• Title/Summary/Keyword: Education platform

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An Analysis of Artificial Intelligence Education Research Trends Based on Topic Modeling

  • You-Jung Ko
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.2
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    • pp.197-209
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    • 2024
  • This study aimed to analyze recent research trends in Artificial Intelligence (AI) education within South Korea with the overarching objective of exploring the future direction of AI education. For this purpose, an analysis of 697 papers related to AI education published in Research Information Sharing Service (RISS) from 2016 to November 2023 were analyzed using word cloud and Latent Dirichlet Allocation (LDA) topic modeling technique. As a result of the analysis, six major topics were identified: generative AI utilization education, AI ethics education, AI convergence education, teacher perceptions and roles in AI utilization, AI literacy development in university education, and AI-based education and research directions. Based on these findings, I proposed several suggestions, (1) including expanding the use of generative AI in various subjects, (2) establishing ethical guidelines for AI use, (3) evaluating the long-term impact of AI education, (4) enhancing teachers' ability to use AI in higher education, (5) diversifying the curriculum of AI education in universities, (6) analyzing the trend of AI research, and developing an educational platform.

An Extended TIP Technique for Android Platform (Android Platform에서의 확장된 TIP 기술)

  • Kim, Young-Ja;Lee, Yon-Sik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.57-63
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    • 2012
  • TIP technology enables navigation of the internal contents of images by extracting geometry information from two-dimensional drawing or a picture and generating three-dimensional effects from extracted information. The technology can be applied to a variety of practical fields including game, entertainment, education, public relations and so on. This paper proposes extended application of TIP technology and realization method for smart devices using OpenGL ES Library for Android platform. Considering problems associated with a foreground object extraction, the proposed method uses vanishing points chosen by the user to facilitate more realistic scene configuration. Then, method acquires three-dimensional background model using OpenGL ES Library, develops three-dimensional virtual space and enables image navigation via camera viewpoint conversion. The experimental image is made on Android 2.1 and OpenGL ES 1.0 using the image taken on devices built on the Android platform. Thus, the proposed technology can be implemented to various smart devices built on the Android platform at lower cost and in less time.

Study on Improving Maritime English Proficiency Through the Use of a Maritime English Platform (해사영어 플랫폼을 활용한 표준해사영어 실력 향상에 관한 연구)

  • Jin Ki Seor;Young-soo Park;Dongsu Shin;Dae Won Kim
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.29 no.7
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    • pp.930-938
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    • 2023
  • Maritime English is a specialized language system designed for ship operations, maritime safety, and external and internal communication onboard. According to the International Maritime Organization's (IMO) International Convention on Standards of Training, Certification and Watchkeeping for Seafarers (STCW), it is imperative that navigational officers engaged in international voyages have a thorough understanding of Maritime English including the use of Standard Marine Communication Phrases (SMCP). This study measured students' proficiency in Maritime English using a learning and testing platform that includes voice recognition, translation, and word entry tasks to evaluate the resulting improvement in Maritime English exam scores. Furthermore, the study aimed to investigate the level of platform use needed for cadets to qualify as junior navigators. The experiment began by examining the correlation between students' overall English skills and their proficiency in SMCP through an initial test, followed by the evaluation of improvements in their scores and changes in exam duration during the mid-term and final exams. The initial test revealed a significant dif erence in Maritime English test scores among groups based on individual factors, such as TOEIC scores and self-assessment of English ability, and both the mid-term and final tests confirmed substantial score improvements for the group using the platform. This study confirmed the efficacy of a learning platform that could be extensively applied in maritime education and potentially expanded beyond the scope of Maritime English education in the future.

Study on e-Learning Platform for Higher Education in Developing Countries - Case Study of Cambodia (개발도상국 고등교육을 위한 이러닝 플랫폼에 관한 연구 - 캄보디아 사례를 중심으로)

  • Mak, Sayphearoth;Kwon, Ho Yeol
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1263-1270
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    • 2018
  • We investigated the e-learning platforms for higher education in developing countries. First, we introduced e-learning environmental factors such as ICT technology as well as ASEAN Cyber University (ACU) project for developing countries. And then, we presented Cambodian case as an example of e-learning platform for developing countries. We analyzed the national education policy and ICT environment as well as the demands and obstacles of e-learning in Cambodia. We derived e-learning strategies and plans based on the analysis results, and finally proposed e-learning platform C-MOOC Net. In order to verify the proposed scheme, we developed prototype of C-MOOC Net system which is implemented based on open software. As a result, we have met the requirement of networking the C-MOOC hub, supporting localization of local language and personalization of favorite courses respectively.

AI-Based Educational Platform Analysis Supporting Personalized Mathematics Learning (개별화 맞춤형 수학 학습을 지원하는 AI 기반 플랫폼 분석)

  • Kim, Seyoung;Cho, Mi Kyung
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.417-438
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    • 2022
  • The purpose of this study is to suggest implications for mathematics teaching and learning when using AI-based educational platforms that support personalized mathematics learning. To this end, we selected five platforms(Knock-knock! Math Expedition, knowre, Khan Academy, MATHia, CENTURY) and analyzed how the AI-based educational platforms for mathematics reflect the three elements(PLP, PLN, PLE) to support personalized learning. The results of this study showed that although the characteristics of PLP, PLN, and PLE implemented on each platform varied, they were designed to form PLEs that allow learners to make their autonomous decisions about learning based on PLP and PLN. The significance of this study can be found in that it has improved the understanding and practicability of personalized mathematics learning with the AI-based educational platforms.

