• Title/Summary/Keyword: Multi-media learning

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Multiple Discriminative DNNs for I-Vector Based Open-Set Language Recognition (I-벡터 기반 오픈세트 언어 인식을 위한 다중 판별 DNN)

  • Kang, Woo Hyun;Cho, Won Ik;Kang, Tae Gyoon;Kim, Nam Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.8
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    • pp.958-964
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    • 2016
  • In this paper, we propose an i-vector based language recognition system to identify the spoken language of the speaker, which uses multiple discriminative deep neural network (DNN) models analogous to the multi-class support vector machine (SVM) classification system. The proposed model was trained and tested using the i-vectors included in the NIST 2015 i-vector Machine Learning Challenge database, and shown to outperform the conventional language recognition methods such as cosine distance, SVM and softmax NN classifier in open-set experiments.

Contents Service of EBS in the Era of Smart Media (스마트 미디어 시대 EBS의 콘텐츠 서비스)

  • Park, Joo-Yeun
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.36-46
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    • 2015
  • The purpose of this study is to investigate the characteristics of diverse contents service of EBS providing on the multi-platform in the era of smart media. This study investigated contents service of EBS in order to seek and suggest EBS's competitiveness in the era of smart media environment. As a result, EBS is providing real-time service, VOD and e-learning, but its current contents service is concentrated on providing e-learning service. This study recommended that EBS need to reinforce contents suitable for various multi-platform uses. It also suggested EBS need to cooperate with diverse webs service and SNS service in order to widen openness of its platform, and to provide not only diverse contents, but also applications by offering mobile and on-demand contents and services. Finally, this study proposed that EBS is needed to move towards a more public and comprehensive media portal.

Design and Application of Term Project Model for Game Mathematics in Flipped Learning Environments (플립드러닝 환경에서 게임수학 텀프로젝트 모형 설계 및 적용)

  • Choi, Youngmee
    • Journal of Korea Multimedia Society
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    • v.20 no.7
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    • pp.1102-1112
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    • 2017
  • The purpose of this study is to design and application of term project model for Game Math in flipped learning environment. In the term project self study model, students interacts with multi-instruction materials and multi-tutors on flipped learning. We develop a case for game update term project and implement it to a real Game Math classroom. As a result, we show the positive learning experiences focused on effects of technology and human relation through survey.

A Study On Distributed Remote Lecture Contents for QoS Guarantee Streaming Service (QoS보장형 스트리밍 서비스를 위한 분산 원격강의 컨텐츠에 대한 연구)

  • Choi, Yong-jun;Ku, Ja-hyo;Leem, In-taek;Choi, Byung-do;Kim, Chong-gun
    • The KIPS Transactions:PartA
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    • v.9A no.4
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    • pp.603-614
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    • 2002
  • Delivery efficiency of e-learning media can be influenced by authoring processes. Generally, a moving picture recorded by video camera can be delivered to student by multimedia streaming service, using media server technology. A e-learning media authored by lecture authoring tool is played in a student application by download-based delivery system. Recently, some animation know-how are applied to author e-learning media by hand-operation. In this paper, we suggest a client-based streaming service for the e-leaning media consists of media files and integration data The lecture of e-learning media nay be divided into some time-based small blocks. Each blocks can be located distributed site. The student system gather those blocks by download-scheduling. This is a valid method for QoS guarantee streaming services. In addition to our study, lecturers can author composite e-learning media includes media files and dynamic web pages simply, The distributed e-learning media files of our study is managed by multi-author and updated rapidly.

Design and Implementation of Multi-media Title for The Similar Figure Learning (닮은도형 학습을 위한 멀티미디어 차이를 설계 및 구현)

  • 송선일;최지영;인치호
    • The Journal of Information Technology
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    • v.3 no.3
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    • pp.1-9
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    • 2000
  • In this paper, we propose the design and implementation of Multi-media Title for the similar figure learning. The algebra problems of mathematics are usually solved by algorithm, but the diagram problems of geometry have various solution methods. This made us educate the students by memorizing the principle and property of diagram. In this paper, we applied the courseware to the students and analyzed the result. Therefore we could notice the possibilities, "f we teach students by using the courseware, we can improve their learning achievement."

