• Title/Summary/Keyword: Learning Media

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Analyzing Dissatisfaction Factors of Weather Service Users Using Twitter and News Headlines

  • Kim, In-Gyum;Lee, Seung-Wook;Kim, Hye-Min;Lee, Dae-Geun;Lim, Byunghwan
    • International Journal of Contents
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    • v.15 no.4
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    • pp.65-73
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    • 2019
  • Social media is a massive dataset in which individuals' thoughts are freely recorded. So there have been a variety of efforts to analyze it and to understand the social phenomenon. In this study, Twitter was used to define the moments when negative perceptions of the Korean Meteorological Administration (KMA) were displayed and the reasons people were dissatisfied with the KMA. Machine learning methods were used for sentiment analysis to automatically train the implied awareness on Twitter which mentioned the KMA July-October 2011-2014. The trained models were used to validate sentiments on Twitter 2015-2016, and the frequency of negative sentiments was compared with the satisfaction of forecast users. It was found that the frequency of the negative sentiments increased before satisfaction decreased sharply. And the tweet keywords and the news headlines were qualitatively compared to analyze the cause of negative sentiments. As a result, it was revealed that the individual caused the increase in the monthly negative sentiments increase in 2016. This study represents the value of sentiment analysis that can complement user satisfaction surveys. Also, combining Twitter and news headlines provided the idea of analyzing the causes of dissatisfaction that are difficult to identify with only satisfaction surveys. The results contribute to improving user satisfaction with weather services by efficiently managing changes in satisfaction.

IT Center Based Module Type for 3year Multi-semester Education System (IT 센터기반 모듈형 3년 다학기제 교육시스템)

  • Choi Kyu-Hoon
    • Journal of Engineering Education Research
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    • v.5 no.2
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    • pp.42-53
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    • 2002
  • This paper has checked the position and roles of IT(Information Technology) for future society greeting the open campus in 21 century. The idea was focused 'how to construct IT manpower growing system for electronics related departments that are expected to lead the whole industries in 30 years. The problem how to grow competitive manpower and to receive the necessity of industries flexibly is hot issue for the various education system and it should be linked to career education. Also it is very important element how to realize practically open campus education in the lifelong vocational society. This theme has described the organization between IT related department and school for the functional realization of the center (laboratory) based module type muti semester education system, and has proposed an unique direction of the education development that is shown the relationship between virtual education and open education system suitable for new era. Especially it has depicted the idea how to cooperate with virtual education and lifelong education system through 'CIMTL(Center for Information Media Technology Learning)'.

Estimating Human Size in 2D Image for Improvement of Detection Speed in Indoor Environments (실내 환경에서 검출 속도 개선을 위한 2D 영상에서의 사람 크기 예측)

  • Gil, Jong In;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.21 no.2
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    • pp.252-260
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    • 2016
  • The performance of human detection system is affected by camera location and view angle. In 2D image acquired from such camera settings, humans are displayed in different sizes. Detecting all the humans with diverse sizes poses a difficulty in realizing a real-time system. However, if the size of a human in an image can be predicted, the processing time of human detection would be greatly reduced. In this paper, we propose a method that estimates human size by constructing an indoor scene in 3D space. Since the human has constant size everywhere in 3D space, it is possible to estimate accurate human size in 2D image by projecting 3D human into the image space. Experimental results validate that a human size can be predicted from the proposed method and that machine-learning based detection methods can yield the reduction of the processing time.

Super-resolution Algorithm Using Adaptive Unsharp Masking for Infra-red Images (적외선 영상을 위한 적응적 언샤프 마스킹을 이용한 초고해상도 알고리즘)

  • Kim, Yong-Jun;Song, Byung Cheol
    • Journal of Broadcast Engineering
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    • v.21 no.2
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    • pp.180-191
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    • 2016
  • When up-scaling algorithms for visible light images are applied to infrared (IR) images, they rarely work because IR images are usually blurred. In order to solve such a problem, this paper proposes an up-scaling algorithm for IR images. We employ adaptive dynamic range encoding (ADRC) as a simple classifier based on the observation that IR images have weak details. Also, since human visual systems are more sensitive to edges, our algorithm focuses on edges. Then, we add pre-processing in learning phase. As a result, we can improve visibility of IR images without increasing computational cost. Comparing with Anchored neighborhood regression (A+), the proposed algorithm provides better results. In terms of just noticeable blur, the proposed algorithm shows higher values by 0.0201 than the A+, respectively.

