• Title/Summary/Keyword: Learning with Media

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A Plan for Opening the University Libraries as the Central Axis of Learning Function (학습기능의 중심축으로서 대학도서관 개방 방안)

  • Kim, Sun-Yi;Kim, Yoon-Seob
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.1
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    • pp.11-26
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    • 2011
  • The expectation and the role for the university are rising due to the national competitiveness and change of environment in higher education in the knowledge based society, and the role to realize the effective lifelong study is also underlined in lifelong study society. And the social awareness is also diffused that the university should share the specialized substantial information resource with the community, and ensure the access right to knowledge and information to local inhabitant. Like this, the roll as an information center that the university can develop the local society as the component of the community according to the diffusion of lifelong study and the change of civic awareness. To check the open state of university libraries to community, this study surveyed and analyzed the open state of 4-year-course university libraries in Seoul and Gyoenggi region. On this base, this study emphasized that the university should open its libraries and positively offer the abundant specialized data of university libraries to the local residents. And this study suggested the way that the university libraries can cooperate connecting with the local public libraries and the school libraries as a positive service way of university libraries. Also this study accentuated that the university libraries should establish an open-door policy of its libraries and enlarge the service for the local residents by using the university conditions to maximum with the positive support of the university libraries of government and the university's bureaucracy.

Fake News Detection Using CNN-based Sentiment Change Patterns (CNN 기반 감성 변화 패턴을 이용한 가짜뉴스 탐지)

  • Tae Won Lee;Ji Su Park;Jin Gon Shon
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.4
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    • pp.179-188
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    • 2023
  • Recently, fake news disguises the form of news content and appears whenever important events occur, causing social confusion. Accordingly, artificial intelligence technology is used as a research to detect fake news. Fake news detection approaches such as automatically recognizing and blocking fake news through natural language processing or detecting social media influencer accounts that spread false information by combining with network causal inference could be implemented through deep learning. However, fake news detection is classified as a difficult problem to solve among many natural language processing fields. Due to the variety of forms and expressions of fake news, the difficulty of feature extraction is high, and there are various limitations, such as that one feature may have different meanings depending on the category to which the news belongs. In this paper, emotional change patterns are presented as an additional identification criterion for detecting fake news. We propose a model with improved performance by applying a convolutional neural network to a fake news data set to perform analysis based on content characteristics and additionally analyze emotional change patterns. Sentimental polarity is calculated for the sentences constituting the news and the result value dependent on the sentence order can be obtained by applying long-term and short-term memory. This is defined as a pattern of emotional change and combined with the content characteristics of news to be used as an independent variable in the proposed model for fake news detection. We train the proposed model and comparison model by deep learning and conduct an experiment using a fake news data set to confirm that emotion change patterns can improve fake news detection performance.

On Parameterizing of Human Expression Using ICA (독립 요소 분석을 이용한 얼굴 표정의 매개변수화)

  • Song, Ji-Hey;Shin, Hyun-Joon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.1
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    • pp.7-15
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    • 2009
  • In this paper, a novel framework that synthesizes and clones facial expression in parameter spaces is presented. To overcome the difficulties in manipulating face geometry models with high degrees of freedom, many parameterization methods have been introduced. In this paper, a data-driven parameterization method is proposed that represents a variety of expressions with a small set of fundamental independent movements based on the ICA technique. The face deformation due to the parameters is also learned from the data to capture the nonlinearity of facial movements. With this parameterization, one can control the expression of an animated character's face by the parameters. By separating the parameterization and the deformation learning process, we believe that we can adopt this framework for a variety applications including expression synthesis and cloning. The experimental result demonstrates the efficient production of realistic expressions using the proposed method.

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Determinants of perceptual switching costs for digital game: focused on the different effects of basic psychological needs satisfaction (게임 전환 비용의 결정 요인: 모바일 게임 사용자의 기본적 심리 욕구 충족 차이를 중심으로)

  • Kim, Young-Berm;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.131-139
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    • 2020
  • Gamers switch their games to a new when get bored or encounter more attractive ones. Switching cost varies by gamers and depends on how they are satisfied with their current game. This study evaluates the satisfaction with current games as the miltiple basic psychological need in the self-determination theory and suggests 'needs-costs' causality research model that explain the variety of gamer's switching behavior. As the empirical test to domestic mobile gamers, the autonomy fulfillment to current game affect reversely with those of autonomy and relatedness. Those relationships between need satisfaction and perceptual switching cost vary according to their age and game genre preference. The results would be applied to understand gamers' switching behavior.

Driver Assistance System By the Image Based Behavior Pattern Recognition (영상기반 행동패턴 인식에 의한 운전자 보조시스템)

  • Kim, Sangwon;Kim, Jungkyu
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.12
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    • pp.123-129
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    • 2014
  • In accordance with the development of various convergence devices, cameras are being used in many types of the systems such as security system, driver assistance device and so on, and a lot of people are exposed to these system. Therefore the system should be able to recognize the human behavior and support some useful functions with the information that is obtained from detected human behavior. In this paper we use a machine learning approach based on 2D image and propose the human behavior pattern recognition methods. The proposed methods can provide valuable information to support some useful function to user based on the recognized human behavior. First proposed one is "phone call behavior" recognition. If a camera of the black box, which is focused on driver in a car, recognize phone call pose, it can give a warning to driver for safe driving. The second one is "looking ahead" recognition for driving safety where we propose the decision rule and method to decide whether the driver is looking ahead or not. This paper also shows usefulness of proposed recognition methods with some experiment results in real time.