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A Study on the Development and Utilization of Web-Based Learning Materials (웹기반 교수·학습자료 개발과 활용에 관한 연구)

  • PARK, Jong-Un;BAE, Jeom-Bu
    • Journal of Fisheries and Marine Sciences Education
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    • v.15 no.2
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    • pp.184-192
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    • 2003
  • When the present Learning System for Computer-Related Subjects Using WBI is implemented on the Web with the above characteristics to help students to study computer subjects without any limitations of time or space, they can easily attain the goals of learning, have computer-utilizing abilities or information capacity, and enhance their capabilities for self-initiative learning. This system enables the learners to carry out 'plan-do-see' for the contents of learning initiatively. The learners can study the practice part of the curriculum using multi-media, such as motion pictures, voices, images, and sound effects, vividly with a sense of actual presence. It helps the students to have an active attitude toward leaning afterward. without meeting the teacher or without any storage media, the leaners can submit their assignments or materials for performance evaluation via the Internet.

A Study on the Multi-Dimensional Interactivity in IP-Based Interactive Media: e-Learning Service Case (IP기반 양방향 매체에서의 다차원적 상호작용에 관한 연구: e-러닝 서비스를 중심으로)

  • Lee, Ji-Eun;Shin, Min-Soo
    • Information Systems Review
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    • v.10 no.3
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    • pp.39-64
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    • 2008
  • As digital convergence evolves, it is expected that the market of IP-based services like VoIP and IPTV will be expanded. In particular, IPTV market is expected to attract consumers' attention through various interactive services offering a variety of experiences to consumers. Interactivity sets apart old media from new one in terms of how to mediate effects of user satisfaction. The object of this study is to investigate (1) multi-dimensional Interactivities in an interactive medium based on IP and relationship among them, and (2) significant factors affecting cognitive absorption of interactive media users. This study aims to provide implications on how to develop strategies for IP-based media including e-learning system.

The Effects of Ubiquitous Based Learning on the fashion and consumer behavior course (Ubiquitous Based Learning (UBL) 을 이용한 패션과 소비자 행동 수업에 관한 고찰)

  • Lee, Seung-Hee
    • Journal of Fashion Business
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    • v.16 no.2
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    • pp.1-11
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    • 2012
  • The purpose of this study was to examine the effects of UBL (Ubiquitous basedlearning) on fashion and consumer behavior course. Thirty-one undergraduate university students completed a 15-week capstone course in a clothing and textiles department. About sixteen percent students were majoring in liberal arts and sixty-three percent of the participants were majoring in the clothing and textiles. Mainly, the participants were junior and senior undergraduate students. The participants demonstrated positive attitude toward the UBL (Ubiquitous based-learning) on fashion and consumer behavior course. The results showed that seventy-seven percent of the participants have more opportunities to handle multi-media resources using social network and social media. Eighty percent of the participants have been developed of communication skills. Seventy-one percent of the participants were helped to learn foreign language skills. Overall, most of the participants were satisfied that their presentation skill was improved in class and they had willing to recommend the class to other students for the future.

Multi-Dimensional Emotion Recognition Model of Counseling Chatbot (상담 챗봇의 다차원 감정 인식 모델)

  • Lim, Myung Jin;Yi, Moung Ho;Shin, Ju Hyun
    • Smart Media Journal
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    • v.10 no.4
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    • pp.21-27
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    • 2021
  • Recently, the importance of counseling is increasing due to the Corona Blue caused by COVID-19. Also, with the increase of non-face-to-face services, researches on chatbots that have changed the counseling media are being actively conducted. In non-face-to-face counseling through chatbot, it is most important to accurately understand the client's emotions. However, since there is a limit to recognizing emotions only in sentences written by the client, it is necessary to recognize the dimensional emotions embedded in the sentences for more accurate emotion recognition. Therefore, in this paper, the vector and sentence VAD (Valence, Arousal, Dominance) generated by learning the Word2Vec model after correcting the original data according to the characteristics of the data are learned using a deep learning algorithm to learn the multi-dimensional We propose an emotion recognition model. As a result of comparing three deep learning models as a method to verify the usefulness of the proposed model, R-squared showed the best performance with 0.8484 when the attention model is used.

A Study Design for Improvement of Interactivity at e-Learning (e-Learning에서 상호작용 촉진을 위한 학습 설계)

  • Lee Jun-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.4
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    • pp.197-203
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    • 2005
  • Interactivity is very important at ubiquitous e-Learning system oriented multi platform because online study is accomplished by multi media. In this thesis promotion for interactivity is designed at online study. By cyber education with supposed promotion used for a feedback. From now on a special research of study design should be made for interactivity and effectiveness using human sensibility ergonomics.

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