A Study on Sexual Behavior and Attitudes among College Students in Seoul (일부대학생의 성의식 및 성행동에 관한 연구)

  • 문인옥
    • Korean Journal of Health Education and Promotion
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    • v.14 no.2
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    • pp.95-112
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    • 1997
  • This study examines knowledge, attitudes and behaviors toward sexual activity among 412 college students in Seoul. An 127-item questionnaire is used in order to understand and consider alcircumstances involved in decisions about sexual activity, and to reflect to the course on healthy sexuality. The major findings are as follows: 1. ‘Books/media’ and ‘friends’ are the primary source of sexual knowledge. 2. Despite the increased number of sxeducation programs, peers apparently remain the major source of information and the counsellor of the sexual problems(71.6%). 3. About ninety percent of males and 14.2 percent of females masurbate. Although mastubation is anormal response to pleasurable bodily feelings, students feel ‘unnatural’, ‘bad’ or ‘guilty’. 4. For some students, sexual intercourse is perceived as the natural outgrowth of love. More than thirty oercent of males and 8. 1 percent of females are engaged in inter -course. 5. Asking parents or teachers to be specific in talking about sex makes it uncomfortable to discuss sex. 6. Sex education should begin in the family and in school in early childhood and continue throughout life. 7. Sexual feelings and emotions are stirred up differently between male and female by sexual sensations. 8. Half of the intimate relationship with opposite sex shows a love relationship with sexual closeness and pleasure. Unguided reading or peers remain the primary source of information about topics like masurbation and sexual technique. Thus, schools should be responsible for the more value-laden subjects (such as birth control, homosexuality, and sexual techniques). And inclusionof a peer education componebt that modified college students' perceived peer norms may be the intervention method of choice. The prevention of health problems is far more desirable than treatment. The earlier the knowledge and skill to make healthful decisions are instilled, the greater the chance a healthful lifestyle will be adopted. School is the logical place in our society to provide the college students learning opportunities essential to developing the knowledge and skills to choose a healthful life course.

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Writing education using Characteristics at hypertext

  • Lee, Hee-Young
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.6
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    • pp.9-14
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    • 2018
  • This paper focuses on how the latest progress in digital media and technology affects the writing education environment. In the contemporary era, collecting numerous pices of information online, and arranging them to create new knowledge is important. There is also a need to seek new methods for writing education to stay in tune with the times. To that end, this paper suggests an open writing model using hypertexts. This writing model consists of a total of five stages, which are use of information, compilation of information, open mutual discussion, search of additional information and writing to recreate knowledge. The final outcome of such writing is writing using footnotes. By describing the gist of the keyword and adding numerous footnotes, such writing opens up an infinite possibility of re-creating information into new knowledge. This method can help university students who are accustomed to the digital society to proactively use information and improve multi-disciplinary communication skills required today. This author applied such a model to university writing education and found that more than 82% of the students were satisfied. Through the process of collaboration and recreation of knowledge in writing, learners found distinct benefits and noted their horizons had broadened. Given this effect, the open writing model using hypertexts is meaningful in that it forms a learning community that goes beyond a one-way feedback from instructor to student and instead nudges students to realize collective intellect. Moreover, it is meaningful in that it moves away from a top-down approach of the instructors passing down knowledge about writing and its rules, and towards a more proactive involvement by students in creating knowledge.

Generating Augmented Lifting Player using Pose Tracking

  • Choi, Jong-In;Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.5
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    • pp.19-26
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    • 2020
  • This paper proposes a framework for creating acrobatic scenes such as soccer ball lifting using various users' videos. The proposed method can generate a desired result within a few seconds using a general video of user recorded with a mobile phone. The framework of this paper is largely divided into three parts. The first is to analyze the posture by receiving the user's video. To do this, the user can calculate the pose of the user by analyzing the video using a deep learning technique, and track the movement of a selected body part. The second is to analyze the movement trajectory of the selected body part and calculate the location and time of hitting the object. Finally, the trajectory of the object is generated using the analyzed hitting information. Then, a natural object lifting scenes synchronized with the input user's video can be generated. Physical-based optimization was used to generate a realistic moving object. Using the method of this paper, we can produce various augmented reality applications.

