• Title/Summary/Keyword: 스마트폰 학습환경

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Study Curation Service Utilizing th Learner Pattern Information from the Smart Learning (스마트러닝에서의 학습자 패턴 정보를 활용한 큐레이션 서비스 제공 방안 연구)

  • Yun, Jun-soo;Hwang, Hyun-seo;Park, Jin-tae;Seo, Kyoung-teak;Moon, Il-young;Kwon, Oh-young;Kim, Byeong-jun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.903-906
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    • 2015
  • Over the recent industry -wide virtual world and the real world, broadcasting and telecommunications, IT technology and traditional industries, such as the fusion research has been conducted in a variety of fields. And training in the field of education is changing the paradigm of creativity to break the intrusive training center. In addition, the quality of interactive educational content technology to foster self-directed future talent is a situation that is required. The market has already surpassed the smartphone PC, smart devices and e-learning technologies are appearing new service called 'smart learning' as a new form of convergence of the educational system. In this paper, based on the direct development of a content authoring applications and Web sites, and cloud environments to the students collect and analyze patterns. Utilizing this information, we studied the curation service plans that recommend the appropriate content to fit the tastes of the learner.

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Proposal of a Learning Model for Mobile App Malicious Code Analysis (모바일 앱 악성코드 분석을 위한 학습모델 제안)

  • Bae, Se-jin;Choi, Young-ryul;Rhee, Jung-soo;Baik, Nam-kyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.455-457
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    • 2021
  • App is used on mobile devices such as smartphones and also has malicious code, which can be divided into normal and malicious depending on the presence or absence of hacking codes. Because there are many kind of malware, it is difficult to detect directly, we propose a method to detect malicious app using AI. Most of the existing methods are to detect malicious app by extracting features from malicious app. However, the number of types have increased exponentially, making it impossible to detect malicious code. Therefore, we would like to propose two more methods besides detecting malicious app by extracting features from most existing malicious app. The first method is to learn normal app to extract normal's features, as opposed to the existing method of learning malicious app and find abnormalities (malicious app). The second one is an 'ensemble technique' that combines the existing method with the first proposal. These two methods need to be studied so that they can be used in future mobile environment.

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Event Cognition-based Daily Activity Prediction Using Wearable Sensors (웨어러블 센서를 이용한 사건인지 기반 일상 활동 예측)

  • Lee, Chung-Yeon;Kwak, Dong Hyun;Lee, Beom-Jin;Zhang, Byoung-Tak
    • Journal of KIISE
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    • v.43 no.7
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    • pp.781-785
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    • 2016
  • Learning from human behaviors in the real world is essential for human-aware intelligent systems such as smart assistants and autonomous robots. Most of research focuses on correlations between sensory patterns and a label for each activity. However, human activity is a combination of several event contexts and is a narrative story in and of itself. We propose a novel approach of human activity prediction based on event cognition. Egocentric multi-sensor data are collected from an individual's daily life by using a wearable device and smartphone. Event contexts about location, scene and activities are then recognized, and finally the users" daily activities are predicted from a decision rule based on the event contexts. The proposed method has been evaluated on a wearable sensor data collected from the real world over 2 weeks by 2 people. Experimental results showed improved recognition accuracies when using the proposed method comparing to results directly using sensory features.

Dimensionality Reduction of Speeded Up Robust Features Using Neural Networks for Object Recognition in Mobile Environments (모바일 환경 영상인식을 위한 신경망기반 Speeded Up Robust Features 차원 감소)

  • Yoon, Du-Mim;Kim, Kyung-Joong
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06c
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    • pp.421-424
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    • 2011
  • 최근에 스마트폰이 발달하고 대부분의 모바일 기기에 카메라가 달리면서 카메라를 이용한 애플리케이션 또한 늘어나고 있는데 기존의 PC상에서 로고 인식등을 위해 사용되는 SURF를 이용한 이미지 매칭에는 유클리드 거리 계산을 사용하고 있다. 그러나 이 방법으로는 PC보다는 사양이 낮은 모바일 기기에 적용하기에는 기존에 사용하고 있는 방법이 인식할 이미지마다 모든 특징점을 비교하는 방법을 사용하기 때문에 연산량이 높은 편이다. 본 논문에서는 미리 인식할 이미지를 뉴럴넷에 학습시킨 뒤, 뉴럴넷을 필터링으로 사용하여 일부의 특징점만을 비교해 연산량을 줄여서 속도를 향상시키는 방법을 제안하였으며 이를 이용하여 대략 30%가량의 성능 향상이 나타난 것을 알 수 있었다.

A Design of WYSIWYG HTML5 Editor (WYSIWYG기반의 HTML5 저작도구 설계)

  • Yeo, Sung-Jin;Lee, Cho-I;Choi, Yong-Ho;Kim, Jang-Goon;Park, Hun-Beom
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.1035-1038
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    • 2014
  • 데스크탑, 태블릿, 스마트폰등 다양한 인터넷 접근방법과 크롬, 사파리, 파이어폭스등 다양한 브라우저가 사용됨에 따라 이런 여러 가지 인터넷 환경에 대응하기 위해 W3C에서는 HTML5를 권고하고 있으며 이에 따른 표준화를 진행하고 있다. 전 세계적으로 HTML5로의 전환을 빠르게 확산시키려는 움직임을 보이고 있으나 선도 기업을 제외한 공공기관 및 민간 기업에서는 전문 인력 부족, 학습 비용 투자 등 여러 가지 문제로 인해 전환속도가 미흡한 실정이다. 본 논문에서는 HTML5에 대한 국내외 표준화 및 시장현황에 대해 기술하고, 이를 기반으로 WYSIWYG HTML5 저작도구를 설계하였다.

