• Title/Summary/Keyword: SMART learning

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The analysis for emotion stability though music - In prioirty of relieve the adolescent's aggression from smartphone overuse (음악의 정서안정 효과에 대한 분석 -청소년기 스마트 폰 과다 사용으로 인한 공격적 성향 완화를 중심으로)

  • Kim, Kwan-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.237-244
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    • 2017
  • This study examined the pathological phenomenon of smartphone addiction and prevention. The smartphone provides many conveniences but it also brings psychological and physical problems, such as failure of learning capacity, maladjustment, and impulsive actions. To provide actual proof, this material included correlation analysis among physical, verbal aggression and smartphone addiction factors through high school students. Using SPSSWIN 22.0, frequency analysis, mail factor analysis, T-test, correlation analysis, regression analysis were also included. The main factors of smartphone addiction discrimination were divided into 'aim for imaginary', 'daily obstacles', 'tolerance', 'withdrawal symptom'. Smartphone addicted group members show the result of r=0.668 (physical aggression), r=0.704 (verbal aggression), r=0.481 (hostility). (p< 0.001). This study focused on the aggression from smartphone overuse and the positive effect of music for adolescent's mind stability. Moreover, suggestions for constant research on the pathological phenomena from smartphone addiction and prevention programs are made.

A Study on UI Prototyping Based on Personality of Things for Interusability in IoT Environment (IoT 환경에서 인터유저빌리티(Interusability) 개선을 위한 사물성격(Personality of Things)중심의 UI 프로토타이핑에 대한 연구)

  • Ahn, Mikyung;Park, Namchoon
    • Journal of the HCI Society of Korea
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    • v.13 no.2
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    • pp.31-44
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    • 2018
  • In the IoT environment, various things could be connected. Those connected things learn and operate themselves, by acquiring data. As human being, they have self-learning and self-operating systems. In the field of IoT study, therefore, the key issue is to design communication system connecting both of the two different types of subjects, human being(user) and the things. With the advent of the IoT environment, much research has been done in the field of UI design. It can be seen that research has been conducted to take complex factors into account through keywords such as multi-modality and interusability. However, the existing UI design method has limitations in structuring or testing interaction between things and users of IoT environment. Therefore, this paper suggests a new UI prototyping method. In this paper, the major analysis and studies are as follows: (1) defined what is the behavior process of the things (2) analyzed the existing IoT product (3) built a new framework driving personality types (4) extracted three representative personality models (5) applied the three models to the smart home service and tested UI prototyping. It is meaningful with that this study can confirm user experience (UX) about IoT service in a more comprehensive way. Moreover, the concept of the personality of things will be utilized as a tool for establishing the identity of artificial intelligence (AI) services in the future.

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A Methodology of Decision Making Condition-based Data Modeling for Constructing AI Staff (AI 참모 구축을 위한 의사결심조건의 데이터 모델링 방안)

  • Han, Changhee;Shin, Kyuyong;Choi, Sunghun;Moon, Sangwoo;Lee, Chihoon;Lee, Jong-kwan
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.237-246
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    • 2020
  • this paper, a data modeling method based on decision-making conditions is proposed for making combat and battlefield management systems to be intelligent, which are also a decision-making support system. A picture of a robot seeing and perceiving like humans and arriving a point it wanted can be understood and be felt in body. However, we can't find an example of implementing a decision-making which is the most important element in human cognitive action. Although the agent arrives at a designated office instead of human, it doesn't support a decision of whether raising the market price is appropriate or doing a counter-attack is smart. After we reviewed a current situation and problem in control & command of military, in order to collect a big data for making a machine staff's advice to be possible, we propose a data modeling prototype based on decision-making conditions as a method to change a current control & command system. In addition, a decision-making tree method is applied as an example of the decision making that the reformed control & command system equipped with the proposed data modeling will do. This paper can contribute in giving us an insight of how a future AI decision-making staff approaches to us.

