• Title/Summary/Keyword: Learning Media

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JPEG AI의 부호화 프레임워크들의 분석 및 활용 사례에 대한 소개

  • 한승진;김영섭
    • Broadcasting and Media Magazine
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    • v.28 no.1
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    • pp.13-28
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    • 2023
  • 이미지 압축은 이미지 및 영상처리에서 주요한 역할을 하며, 자율주행, 클라우드, 영상 송출 등의 분야에서 빅데이터를 처리해야 하는 수요가 늘어남에 따라 지속적인 연구가 진행 중이다. 그 중심에는 딥러닝(deep learning)의 발전이 자리잡고 있으며, 심층 신경망(deep neural network)을 효과적으로 학습하는 알고리즘들을 적용한 논문들은 기존 압축 포맷인 JPEG, JPEG 2000, MPEG 등의 압축 성능을 뛰어넘는 결과를 보여 주고 있다. 이에 따라 JPEG AI는 딥러닝 기반 학습 이미지 압축의 표준을 제정하는 일을 진행 중이다. 본 기고에서는 JPEG AI가 표준화하고자 하는 기술과 JPEG AI에 제안한 압축 프레임워크들을 분석하고, 활용 사례들을 소개하여 JPEG AI 기반 학습 이미지 압축 모델의 동향에 대해 알아보고자 한다.

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영상 분류를 위한 준지도 학습 기법의 분류와 동작 원리의 이해

  • Chae, Mun-Ju;Park, Jae-Hyeon;Jo, Seong-In
    • Broadcasting and Media Magazine
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    • v.27 no.2
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    • pp.10-18
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    • 2022
  • 본 고에서는 준지도 학습의 개념과 목표 그리고 대표 기법들의 동작 원리에 대해서 알아본다. 구체적으로, 영상 분류를 위한 준지도 학습 기법을 크게 label propagation 기반 기법과 representation learning 기반 기법으로 나누고, 이 두 가지 기법들의 특성을 분석하고, 대표 기법들의 동작 원리에 대해서 설명한다. 또한, 영상 분류 문제에서 위 두 가지 접근법들의 대표 기법들의 성능을 평가한다.

Parking Lot Occupancy Detection using Deep Learning and Fisheye Camera for AIoT System

  • To Xuan Dung;Seongwon Cho
    • Smart Media Journal
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    • v.13 no.1
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    • pp.24-35
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    • 2024
  • The combination of Artificial Intelligence and the Internet of Things (AIoT) has gained significant popularity. Deep neural networks (DNNs) have demonstrated remarkable success in various applications. However, deploying complex AI models on embedded boards can pose challenges due to computational limitations and model complexity. This paper presents an AIoT-based system for smart parking lots using edge devices. Our approach involves developing a detection model and a decision tree for occupancy status classification. Specifically, we utilize YOLOv5 for car license plate (LP) detection by verifying the position of the license plate within the parking space.

4PBL model proposal for education of Game Design (게임 교과목 교육을 위한 4PBL모델 제안 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.93-102
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    • 2018
  • This article aims to present an effective and systematic learning methodology of game curriculum which is oriented convergence education. In particular, I will present the 4PBL model reflecting the trend of the changing times from teacher-centered learning to learner-centered learning environment. The 4PBL model consists of Personal based Learning, Problem based Learning, Project based learning and Performance based Learning. In this article, I will explain the concepts and characteristics of PBLs at each stage by providing concrete examples of game education courses. Such an attempt may have a meaningful value in that it can suggest a learning environment in which knowledge can be structured subjectively in a changing educational paradigm.

