• Title/Summary/Keyword: Learning Media

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Korean Traditional Music Genre Classification Using Sample and MIDI Phrases

  • Lee, JongSeol;Lee, MyeongChun;Jang, Dalwon;Yoon, Kyoungro
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.4
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    • pp.1869-1886
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    • 2018
  • This paper proposes a MIDI- and audio-based music genre classification method for Korean traditional music. There are many traditional instruments in Korea, and most of the traditional songs played using the instruments have similar patterns and rhythms. Although music information processing such as music genre classification and audio melody extraction have been studied, most studies have focused on pop, jazz, rock, and other universal genres. There are few studies on Korean traditional music because of the lack of datasets. This paper analyzes raw audio and MIDI phrases in Korean traditional music, performed using Korean traditional musical instruments. The classified samples and MIDI, based on our classification system, will be used to construct a database or to implement our Kontakt-based instrument library. Thus, we can construct a management system for a Korean traditional music library using this classification system. Appropriate feature sets for raw audio and MIDI phrases are proposed and the classification results-based on machine learning algorithms such as support vector machine, multi-layer perception, decision tree, and random forest-are outlined in this paper.

A Study on the Construction of Contents for Korean Internet School Library Media Center(KISLMC) (인터넷학교도서관 미디어센터의 컨텐츠구성에 관한 연구)

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    • Journal of Korean Library and Information Science Society
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    • v.32 no.4
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    • pp.303-329
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    • 2001
  • The purpose of this study was to apply internet technology to school library, and to construct the contents of KISLMC(Korean Internet School Library Media Center). The content of KISLMC was composed of three categories, Cyber library, Supporting the materials for teaching and learning, and Guidance and counseling to the students. To develop the user-oriented interface, interface metaphors such as icons and images were used. Also, sitemap, search engine, index were used to avoid to be lost during the navigation.

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Survey Study of Current Status of and Need for Mental Health Education Enhancing Protective Factors in the Elementary Schools (보건교사와 초등학교 고학년 학생을 대상으로 한 정신건강교육 실태 및 보호요인 강화 교육 요구도 조사)

  • Lee, Ji-Hyun;Park, Hyeoun-Ae
    • Research in Community and Public Health Nursing
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    • v.27 no.1
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    • pp.9-20
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    • 2016
  • Purpose: The purpose of this study was to survey the current status of mental health education and need for mental health education enhancing protective factors in the elementary schools. Methods: We surveyed 10 school health teachers and 328 fifth- and sixth-grade students using 19- and 20-item questionnaires, respectively. Results: All of the teachers and 65.2% of the students replied that they were either teaching or being taught mental health in school. Topics covered suicide, depression, school violence, and Internet addiction. All of the teachers and 84.1% of the students expressed the need for mental health education enhancing protective factors in school. Both groups replied that two sessions are enough. The teachers preferred role play and discussion as teaching methods, and audiovisual materials and computer as instructional media. The students preferred lecture and role play as teaching methods, and audiovisual materials and smartphone as instructional media. Both groups ranked self-esteem, parent-child relationship, peer relationship, and emotional regulation as the most important topics to be covered in the education. Conclusion: There is a high demand for mental health education enhancing protective factors. Therefore, it is recommended to develop educational programs enhancing protective factors by enabling formal and informal learning using smartphone.

Leisure Time of Unmarried Workers and Influencing Factors (미혼취업자의 여가시간 및 영향요인 연구)

  • Ahn, Soo-Mi;Lee, Ki-Young
    • Journal of Family Resource Management and Policy Review
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    • v.16 no.3
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    • pp.109-132
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    • 2012
  • This study explores how unmarried workers use their leisure time according to the 2009 Korean Time Use Survey. The purposes of this study are: 1) to investigate leisure time as it relates to leisure participation rates and leisure participation time and 2) to analyze the effect of socio-demographic variables on leisure time and leisure participation by unmarried workers. The following is a summary of the major findings. First, leisure participation differed with variations in leisure activities. Unmarried workers participated in media contact, human relations activities, and hobby activities more than other activities. Participation in learning activities was higher on weekdays than on Sunday. Men participated in sports and outdoor activities more than women on Sundays. The participation rate of media contact was the highest, while the participation rate of volunteer activities was the lowest. Second, influencing factors on leisure time included gender, age, monthly income, and gender role attitudes when work time was controlled. For example, unmarried workers with egalitarian attitudes spent less leisure time. Third, gender was the strongest determinant of leisure participation. The probability of women's leisure participation was higher than men except in regards to sports and outdoor activities, and hobby activities.

