• Title/Summary/Keyword: Reading app

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Effective teaching using textbooks and AI web apps (교과서와 AI 웹앱을 활용한 효과적인 교육방식)

  • Sobirjon, Habibullaev;Yakhyo, Mamasoliev;Kim, Ki-Hawn
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.211-213
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    • 2022
  • Images in the textbooks influence the learning process. Students often see pictures before reading the text and these pictures can enhance the power of imagination of the students. The findings of some researches show that the images in textbooks can increase students' creativity. However, when learning major subjects, reading a textbook or looking at a picture alone may not be enough to understand the topics and completely realize the concepts. Studies show that viewers remember 95% of a message when watching a video than reading a text. If we can combine textbooks and videos, this teaching method is fantastic. The "TEXT + IMAGE + VIDEO (Animation)" concept could be more beneficial than ordinary ones. We tried to give our solution by using machine learning Image Classification. This paper covers the features, approaches and detailed objectives of our project. For now, we have developed the prototype of this project as a web app and it only works when accessed via smartphone. Once you have accessed the web app through your smartphone, the web app asks for access to use the camera. Suppose you bring your smartphone's camera closer to the picture in the textbook. It will then display the video related to the photo below.

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A Usability Testing of a Hybrid Mobile Reading Game for Children With Reading Disabilities (읽기장애아동을 위한 하이브리드 모바일 읽기 게임의 사용성 검사)

  • Shin, Mikyung;Park, Eunhye;Hong, Ki-Hyung;Lee, Joohyun;Park, Hyewon
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.314-326
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    • 2018
  • The purpose of this study was to evaluate the usability of a hybrid mobile reading game among 14 parents of children with reading disabilities. The reading game consisted of six steps according to the process of reading (familiarizing with consonants and vowels, acquiring whole words, combining consonants and vowels, reading words, phonological rules, reading fluency). In this study, parents experienced steps one through three of the reading-game app and evaluated the general design features and Universal Design for Learning on a five-point scale. Regarding the general design features, parents rated usability (18 items in total) as high in the following order: interactive design, instructional design, and interface design. Regarding the Universal Design for Learning (9 items in total), parents evaluated usability as high in the following order: providing multiple means of representation, providing multiple means of action and expression, and providing multiple means of engagement. Lastly, suggestions for the improvement of the app, practical implications, and suggestions for future research are discussed.

Development of Retina Healthcare Service System Using Smart Phone

  • Park, Gi Hun;Han, Ju Hyuck;Kim, Yong Suk
    • International Journal of Advanced Culture Technology
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    • v.7 no.2
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    • pp.227-237
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    • 2019
  • In this paper, we have developed a Retina Healthcare Service System through which the patient himself/herself can manage his/her retina health. In the case of conventional portable ophthalmic cameras, patients cannot check their eye health on their own because most of them are used by doctor in environments where ophthalmography cannot be performed properly. This system consists of web, app and camera modules, and when a patient mounts a camera module for fundus photography on his / her smart phone and then photographs his / her fundus through the app, the image is transmitted to a server, and the transmitted image reads the fundus the patient's fundus image status in the fundus image reading model learned using deep learning. When the doctor expresses his/her opinions about the patient 's eye condition based on the reading result and the fundus photograph, the patient can check through the app and judge whether to receive ophthalmologic treatment.

A Study on the Promotion of Reading Culture according to Analysis of the Application on the 'Reading' (스마트 환경에서의 독서문화 진흥 방안에 관한 연구 - '독서' 관련 어플리케이션 분석을 중심으로 -)

  • Hoang, Gum-Sook
    • Journal of Korean Library and Information Science Society
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    • v.51 no.1
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    • pp.145-177
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    • 2020
  • The purpose of this study is to change the perspective of reading culture promotion and future-oriented through analysis of readers' reading behavior that evolved by changing reading media such as e-books and various media, providing access to reading in 5G-enabled daily life, and communicating in various ways. The task of promoting reading culture was presented as follows. (1) Accurate research on readers and non-readers should be conducted. (2) In addition to accurate recognition of reading media, a multi-faceted model for reading behavior should be prepared. (3) It is necessary to quickly understand the trend of readers' reading behavior. (4) Finally, it is urgent to develop 'reading' related applications in the public domain.

Development of IoT-based App Service for Non-face-to-face Management of Library Reading Rooms (도서관 열람실의 비대면 관리를 위한 사물인터넷(IoT) 기반 앱 서비스 개발)

  • Hong-hyeon Choi;Seung-hoon Lee;Jeong-du Lee;Jin Yu;Seong-hoon Jeong;Joon-hwan Shim
    • Journal of Advanced Navigation Technology
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    • v.25 no.6
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    • pp.562-568
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    • 2021
  • Seat reservations and civil complaints in the library reading room have been done face-to-face by managers, and efficient management has been difficult. In addition, there is a problem that it is difficult to take action in the event of a civil complaint due to user inconvenience, such as a noise problem between users in the reading room. In this study, an online reservation system was developed for efficient management of seats in the library reading room so that it could be serviced non-face-to-face. In addition, when using the library reading room, it is possible to apply for non-face-to-face civil complaints when complaints occur due to noise problems between users, loss of belongings, and snoring during the user's sleep. Managers can smoothly manage library reading rooms through non-face-to-face inconvenience reports. It is possible to increase the satisfaction of using the library by resolving the inconvenience of users. The developed service app allows seat reservations and anonymous inconvenience reports. The administrator can check the received inconvenience report and warn the user of the seat with an IoT sensor-based LED. When corrective action is completed, the result of the action may be fed back to the reporter.

