• Title/Summary/Keyword: Learning Media

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Learning efficiency checking system by measuring human motion detection (사람의 움직임 감지를 측정한 학습 능률 확인 시스템)

  • Kim, Sukhyun;Lee, Jinsung;Yu, Eunsang;Park, Seon-u;Kim, Eung-Tae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.290-293
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    • 2021
  • In this paper, we implement a learning efficiency verification system to inspire learning motivation and help improve concentration by detecting the situation of the user studying. To this aim, data on learning attitude and concentration are measured by extracting the movement of the user's face or body through a real-time camera. The Jetson board was used to implement the real-time embedded system, and a convolutional neural network (CNN) was implemented for image recognition. After detecting the feature part of the object using a CNN, motion detection is performed. The captured image is shown in a GUI written in PYQT5, and data is collected by sending push messages when each of the actions is obstructed. In addition, each function can be executed on the main screen made with the GUI, and functions such as a statistical graph that calculates the collected data, To do list, and white noise are performed. Through learning efficiency checking system, various functions including data collection and analysis of targets were provided to users.

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Prospects For the Development Of Distance Educational Learning Technologies During The Training Of Students Of Higher Education

  • Oksana Rohach;Tetiana Pryhalinska;Iryna Kvasnytsya;Mykhailo Pohorielov;Mykola Rudnichenko; Olena Lastochkina
    • International Journal of Computer Science & Network Security
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    • v.24 no.8
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    • pp.179-183
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    • 2024
  • This article identifies the problems and substantiates the directions for the development of distance learning technologies in the training of personnel. An example of using digital media to create a remote access laboratory is given. The article is devoted to the definition of the main aspects of the organization of distance education. Rapid digitization, economic, political and social changes taking place in Ukraine necessitate the reform of the education system. First of all, it concerns meeting the educational needs of citizens throughout their lives, providing access to educational and professional training for all who have the necessary abilities and adequate training. The most effective solution to the above-mentioned problems is facilitated by distance learning. The article analyzes the essence and methods of distance learning organization, reveals the features of the use of electronic platforms for the organization of this form of education in different countries of the world. The positive characteristics of distance learning are identified, namely: extraterritoriality; savings on transport costs; the interest of modern youth in the use of information tools in everyday life; increase in the number of students; simplicity and accessibility of training; convenient consultation system; democratic relations between the student and the teacher; convenience for organizations in training their employees without interrupting their regular work; low level of payment for distance education compared to traditional education; individual learning pace; new teacher status. Among the negative features of online education, the author refers to the following problems: authentication of users during knowledge verification, calculation of the teacher's methodological load and copyright of educational materials; the high labor intensity of developing high-quality educational content and the high cost of distance learning equipment; the need to provide users with a personal computer and access to the Internet; the need to find and use effective motivation mechanisms for education seekers.

Implementation of Interactive Media Content Production Framework based on Gesture Recognition (제스처 인식 기반의 인터랙티브 미디어 콘텐츠 제작 프레임워크 구현)

  • Koh, You-jin;Kim, Tae-Won;Kim, Yong-Goo;Choi, Yoo-Joo
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.545-559
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    • 2020
  • In this paper, we propose a content creation framework that enables users without programming experience to easily create interactive media content that responds to user gestures. In the proposed framework, users define the gestures they use and the media effects that respond to them by numbers, and link them in a text-based configuration file. In the proposed framework, the interactive media content that responds to the user's gesture is linked with the dynamic projection mapping module to track the user's location and project the media effects onto the user. To reduce the processing speed and memory burden of the gesture recognition, the user's movement is expressed as a gray scale motion history image. We designed a convolutional neural network model for gesture recognition using motion history images as input data. The number of network layers and hyperparameters of the convolutional neural network model were determined through experiments that recognize five gestures, and applied to the proposed framework. In the gesture recognition experiment, we obtained a recognition accuracy of 97.96% and a processing speed of 12.04 FPS. In the experiment connected with the three media effects, we confirmed that the intended media effect was appropriately displayed in real-time according to the user's gesture.