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An Augmented Reality Solution for Improving Marker Recognition and Solving Human Occlusion (마커인식 개선과 인체가 가려지는 문제해결을 위한 증강현실 솔루션)

  • Lu, Chengnan;Park, Jongyeol;Park, Jinho
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.183-192
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    • 2020
  • Due to the problem of matching between virtual world space and real-world space, the reality of augmented reality content is rather low. There are many reasons for this result, firstly virtual object is rendered without considering relation between real-world space and virtual world space. Secondly, virtual objects rely too much on the marker to reduce reality. We propose two schemes to improve the reality of augmented reality, one is people occlusion, the other is to reduce the dependence of virtual objects on the marker.

Removing Out - Of - Distribution Samples on Classification Task

  • Dang, Thanh-Vu;Vo, Hoang-Trong;Yu, Gwang-Hyun;Lee, Ju-Hwan;Nguyen, Huy-Toan;Kim, Jin-Young
    • Smart Media Journal
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    • v.9 no.3
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    • pp.80-89
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    • 2020
  • Out - of - distribution (OOD) samples are frequently encountered when deploying a classification model in plenty of real-world machine learning-based applications. Those samples are normally sampling far away from the training distribution, but many classifiers still assign them high reliability to belong to one of the training categories. In this study, we address the problem of removing OOD examples by estimating marginal density estimation using variational autoencoder (VAE). We also investigate other proper methods, such as temperature scaling, Gaussian discrimination analysis, and label smoothing. We use Chonnam National University (CNU) weeds dataset as the in - distribution dataset and CIFAR-10, CalTeach as the OOD datasets. Quantitative results show that the proposed framework can reject the OOD test samples with a suitable threshold.

Performance Improvement of Object Recognition System in Broadcast Media Using Hierarchical CNN (계층적 CNN을 이용한 방송 매체 내의 객체 인식 시스템 성능향상 방안)

  • Kwon, Myung-Kyu;Yang, Hyo-Sik
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.201-209
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    • 2017
  • This paper is a smartphone object recognition system using hierarchical convolutional neural network. The overall configuration is a method of communicating object information to the smartphone by matching the collected data by connecting the smartphone and the server and recognizing the object to the convergence neural network in the server. It is also compared to a hierarchical convolutional neural network and a fractional convolutional neural network. Hierarchical convolutional neural networks have 88% accuracy, fractional convolutional neural networks have 73% accuracy and 15%p performance improvement. Based on this, it shows possibility of expansion of T-Commerce market connected with smartphone and broadcasting media.

Indoor Space Recognition using Super-pixel and DNN (DNN과 슈퍼픽셀을 이용한 실내 공간 인식)

  • Kim, Kisang;Choi, Hyung-Il
    • Journal of Internet Computing and Services
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    • v.19 no.3
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    • pp.43-48
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    • 2018
  • In this paper, we propose an indoor-space recognition using DNN and super-pixel. In order to recognize the indoor space from the image, segmentation process is required for dividing an image Super-pixel is performed algorithm which can be divided into appropriate sizes. In order to recognize each segment, features are extracted using a proposed method. Extracted features are learned using DNN, and each segment is recognized using the DNN model. Experimental results show the performance comparison between the proposed method and existing algorithms.

Use and Perception of the Video Contents as Teaching Materials (교수학습 자료로서의 영상 콘텐츠 활용과 인식)

  • Choi, Kyung-Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.173-181
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    • 2012
  • The education method using visual materials such as video contents is getting more attentions in the education field. This study researched how undergraduate students perceive the objective of education method utilizing video contents, what types of education using video contents they put a great importance on, and what kinds of correlations exist between the video contents method and the ability of discussing about a topic in essay-type examinations. With in-depth interviews with undergraduate students, the results showed that video contents was perceived as one of the attractive teaching methods increasing students' comprehension of lectures. Also, students evaluated that the video contents method could provide an opportunity to be exposed to the vivid scene of the journalistic environment and make them learn practical cases at second hand. Moreover, they perceived the video contents method as a very effective learning method improving their ability to discuss about a topic in essay-type exams.

Implementation of Immersive Interactive Content Using Face Recognition Technology - (Exhibition of ReneMagritte) Focused on 'ARPhotoZone' (얼굴 인식 기술을 활용한 실감형 인터랙티브 콘텐츠의 구현 - (르네마그리트 특별전) AR포토존을 중심으로)

  • Lee, Eun-Jin;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.13-20
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    • 2020
  • Biometric technology with the advance of deep learning enabled the new types of content. Especially, face recognition can provide immersion in terms of convenience and non-compulsiveness, but most commercial content has limitations that are limited to application areas. In this paper, we attempted to overcome these limitations, implement content that can utilize face recognition technology based on realtime video feed. We used Unity engine for high quality graphics, but performance degradation and frame drop occurred. To solve them, we augmented Dlib toolkit and adjusted the resolution image.