• 제목/요약/키워드: Learning with Media

검색결과 889건 처리시간 0.028초

Information Professionals' Knowledge Sharing Practices in Social Media: A Study of Professionals in Developing Countries

  • Islam, Anwarul;Tsuji, Keita
    • International Journal of Knowledge Content Development & Technology
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    • 제6권2호
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    • pp.43-66
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    • 2016
  • The primary objective of this study was to investigate the perception of informational professionals' knowledge sharing practices in social media platforms. The specific objectives of the study included learning professionals' perceptions and awareness of knowledge sharing using social media, understanding their opinions and beliefs, and gaining familiarity with and reasons for using these tools. Open & close ended web-based questions were sent out by email to the international training program (ITP) participants. Findings indicated that most of the respondents' were aware of using social media and that they used social media for knowledge sharing. Speed and ease of use, managing personal knowledge, easier communication with users and colleagues and powerful communication tool are the areas that motivated them to use it. It also stated some barriers like lack of support, familiarity, trust, unfiltered information and fear of providing information. The study was limited to the perceptual aspect of the issue, specifically from the individuals' opinions and sentiments.

다양한 퍼지 환경을 갖는 지능형 교수 시스템의 학습 성취도 평가 모듈 설계 (Design of Learning Achievement Evaluation Module of Intelligent Computer Assisted Instruction with Various Fuzzy Environment)

  • 원성현
    • 경영과정보연구
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    • 제2권
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    • pp.311-334
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    • 1998
  • By decreasing in CPU price and development of computer assembling technology, personal computer fake a good chance to accelerate its supply. Recently, as being introduced new computing technology so called multi media, teaming assist system which is based on single media such as studying book, cassette tape, video tape, or something else is rapidly being replaced by new assist education system based on multi media in which it is operated by the personal computer. In the computer assist education system, there is an evaluation module which appraise learner's study level into the next study strategy. At the view of this point, this part is very important. In this part, there are some factors like Importance, complexity, or difficulty which commonly include fuzzy factors in our surrounding. But until now, we are still out of the level to handle the evaluation module adequately among the some studies. In this study, we would like to suggest a new module that evaluate learning achievement of ICAI which have a variety of fuzzy environment. We combine Independent fuzzy environment like importance, complexity, difficulty into making total evaluation of learner's achievement. By the result, with expressing by linguistic form, this study can provide the theoretical basis in which we will be able to carry out sentence toward evaluation among elementary school.

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어린이 영어교육을 위한 컴퓨터 게임 모형 (A model of computer games for childhood English education)

  • 정동빈;김주은
    • 영어어문교육
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    • 제10권2호
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    • pp.133-158
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    • 2004
  • The purpose of the present study was to scrutinize computer games that can motivate elementary school students through their interactive "edutainment" effects. The types of elements in computer games that students find interesting as learning media and their impact were studied. The current status of Korean computer games, issues related to learning English, and methods to stimulate the motivation and interest in learning by elementary school students were explored. A computer game model for efficiently teaching English to elementary school students through a connection between computer games and education was suggested. In this model, overall games were designed with the focus on the integration of curriculum and content subjects related to learning activities. For games not to be biased toward entertainment and to have systemized learning steps, the games are composed of an introduction, presentation, practice, production and evaluation, in that order. The model suggested by this plan and composition make it possible to approach learning efficiently with entertaining games based on a systematic learning curriculum. As shown above, developing the model of educational computer games can be seen as an opportunity, which can provide amusement and interests and a broad learning experience as an additional learning method.

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Analysis of JPEG Image Compression Effect on Convolutional Neural Network-Based Cat and Dog Classification

  • Yueming Qu;Qiong Jia;Euee S. Jang
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송∙미디어공학회 2022년도 추계학술대회
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    • pp.112-115
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    • 2022
  • The process of deep learning usually needs to deal with massive data which has greatly limited the development of deep learning technologies today. Convolutional Neural Network (CNN) structure is often used to solve image classification problems. However, a large number of images may be required in order to train an image in CNN, which is a heavy burden for existing computer systems to handle. If the image data can be compressed under the premise that the computer hardware system remains unchanged, it is possible to train more datasets in deep learning. However, image compression usually adopts the form of lossy compression, which will lose part of the image information. If the lost information is key information, it may affect learning performance. In this paper, we will analyze the effect of image compression on deep learning performance on CNN-based cat and dog classification. Through the experiment results, we conclude that the compression of images does not have a significant impact on the accuracy of deep learning.

