• Title/Summary/Keyword: E-learning of engineering department

Search Result 329, Processing Time 0.028 seconds

Animated Game-Based Learning of Data Structures In Professional Education

  • Waseemullah, Waseemullah;Kazi, Abdul Karim;Hyder, Muhammad Faraz;Basit, Faraz Abdul
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.9
    • /
    • pp.1-6
    • /
    • 2022
  • Teaching and learning are one of the major issues during this pandemic (COVID-19). Since the pandemic started, there are many changes in teaching and learning styles as everything related to studies started online. Game-Based Learning has got remarkable importance in the educational system and pedagogy as an effective way of increasing student inspiration and engagement. In this field, most of the work has been carried out in digital games. This research uses an Animated Game-Based Learning design in enhancing student engagement and perception of learning. In teaching Computer Science (CS) concepts in higher education, to enhance the pedagogy activities in CS concepts, more specifically the concepts of "Data Structures (DS)" i.e., Array, Stack, and Queue concepts are focused. This study aims to observe the difference in students' learning with the use of different learning methods i.e., the traditional learning (TL) method and the Animated Game-Based Learning (AGBL) Method. The experimental results show that learning DS concepts has been improved by the AGBL method as compared to the TL method.

Development and Distribution of Deep Fake e-Learning Contents Videos Using Open-Source Tools

  • HO, Won;WOO, Ho-Sung;LEE, Dae-Hyun;KIM, Yong
    • Journal of Distribution Science
    • /
    • v.20 no.11
    • /
    • pp.121-129
    • /
    • 2022
  • Purpose: Artificial intelligence is widely used, particularly in the popular neural network theory called Deep learning. The improvement of computing speed and capability expedited the progress of Deep learning applications. The application of Deep learning in education has various effects and possibilities in creating and managing educational content and services that can replace human cognitive activity. Among Deep learning, Deep fake technology is used to combine and synchronize human faces with voices. This paper will show how to develop e-Learning content videos using those technologies and open-source tools. Research design, data, and methodology: This paper proposes 4 step development process, which is presented step by step on the Google Collab environment with source codes. This technology can produce various video styles. The advantage of this technology is that the characters of the video can be extended to any historical figures, celebrities, or even movie heroes producing immersive videos. Results: Prototypes for each case are also designed, developed, presented, and shared on YouTube for each specific case development. Conclusions: The method and process of creating e-learning video contents from the image, video, and audio files using Deep fake open-source technology was successfully implemented.

Object Detection Using Deep Learning Algorithm CNN

  • S. Sumahasan;Udaya Kumar Addanki;Navya Irlapati;Amulya Jonnala
    • International Journal of Computer Science & Network Security
    • /
    • v.24 no.5
    • /
    • pp.129-134
    • /
    • 2024
  • Object Detection is an emerging technology in the field of Computer Vision and Image Processing that deals with detecting objects of a particular class in digital images. It has considered being one of the complicated and challenging tasks in computer vision. Earlier several machine learning-based approaches like SIFT (Scale-invariant feature transform) and HOG (Histogram of oriented gradients) are widely used to classify objects in an image. These approaches use the Support vector machine for classification. The biggest challenges with these approaches are that they are computationally intensive for use in real-time applications, and these methods do not work well with massive datasets. To overcome these challenges, we implemented a Deep Learning based approach Convolutional Neural Network (CNN) in this paper. The Proposed approach provides accurate results in detecting objects in an image by the area of object highlighted in a Bounding Box along with its accuracy.

Detection of E.coli biofilms with hyperspectral imaging and machine learning techniques

  • Lee, Ahyeong;Seo, Youngwook;Lim, Jongguk;Park, Saetbyeol;Yoo, Jinyoung;Kim, Balgeum;Kim, Giyoung
    • Korean Journal of Agricultural Science
    • /
    • v.47 no.3
    • /
    • pp.645-655
    • /
    • 2020
  • Bacteria are a very common cause of food poisoning. Moreover, bacteria form biofilms to protect themselves from harsh environments. Conventional detection methods for foodborne bacterial pathogens including the plate count method, enzyme-linked immunosorbent assays (ELISA), and polymerase chain reaction (PCR) assays require a lot of time and effort. Hyperspectral imaging has been used for food safety because of its non-destructive and real-time detection capability. This study assessed the feasibility of using hyperspectral imaging and machine learning techniques to detect biofilms formed by Escherichia coli. E. coli was cultured on a high-density polyethylene (HDPE) coupon, which is a main material of food processing facilities. Hyperspectral fluorescence images were acquired from 420 to 730 nm and analyzed by a single wavelength method and machine learning techniques to determine whether an E. coli culture was present. The prediction accuracy of a biofilm by the single wavelength method was 84.69%. The prediction accuracy by the machine learning techniques were 87.49, 91.16, 86.61, and 86.80% for decision tree (DT), k-nearest neighbor (k-NN), linear discriminant analysis (LDA), and partial least squares-discriminant analysis (PLS-DA), respectively. This result shows the possibility of using machine learning techniques, especially the k-NN model, to effectively detect bacterial pathogens and confirm food poisoning through hyperspectral images.