Development of CCTV Cooperation Tracking System for Real-Time Crime Monitoring (실시간 범죄 모니터링을 위한 CCTV 협업 추적시스템 개발 연구)

  • Choi, Woo-Chul;Na, Joon-Yeop
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.12
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    • pp.546-554
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    • 2019
  • Typically, closed-circuit television (CCTV) monitoring is mainly used for post-processes (i.e. to provide evidence after an incident has occurred), but by using a streaming video feed, machine-based learning, and advanced image recognition techniques, current technology can be extended to respond to crimes or reports of missing persons in real time. The multi-CCTV cooperation technique developed in this study is a program model that delivers similarity information about a suspect (or moving object) extracted via CCTV at one location and sent to a monitoring agent to track the selected suspect or object when he, she, or it moves out of range to another CCTV camera. To improve the operating efficiency of local government CCTV control centers, we describe here the partial automation of a CCTV control system that currently relies upon monitoring by human agents. We envisage an integrated crime prevention service, which incorporates the cooperative CCTV network suggested in this study and that can easily be experienced by citizens in ways such as determining a precise individual location in real time and providing a crime prevention service linked to smartphones and/or crime prevention/safety information.

Case Study on Engineering Camp Program involving Engineering Design Activity and Intra-/Inter-Team Works for High School Students: Plant factory as main theme (공학설계활동과 팀 내, 팀 간 협력 기반 고등학생 공학 캠프 프로그램 운영 사례: 식물공장을 주제로)

  • Cho, Kyung-Suk
    • Journal of Engineering Education Research
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    • v.18 no.3
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    • pp.46-58
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    • 2015
  • Informal engineering education program for high school students was developed to cultivate engineering literacy using the human resources and facilities of university. Plant factory, a smart farming technology, was selected as a main theme, and the novel engineering camp program involving engineering design activities and intra-linter-team works was planned. The camp program was applied to 38 high school students in an active learning classroom. Five teams were constructed according to elemental technologies such as biotechnology, information-communication technology, energy engineering, mechanical engineering and architectural engineering, and the students were participated in intra- and inter-team activities to achieve the final goal of 'the construction of a plant factory in school'. The team works were conducted according to the eight steps of engineering design process (identifying the problem and need, identifying criteria and constraints, brainstorming possible solutions, selecting the best possible solution, constructing a prototype, testing and evaluating the solution, communicating the solution, and refining design). Participants' satisfaction survey showed that the satisfaction on the contents of engineering design was 4.48 on 5-point Likert scale. The participants' satisfaction on creative activity and systematic methodology was 4.43 on 5-point Likert scale. 97% of participants responded positively to team works, and 92% of participants were satisfied with career mentoring activity supplied by undergraduate/graduate students. These results indicates that the engineering camp program involving engineering design activity and intra-/inter-team works can contribute to cultivate engineering literacy such as creativity, problem solving ability, collaboration, communication skills for high school students, and to increase their interests in engineering fields.

Designing mobile personal assistant agent based on users' experience and their position information (위치정보 및 사용자 경험을 반영하는 모바일 PA에이전트의 설계)

  • Kang, Shin-Bong;Noh, Sang-Uk
    • Journal of Internet Computing and Services
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    • v.12 no.1
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    • pp.99-110
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    • 2011
  • Mobile environments rapidly changing and digital convergence widely employed, mobile devices including smart phones have been playing a critical role that changes users' lifestyle in the areas of entertainments, businesses and information services. The various services using mobile devices are developing to meet the personal needs of users in the mobile environments. Especially, an LBS (Location-Based Service) is combined with other services and contents such as augmented reality, mobile SNS (Social Network Service), games, and searching, which can provide convenient and useful services to mobile users. In this paper, we design and implement the prototype of mobile personal assistant (PA) agents. Our personal assistant agent helps users do some tasks by hiding the complexity of difficult tasks, performing tasks on behalf of the users, and reflecting the preferences of users. To identify user's preferences and provide personalized services, clustering and classification algorithms of data mining are applied. The clusters of the log data using clustering algorithms are made by measuring the dissimilarity between two objects based on usage patterns. The classification algorithms produce user profiles within each cluster, which make it possible for PA agents to provide users with personalized services and contents. In the experiment, we measured the classification accuracy of user model clustered using clustering algorithms. It turned out that the classification accuracy using our method was increased by 17.42%, compared with that using other clustering algorithms.