Communication Manager Design and Implementation of Individual Location Information for Social Learning in N-Screen (N-스크린 환경에서 소셜 러닝을 위한 개인 위치정보 지원 커뮤니케이션 매니저 설계 및 구현)

  • Kim, Kyung-Rog;Byeon, Jae-Hee;Moon, Nam-Mee
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.3
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    • pp.27-35
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    • 2011
  • Social network services are developed which is based on interaction and collaboration between users. This used to teaching-learning and integrate personal experience based on constructivism and social learning has developed into. In order to use which better to support the N-Screen communication model is needed. Communication model is to support the interaction between learner-instructor- the system. However, until now, There are a lot of web-based communications research. In this study, Social Learning Services environment to extended to N-Screen. For seamless service, Location information of individuals to use to learning activities. To support this, the communication manager is to design and implement. Communications manager for the N-Screen services draw students use cases and define the required functions. Based on this, Communication function is designed. In addition, Considering the characteristics of each device, personal location information to be reflected.

Implementation of the L-SNS System based on Media Literacy as an Information Ethics Education Methodology (정보윤리 교육의 방법론으로서 미디어리터러시를 적용한 L-SNS시스템 구현)

  • Lee, Myung-Suk;Son, Yoo-Ek
    • The KIPS Transactions:PartA
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    • v.18A no.6
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    • pp.233-240
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    • 2011
  • In this paper, we design and implement an L-SNS system to reduce ever-increasing adverse effects of the Internet through the strengths of social network service system based on media literacy, including critical comprehension, creative expression, participation, communication ability, etc. The L-SNS system we proposed here was used the Smartphone as a medium of communication for learners, and to let them have indirect experience and real-time interaction. In addition, it provides the environment to make objective decisions through the process examining an in-depth discussion among other learners in the aspect of a third party.

Educational Possibilities the Use of QR Codes in Prior Educational Materials for Field Trips with Theme (QR코드를 활용한 테마식 현장체험학습 사전교육자료의 교육적 가능성 탐색)

  • Yu, Jeong-Su;Kim, Se-Jong
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.439-445
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    • 2012
  • The aim of the work that is presented in this paper is to develop the new prior educational materials which use the field trip and to present educational possibilities. The QR codes were used to develop the prior materials. The developed materials applied to elementary students who attended to filed trips in 2012. This was practically achieved by the use of smartphone which enhance the learning experience of a physical visit by providing personalized information with QR codes. The results demonstrate the technology supported physical field trips provides significantly improved learning outcomes, increases students curiosity. Furthermore the findings of the study demonstrate that the application of the specific emerging technologies could facilitate the development of advanced learning experiences in field trips, increasing at a significant level the learning outcomes and the motivation of the participating students.

A Study on Safety Management of Day Care Center using disaster management system (재난관리스템을 이용한 어린이집 안전관리에 관한 연구)

  • Jeong, Chang-sik;Kwon, Mee-Rhan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.1
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    • pp.29-35
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    • 2018
  • Safety accidents are frequently occurring in day care centers in recent years. The number of types of safety accidents is bumping into, falling, burning, school bus accident, insertion... etc., and the number of children who have died due to such accidents is increasing steadily every year. Therefore, it is urgent to prevent accidents at day care centers. IoT (Internet of Things) is managed by connecting various sensors and related products from the living space to the Internet in order to prevent them from being dangerous. In particular, IoT products can be automatically controlled by smart phones and sensors anytime and anywhere, thus saving energy, time, convenience and prompt accuracy. This paper proposes a research model to prevent and respond to disasters by using SK LoRa communication network and Arduino, which are Internet access networks for building disaster management in schools, kindergartens and day care centers. And various sensors needed for building disaster management express various safety states in the building and suggests a system that can control the residential environment by transmitting and receiving data to smart phone.

Education of media by production of image contents - Focusing on Non-Linear Editing (영상 콘텐츠 제작을 통한 미디어 교육 - 비선형 편집을 중심으로)

  • Park, Sung-Dae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1096-1103
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    • 2019
  • Today the influence of digital video media grows bigger due to the development of information and telecommunication gradually and most of juveniles spend a number of image contents with their smart phones and computers. And they not only consume such image contents but also upload the videos they make at YouTube or Vimeo by recording and editing them by themselves. As we learned from such phenomenon, the education of media that uses and expresses the video in various environment such as making, reading and expressing video media is very important. The education of using the advance digital device and software of producing image contents is essential as current education of media cannot be discussed without that. This study treats the education of media based on the view point of education on image contents production. It discusses the education method that we can learn from the process of image contents production based on Non-Linear Editing System.