Search for Designing Strategies of E-Learning for Engineering Through Analyzing the Best Practices of Overseas MOOCs (해외 MOOC 우수사례 분석을 통한 공학 분야 이러닝 콘텐츠 설계 전략 탐색)

  • Jung, Hyojung;An, Junghyun;Lee, Hyejeong
    • Journal of Practical Engineering Education
    • /
    • v.8 no.1
    • /
    • pp.31-37
    • /
    • 2016
  • Five and above engineering courses were selected from each of exemplary international MOOC platforms, and common e-learning design strategies were drawn out through observing the courses and analyzing the course elements. By finding out both macro(platform) and micro(content) levels of designing strategies, this study suggests the direction for designing engineering courses incorporating e-learning nationally. The major trend of current e-learning design is to provide bite-sized contents rapidly created and to deploy instructional strategies for promoting student participation in learning and diverse and contextualized learning experiences.

A Study on Evaluation of e-Learning Education Utilization in Practical Course (실습교과목의 이러닝 교육활용 평가에 관한 연구)

  • Kim, Jin-woo;Joo, Kangwo;Jo, Eunjeong
    • Journal of Practical Engineering Education
    • /
    • v.10 no.1
    • /
    • pp.25-33
    • /
    • 2018
  • As the IT industry develops, The field of e-learning based on existing theoretical subjects has expanded to fields requiring actual education. Courses that require practical training in e-learning must be evaluated to have learning outcomes through on-line practice. In this research, a student at Cyber University mechatronics engineering studies 'PLC Control' and 'Servo Motor Control', which are subjects of the undergraduate major, through 'Prime College's CyberLAB' for learning by e-learning investigated whether there was a learning result. For this reason, CyberLAB was conducted. And for the students who took the course for two years, We confirmed through the 5 - point scale questionnaire and grades that the practical subjects had a significant effect on e - learning.

A Study on the Effectiveness the Blended e-Learning on Teaching and Learning of the Engineering Mathematics (블렌디드 이러닝이 공학수학 교수·학습에 미치는 효과)

  • Lee, Heonsoo
    • Journal of the Korean School Mathematics Society
    • /
    • v.22 no.4
    • /
    • pp.395-413
    • /
    • 2019
  • The purpose of this study was to find out how Blended e-Learning affected the teaching and learning of engineering mathematics for engineering students. It has researched the application condition of Blended e-Learning and the students' attitude in the offline classes of students. The subject were 42 students of Junior in the Department of Mechanic Engineering in M-University participated in the study. The lecturer taught the class for the students by fact-to-face teaching at the offline. It was recorded all processes during the class, and the video was loaded at the Learning Management System(LMS). The students studied online by themselves. This study investigated the attitude of students at the offline and the Utilization of Online Data by learners through the mixed class for one semester. The results were as follows. First, Blended e-Learning applied engineering mathematics affected positively for the self-regulated and individualized learning to the students. Second, Blended e-Learning has shown a positive impact on the teaching and learning of engineering mathematics. Finally, it also had a positive effect on the class satisfaction level of students.

Building Topic Hierarchy of e-Documents using Text Mining Technology

  • Kim, Han-Joon
    • Proceedings of the CALSEC Conference
    • /
    • 2004.02a
    • /
    • pp.294-301
    • /
    • 2004
  • ·Text-mining approach to e-documents organization based on topic hierarchy - Machine-Learning & information Theory-based ㆍ 'Category(topic) discovery' problem → document bundle-based user-constraint document clustering ㆍ 'Automatic categorization' problem → Accelerated EM with CU-based active learning → 'Hierarchy Construction' problem → Unsupervised learning of category subsumption relation

  • PDF

Realtime Multimedia e-Learning system research by using expanded SCORM (SCORM 표준 확장을 이용한 실시간 멀티미디어 e-Learning 시스템 연구)

  • Kim, Jung-Hyun;Hwang, Doo-Hong;Lee, Joo-Hwan;Kim, Won-Il
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.48 no.1
    • /
    • pp.51-59
    • /
    • 2011
  • In this paper, we propose the standardized idea for learning environment of e-Learning 2.0 (originated from Web 2.0 paradigm) to overcome limitations of current passive e-Learning environment. Because current LMS/ LCMS which manages e-learning systems has the limitation of providing various interactive elements when people use video contents to study, it lacks real-timeness and interactivity between teacher-learner and learner-learner in the operation of video contents and has difficulty in measuring accurate progress rate of learners in the process of teaching-learning. Therefore, we designed multimedia contents(both-way learning requisite) to overcome limitations of current e-Learning system and to maximize the effect of learning of learners so that it makes possible to interact between learners and teachers in realtime. For this, this thesis designs the standardized idea based on expanded SCORM standard which is now used for manufacturing LMS/LCMS, and according to ideas we have proposed, it implements e-learning multimedia environment.

A Study on Administrator Module Design for Virtual learning System (가상 교육 시스템의 관리자 모듈 설계에 관한 연구)

  • Moon Myung-Ryong;Kim Jeong-Su
    • Journal of Engineering Education Research
    • /
    • v.5 no.1
    • /
    • pp.50-58
    • /
    • 2002
  • The most important point in electronic learning(e-learning) is to gain the learning sympathy by improving interaction among the learners, instructors and operators around instruction contents. But it is necessary for the instructor to have active assistance of an administrator as a supporter and an operator because instructors do not accept all the learner's demands. So, operator's activity is very critical in success of e-learning. In this paper, wamine the theory of constructionism to effectively reflect the characteristic of WWW, and to build up a foundation of the web-based integrated e-learning circumstance. The circumstance is composed of 3 modules of the learner, instructor and the administrator. This aims to coordinate instruction functions in order to improve the effect of learning and to intensify the interaction. This paper presents the design and implementation of an e-learning system which is focused on the administrator's module to effectively support the operator's activity. As a result of this research, the system can be used in building up a variety of e-learning in university, that is, general training course and technical training course.