• Title/Summary/Keyword: 타이틀

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A Study on the Documents's Automatic Classification Using Machine Learning (기계학습을 이용한 문서 자동분류에 관한 연구)

  • Kim, Seong-Hee;Eom, Jae-Eun
    • Journal of Information Management
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    • v.39 no.4
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    • pp.47-66
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    • 2008
  • This study introduced the machine learning algorithms to overcome the many different limitations involved with manual classification and to provide the users with faster and more accurate classification service. The experiments objects of the study were consisted of 100 literature titles for each of the eight subject categories in MeSH. The algorithms used to the experiments included Neural network, C5.0, CHAID and KNN. As results, the combination of the neural network and C5.0 technique recorded classification accuracy of 83.75%, which was 2.5% and 3.75% higher than that of the neural network alone and C5.0 alone, respectively. The number represented the highest accuracy rates among the four classification experiments. Thus the use of the neural network and C5.0 technique together will result in higher accuracy rates than the techniques individually.

Design and Implementation of Multimedia CAI Program for Learning about Electricity in the Mechanics Curriculum (기술과 전기 학습을 위한 멀티미디어 CAI 프로그램 설계 및 구현)

  • Lee, Hyae-Joung;Shin, Hyun-Cheul;Joung, Suck-Tae
    • Convergence Security Journal
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    • v.7 no.2
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    • pp.9-16
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    • 2007
  • In today's society, the paradigm is converted to information where both this and knowledge become the source of value added. In order to answer societies' needs school education is subject to a large change, that is 'from supplier-centered learners to demand-centered learners'. This study is the design and implementation of multimedia CAI program for learning about electricity in the meddle school the mechanics curriculum with a focus in generating electricity. Based on multimedia, software, educational utilization of the multimedia, CAI, learning theory and form, both technology and multimedia elements related to curriculum are analyzed. This title is composed of object, contents, evaluation and related sites every chapter for students to study. Also, it is designed for students to take interest and participate in the learning process actively by combining lots of media such as characters, sound, images and animation. Specially it is composed in a way of repetition according to the student's level.

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Visual Attention on Subtitles of CATV Entertainment Program : Focused on tvN (케이블방송 예능프로그램 자막의 시각적 주의 : tvN <꽃보다 할배>를 중심으로)

  • Kang, Mi-Young;Kang, Seung-Mook
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.64-75
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    • 2014
  • This study has attempted to explore the audience's visual attention about the subtitles types of CATV entertainment program. To achieve this, this research has measured the dwell time and average fixation data through the eye-tracking test and analysed the reason of particular visual attention by in-depth interview. According to the eye-tracking research findings, four types of subtitles(character metaphor, character metonymy, event metaphor, event metonymy) were measured the highest dwell time and average fixation time. Also, according to in-depth interview, visual attention was clearly turned up that event metonymy constructs the conflicts between characters and overstates the trip place romantically. This results means that staffs of intensify the reality and visual pleasure through event metonymic subtitles.

A Mutimedia Tithe for the Education of ITS (ITS 교육용 멀티미디어 타이틀)

  • Oh Jun-Suk;Mun Jae-Young;Lee Hang-Chan
    • Journal of Digital Contents Society
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    • v.2 no.1
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    • pp.41-50
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    • 2001
  • According to the rapid changing of modern Society, the portion and influence of the industries which are related to IT(Information Technology) have being Increased. Therefore, we need to recognize and learn to the new technologies such as ITS (Intelligent Transport Systems) because they are very closely related to our living environments. Unfortunately, people who are not expertized to the ITS have had hard time to understand these systems. In this paper, we introduce a multimedia courseware which requires only simple operations of mouse and keyboard for education of ITS. This courseware includes not only the areas of services for user but also scopes and components, and applications of ITS, which make possible to understand what the ITS are When we apply this courseware to the people who we not specialized to ITS, they can understand the ITS more easily.

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The History and Process of Development of the Korean Women's Soccer : Comparison with the U.S's Women's Soccer (한국 여자축구의 역사와 발전과정: 미국 여자축구와의 비교)

  • Han, Gun-Soo
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.227-235
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    • 2020
  • This study found the following results through the comparative analysis of the history and development process of the Korean·U.S. women's soccer. First, the Korean women's soccer has a long history compared to U.S. soccer. However, the environmental factors such as the Korean war made the long years of gap. Second, to vitalize the women's soccer team in school, the legal and financial base are needed. School Sports Promotion Acts needs to be revised based on the Title IX in U.S. Third, in terms of professional soccer, many women's soccer players play abroad and are recognized. However, women's professional soccer players treatment is not enough compared to men's soccer. Therefore, corporate's financial support and the proper distribution of budget from the Korea football association are required.

