• Title/Summary/Keyword: Learning Media

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Deep Learning-based Single Image Generative Adversarial Network: Performance Comparison and Trends (딥러닝 기반 단일 이미지 생성적 적대 신경망 기법 비교 분석)

  • Jeong, Seong-Hun;Kong, Kyeongbo
    • Journal of Broadcast Engineering
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    • v.27 no.3
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    • pp.437-450
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    • 2022
  • Generative adversarial networks(GANs) have demonstrated remarkable success in image synthesis. However, since GANs show instability in the training stage on large datasets, it is difficult to apply to various application fields. A single image GAN is a field that generates various images by learning the internal distribution of a single image. In this paper, we investigate five Single Image GAN: SinGAN, ConSinGAN, InGAN, DeepSIM, and One-Shot GAN. We compare the performance of each model and analyze the pros and cons of a single image GAN.

The Need to Strengthen Realistic Media Education Program in Korean Museums by Introducing SmartGlass (스마트글라스 도입을 통한 국내 박물관 실감미디어 교육 프로그램 강화 필요성)

  • Lee, Seung-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.429-434
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    • 2022
  • This paper focuses on developing and strengthening realistic media education programs through the introduction of smart glass for reasonable development and operation of academic research as well as hands-on learning and services provided by museums in modern society where the labor market changes. Through this study and case, a paper was written to improve the quality of museum education programs and hands-on learning through smart glass, and to provide higher education services to the people and contribute to the development by helping academic research.

Analysis of the Pedagogical Perspectives Represented in the Movie Dangerous Minds: Based on the Constructivist Framework

  • Jeong, Kyeong-Ouk
    • International Journal of Contents
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    • v.9 no.4
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    • pp.45-51
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    • 2013
  • The purpose of this paper is to analyze educational theories and practices represented in the movie Dangerous Minds. This paper begins by giving the overview of the movie. Then this paper makes an analysis of the pedagogical methods and practices used by the teacher in the movie, which can encourage students to fulfill their academic success and social mobility. The lives of students at risk are transformed through the teacher's beliefs and pedagogical practices based on the constructivism, leading students on a path of selfdiscovery and self-empowerment. What is imperative in the students' lives here is their intrinsic motivation and self-efficacy toward the self and their educational system. By providing constructivist pedagogical paradigms and viewing these media texts within the context of an urban school, this paper intends to introduce educational theories and methods which can create better educational environment for students. In short, this study explores teaching theories and methods represented in the movie based on the constructivist perspectives, which are supposed to fully cultivate the potential of students.

Spatial Information Based Simulator for User Experience's Optimization

  • Bang, Green;Ko, Ilju
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.3
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    • pp.97-104
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    • 2016
  • In this paper, we propose spatial information based simulator for user experience optimization and minimize real space complexity. We focus on developing simulator how to design virtual space model and to implement virtual character using real space data. Especially, we use expanded events-driven inference model for SVM based on machine learning. Our simulator is capable of feature selection by k-fold cross validation method for optimization of data learning. This strategy efficiently throughput of executing inference of user behavior feature by virtual space model. Thus, we aim to develop the user experience optimization system for people to facilitate mapping as the first step toward to daily life data inference. Methodologically, we focus on user behavior and space modeling for implement virtual space.

A Learning System for Cultural Asset based on Internet Of Things Environment (사물인터넷 환경 기반의 문화재 학습 시스템)

  • Lee, Eunmi;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.37-38
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    • 2015
  • 본 논문에서는 IoT(Internet of Things) 환경 기반의 문화재 학습 시스템 기술을 제안한다. 각 상황에 해당하는 시스템 모듈을 기반으로 하여 문화재에 대한 정보의 수집 및 분석을 통해 사용자에게 적합한 서비스 제공하여 문화재에 대한 관심을 증대시키고 문화재 정보에 대한 효율적인 이해관계를 제공한다. 또한 제안하는 시스템으로 국민의 문화재에 대한 이해를 높이고 정보 기술의 발전을 활용한 지식 정보 기반의 문화재 서비스를 제공 할 수 있다.

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An Effects of Project Media Education with Computer in Technological Academic Achievement and Ability of Self-Directed Learning in middle school (컴퓨터 활용 프로젝트 미디어교육의 중등 기술교과 학업성취도 및 자기주도 학습능력에 미치는 효과 연구)

  • Moon, Hye-Sung;SaKong, Ok-Kyoung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.163-166
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    • 2011
  • 본 연구에서는 컴퓨터를 중심으로 하여 인쇄매체, 영상매체를 활용하는 프로젝트 미디어교육이 중학생 기술교육의 학업성취도 및 자기주도 학습능력에 긍정적인 효과를 미치는가를 연구하였다. 연구대상자들을 전통적 교사중심 강의수업을 받는 집단과 프로젝트 미디어교육을 받는 집단으로 나누어 실험하였다. 이를 통해 나타난 결과는, 첫째, 프로젝트 미디어교육 학습집단이 전통적 강의방식 학습집단에 비해 인지적 영역과 정의적 영역의 학업성취도에서 더 효과적인 결과를 보여주었다. 그러나 학습결과물 영역의 학업성취도에서는 유의미한 차이가 없었다. 둘째, 프로젝트 미디어교육 학습집단이 전통 학습집단에 비해 학습자들의 자기주도 학습능력 요소들 중, 학습기회에 대한 개방성, 학습에의 솔선수범 및 독립성, 창의성의 요소들에서 더 효과적인 결과를 나타내었다.