A Design of Contents Display Method for Effective E-book Reading (효과적인 전자책 구독을 위한 콘텐츠 표시 방법 설계)

  • Ko, Ginam;Kim, JongIn;Moon, Nammee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.06a
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    • pp.171-172
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    • 2013
  • 기존의 종이책은 다양한 스마트 모바일기기의 활발한 보급으로 인해 전용 단말기와 뷰어 앱(Veiwer App)을 통해 전자책(e-book)으로 서비스되고 있다. 최근에는 텍스트(Text) 중심의 전자책과 달리, 텍스트와 함께 동영상, 다양한 상호작용 요소를 중심으로 하는 앱북(App book)의 형태로 진화되고 있다. 아이패드(iPad)용 앱스토어(App Store)에서는 도서 관련 앱이 28%를 차지할 정도로 앱북 시장이 빠르게 성장함에도 불구하고, 여러 가지 전자책 전용 단말기, 뷰어 앱 UI(User Interface) 관련 연구들에 비해 앱북의 콘텐츠 및 UI에 대한 연구가 상대적으로 부족한 상황이다. 이에, 본 논문에서는 앱북 콘텐츠의 표시 방법에 따라 3개의 유형으로 분류하고, 대표 앱북을 선정하여, 콘텐츠의 객체 표시방법에 대해 분석하고, 상호작용 요소들을 분석하였다. 이를 통해, 객체 별 상호작용 요소를 고려한 전자잡지형 앱북의 콘텐츠 표시 방법 프레임워크를 설계하였다.

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Implementation of NON-ROS remote control software of TurtleBot 2 based Windows 10 IoT core (Windows 10 IoT Core 기반 Non-ROS TurtleBot2용 원격 제어 소프트웨어 구현)

  • Onesphore, Ingabire;Kim, Minyoung;Jang, Jongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.111-114
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    • 2019
  • This paper intends to implement a software that controls TurtleBot 2 remotely. The moving of the robot TurtleBot 2 can be controlled using command control based on Windows 10 IoT core instead of the Robot Operating System (ROS). The implemented software allows the user to move remotely TurtleBot 2 in any specified direction and perform the monitoring such as reading feedback data from the robot. Through TCP/IP and serial communication technology, TurtleBot 2 can successfully receive command control and send feedback to the user. Using C# programming language, two Universal Windows Platform apps (client app and server app) have been implemented to allow communication between the user and TurtleBot 2. The result of this implementation has been verified and tested in an indoor platform.

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Digital Content Design Making Children Like Reading Books (아이들이 책을 좋아하게 만들 디지털 콘텐츠 디자인)

  • Wang, Lin;Lee, Ha-Na
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.20-28
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    • 2016
  • Recently, with various smart devices being used, more attention is paid to digital content development for kids. Many parents and teachers are using digital contents both at home and the classroom. However, there are many concerns on the delayed language ability development and lack of social skills due to children's overuse of digital technology. This study reviewed related literature on digital content for kids including storytelling videos, flash, animation, multimedia fairy tales, and app-books. Based on that, digital contents design guidelines were proposed. It was expected that by appropriate digital content design, children would like reading books just as they like watching digital contents.

Enhancing the User Experience: A Research on China Mobile E-book App (사용자 경험 향상: 중국 모바일 독서어플 관한 연구)

  • Liang, Peipei;Pan, Young-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1475-1480
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    • 2017
  • The flourishing China mobile e-book App market has caused a series of problems, for which enhancing the user experience become an urgent matter. As a whole, user experience is related to the five planes such as the device, platform, medium, form and content. However, to understand the user needs is the logical starting point of the whole process. Contextual interview has been conducted in this study, while four types of tasks such as discovering and accessing a target e-book, setting and experiencing the reading interface, listening to the e-book and reviewing and sharing were asked to perform during the process, which has resulted in relevant problems and unpleasant factors in user experience. Based on the aforementioned contents, guidelines for enhancing the user experience of China mobile e-book App has been summarized as a result.

A Study of Information About Culture And Art Based On Application (최신 문화 예술공연 정보 제공 어플리케이션 연구)

  • Koo, Min-Jeong;Shin, Yea-Ri
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.4
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    • pp.65-69
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    • 2015
  • This study can read register reviews and search read information that users want by musical, drama and movie by using DB by developing App providing the newest culture view and information in android smart phone, when users want to enjoy cultural life. Also, the administrator logins as Administrator-mode and controls cultural information and makes smooth controlling by identifying user's information. In addition, the user logins as User-mode and reads cultural information and can make possible in reading and writing reviews. It makes possible to enjoy leisure activity as cultural activity by identifying reliable performance information via recommendation of friend groups.