• Title/Summary/Keyword: Learning Media

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AI Education Programs for Deep-Learning Concepts (딥러닝 개념을 위한 인공지능 교육 프로그램)

  • Ryu, Miyoung;Han, SeonKwan
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.583-590
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    • 2019
  • The purpose of this study is to develop an educational program for learning deep learning concepts for elementary school students. The model of education program was developed the deep-learning teaching method based on CT element-oriented teaching and learning model. The subject of the developed program is the artificial intelligence image recognition CNN algorithm, and we have developed 9 educational programs. We applied the program over two weeks to sixth graders. Expert validity analysis showed that the minimum CVR value was more than .56. The fitness level of learner level and the level of teacher guidance were less than .80, and the fitness of learning environment and media above .96 was high. The students' satisfaction analysis showed that students gave a positive evaluation of the average of 4.0 or higher on the understanding, benefit, interest, and learning materials of artificial intelligence learning.

Machine Learning Language Model Implementation Using Literary Texts (문학 텍스트를 활용한 머신러닝 언어모델 구현)

  • Jeon, Hyeongu;Jung, Kichul;Kwon, Kyoungah;Lee, Insung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.427-436
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    • 2021
  • The purpose of this study is to implement a machine learning language model that learns literary texts. Literary texts have an important characteristic that pairs of question-and-answer are not frequently clearly distinguished. Also, literary texts consist of pronouns, figurative expressions, soliloquies, etc. They hinder the necessity of machine learning using literary texts by making it difficult to learn algorithms. Algorithms that learn literary texts can show more human-friendly interactions than algorithms that learn general sentences. For this goal, this paper proposes three text correction tasks that must be preceded in researches using literary texts for machine learning language model: pronoun processing, dialogue pair expansion, and data amplification. Learning data for artificial intelligence should have clear meanings to facilitate machine learning and to ensure high effectiveness. The introduction of special genres of texts such as literature into natural language processing research is expected not only to expand the learning area of machine learning, but to show a new language learning method.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

Efficient Deep-learning Algorithm for Action Recognition in Video (비디오 행동인식을 위한 효과적인 딥러닝 알고리즘)

  • Cha, Sangguk;Han, Jong-Ki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.253-254
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    • 2018
  • 본 논문은 비디오기반 행동인식을 연구하였으며, 기존의 구조를 참조하여 더 높은 인식률을 위한 새로운 구조를 제안한다. 딥러닝의 기본인 CNN과 RNN을 베이스로 한 구조이며 UCF-101 이라는 Data Set를 사용하였다.

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Information provide and learning system using augmented reality of exhibition environment (전시 환경의 증강현실을 이용한 정보제공&학습 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.545-553
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    • 2016
  • In this study, we propose an information providing and learning system using augmented reality in the exhibition (museum, performance) environment. In a typical exhibition space, a description of a picture or a photograph is provided in a printed matter or a space in the form of an information space (explanatory space), or an auxiliary explanation using an 'audio guide' or a 'docent' program. Augmented reality technology is applied to the exhibition space in the form of a fusion of these methods, and the description of the exhibition is provided to the user in various forms such as text, picture, audio and image, thereby providing stereoscopic information and learning. We apply the augmented reality technology in a specific exhibition space and utilize it as a tool of providing information and learning using image description of pictures.

A Case Study on Application of Web-based PBL to Practical Health Administrative Affairs (웹 기반 PBL을 적용한 원무관리실무 수업에 관한 사례연구)

  • Kim, Minkyung;Shin, Kyeongae
    • Journal of The Korean Society of Integrative Medicine
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    • v.2 no.3
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    • pp.15-22
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    • 2014
  • Backround : The paradigm of recent education has been shifting from existing style of professor-oriented, passive and rote teaching to learner-centered education. Rather than mere delivery of knowledge, today's idea of education uses various audiovisual media to let learners gain more problem-solving skills, judgment, cognitive thinking ability, and creativity to apply to real practice. Also, while current trends and change in policy ask for related industry to require practice-centered teaching learning model, Problem-Based Learning (PBL) is quite effective that it activates problem-solving skills as well as application of National Competency Standards (NCS). Purpose : The purpose of this study was to suggest a teaching learning model article as an approach to apply web-based PBL for patient & medical charge management practices. Discussion & Conclusion : This paper the cases on PBL and presents the teaching learning model on web-based PBL as an approach to applying web-based PBL, which fits Medical Information System Department that combines health-medical treatment and computer applications, to practical health administrative affairs.

An Improvement of the Deviation of Response Time on Multimedia Application e-Learning (멀티미디어 활용 e-러닝에서 응답시간 편차 개선)

  • Na Yun-Ji
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.6 no.6
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    • pp.502-505
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    • 2005
  • According to use of a multimedia content being increased in an e-learning, a size deviation of a content to provide in an e-teaming system is increased. It is becoming a factor to drop efficiency of education because this makes a deviation of response time on an e-learning user. Therefore, studies about a deviation improvement of user response speed is necessary in the e-learning system that used a multimedia content. In this study, we designe the hybrid e-teaming system that used multi-layed structire. A proposed system is based on a characteristics of media and size of a content that a multimedia data had. Also, it proved superiority of performance through experimentation.

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CBIR-based Data Augmentation and Its Application to Deep Learning (CBIR 기반 데이터 확장을 이용한 딥 러닝 기술)

  • Kim, Sesong;Jung, Seung-Won
    • Journal of Broadcast Engineering
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    • v.23 no.3
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    • pp.403-408
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    • 2018
  • Generally, a large data set is required for learning of deep learning. However, since it is not easy to create large data sets, there are a lot of techniques that make small data sets larger through data expansion such as rotation, flipping, and filtering. However, these simple techniques have limitation on extendibility because they are difficult to escape from the features already possessed. In order to solve this problem, we propose a method to acquire new image data by using existing data. This is done by retrieving and acquiring similar images using existing image data as a query of the content-based image retrieval (CBIR). Finally, we compare the performance of the base model with the model using CBIR.

Design and Development of a Interactive Distance Learning System based on Individualized Questioning (개별적 발문에 기반한 동적 원격교육시스템의 설계 및 개발)

  • Kim, Yong-Beom
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.462-470
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    • 2009
  • As the learning space has expanded, the distance education has become a recent scholarship in teaching-learning method, and also a great type of media, technologies and strategies to support distance education are attracting a fair amount of attention. However in order to manage a distance education system, it is necessary to be endowed user with technical ability and operational expenses. On the other hand, although a web-based system that makes simple may cut cost, it is difficult to analyze learner's behaviors. Therefore, in this paper, we developed a interactive distance system based on individualized questioning, which relies upon learner's knowledge state and applies a efficient individualized learning method. Additionally, this study is instrument to reduce users' technical ability and operational expenses.