A Study on the Improvement of UI Design for Online Craft Learning Platform (온라인 공예 학습 플랫폼 UI디자인 개선 방향 연구)

  • Jang, Hui-Su;Nam, Won-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.145-156
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    • 2020
  • Recently, as a culture that values work-life balance has become more important in society as a whole, interest in hobbies and leisure activities that will enrich life is increasing. This phenomenon is due to an increase in platforms where people can enjoy and learn hobbies online. Among them, craft-related content is growing rapidly, and as offline education has been brought online, learning immersion has been reduced online. Therefore, in this study, we want to identify current problems in online and offline craft learning and seek ways to improve UI design to solve them. To this end, we conducted a literature survey on the online learning platform, online craft learning platform and UI design, and based on this, conducted case investigation and analysis to derive the third stage of the learning process of the online craft learning platform. Subsequent surveys showed that as a result, the online craft learning platform was able to find improvements in terms of differentiating the content exploration process, visualizing the craft progress stage, ease of working with video tools, and providing smooth feedback, and in addition to the need for a device for active learning. Through the results of this study, we hope to expand the craft content market by making it easier for users to enjoy the contents provided on the online craft learning platform.

A Study on Workbench-based Dynamic Service De-sign and Construction of Computational Science Engineering Platform (계산과학공학 플랫폼의 워크벤치 기반 동적 서비스 설계 및 구축에 관한 연구)

  • Kwon, Yejin;Jeon, Inho;Ma, Jin;Lee, Sik;Cho, Kum Won;Seo, Jerry
    • Journal of Internet Computing and Services
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    • v.19 no.3
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    • pp.57-66
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    • 2018
  • EDISON ( EDucation-research Integration through Simulation On the Net) is a web simulation service based on cloud compu-ting. EDISON provides that web service and provide analysis result to users through pre-built infrastructure and various calcu-lation nodes computational science engineering problems that are difficult or impossible to analysis as user's personal resources to users. As a result, a simulation execution environment is provided in a web portal environment so that EDISON can be ac-cessed regardless of a user's device or operating system to perform computational science engineering analysis simulation. The purpose of this research is to design and construct a workbench based real - time dynamic service to provide an integrat-ed user interface to the EDSION system, which is a computational science engineering simulation and analysis platform, which is currently provided to users. We also devised a workbench-based user simulation service environment configuration. That has a user interface that is similar to the computational science engineering simulation software environment used locally. It can configure a dynamic web environment such as various analyzers, preprocessors, and simulation software. In order to provide these web services, the service required by the user is configured in portlet units, and as a result, the simulation service using the workbench is constructed.

Development of HTML5-based Lever Learning Webapp for Cross-platform (HTML5 기반 크로스 플랫폼을 위한 지레 학습 웹앱 개발)

  • Kim, Tae-Hoon;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.189-199
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    • 2012
  • Recently with the advent of smart devices, various educational apps are being developed for smart learning. However, the existing native apps to run on a particular device, the device is not compatible. A new way to develop apps, webapp written using the HTML5 has the advantage of cross-platform support. We developed the webapp using HTML5 for learning lever in elementary school science curriculum. We conducted an expert evaluation for the web app of educative usability. The expert group was comprised of elementary school teacher. In result, it was evaluated lever learning content and webapp have high educational value.

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The Evaluation of Backhaul Transport with ITT Platform - The Case of Busan New Port - (ITT Platform의 복화율 개선에 따른 효과 분석 - 부산항 신항을 대상으로 -)

  • PARK, Nam-Kyu;LEE, Jung-Hun
    • Journal of Fisheries and Marine Sciences Education
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    • v.29 no.2
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    • pp.354-364
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    • 2017
  • This study tries to evaluate the effect of ITT introduction in Busan New Port. The study used the estimation model of the number of vehicles required in accordance with the backhaul rate. The model used big data, COPINO e-document for one year in 2015. COPINO recorded the event such as truck ID, container ID, ATA, damage etc when truck arrived at gate. The study finds important information to estimate the required number of trucks for handling current ITT containers in Busan New Port: Daily throughput in Busan New Port is 1650 vans, especially night throughput recorded peak level in 1800 hours to 2400 hours, the throughput between adjacent terminals recorded high, i.e PNIT to HPNT. The transportation capability for 6 hours between terminals is from 4 vans to 7 vans. The required trucks are estimated 89 currently without considering peak level. If we change the back haul rate from current 20% to 40%, 60% and 80%, how much would the cost drop? It was discovered that, if it is raised to 40%, 60% and 80%, the number of vehicle required will be reduced from 89 (current) to 76, 65 and 59. It was also discovered that the total savings will reduce down to 12%, 25% and 34%.

Affective Computing in Education: Platform Analysis and Academic Emotion Classification

  • So, Hyo-Jeong;Lee, Ji-Hyang;Park, Hyun-Jin
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.8-17
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    • 2019
  • The main purpose of this study isto explore the potential of affective computing (AC) platforms in education through two phases ofresearch: Phase I - platform analysis and Phase II - classification of academic emotions. In Phase I, the results indicate that the existing affective analysis platforms can be largely classified into four types according to the emotion detecting methods: (a) facial expression-based platforms, (b) biometric-based platforms, (c) text/verbal tone-based platforms, and (c) mixed methods platforms. In Phase II, we conducted an in-depth analysis of the emotional experience that a learner encounters in online video-based learning in order to establish the basis for a new classification system of online learner's emotions. Overall, positive emotions were shown more frequently and longer than negative emotions. We categorized positive emotions into three groups based on the facial expression data: (a) confidence; (b) excitement, enjoyment, and pleasure; and (c) aspiration, enthusiasm, and expectation. The same method was used to categorize negative emotions into four groups: (a) fear and anxiety, (b) embarrassment and shame, (c) frustration and alienation, and (d) boredom. Drawn from the results, we proposed a new classification scheme that can be used to measure and analyze how learners in online learning environments experience various positive and negative emotions with the indicators of facial expressions.