Constructing Negative Links from Multi-facet of Social Media

  • Li, Lin;Yan, YunYi;Jia, LiBin;Ma, Jun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.5
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    • pp.2484-2498
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    • 2017
  • Various types of social media make the people share their personal experience in different ways. In some social networking sites. Some users post their reviews, some users can support these reviews with comments, and some users just rate the reviews as kind of support or not. Unfortunately, there is rare explicit negative comments towards other reviews. This means if there is a link between two users, it must be positive link. Apparently, the negative link is invisible in these social network. Or in other word, the negative links are redundant to positive links. In this work, we first discuss the feature extraction from social media data and propose new method to compute the distance between each pair of comments or reviews on social media. Then we investigate whether we can predict negative links via regression analysis when only positive links are manifested from social media data. In particular, we provide a principled way to mathematically incorporate multi-facet data in a novel framework, Constructing Negative Links, CsNL to predict negative links for discovering the hidden information. Additionally, we investigate the ways of solution to general negative link predication problems with CsNL and its extension. Experiments are performed on real-world data and results show that negative links is predictable with multi-facet of social media data by the proposed framework CsNL. Essentially, high prediction accuracy suggests that negative links are redundant to positive links. Further experiments are performed to evaluate coefficients on different kernels. The results show that user generated content dominates the prediction performance of CsNL.

A Reference Frame Selection Method Using RGB Vector and Object Feature Information of Immersive 360° Media (실감형 360도 미디어의 RGB 벡터 및 객체 특징정보를 이용한 대표 프레임 선정 방법)

  • Park, Byeongchan;Yoo, Injae;Lee, Jaechung;Jang, Seyoung;Kim, Seok-Yoon;Kim, Youngmo
    • Journal of IKEEE
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    • v.24 no.4
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    • pp.1050-1057
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    • 2020
  • Immersive 360-degree media has a problem of slowing down the video recognition speed when the video is processed by the conventional method using a variety of rendering methods, and the video size becomes larger with higher quality and extra-large volume than the existing video. In addition, in most cases, only one scene is captured by fixing the camera in a specific place due to the characteristics of the immersive 360-degree media, it is not necessary to extract feature information from all scenes. In this paper, we propose a reference frame selection method for immersive 360-degree media and describe its application process to copyright protection technology. In the proposed method, three pre-processing processes such as frame extraction of immersive 360 media, frame downsizing, and spherical form rendering are performed. In the rendering process, the video is divided into 16 frames and captured. In the central part where there is much object information, an object is extracted using an RGB vector per pixel and deep learning, and a reference frame is selected using object feature information.

The Digital Divide and Challenges on the Elderly in Intelligence Information Society (지능정보사회 노인층의 디지털 정보격차와 과제)

  • No-Min Park
    • Journal of Digital Policy
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    • v.3 no.1
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    • pp.11-20
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    • 2024
  • The intelligent information society is expected to drastically change our lives. The purpose of this content is to derive tasks in the field of media education for the elderly for the realization of digital inclusion in an intelligent information society. To this end, the vision, goals, strategies, and tasks of the intelligent information society were examined through the 6th National Informatization Basic Plan(2018~2022) and the 2022 Education Informatization White Paper(2022). In addition, the current status of the digital gap among the elderly classified as vulnerable groups was identified through the results of the 2022 Digital Information Gap Survey. In order to ease the digital information gap between the elderly in the intelligent information society, it is believed that the development of intelligent media education services using intelligent information technology, provision of media education services for the elderly through learning online service channels, and support for digital intelligent media education for the elderly are necessary.

The Effects of Characteristics of Media Facade on Customer's Preference (미디어파사드 특성이 문화예술공간의 선호도에 미치는 영향 연구)

  • Lee, Chul Soo;Nam, Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.335-341
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    • 2020
  • As life, once immersed in labor, changes with values and lifestyles, individuals consume or participate in culture and arts for learning, meeting of intellectual needs, pleasure, and exchange. As culture and art spaces have increased in recent times, these spaces have been transformed into places to create, view and exchange culture and art, and to consume cultural goods. Culture and art spaces have created and developed new genres and technologies that give viewers the opportunity to communicate and participate, allowing them to understand and accumulate works of media. A media façade thus gives a preference to places for visitors by giving an impression over a short period of time in culture and art spaces that are not areas for exhibitions and performances, and providing an opportunity to more easily approach and understand works and culture and art spaces. A media façade is a type of medium that imparts aesthetics and information by installing LED lighting on the exterior wall of a building for the realization of media functions. In order to analyze the effect of the media façade on preferences for culture and art spaces, a research model was established with media façade characteristics as independent variables and preferences for culture and art spaces as dependent variables. As a result, media façade design and media features influenced satisfaction, while the media characteristics of the media façade influenced recommendation and revisiting, suggesting that many changes will take place in culture and art spaces.

