• Title/Summary/Keyword: Education platform

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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.

Exploring the Types of AI Platforms for Creative Activities and How to Use Them (창작활동을 위한 인공지능 플랫폼의 종류와 활용방안 탐색)

  • Park, Ju-Yeon;Ahn, Su-Jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.361-364
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    • 2022
  • This study was carried out for the purpose of Exploring the types of AI platforms for creative activities and how to use them. In order to learn AI in the fields of art creation and music creation, which are representative areas of creative activity, types of AI platforms that can experience AI and perform simple programming were investigated. In addition, the utilization plan was presented so that each AI platform can be used to express students' ideas abundantly and to enhance their creativity. Through this, it is meaningful to suggest that the AI platform can be used as a teaching aid to enhance students' expressive power and creativity in creative activities.

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The Effect of Using WhatsApp on EFL Students' Medical English Vocabulary Learning During the Covid-19 Pandemic

  • Saud Alenezi;Elias Bensalem
    • International Journal of Computer Science & Network Security
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    • v.24 no.2
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    • pp.143-149
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    • 2024
  • The role of social networking mobile applications such as WhatsApp in enhancing second language vocabulary learning among English language learners continues to be a subject of interest for many scholars. The current study aimed at examining medical English vocabulary learning among undergraduate students using WhatsApp compared to learning vocabulary via the Blackboard platform during the Covid-19 pandemic. To this end, 108 medical students (51 males, 57 females) enrolled in a first semester English for a specific English course participated in the study. A quasi-experimental design was adopted for two groups. Fifty-three students participated in the WhatsApp group and 55 students formed the Blackboard group. A pretest-posttest design was employed to collect data. Results of t-test scores did not show a significant difference between the WhatsApp and Blackboard groups on a vocabulary test. Results of a survey that measured students' opinion of the use of WhatsApp as a platform for learning new vocabulary showed positive perceptions since participants thought that WhatsApp enhanced their learning experience.

The Effectiveness of Collaborative Learning in SW Education based on Metaverse Platform (메타버스 기반 협력적 소통 SW 교육 프로그램의 효과)

  • Son, Jungmyoung;Lee, Sihoon;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.26 no.1
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    • pp.11-22
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    • 2022
  • The educational environment, where the change to blended learning and AI convergence education through non-face-to-face is accelerating, is based on the cultivation of digital literacy. This study attempted to verify the effectiveness of future competencies by creating a collaborative SW education program on the metaverse platform that emerged by supplementing the problems through non-face-to-face. Twenty programs on how to design and create software were organized for small-scale elementary classes in the metaverse. In order to verify the effectiveness 4C competency tool presented as future educational competency was selected, and homogeneity test for the experimental group and t-test were conducted. The results showed the SW education programs based on metaverse was effective in improving collaborative communication skills, confirming the possibility of SW education through blended learning.

Spherical Robot for Planetary Explorations: An Approach to Educating Concepts of Mechatronics and Robotics to High School Students

  • Kim, Sooyoung;Kim, Seonje;Kim, Byungkyu;Sen, Soumen
    • Journal of Aerospace System Engineering
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    • v.14 no.2
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    • pp.36-43
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    • 2020
  • Many countries and international organizations have carried out rover missions to explore planetary surfaces. Accordingly, the demand for mechatronics education, which is closely related to building exploratory robots, is also steadily increasing. However, due to the complexity in understanding the background information needed for mechatronics, it is hard for pre-college students to study such process. In this study, we suggest an educational platform for mechatronics using a combined robot kit with a spherical robot and a smartphone application. To provide a visual understanding, the dynamic model of the robot is constructed while analyzing the error between actual driving and a simulation, and the educational algorithm of the game and a feedback method are proposed to improve the learning efficacy by considering the user's level of knowledge of mechatronics. We use this educational spherical robot to develop a curling game platform that can impart engineering education even when students lack significant knowledge.