Usability Evaluation of Massively Multi-player Online Game Design and Key Design Factors (MMO게임 디자인의 사용성 평가와 핵심디자인 요인)

  • Song, Seung-Keun;Kim, Soo-Jeoung;Lee, Joo-Hyeon
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.195-206
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    • 2006
  • The computer game industry has managed to become the fastest growing segment of the entertainment industry nowadays. However, only a very low number of computer game products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, customers' preferences are a core issue in creating successful products, and the design process in game is crucial for guaranteeing garners' satisfaction. This research aimed to explore key design factors for the game design based on the new framework of the usability evaluation. We examined the usability in Massively Multi-player Online Role-playing Games (MMORPGs) and reviewed literatures related to games simultaneously. We identified eighteen usability issues in MMORPG and presented its recommendation relevant to the issues. Moreover, the results of the study showed fifty four key design factors composed of game interface, game play, game narrative, and game mechanics for the game design. The research is concluded with key implications to support the early stage of the design process in game.

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The Method of Deriving Japanese Keyword Using Dependence (의존관계에 기초한 일본어 키워드 추출방법)

  • Lee, Tae-Hun;Jung, Kyu-Cheol;Park, Ki-Hong
    • The KIPS Transactions:PartB
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    • v.10B no.1
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    • pp.41-46
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    • 2003
  • This thesis composes separated words in text for extracting keywords from Japanese, proposes extracting indexing keywords which consist of a compound noun using words and sentences information with the rules in the sentences. It constructs generative rules of compound nouns to be based In dependence as a result of analysing character of keywords in the text not the same way as before. To hold other extracting keywords and the content of sentence, and suggest how to decide importance concerned some restriction and repetition of words about generative rules. To verify the validity of keywords extracting, we have used titles and abstracts from Japanese thesis 65 files about natural language and/or voice processing, and obtain 63% in outputting one in the top rank.

Analysis of Loaming Effects on Utilization of CAI Program (CAI 프로그램의 활용에 따른 학습 효과 분석)

  • Jo, Hae-Gon;Jeong, Jae-Yeol;No, Yeong-Uk;Choe, Jae-Hyeok
    • The KIPS Transactions:PartA
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    • v.9A no.1
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    • pp.113-120
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    • 2002
  • Many CAI materials have been developed for middle school education. Among subjects in middle school education curricula, various multimedia materials are used in science subjects. Especially, those materials are necessary to teach basic knowledge of the environment, structure and components of animal. Thus, we implemented a multimedia title for a chapter of heart and blood circulation from first year science subject in middle school curricula. Most previous researches mainly focussed on the development of CAI programs, but did not suggest the analysis result of impact using those CAI programs. In this paper, we presented the analysis method of impact and the result, but also suggested a way to improve effectiveness of teaching in a clams.

The Effectiveness of High-level Text Features in SOM-based Web Image Clustering (SOM 기반 웹 이미지 분류에서 고수준 텍스트 특징들의 효과)

  • Cho Soo-Sun
    • The KIPS Transactions:PartB
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    • v.13B no.2 s.105
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    • pp.121-126
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    • 2006
  • In this paper, we propose an approach to increase the power of clustering Web images by using high-level semantic features from text information relevant to Web images as well as low-level visual features of image itself. These high-level text features can be obtained from image URLs and file names, page titles, hyperlinks, and surrounding text. As a clustering engine, self-organizing map (SOM) proposed by Kohonen is used. In the SOM-based clustering using high-level text features and low-level visual features, the 200 images from 10 categories are divided in some suitable clusters effectively. For the evaluation of clustering powers, we propose simple but novel measures indicating the degrees of scattering images from the same category, and degrees of accumulation of the same category images. From the experiment results, we find that the high-level text features are more useful in SOM-based Web image clustering.

Stevie Wonder's music has had on the K-POP (Stevie Wonder의 음악이 K-POP에 끼친 영향)

  • Yun, Byung-Jin;Cho, Tae-Seon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.10
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    • pp.104-108
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    • 2016
  • African-American music heavily influences a variety of musical genres, including folk music, jazz, rhythm and blues, soul, and funk music. The music derived from traditional African music with its unique syncopated rhythm using a five-note pentatonic scale, and has developed through significant influences from gospel music. African-American music has also evolved through historical social movements, such as eliminating the racial discrimination, and has been influenced by the personalities of different cities in the United States. Modern music features fusion with elements of Western music. One of the most influential and respected artists of the 20th century was Stevie Wonder, who was known as "Father of African-American music." He was an accomplished artist, winning numerous awards despite being disabled. He has become one of the most famous and respected artists worldwide. This study of Stevie Wonder's life, music, and spiritual strength, aims to highlight his significant achievements and contributions to pop music. This is a study based on an analysis of the work of Stevie Wonder and describes how elements of African-American music influences current Korean pop music and musicians.