Predicting Relationship Between Instagram Use and Psychological Variables During COVID-19 Quarantine Using Multivariate Techniques (다변량 분석 방법을 이용한 인스타그램 이용과 심리적 변인 간의 관계 예측: COVID-19로 인한 자가격리자를 중심으로)

  • Chaery Park;Jongwan Kim
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.3-14
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    • 2023
  • Recently, the effect of using social media on psychological well-being has been highlighted. However, studies exploring factors that may predict the quality of social media relationships are relatively rare. The present study investigated whether social media activity and psychological states, such as loneliness and depression, can predict the quality of social media relationships during the COVID-19 quarantine period using a machine learning technique. Ninety-five participants completed a self-report survey on loneliness, Instagram activity, quality of social media relationships, and depression at different time points (during the self-isolation and after the release of self-isolation). Similarity analyses, including multidimensional scaling (MDS), representational similarity analysis (RSA), and classification analyses, were conducted separately at each point in time. The results of MDS revealed that time spent on social media and depression were distinguished from others in the first dimension, and loneliness and passive use were distinguished from others in the second dimension. We divided the data into two groups based on the quality of social media relationships (high and low), and we conducted RSA on each group. Findings indicated an interaction between the quality of the social media relationships and the situation. Specifically, the effect of self-isolation on the high-quality social media relationship group is more pronounced than that on the low-quality group. The classification results also revealed that the predictors of social media relationships depend on whether or not they are isolated. Overall, the results of this study imply that social media relationship could be well predicted when people are not in isolated situations.

Analyzing K-POP idol popularity factors using music charts and new media data using machine learning (머신러닝을 활용한 음원 차트와 뉴미디어 데이터를 활용한 K-POP 아이돌 인기 요인 분석)

  • Jiwon Choi;Dayeon Jung;Kangkyu Choi;Taein Lim;Daehoon Kim;Jongkyn Jung;Seunmin Rho
    • Journal of Platform Technology
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    • v.12 no.1
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    • pp.55-66
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    • 2024
  • The K-POP market has become influential not only in culture but also in society as a whole, including diplomacy and environmental movements. As a result, various papers have been conducted based on machine learning to identify the success factors of idols by utilizing traditional data such as music and recordings. However, there is a limitation that previous studies have not reflected the influence of new media platforms such as Instagram releases, YouTube shorts, TikTok, Twitter, etc. on the popularity of idols. Therefore, it is difficult to clarify the causal relationship of recent idol success factors because the existing studies do not consider the daily changing media trends. To solve these problems, this paper proposes a data collection system and analysis methodology for idol-related data. By developing a container-based real-time data collection automation system that reflects the specificity of idol data, we secure the stability and scalability of idol data collection and compare and analyze the clusters of successful idols through a K-Means clustering-based outlier detection model. As a result, we were able to identify commonalities among successful idols such as gender, time of success after album release, and association with new media. Through this, it is expected that we can finally plan optimal comeback promotions for each idol, album type, and comeback period to improve the chances of idol success.

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Multimedia Application and Ubiquitous English Education Environment (멀티미디어 기기 활용과 유비쿼터스 영어 교육환경)

  • Choi, Michelle Mi-Hee
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.393-399
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    • 2012
  • New and creative skills must be developed, and adapted into a lesson, to motivate learners to acquire a second language easily and enjoyment, Multimedia tools which are of interest to learners, such as; smart phones, computers, and notebooks with wireless internet compatability, will provide learners opportunities to study, and do their work practically anywhere and anytime. Recently, podcasts, which are a type of digital media, consisting of a series of audio episodes or video files, subscribed to and downloaded through web syndication, or streamed online to a computer or mobile device, are used to facilitate ESL (English as a Second Language) learning. Development of a variety of teaching methods, using multimedia tools, is needed. There are advantages and disadvantages to using a variety of multimedia tools. The current research aims to study its characteristics and application, in order to maximize their effective use, in English education. The current study suggests a ubiquitous learning environment using multimedia content tools, internet media, video teleconferencing, cyber-learning, and one-to-one videos used in conjunction with, or as a digital textbook for the English lesson. This study also investigates future educational changes, using state-of-the-art equipment for the self-learning experience, and will present a new direction in English education, through a variety of instructional devices and a marginalized class system model.