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Lecture Encoding of Distance Education by Multimedia Integration (멀티미디어 통합에 의한 원격교육 강의 녹화)

  • Jou, Wouseok
    • Journal of Engineering Education Research
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    • v.17 no.3
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    • pp.34-41
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    • 2014
  • In distance education, use of proper software tools can greatly enhance student's attention and learning efficiency. In such software tools, offering diverse multimedia information is one of the most critical factors. However, integration and synchronization of the various media types has been relatively difficult parts of implementation. This paper proposes a prototype system that uses a metafile and event handling mechanism for the uniform treatment of various media types. This event-level integration and synchronization of multimedia makes the implementation relatively simple. With this approach, instructor's behaviors are automatically recorded, and the instructors can freely choose and show any type of multimedia contents while lecturing. Current commercial or non-commercial lecture management systems could incorporate this approach, so that the distance education market could be expanded with richer multimedia contents.

A Study on the Utilization of Educational Facilities in a Small Size Class Primary School for Diversifying Instruction Methods (소규모학급의 교육방법 다양화를 위한 국민학교 시설 활용에 관한 연구 - 포천군 국민학교를 중심으로 -)

  • Lee, Gyeong-Hee
    • Journal of the Korean Institute of Educational Facilities
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    • v.1 no.2
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    • pp.33-46
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    • 1994
  • This paper inquires into the most desirable measures which can diversify instruction-learning methodsand take advantage of educational facilities in order to carry out both education for the whole man and individualized instruction in a smallscale class primary school. For this purpose, this paper makes investigation into thirty primary schools at Pochon district(including one branch school) and analyzes the contents of investigation into as follows: 1) the general present status of primary schools at Pochon district educational facilities, 2) the educational environment and educational facilities, 3) the instructional systems design and instructional media, 4) the educational facilities for the scale of applying instructional media. And then, on the side of educational facilities, This paper makes proposal for eight accessible alternatives which diversify instruction learning methods and enforce individualized instruction (=open education) without expanding or reconstructing on alarge scale a building of the existing small-scaleprimary schools.

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A Proposal of Motion Recognition-based Video Search System using Machine Learning (기계학습을 이용한 동작인식 동영상 검색시스템 제안)

  • Seo, Won-Seoung;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.463-464
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    • 2019
  • 본 논문은 기계학습을 기반으로 아두이노와 시리얼통신을 통한 사용자의 동작인식을 이용해 보다 간단하게 인터넷상의 원하는 동영상을 찾을 수 있는 검색시스템을 제작하고자 하였다. 이 검색시스템은 Python을 기반으로 SVM(Support Vector Machine)을 이용한 패턴 분류를 사용하였으며 이를 통해 사용자의 동작을 입력받아 문자를 예측 할 수 있다. 사용자는 이 검색시스템을 사용하기 위하여 우선 문자에 대한 사용자의 동작입력을 통해 학습 데이터 셋을 만들어야 하며 그것을 SVM을 이용하여 학습 모델과 식별자를 만들고, 만들어진 분류기를 통하여 동작인식을 바탕으로 문자의 결과를 예측 할 수 있다. 최종적으로 사용자의 동작인식을 거쳐 만들어진 문자열을 이용해 인터넷 동영상 사이트인 Youtube를 통해 웹 크롤링하여 문자열과 관련 있는 동영상을 찾아준다.

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Design and Application of YouTube Ecosystem based on Team Projects using Digital Curation (디지털큐레이션을 활용한 팀프로젝트 기반 유튜브 생태계 설계 및 적용)

  • Choi, Youngmee
    • Journal of Korea Multimedia Society
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    • v.23 no.12
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    • pp.1576-1585
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    • 2020
  • The purpose of this study is to design and apply YouTube ecosystem using digital curation to improve the interaction of untact class. The untact digital instructional model for building the YouTube ecosystem is composed of four modules: domain, tutor, student, and interface, and the role of each module is described. As an application example, the team project "Development and Operation of Instructional Assistant YouTube" is performed in the Introduction to Media Software class. The learning experience is described in terms of professor, peer tutors, and learners, and learning outcomes are presented through surveys.