A Study on the Educational Uses of Smart Speaker (스마트 스피커의 교육적 활용에 관한 연구)

  • Chang, Jiyeun
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.33-39
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    • 2019
  • Edutech, which combines education and information technology, is in the spotlight. Core technologies of the 4th Industrial Revolution have been actively used in education. Students use an AI-based learning platform to self-diagnose their needs. And get personalized training online with a cloud learning platform. Recently, a new educational medium called smart speaker that combines artificial intelligence technology and voice recognition technology has emerged and provides various educational services. The purpose of this study is to suggest a way to use smart speaker educationally to overcome the limitation of existing education. To this end, the concept and characteristics of smart speakers were analyzed, and the implications were derived by analyzing the contents provided by smart speakers. Also, the problem of using smart speaker was considered.

A Study on the Development of EV Powertrain System Simulator for Education and Training (교육훈련용 EV 동력 시스템 시뮬레이터 개발에 대한 연구)

  • Dong-June Shin
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.53-61
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    • 2023
  • The biggest core task in the new modern automobile industry lies in the development of eco-friendly vehicles with the goal of 0% emissions by the EU by 2035. Accordingly, in an era where the industry is rapidly changing with electric vehicles, education and training on EV electric vehicles are urgently needed. In this study, by developing a core EV powertrain system simulator excluding the chassis platform (body, tire, etc.) used identically to existing internal combustion locomotives, Understand the EV powertrain system, including mechanical engineering, electrical engineering, and electronic engineering applications. Through this course, we intend to use it as a medium to develop engineering and convergence development capabilities.

Establishment and service of user analysis environment related to computational science and engineering simulation platform

  • Kwon, Yejin;Jeon, Inho;On, Noori;Seo, Jerry H.;Lee, Jongsuk R.
    • Journal of Internet Computing and Services
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    • v.21 no.6
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    • pp.123-132
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    • 2020
  • The EDucation-research Integration through Simulation On the Net (EDISON) platform, which is a web-based platform that provides computational science and engineering simulation execution environments, can offer various analysis environments to students, general users, as well as computational science and engineering researchers. To expand the user base of the simulation environment services, the EDISON platform holds a challenge every year and attempts to increase the competitiveness and excellence of the platform by analyzing the user requirements of the various simulation environment offered. The challenge platform system in the field of computational science and engineering is provided to users in relation to the simulation service used in the existing EDISON platform. Previously, EDISON challenge servicesoperated independently from simulation services, and hence, services such as end-user review and intermediate simulation results could not be linked. To meet these user requirements, the currently in-service challenge platform for computational science and engineering is linked to the existing computational science and engineering service. In addition, it was possible to increase the efficiency of service resources by providing limited services through various analyses of all users participating in the challenge. In this study, by analyzing the simulation and usage environments of users, we provide an improved challenge platform; we also analyze ways to improve the simulation execution environment.

Ubiquitous Service Platform using Contextual Information

  • Yoon, Hyung-Min;Jeong, Seong-Hun;Kwon, Oh-Young;Han, Tack-Don
    • Proceedings of the KAIS Fall Conference
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    • 2003.11a
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    • pp.231-235
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    • 2003
  • Network infrastructure has spread to an unprecedented extent and is used in various computing devices, such as smart appliances, smart phones, and embedded devices with sensors, which have all been appearing in the computing environment. To accommodate this trend, for a more intelligent service environment, the service platform needs to have abilities that facilitate the operation between services, dynamically share distributed computing resources, and manage appropriate contextual information. We have simulated a service platform to provide intelligent services using contextual information after having implemented the context management service. The context management service gathers raw contextual information from sensors and stores these in the context database. For a consistent basis of contextual information, time and location are used as the key values of the contextual information. The context management service also performs normalization to provide computable contextual information to context-aware applications. In this paper, a service platform based on Jini technology is proposed for constructing an interoperable, dynamic, and . intelligent service environment using contextual information.

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