A Study on the Effects among Psychological Factors, Knowledge Sourcing Behavior and Knowledge Utilization Outcomes in Social Learning Community (소셜 러닝 커뮤니티에서 심리적 요인, 지식소싱 행태, 지식활용 성과 간의 영향관계에 관한 연구)

  • Han, Sang-Woo
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.4
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    • pp.267-295
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    • 2014
  • The purpose of this study is to analyze empirically relationships between learners' psychological factors, knowledge sourcing behavior and knowledge utilization outcomes and to analyze the mediation effect of social learning and relationships among learners. Another purpose is to understand learners' attitude on social learning and knowledge sourcing behavior. The main results of this study are as follows: First, regression results on relationships among learners' psychological factors, knowledge sourcing behavior, knowledge utilization outcomes show that learners' self-efficacy has a positive effect on social learning activity participation, and goal orientation has a positive influence on group knowledge sourcing and social learning activity participation. Users' experiences of social media has a positive effect on group knowledge sourcing, social learning activity participation and social learning interaction. From a knowledge utilization perspective, published knowledge sourcing positively affects knowledge reuse, knowledge application and knowledge innovation. Dyadic knowledge sourcing has positive influence on knowledge reuse. Group knowledge sourcing affects positively knowledge application and knowledge innovation. Second, social learning activity participation factor has full mediation effect on relationship between learners' goal orientation and group knowledge sourcing, and the relationship between users' experiences of social media and group knowledge sourcing. A relationship among members factor has full mediation effect on the relationship between published knowledge sourcing and knowledge reuse, and relationship between published knowledge sourcing and knowledge innovation. Third, the results of in-depth interview show that learners trust and easily collect knowledge from social network services in general. Also, they get a variety of idea for solving information problem from interaction among members in social learning community.

A Study on the Defined and Realized Attributes of SMART Education (스마트교육의 속성과 구현 실태에 관한 연구)

  • Yun, Ga-Yeong;LEE, Hyojin;Park, Innwoo
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.183-204
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    • 2017
  • Since the development of Smart technology and the advent of various Smart media, a learning environment for individual learners and the school has been changing. In the stream of changing learning environments, in 2011, the government announced SMART education strategies, introducing the term officially, "SMART education." With the governments' efforts to develop and implement SMART education in school, many policies has been enacted and many research has been conducted and increased gradually. However, as policies of SMART education have initiated in situation where there is no clear understanding in regard of SMART education, many researchers and teachers confused of SMART education and its identity and attributes, even though it has been 6 years since the concept was introduced. Unfortunately, SMART education has been implemented as one type of instructional methodology as utilizing Smart technology. Thus, in this research, we tried to build theoretical foundation of SMART education through analyzing former research on SMART education to define the attributes of SMART education. To examine how SMART education has been implemented in terms of its attributes, also, we analyzed research that conducted instructional design and implementation on SMART education in actual learning environments. As the results of former research analysis, the attributes of SMART education include Information and Communication Technology, open learning environment, self-directed learning, customized learning, and social learning. In majority of research, SMART education focused on utilizing Smart technology and media in teaching and learning environments but self-directed, and customized learning were less adapted in SMART learning environments. In the following research, how to improve educational benefits of SMART education through adapting original attributes of SMART education need to be examined.

Mediating Effects of Self-Respect and Cognitive Needs on the Relationship between Adolescents' Media Utilization and Critical Media Understanding (청소년의 미디어 활용 능력과 비판적 미디어 이해 능력의 관계에서 자아존중감과 인지욕구의 매개효과)

  • Kim, Dasol
    • Korean Educational Research Journal
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    • v.43 no.1
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    • pp.29-57
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    • 2022
  • This study was conducted to determine the effects of adolescents' media literacy, self-esteem, and cognitive related to on critical media understanding ability using data from the Korea Media Panel Survey 2020. As a result of the study, PC literacy and smart device literacy influenced adolescents' critical media literacy. The mediating effect of cognitive needs between Internet literacy and critical media understanding ability using PCs and smart devices was significant, and the mediating effect of self-esteem between email literacy using PCs and smart devices and critical media understanding ability was significant. Therefore, to improve adolescents' critical media understanding ability, it is necessary to educate them to use PCs and smart devices as tools for interaction. To this end, it is desirable for information and technology subjects to focus on media literacy to increase cognitive needs, and for other subjects, cooperative learning using media is desirable.

