104,695 research outputs found
JAPANESE-MALAY E-DICTIONARY WITH VOICE RECOGNITION
This report is to give a brief introduction to a project that is going to be done
under the Artificial Intelligent field. This project is based on the natural language
processing which an electronic dictionary will be built for Japanese-Malay language
translation. The intelligent part of this e-dictionary is that it will be integrated with voice
recognition program to allow user to interact with it.
The e-dictionary will be built similar to the current e-dictionary available in the
market today. The end-product may not be a full-functioning device by itself, but it may
be a prDlmype to be tested on a computer. The program for the e-dictionary will be using
Microsofi~ Visual Basic 6.0 for the system. As voice recognition system will be added to
the system, the speech recognition engine and text-to-speech engine available for
'viicrosoft Visual Basic 6.0 language will be used in order to take advantage of its
library. 'vficrosofi: Office Access 2003 will be used for the database of this system
JAPANESE-MALAY E-DICTIONARY WITH VOICE RECOGNITION
This report is to give a brief introduction to a project that is going to be done
under the Artificial Intelligent field. This project is based on the natural language
processing which an electronic dictionary will be built for Japanese-Malay language
translation. The intelligent part of this e-dictionary is that it will be integrated with voice
recognition program to allow user to interact with it.
The e-dictionary will be built similar to the current e-dictionary available in the
market today. The end-product may not be a full-functioning device by itself, but it may
be a prDlmype to be tested on a computer. The program for the e-dictionary will be using
Microsofi~ Visual Basic 6.0 for the system. As voice recognition system will be added to
the system, the speech recognition engine and text-to-speech engine available for
'viicrosoft Visual Basic 6.0 language will be used in order to take advantage of its
library. 'vficrosofi: Office Access 2003 will be used for the database of this system
A fuzzy-based approach for classifying students' emotional states in online collaborative work
(c) 2016 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.Emotion awareness is becoming a key aspect in collaborative work at academia, enterprises and organizations that use collaborative group work in their activity. Due to pervasiveness of ICT's, most of collaboration can be performed through communication media channels such as discussion forums, social networks, etc. The emotive state of the users while they carry out their activity such as collaborative learning at Universities or project work at enterprises and organizations influences very much their performance and can actually determine the final learning or project outcome. Therefore, monitoring the users' emotive states and using that information for providing feedback and scaffolding is crucial. To this end, automated analysis over data collected from communication channels is a useful source. In this paper, we propose an approach to process such collected data in order to classify and assess emotional states of involved users and provide them feedback accordingly to their emotive states. In order to achieve this, a fuzzy approach is used to build the emotive classification system, which is fed with data from ANEW dictionary, whose words are bound to emotional weights and these, in turn, are used to map Fuzzy sets in our proposal. The proposed fuzzy-based system has been evaluated using real data from collaborative learning courses in an academic context.Peer ReviewedPostprint (author's final draft
Is today's architecture about real space, virtual space or what?
Nowadays digital technologies and information and telecommunication technologies are widely used in every aspect of our lives. This article focuses on the digital technologies and their effect on the place-making activities. First an overview of the digital technologies for the creation, occupancy and management of a building is given. Secondly, the concepts of space and virtual space are discussed. Through these discussions, the concept of places and its virtual alternatives and recombination the use of space are described. Finally some concluding remarks are made on whether today’s place making activities about real space or it extends beyond that
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