bidang pendidikan maupun pekerjaan.Teknologi chatbot adalah merupakan teknologi yang dapat dimanfaatkaan sebagai solusi untuk permasalahan dalam lingkup edukasi.  Beberapa penelitian telah membuktikan pemanfaatan chatbot sebagai media belajar, terutama pembelajaran Bahasa Inggris. Disamping itu, sumber daya untuk mendukung pengembangan teknologi chatbot sudah cukup banyak tersedia, seperti API yang mempermudah untuk pembuatan chatbot seperti Dialogflow API yang digunakan pada penelitian ini. Metode yang digunakan pada penelitian ini ialah berlatih dan evaluasi mandiri. Adapun tools pendukung ialah Languagetool API untuk koreksi grammar, Google Speech Recogntion dan Google Text-to-Speech menyediakan antarmuka voice chat. Penelitian ini membahas tentang pemanfaatan teknologi chatbot, tepatnya dengan membangun sebuah aplikasi android sebagai media latihan percakapan Bahasa Inggris. Adapun hasil pengujian menyimpulkan bahwa 63,96% pengguna menyatakan setuju dengan fitur yang dikembangkan pada aplikasi tersebut. Pengguna setuju, sistem yang telah dibangun dapat menjadi solusi untuk permasalahan tersebut, yakni sebagai media latihan percakapan Bahasa Inggris, selain itu pengguna juga terbantu dengan adanya fitur-fitur seperti voice chat, koreksi kesalahan, log harian untuk berlatih dan evaluasi mandiri. Kata Kunci – Chatbot; Pembelajaran Bahasa Inggris; Dialogflow API; Languangetool API; Google Text-To-Speech.


2021 ◽  
Vol 2066 (1) ◽  
pp. 012048
Author(s):  
Lin Chen

Abstract With the rapid development of speech recognition technology, voice chat robot has become a breakthrough of artificial intelligence. Voice chat robot should be a typical application field of customer service, providing customers with efficient and convenient service all day. The traditional customer service center is mainly based on telephone service, facing the problems of large number of customers, high maintenance cost, slow knowledge update, limited service time, low training cost and so on. So, at the same time, the use habits of customers have also changed fundamentally. The vast majority of services and transactions can be carried out through the Internet, such as Taobao and Jingdong. However, the quality and cost of voice services can be greatly reduced through the interaction between robots and channelization voice service centers. Through the research and development of natural language technology, an intelligent and centralized mobile communication service application platform is constructed by using we-chat platform. Through natural language processing, machine learning, big data computing and other technological innovation, we focus on the use of online robot recognition to understand customer problems and timely feedback customer needs. The results show that in the statistics of customer service machine problems, the highest proportion of consumers’ problems about payment is 37%, and the lowest is 29%.


2020 ◽  
Vol 10 (2) ◽  
pp. 113-117
Author(s):  
Allyza Nanda Purwari ◽  
Nugroho Suharto ◽  
Abdul Rasyid

Aplikasi voice chat merupakan aplikasi yang dirancang untuk menggantikan fungsi HT pada smartphone android. Selain dapat melakukan panggilan dengan suara, aplikasi ini juga dapat digunakan untuk melakukan komunikasi dengan text. Aplikasi ini tidak memerlukan jaringan seluler untuk komunikasi, cukup dengan tersambung pada jaringan yang disediakan oleh access point. Agar aplikasi dapat digunakan tanpa menggunakan jaringan seluler, maka pada saat pembuatan aplikasi memerlukan adanya socket. Socket merupakan komponen/API (Application Programming) yang ada pada software android studio. Sedangkan socket programming merupakan cara untuk menggunakan komponen/API socket untuk membuat sebuah aplikasi salah satunya aplikasi voice chat. Aplikasi yang sudah dibuat nantinya akan diisntall pada beberapa smartphone android. Setelah terinstall, masing-masing smartphone dihubungkan pada jaringan yang disediakan oleh access point yang sudah ada agar dapat melakukan komunikasi dengan suara maupun text. Komunikasi yang dilakuakan antar smartphone satu dengan yang lainnya secara point to point. Hasil pengujian dapat disimpulkan bahwa aplikasi ini dapat digunakan untuk melakukan komunikasi dengan suara maupun text, selama user berada pada jaringan yang sama. Dan juga aplikasi ini dapat digunakan disegala jenis handphone Android untuk melakukan komunikasi dengan suara namun pada komunikasi dengan text hanya bisa digunakan pada merk handphone tertentu saja


Author(s):  
Min Jung Jee

Second Life is an avatar-based 3D virtual world that has recently received attention from educators and researchers in various fields to explore its pedagogical benefits. Considering the increasing implementation of technologies broadly in much instruction, this study investigated how different task types affect ESL students’ use of Second Life environment, and factors that determine success or failure of a task completion. Enrolled in a university ESL program, 34 high- and low-intermediate students participated, and they were asked to use the voice-chat function and communication features of avatars as they participated in three task types: Jigsaw, Decision-making, and Discussion tasks, representing the continuum of communicative tasks by Pica, Kanagy, and Falodun (1993). Emerging phenomena from the data described how the different levels’ of ESL students used Second Life environment in different task types, focusing on avatar use, telepresence, and affordances, and critical factors that led success or failure of task completion. « Second Life » est un univers virtuel en 3D basé sur des avatars qui a récemment retenu l'attention des éducateurs et des chercheurs de divers domaines, désireux d’explorer les avantages pédagogiques de ce jeu. Étant donné l’application croissante des technologies en éducation, cette étude a examiné la manière dont différents types de tâches affectent l’utilisation de l’environnement « Second Life » chez les étudiants d’anglais langue seconde (ALS), et les facteurs déterminant le succès ou l'échec dans l’exécution d’une tâche. 34 étudiants universitaires inscrits dans des programmes intermédiaires d’ALS de niveaux différents ont été invités à utiliser les fonctions de conversation orale (chat vocal) et de communication des avatars alors qu’ils participaient à trois types de tâches: casse-tête, prise de décision, et tâches de discussion, correspondant à l’éventail des tâches communicatives de Pica, Kanagy et Falodun (1993). Les données montrent de façon provisoire comment les d’étudiants d'ALS de différents niveaux ont utilisé l’environnement « Second Life » dans des types variés de tâches, en mettant l'accent sur l'utilisation des avatars, la téléprésence et les affordances, et révèlent les facteurs cruciaux qui ont conduit au succès ou à l'échec dans l'exécution des tâches.  


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