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교과용도서 내 영상물 선정 기준 연구: 국내외 영상물 등급 제도를 중심으로 (A Study on the Selection Criteria of Media for the Textbook: Based on the Review of domestic and foreign Media Rating Systems)

  • 박유신;이규정;손지현
    • 만화애니메이션 연구
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    • 통권47호
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    • pp.295-333
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    • 2017
  • 본 연구는 교과용도서 내 영상물 수록이 활발해짐에 따라 영상물 선정의 기준과 관련된 정책을 마련하기 위하여 실행된 기초연구이다. 이를 위해 먼저 영상물이 어린이 및 청소년의 발달단계에 따른 정서적 영향에 대한 연구를 살펴보고 영상물과 학생의 정서 및 건강, 교육적 효과성 간의 관련성을 밝히고자 하였다. 이후 국내외 영상물 관련 심의 및 등급분류 기준을 폭넓게 검토함으로써 국가 수준의 정책 차원에서 영상물 등급제를 제도화 할 필요가 있음을 주장하였다. 위의 사항을 바탕으로 연구자들은 일곱 가지 제언을 하였다. 첫째, 교과용도서 편찬상의 유의점 및 편수자료 등에 영상물 선정 기준을 명시할 필요가 있다. 둘째, 교과용도서에 수록하기 위한 영상물의 정치적 중립성과 인권 측면을 검토하는 데 도움이 되는 지침이 필요하다. 셋째, 국내외 영상물 등급 제도의 범주 항목 및 연령별 준거를 참고하여 교과용도서 내 영상물 선정 지침을 상세화해야 한다. 넷째, 명백한 교육적 목적이 있을 경우에 한하여 영상물 등급 제도를 유연하게 적용할 수 있도록 한다. 다섯째, 교과용도서의 영상물 수록 지침 설정을 위한 제도적 지원이 필요하다. 여섯째, 교과용도서 개발 전 과정에 영상물 전문가 집단이 참여해야 한다. 일곱째, 교실 수업에서 교육용 영상물을 활용하여 자기주도적 학습을 할 수 있도록 교사 교육 프로그램을 병행해야 한다.

예비치과위생사의 로봇활용에 대한 태도 (A study on the attitude toward robot utilization in dental hygiene students)

  • 민희홍;안권숙
    • 한국치위생학회지
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    • 제18권5호
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    • pp.729-740
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    • 2018
  • Objectives: The purpose of this study was to investigate the factors affecting robot utilization in the education of pre-dental hygienists. Methods: A self-reported questionnaire was completed by 238 dental hygiene students studying in the Daejeon, Chungcheong, and Jeolla provinces during the period March 1-31, 2017. Results: Future oral health education media had high selection of 'movies,' 'video,' '3D printer,' 'robot,' and 'drone' In general education and oral health education, robots were appropriate as educators, assistant teachers, and media. This group had high levels of interest, experience, attitude, and learning scope of robots. Robot utilization education showed a significant positive correlation with the 'interest,' 'experience,' 'attitude,' and 'learning' subfactors (p<0.01). Factors influencing robot utilization education were the relationships among actual experience of robot, learning of robot production, social influence of robot, emotional exchange with robot, and the predictive power was 25.5% (p<0.05). Conclusions: Oral health education curricula using robots should be developed considering the emotional exchange and social influence between educator and learner.

YOLO 기반의 광학 음악 인식 기술 및 가상현실 콘텐츠 제작 방법 (YOLO based Optical Music Recognition and Virtual Reality Content Creation Method)

  • 오경민;홍요섭;백건영;전찬준
    • 스마트미디어저널
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    • 제10권4호
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    • pp.80-90
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    • 2021
  • 딥러닝에 기반한 광학 음악 인식 기술(Optical Music Recognition, OMR)을 사용하여 도출된 결과를 가상현실 (Virtual Reality, VR) 게임에 적용시킨 것을 제안한다. 딥러닝 모델은 YOLO v5를 사용했으며 검출되지 않은 객체를 검출하기 위해 Hough transform 사용, 보표 크기 수정 등을 수행한다. 출력된 결과 파일을 사용하여 VR 게임에서 BPM, 최대 콤보 수, 음정과 박자를 분석하여 사용하고 리소스 관리를 위한 Object Pooling 기술을 통해 노트가 밀리는 현상을 방지한다. 광학 음악 인식 기술을 통해 나온 음악 요소로 VR 게임을 제작하여 VR 콘텐츠 제공과 함께 광학 음악 인식의 활용성을 넓히는 것을 확인하였다.

