• Title/Summary/Keyword: Mobile Learning Content

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Building a Mobile AR System Based on Visual SLAM (Visual SLAM 기반의 모바일 증강현실 시스템 구축)

  • Song, Ju Eun;Kook, Joongjin
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.4
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    • pp.96-101
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    • 2021
  • The SLAM market is growing rapidly with advances in Machine Learning, Drones, Augmented Reality technologies. However, due to the absence of an open source-based SLAM library for developing AR content, most SLAM researchers are required to conduct their own research and development to customize SLAM. In this paper, we propose an opensource-based Mobile Markerless AR System by building our own pipeline based on Visual SLAM. To implement the Mobile AR System of this paper, it uses ORB-SLAM3 and Unity Engine and We experimented with running our system in a real environment and confirming it in the Unity Engine's Mobile Viewer. Through this experimentation, we can verify that the Unity Engine and the SLAM System are tightly integrated and communicate smoothly. Also, we expect to accelerate the growth of SLAM technology through this research.

Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.241-244
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

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A Research for Digital Literacy Education Methodlogies based on Mobile Devices (모바일 기기 기반의 디지털 리터러시 교육 방안에 대한 연구)

  • Hong, Myunghui;Lee, Soonyoung
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.107-115
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    • 2020
  • The computing environment is rapidly changing to mobile device base, with the development of computer technology. Until now, digital literacy education has been based on desktop PC education, but it is time to change it into literacy education suitable for mobile environment. In this paper, we propose a mobile-based digital literacy MoDL (Mobile Device Digital Literacy). MoDL proposes three phases. One is Mobile Based Digital Environment (MoDE), which builds a mobile digital environment, seconds is Bring Your Own Devices (BYOD) class method when using it for education. Finally, MoDLI (MoDL Instruction) for learning mobile literacy is presented step by step. To verify the validity of the proposed, eight experts were surveyed so that the Content Validity Ratio was calculated. As a result, CVR was ensured in all items except for the applicability of MoDLI.

Design and Implementation of Digital Game-based Contents Management System for Package Tour Application (패키지 투어 애플리케이션을 위한 디지털 게임 기반 콘텐츠 관리 시스템의 설계 및 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.872-880
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    • 2022
  • This paper present a design and implementation of a Contents Management System (CMS) to be integrated into a game that uses a Digital Game-based Learning (DGBL) approach for helping tourists learn about tourism spots as a part of the Package Tour Application. In terms of design, this paper shows a system architecture that consists of a database to store the game's content such as tourism spot information, score and question configuration, score history, et cetera, a web application to manage the content and a Rest API to delivers the content to the mobile game. Meanwhile, in terms of implementation, MySQL database and PHP programming language are used. Moreover, a time response performance evaluation is conducted which resulted in between 0.77 s to 1.4 s from CMS to the database. Once successfully integrated with the game, the CMS will allow the game to be played on multiple tours simultaneously, without having to rebuild the game for every package tour group.

Study on the Content Development of Mobile AR_HMD through a Real Time 360 Image Processing. (360° 실시간 영상처리를 통한 모바일 AR_HMD 콘텐츠 개발을 위한 연구)

  • Lee, Changhyun;Kim, Youngseop;Kim, Yeonmin;Park, Inho;Choi, JaeHak;Lee, Yonghwan;Han, Woori
    • Journal of the Semiconductor & Display Technology
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    • v.15 no.2
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    • pp.66-69
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    • 2016
  • Recently, augmented reality and virtual reality in the ICT sector have been highlighted. So also interested in related HMD areas to facilitate contact with the VR content is being attend. This paper proposes a method for implementing to the virtual reality through the mobile HMD device with the real time 360 image. This system is required the real time 360 image streaming server configuration and image processing for augmented reality and virtual reality. The configuration of the streaming server is configured the DB server to store images and the relay server that can relay images to other devices. Augmented image processing module is composed based on markerless tracking, and there are four modules that are recognition, tracking, detecting and learning module. Also, the purpose of this paper is shown the augmented 360 image processing through the Mobile HMD.

A Study on the Development of AR Content for Promoting Memory Learning -Nursing Education Learning Content (암기학습 증진을 위한 증강현실 콘텐츠 개발 연구 - 간호 술기 학습 콘텐츠 중심으로)

  • Suh, Donghee;Suh, Eunyoung
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.79-85
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    • 2021
  • The purpose of this study was to investigate the existing augmented reality (AR) contents in education and to develop digital AR contents to promote the learning outcomes in nursing skills education. AR contents has been widely used in education such as children's books, coloring, or exhibition experiences, but rarely developed in nursing education. We wanted to develop AR contents on nursing skills which required memorization of complex contents. In order to improve nursing students' memorization skills, we developed AR techniques holding and executing cameras along with game elements of time and points. In order to give the effect of placing objects in front of the user's eyes, an augmented reality camera was applied, and a total of 40 levels were created to produce the sequence of nursing techniques. This study showed that learning contents in the medical field requiring expertise could be implemented as AR contents. The content developed in this study will be used as a learning aid for nursing students.

