voice chat
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2022 ◽  
pp. 196-222
Author(s):  
Elodie A Attié ◽  
Anne Bouvet ◽  
Jérôme Guibert

The COVID-19 context affected the use of social media. Video and voice chat facilitate social interactions during the current social distancing requirements. However, social media creates unrealistic reference points of comparison. The time spent on social media can thus diminish well-being. Researchers and managers aspire to understand how sentiments can control social media. Another research interest regards which techniques create positive sentiments and enhance user experience. This chapter introduces the main stakes of social media, how sentiments change social media, and in turn, social media influences sentiments. The main focus presents a literature review regarding the techniques to analyze sentiments. Finally, solutions and recommendations contemplate the use of social media, for both users and social media platforms.


2021 ◽  
Vol 2 (02) ◽  
Author(s):  
Muhammad Yuslih ◽  
Paida Paida

This study aims to determine the application of a scientific approach in PAI learning for class X during the covid 19 pandemic. This type of research uses descriptive qualitative research by choosing a location at SMAN 1 Kuripan Dusun Tegal, Jagaraga Village, Kec. Kuripan, Kab. West Lombok. Sources of data in this study were PAI teachers and students of class X, the principal and the Deputy Head of Curriculum. The data collection method used is the method of observation, interviews, and documentation. The results showed that the application of a scientific approach to PAI learning in class X during the Covid-19 pandemic at SMAN 1 Kuripan used online and offline learning processes. In its implementation, through the first several stages, the teacher sends material in the form of videos or reading materials related to the material through WhatsAPP, then students observe the material. Second, ask about material that has not been understood either through Chat WA/Voice Chat. Third, associating/reasoning students are given tasks related to the material. Fourth, students present the assignment via WhatsApp. Fifth, students draw conclusions from the results of the presentation. The implementation of learning using a scientific approach in PAI learning during the COVID-19 pandemic has been carried out even though it has not been maximized. The obstacles in the application of the scientific approach include the lack of student activity in the learning process, and limited facilities and infrastructure.


2021 ◽  
pp. 247-256
Author(s):  
Kyle Richter
Keyword(s):  

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%.


2021 ◽  
Vol 7 (3) ◽  
pp. 43-57
Author(s):  
Shin Yi Chew ◽  
Yanqiu Chen

In recent, mobile technology is experiencing a highly development, it is necessary to explore whether it holds the potential to boost EFL learners’ language acquisition based on its instant messaging apps in synchronous voice chat (SVC) mode. With a focus on Chinese EFL learners, this study aimed to compare their speaking performance in SVC and face-to-face (F2F) chat modes. It also explored the relationship between learners’ speaking performance and anxiety levels in these two chat modes which allow real-time communication. In this mixed methods study, WeChat instant messaging was used as the platform for SVC. Forty students from a public university in China participated in 4 chat sessions in SVC and F2F chat modes over 4 weeks. Quantitative data were collected through the oral scores of the participants’ performance in the chat sessions and anxiety questionnaires. Then, qualitative data were obtained from a focus group interview. The findings revealed a significant difference in learners’ speaking performance in SVC and F2F chat. Students’ speaking performance outperformed in SVC chat compared to F2F chat. This could be linked to students’ anxiety levels which were slightly higher in F2F chat. Despite that, most of the students preferred F2F chat to SVC chat due to the practicality of F2F chat.


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

Author(s):  
Anirudh Verma ◽  
Shashikant Tyagi ◽  
Gauri Mathur

The bot’s purpose is to make the Discord server a bit more fun by making it interactive and interesting. This bot brings together various people from all over the world and helps them remain connected to each other. Once people join the server they can use all the features of the bot and join voice channels to communicate or share ideas thoughts or just have a chat. This is a better version of WhatsApp, Microsoft teams and has surpassed both of them in the same field. Discord is a VoIP, instant messaging and digital distribution platform designed for creating communities. Users communicate with voice calls, video calls, text messaging, media and files in private chats or as part of communities called “servers”. Servers are a collection of persistent chat rooms and voice chat channels. Discord runs on Windows, macOS, Android, iOS, Linux, and in web browsers.


Author(s):  
Ehsan Namaziandost ◽  
Mohammad Hasan Razmi ◽  
Ronald M. Hernández ◽  
Yolvi Ocaña-Fernández ◽  
Masoud Khabir

2021 ◽  
Vol 3 (1) ◽  
pp. 1-17
Author(s):  
Nia Anggraini ◽  
Dyah Rachmawati Sugiyanto
Keyword(s):  

Penelitian ini merupakan penelitian kualitatif dengan pendekatan deskriptif. Subyek penelitian ini adalah para pemain online game Free Fire yang terdiri dari kelompok laki-laki, perempuan, dan anak laki-laki. Dalam pengumpulan data digunakan metode wawancara, dan observasi, untuk menguji keabsahan data, peneliti menggunakan teknik triangulasi. Sedangkan teknik analisis data yang digunakan adalah reduksi data, model data, verifikasi kesimpulan. Hasil penelitian memperoleh kesimpulan bahwa proses komunikasi dalam yang terjadi di antara pemain Free Fire adalah proses komunikasi dua arah dalam satu kelompok melalui media voice chat. Para pemain Free Fire memaknai simbol-simbol dan menggunakannya sesuai dengan fungsi simbol yang dimaknai bersama. Tujuannya adalah mencapai kemenangan suatu kelompok dalam berkompetisi dengan kelompok lainnya. Bahasa dalam percakapan pada permainan Free Fire dimaknai sama oleh para pemainnya. Terdapat banyak istilah yang sama dalam Free Fire namun beberapa memiliki fungsi berbeda. Ada pula istilah yang dikonstruksikan dari peristiwa sebenarnya ke dalam virtual, serta istilah yang hanya terdapat di dunia virtual dan tidak ditemukan di dunia nyata.    


2021 ◽  
pp. 101-122
Author(s):  
Matilda Ståhl

As growing societal phenomena, esports and gaming is gaining more interest and visibility in educational contexts. However, online game culture often involves offensive language as an established player jargon. Therefore, employing games in educational settings may be challenging. Here, player jargon is exemplified from an ethno-case study in collaboration with students at an esports program in Finland. Seven students (identifying as male, aged 17–18) from two different teams regularly shared screen recordings of matches of the multiplayer game Counter-Strike: Global Offensive. The aim of the chapter is twofold: a) to analyse and discuss how player jargon is employed in esports within an educational context and b) to discuss how video research, here through screen recordings, facilitates analysis of player jargon within a new educational field of research. The screen recordings, administered by the participants themselves, included the team internal voice chat, thereby offering an intimate participant perspective on player jargon in online game culture. Through this, the researcher gains repeated access into a space no outsider otherwise has access to as the internal voice chat solely includes invited players. The data, and analysis, show that the language use, at times homophobic and/or misogynistic, becomes particularly problematic when esports and education meet, since offensive language defies educational principles of equity. Nevertheless, what would be a better place to address this in-game culture than in educational contexts?


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