Analysis on Intake of Energy Drinks of High School Students in Gyeoungbuk Region (경북 지역 고등학생의 에너지 음료 섭취 실태 분석)

  • Lee, Su-Jin;Kim, Hyochung;Kim, Meera
    • Journal of the East Asian Society of Dietary Life
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    • v.24 no.6
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    • pp.924-932
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    • 2014
  • This study investigated intake of energy drinks, side effects and willingness to stop intake of 255 high school students in Gyeoungbuk region. The data were collected by the self-administered questionnaire. Frequency, t test, one-way ANOVA, Duncan's multiple range test, and ${\chi}^2$ test were conducted by SPSS Window V.21.0. About 78% of the respondents had experience of intake of energy drinks. The respondents were aware of energy drinks from 'advertisements on mass media (44.3%)', 'friends (32.2%)', and 'looking in stores (16.9%)'. The mean of the amount of energy drink intake per day was 30.62 mg. Forty-four percent of the respondents had energy drinks during an examination period, and 37% took it at home. The main reasons for intake of energy drinks were 'to fight off sleepiness', 'to recover from fatigue', and 'good taste' in order. Many respondents answered that energy drinks did not much help to increase concentration or learning ability. About 72% of the respondents experienced 'not feel sleepy' after having energy drinks. Half of the respondents experienced side effects such as palpitation, insomnia, and increase of urination. Most respondents had willingness to stop having energy drinks if it had bad effect on health.

Study on Perception of High School Students of Biotechnology (생명공학 기술에 대한 고등학교 학생들의 인식 조사 연구)

  • Song, Shin-Cheol;Shim, Kew-Cheol
    • Hwankyungkyoyuk
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    • v.23 no.1
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    • pp.99-111
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    • 2010
  • The purpose of this study was to investigate high school students' perceptions of biotechnology. Participants in this study were 9th and 10th grade students who were enrolled in high schools in Gyeonggi Province. The survey instrument used in this study was a 26-item questionnaire that was designed to measure students' perceptions regarding biotechnology. The study revealed that students' perceptions were positive toward the use of biotechnology on biological objects such as plant, grain and microbes. However, their perceptions were negative toward the use of biotechnology on humans and animals. Male students' perceptions were more positive than female students and there were significant differences between male and female students(p<.01). The study also revealed that male and female students had positive perceptions about the use of biotechnology in the development of beneficial products. However, male students' perceptions were more positive than female students(p<.01). Female students' perceptions were slightly more negative than males and they indicated a measure of caution in the development of beneficial products using biotechnology. Regarding the reliability of biotechnological information acquired from food companies, TV broadcasters, and entertainers, male and female students tended to be highly negative. Students perceived that environmental, religious and ethical issues did not affect the use of biotechnology when asked the effect of these factors on the use of biotechnology. They perceived that food safety and genetic factors of microbes did affect the use of biotechnology. Thus, the study findings suggest that teaching and learning strategies based on the differences of perceptions between male and female students of this study be established and the use of media, development of teaching method and materials be promoted in order to enhance student's performance in environmental education.

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The Effects of Learning Activities on the Application of Augmented Reality Contents in Elementary Science Instruction (초등학교 과학수업에서 AR 콘텐츠 활용이 학습 활동에 미치는 효과)

  • Kim, Kyung-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.12 no.5
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    • pp.75-85
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    • 2009
  • This study compared the differences between a group that studied with AR contents and a group that studied in a traditional method to examine the effects of AR contents use in elementary school science classes. The effects in four areas of studying were examined : study focus rate, study activities consuming variables, study participation activeness and instructional climate. As a result, there was no significant difference in study concentration rate between the AR and traditional groups. For study participation activeness, the AR group had higher participation actions, but there was no difference between the groups for language participation. For study activities consuming variables, the AR group stimulated more diverse study activities than the traditional group. For instruction climate, the AR contents group contributed more to creating a positive climate compared to the traditional group. Therefore, the results showed that application of AR contents on science classes would stimulate active participation of students and various study activities and help create a positive instructional climate.

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