Model Inversion Attack: Analysis under Gray-box Scenario on Deep Learning based Face Recognition System

  • Khosravy, Mahdi;Nakamura, Kazuaki;Hirose, Yuki;Nitta, Naoko;Babaguchi, Noboru
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권3호
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    • pp.1100-1118
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    • 2021
  • In a wide range of ML applications, the training data contains privacy-sensitive information that should be kept secure. Training the ML systems by privacy-sensitive data makes the ML model inherent to the data. As the structure of the model has been fine-tuned by training data, the model can be abused for accessing the data by the estimation in a reverse process called model inversion attack (MIA). Although, MIA has been applied to shallow neural network models of recognizers in literature and its threat in privacy violation has been approved, in the case of a deep learning (DL) model, its efficiency was under question. It was due to the complexity of a DL model structure, big number of DL model parameters, the huge size of training data, big number of registered users to a DL model and thereof big number of class labels. This research work first analyses the possibility of MIA on a deep learning model of a recognition system, namely a face recognizer. Second, despite the conventional MIA under the white box scenario of having partial access to the users' non-sensitive information in addition to the model structure, the MIA is implemented on a deep face recognition system by just having the model structure and parameters but not any user information. In this aspect, it is under a semi-white box scenario or in other words a gray-box scenario. The experimental results in targeting five registered users of a CNN-based face recognition system approve the possibility of regeneration of users' face images even for a deep model by MIA under a gray box scenario. Although, for some images the evaluation recognition score is low and the generated images are not easily recognizable, but for some other images the score is high and facial features of the targeted identities are observable. The objective and subjective evaluations demonstrate that privacy cyber-attack by MIA on a deep recognition system not only is feasible but also is a serious threat with increasing alert state in the future as there is considerable potential for integration more advanced ML techniques to MIA.

머신러닝 기법을 활용한 낙동강 하구 염분농도 예측 (Nakdong River Estuary Salinity Prediction Using Machine Learning Methods)

  • 이호준;조민규;천세진;한정규
    • 스마트미디어저널
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    • 제11권2호
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    • pp.31-38
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    • 2022
  • 하천의 염분 변화를 신속히 예측하는 것은 염분 침투로 인한 농업, 생태계의 피해를 예측하고 재해 방지 대책을 수립하기 위해서 중요한 작업이다. 머신러닝 기법은 물리 기반 수리 모델에 비해 계산량이 훨씬 적기 때문에, 비교적 짧은 시간에 염분농도를 예측 가능하여 물리 기반 수리 모델의 보완 기법으로 연구되고 있다. 해외에서는 머신러닝 기법 기반 염분 예측 연구들이 활발히 연구되고 있으나, 대한민국의 공공데이터에 머신러닝 기법을 적용한 연구는 충분치 않다. 낙동강 하구의 환경 정보에 관한 공공데이터와 함께, 본 연구는 여러 종류의 머신러닝 기법의 염분농도에 대한 예측 성능을 측정하였다. 실험 결과에서, 결정 트리 기반의 LightGBM 알고리즘은 평균 RMSE 0.37의 예측 정확도와 타 알고리즘 대비 2-20배 빠른 학습 속도를 보여주었다. 따라서 국내 하천의 염분농도 예측에도 머신러닝 기법을 적용할 수 있다고 판단된다.

기계학습의 미디어 산업 적용 :콘텐츠 평가 및 제작 자원을 중심으로 (Machine Learning in Media Industry :Focusing on Content Value Evaluation and Production Development)

  • 권신혜;박경우;장병철;장병희
    • 한국콘텐츠학회논문지
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    • 제19권7호
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    • pp.526-537
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    • 2019
  • 이 연구는 기계학습의 도입이 미디어 산업구조에 어떠한 영향을 미칠 것인가에 대해 산업조직론적 관점에서 살펴보았다. 먼저 기계학습 기법이 미디어 산업에 성공적으로 도입되기 위해서는 각 산업 단계의 조직구성원 사이에서 기계학습 기반 시스템의 필요성에 대한 공감대 형성이 선행되어야 할 것으로 분석된다. 기계학습의 도입은 기존 방송 및 영화산업의 투자 의사결정과정과 제작 과정에 유의미한 변화를 가져올 것이며, 투자 측면에서는 객관적 데이터의 제공으로 인해 효율성이 증대될 것으로 보인다. 또한, 성과가 담보된 장르 및 형식의 콘텐츠에 투자가 집중됨에 따라 다양성이 감소할 가능성이 있다. 제작 측면에서는 창작자의 반복적 행위를 기계학습 시스템이 담당하는 역할을 한다면 생산효율성이 증대될 수 있다.