Fine-Grained Mobile Application Clustering Model Using Retrofitted Document Embedding

  • Yoon, Yeo-Chan;Lee, Junwoo;Park, So-Young;Lee, Changki
    • ETRI Journal
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    • v.39 no.4
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    • pp.443-454
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    • 2017
  • In this paper, we propose a fine-grained mobile application clustering model using retrofitted document embedding. To automatically determine the clusters and their numbers with no predefined categories, the proposed model initializes the clusters based on title keywords and then merges similar clusters. For improved clustering performance, the proposed model distinguishes between an accurate clustering step with titles and an expansive clustering step with descriptions. During the accurate clustering step, an automatically tagged set is constructed as a result. This set is utilized to learn a high-performance document vector. During the expansive clustering step, more applications are then classified using this document vector. Experimental results showed that the purity of the proposed model increased by 0.19, and the entropy decreased by 1.18, compared with the K-means algorithm. In addition, the mean average precision improved by more than 0.09 in a comparison with a support vector machine classifier.

Mobilizing Learning: Using Moodle and Online Tools via Smartphones

  • Al-Kindi, Salim Said;Al-Suqri, Mohammed Nasser
    • International Journal of Knowledge Content Development & Technology
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    • v.7 no.3
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    • pp.67-86
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    • 2017
  • The emergence of smart devices such as smartphones (e.g., iPhone) and tablets (e.g., iPad) may enhance e-learning by increasing communication and collaborative learning outside the classroom. These devices also facilitate the use of online technologies such as Facebook. However, the adaptation of Learning Management System (LMS) services to mobile devices took longer than social networks or online tools such as Facebook and Twitter have already been long used via smartphone. The main purposes of this study are to explore students' skill levels of LMS (Moodle) and their knowledge of online tools or technologies and then examine if there is a correlation between smartphone use and using of online tools and Moodle in learning. The study conducted among 173 students in the Department of Information Studies (DIS) in Oman, using online survey. The study found that most students demonstrated high levels of accessing course/subject materials and regularly engaging with studies of using LMSs. YouTube, Wikipedia and Facebook were clearly recorded as the most popular sites among students while LinkedIn and Academia.edu were two online tools that had never been heard of by over half of the 142 participants. Emailing and searching are recorded the most popular online learning activities among students. The study concluded that students prefer to use smartphone for accessing these tools rather than using it to access LMSs, while a positive correlation was found between the use of these tools and smartphones, but there was no correlation between smartphones and using LMSs.

Assessing the Effectiveness of Smartphone Usage to Interact with Learning Materials in Independent Learning Outside of Classrooms among Undergraduate Students

  • Sununthar Vongjaturapat;Nopporn Chotikakamthorn;Panitnat Yimyam
    • Asia pacific journal of information systems
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    • v.31 no.1
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    • pp.43-75
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    • 2021
  • Clearly, the smartphone is increasingly playing a greater role in everyday life, thus providing opportunities to evaluate how well the use of the smartphone meets the requirements of undergraduate students in independent learning outside of a classroom setting. This study used the task-technology fit (TTF) model to explore the effectiveness of smartphone usage to interact with learning materials in independent learning outside of classrooms, the need for smartphone support, and the fit of devices to tasks as well as performance. First, the study used interviews, observation, and survey data to identify what are the most important constructs of smartphones that stimulate students to interact with learning materials in independent learning outside of classrooms. Based on the findings from the exploratory study and Task Technology Fit theory, we postulated the Navigation design, Ergonomic design, Content support, and Capacity as the essential dimension of the smartphone construct. Then, we proposed a research model and empirically tested hypotheses with the structural model analysis. The results reveal a significant positive impact of task and technology on TTF for smartphone usage to interact with learning materials in independent learning outside of classrooms; it also confirmed the TTF and performance have a direct effect on actual use.

Cloth Product Recognition based on Siamese Network with Body Region Extraction method

  • Budiman, Sutanto Edward;Kurniawan, Edwin;Lee, Seung Heon;Lee, Jae Seung;Lee, Suk-Ho
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.128-134
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    • 2022
  • Nowadays, people consume a lot of content such as web dramas or K-pop videos through mobile devices such as smartphones, and the market for indirect advertisements through these web dramas or K-pop videos is also increasing every year. In order to lead to the immediate purchase of indirect products in web dramas, a system that allows consumers to purchase immediately at the time the products appear in the drama is needed. In this paper, we propose a system to allow viewers to purchase products worn by celebrities immediately when viewers see and click on them. When a user clicks on a video, it recognizes the product worn by the celebrity, and displays information on the screen on the most similar product corresponding to the recognized product, allowing them to go to the seller's site where they can purchase it. In order for such a system to operate stably, a pose estimation and siamese network-based system is proposed. The proposed system will primarily be released as a streaming service in the form of an app or web page that connects the products in web dramas or other K-pop video contents screened on the mobile with e-commerce. Furthermore, in the future, the technology is expected to be used globally in various industries such as smart mobility and display kiosks.