Building and Analyzing Panic Disorder Social Media Corpus for Automatic Deep Learning Classification Model (딥러닝 자동 분류 모델을 위한 공황장애 소셜미디어 코퍼스 구축 및 분석)

  • Lee, Soobin;Kim, Seongdeok;Lee, Juhee;Ko, Youngsoo;Song, Min
    • Journal of the Korean Society for information Management
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    • v.38 no.2
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    • pp.153-172
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    • 2021
  • This study is to create a deep learning based classification model to examine the characteristics of panic disorder and to classify the panic disorder tendency literature by the panic disorder corpus constructed for the present study. For this purpose, 5,884 documents of the panic disorder corpus collected from social media were directly annotated based on the mental disease diagnosis manual and were classified into panic disorder-prone and non-panic-disorder documents. Then, TF-IDF scores were calculated and word co-occurrence analysis was performed to analyze the lexical characteristics of the corpus. In addition, the co-occurrence between the symptom frequency measurement and the annotated symptom was calculated to analyze the characteristics of panic disorder symptoms and the relationship between symptoms. We also conducted the performance evaluation for a deep learning based classification model. Three pre-trained models, BERT multi-lingual, KoBERT, and KcBERT, were adopted for classification model, and KcBERT showed the best performance among them. This study demonstrated that it can help early diagnosis and treatment of people suffering from related symptoms by examining the characteristics of panic disorder and expand the field of mental illness research to social media.

An Application Plan for Religious 'Symbolic Didactics' in Religious Media Pedagogic and Popular Culture -Development of a Teaching & Learning Example Focusing on "The Da Vinci Code"- (대중문화 속 종교유사성에 관한 종교미디어교육 연구 -<다빈치 코드>를 사례로 한 '상징교수법' 교수학습 모형 개발-)

  • Moon, Hye-Sung
    • Korean journal of communication and information
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    • v.42
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    • pp.7-43
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    • 2008
  • In this paper, a new viewpoint and practical education method were presented on educational culture related to today's religions and media. For this purpose, this paper considered the theories of religious media pedagogic and the concept of symbo1ic didactics relating to religious symbols in popular culture. In this paper, a total of eight cases of applying symbolic didactics were developed using the example of "The Da Vinci Code", based on the theoretical framework of religious media education and symbolic didactics. For this, the education methods and contents of religious media education were integrated with the teaching plan model of "action and development oriented media education". In order for this education to be applied effectively, experimental studies have to be carried out verifying the learning effects regarding this education. In particular, education for teachers who will tarry out this education is needed. This is because, in media education, the efficiency of education is significantly affected by the capacity of the one who is teaching.

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A Comparative Analysis of the Research Trends on Disinformation between Korea and Abroad (국내외 허위정보 연구동향 비교분석)

  • Kim, Heesop;Kang, Bora
    • Journal of the Korean Society for Library and Information Science
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    • v.53 no.3
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    • pp.291-315
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    • 2019
  • The aim of the present study was to compare the research trends on disinformation between Korean and abroad. To achieve this objective, a total of 283 author-assigned English keywords in 104 Korean papers and 3,551 author-assigned English keywords in 861 abroad papers were collected from the whole research fields and the publication periods. The collected data were analyzed using NetMiner V.4 to discover their 'degree centrality' and 'betweenness centrality'of the keyword network. The result are as follows. First, the major research topics of disinformation in Korea were drawn such as 'Freedom of Expression', 'Fact Check', 'Regulation', 'Media Literacy', and 'Information Literacy' in order; whereas, in abroad were shown like 'Social Media', 'Post Truth', 'Propaganda', 'Information Literacy', and 'Journalism' in order. Second, in terms of the influence of research topics related to disinformation, in Korea were identified such as 'Fact Check', 'Freedom of Expression', and 'Hoax' in order; whereas, in abroad were shown such as 'Social Media' and 'Detection' in order. Finally, in an aspect of intervention of research topics related to disinformation, in Korea were 'Fact Check', 'Polarization', 'Freedom of Expression', and 'Commercial'; whereas, in abroad were 'Social Media', 'Detection', and 'Machine Learning' in order.