Efficient Multicasting Mechanism for Mobile Computing Environment (교육 영상제작 시스템 설계 및 구현)

  • Kim, Jungguk;Cho, Wijae;Park, Subeen;Park, Suhyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.482-484
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    • 2017
  • Over the past 70 years, movies and television have revolutionized the way people communicate. However, even with this development, TV has been used only as a means of communication targeting an unspecified number of people due to the restriction of media such as radio waves and movies. However, the development of the Internet and online video has come to a time when 100 million people watch YouTube videos uploaded from the other side of the world by eliminating these restrictions. The message that you want to deliver now can be delivered to anyone, but making the image with these messages remains the last obstacle to communication. To solve these problems, we implemented a web application and a video production program through AWS. This system basically provides the administrator with the video production through the easy interface, the information management and the program on the server on the internet through AWS, the assigned lecture including the computer and the smart phone, the learning materials, And implemented to increase the efficiency of educational video production service.

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An Analysis of User Satisfaction of K University's Library Service

  • Noh, Young-Hee;Choi, Min-Ju;Choi, Yong-Wog;Jeong, Sin-Won;Jung, Eun-Ji;Kang, Mi-So;Kim, Jin-Young;Lee, Kyung-Won;Lee, Sung-Jae;Oh, Seon-Hye;Park, So-Yeon;Shin, Sung-Chul;Suh, Da-Jeong
    • International Journal of Knowledge Content Development & Technology
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    • v.1 no.1
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    • pp.61-79
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    • 2011
  • This study purposed to discover whether or not academic libraries reflect these changing roles. We selected K University as the research target and surveyed user satisfaction of materials, staff services, facilities, electronic devices, media, and so on. The research findings are as follows: 1) the frequency of library visits of University K was on the high side, 2) the primary purpose of using the academic library was associated with learning or reading, therefore, the most used library spaces were related to that, 3) the most used library materials were 'general books', the most unused were 'reference books', 4) the most preferred way to obtain needed materials when failing to find wanted materials was 'Contact librarian'. A similar phenomenon occurred in terms of facility use, 5) university K's users were usually satisfied with the loan policy, 6) the rate of users who don't know whether there is user education was very high, the rate of users who have no experience with user education was extremely low. These research findings can be referenced by library management to improve libraries' service quality and take advantage of complex spatial configurations.

The Development and Prospect for Economic Geography in a Knowledge-Information-Based Society (지식정보사회의 경제지리학 발전과 과제)

  • Han, Ju-Seong
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.3
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    • pp.273-301
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    • 2008
  • This study aims not only to examine the globalization, imformationization, and networking as background of knowledge-information-based society, but also to clarify the research fields of 'geography of knowledge' and further research themes for economic geography in a knowledge-information-based society. As a result of globalization, the degree of regional disparity, which had decreased with neoliberal policy in Europe and America in 1980's, has increased in early development states such as China and Eastern European countries. In opposition to the globalization that has led to increasing regional disparities at a global scale, many scholars argue that grassroots globalization or globalization from below is needed. Based on a pessimistic view on globalization, many maintain that unequal access to information has enlarged the gap between rich and poor. They also argue that the study of the geography of poverty is crucial in oder to solve the problem of bipolization. According to the world system theory, spatial grasp of commodity chains, actors' diversities, flows towards innovation in learning knowledges, and geographical, organizational, and institutional proximities are intertwined. Because these elements make significant influences each other in social networks, the interrelationships among those elements should be carefully considered. A 'geography of knowledge' deals with manufacturing, finance and service, media, cultural, and creative industries. Former researches in economic geography have tended to deal with those industries separately without attempting to make meaningful linkages among discussions on those industries.

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Proposal of mobile application for rounded shoulder improvement in connection with EMG sensor (근전도 센서를 연동한 둥근 어깨 개선 모바일 어플리케이션 제안)

  • Park, So-Mi;Kay, Yoonshin;Im, Hee-Su;Park, Su-E
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.5
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    • pp.667-676
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    • 2021
  • Recently, adolescents in Korea are exposed to the risk of postural imbalance due to overuse of smartphones and lack of physical activity due to the amount of learning. In addition, the need for effective non-face-to-face exercise services is increasing due to Corona 19. With this in mind, this study proposes an exercise service using an EMG sensor to overcome the limitations of non-face-to-face services while providing the effect of improving round shoulders for adolescents. An exercise program that can improve round shoulders was constructed, and an application in conjunction with an EMG sensor was implemented to exercise effectively. The exercise program was configured to alternately exercise the target muscle area for 4 weeks, and the function to provide feedback was added by measuring the EMG values that change accordingly. Through this study, we intend to provide the basis for exercise-based posture correction digital service, and improve the unbalanced body through this, thereby promoting the possibility of health promotion.

Design and Implementation of Observation Manipulation Model for Creating Kids Contents Based on Augmented Reality (증강현실 기반의 키즈 콘텐츠 제작을 위한 관찰 조작형 모델의 설계 및 구현)

  • Oh, Am-Suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.3
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    • pp.339-345
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    • 2021
  • With the development of online education due to COVID-19, the EduTech market, which combines new technologies such as AI and AR/VR in education is rapidly growing. In addition, the children's industry is steadily growing despite the decreasing birth rate every year as more and more families with one child per household are investing in their children. However, supply of contents to EduTech market is slow compared to demands that are increasing. Therefore, the purpose of this paper is to help solve these problems by developing and supporting AR kids contents with convenience, practicality, and efficiency using AR technology. AR content for supporting vocabulary learning for infants is not just an end to watching and listening, but an observation-driven model that can manipulate content directly, which attracts children's interest and helps children learn words. This paper is intended for infants from 15 months to 36 months old when full-fledged language development occurs.