Web Search Behavior Analysis Based on the Self-bundling Query Method (웹검색 행태 연구 - 사용자가 스스로 쿼리를 뭉치는 방법으로 -)

  • Lee, Joong-Seek
    • Journal of the Korean Society for Library and Information Science
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    • v.45 no.2
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    • pp.209-228
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    • 2011
  • Web search behavior has evolved. People now search using many diverse information devices in various situations. To monitor these scattered and shifting search patterns, an improved way of learning and analysis are needed. Traditional web search studies relied on the server transaction logs and single query instance analysis. Since people use multiple smart devices and their searching occurs intermittently through a day, a bundled query research could look at the whole context as well as penetrating search needs. To observe and analyze bundled queries, we developed a proprietary research software set including a log catcher, query bundling tool, and bundle monitoring tool. In this system, users' daily search logs are sent to our analytic server, every night the users need to log on our bundling tool to package his/her queries, a built in web survey collects additional data, and our researcher performs deep interviews on a weekly basis. Out of 90 participants in the study, it was found that a normal user generates on average 4.75 query bundles a day, and each bundle contains 2.75 queries. Query bundles were categorized by; Query refinement vs. Topic refinement and 9 different sub-categories.

A Study of Gifted Students' Peer Relationship in an Elementary School's General and Gifted Classes (초등 영재학생의 영재학급과 일반학급에서의 교우관계 분석)

  • Kwon, Hyeok-Cheon;Ha, Min-Su;Chung, Duk-Ho;Lee, Jun-Ki
    • Journal of Gifted/Talented Education
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    • v.22 no.3
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    • pp.757-777
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    • 2012
  • Peer relationships in young students' communities are one of the important factors influencing the cognitive and affective domains of learning. Moreover, students who join the special program for gifted students possess differential peer relationships from the students in general classes. This study aims to explore the differences of 5th grade five science-gifted students' peer relationships between students in special classes for gifted students and general classes. Five students in the special program for gifted students, managed by the Office of Education in a southern city, participated in this study. Social network analyses were utilized to explore participants' peer relationships; the students' homeroom teacher was interviewed to explore the contextual and in-depth characteristics of gifted students' peer relationships. The results illustrated four cases of peer relationships: (1) smart loner (2) my study mate (3) I'm the best in my class, and (4) a good friend anywhere. This study identified that the gifted students possessed diverse peer relationships in both the special program and general classroom. In addition, this study suggests that the program for gifted students needs to be specially designed based on the gifted students' peer relationship.

A Study on Social Media Sentiment Analysis for Exploring Public Opinions Related to Education Policies (교육정책관련 여론탐색을 위한 소셜미디어 감정분석 연구)

  • Chung, Jin-Myeong;Yoo, Ki-Young;Koo, Chan-Dong
    • Informatization Policy
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    • v.24 no.4
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    • pp.3-16
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    • 2017
  • With the development of social media services in the era of Web 2.0, the public opinion formation site has been partially shifted from the traditional mass media to social media. This phenomenon is continuing to expand, and public opinions on government polices created and shared on social media are attracting more attention. It is particularly important to grasp public opinions in policy formulation because setting up educational policies involves a variety of stakeholders and conflicts. The purpose of this study is to explore public opinions about education-related policies through an empirical analysis of social media documents on education policies using opinion mining techniques. For this purpose, we collected the education policy-related documents by keyword, which were produced by users through the social media service, tokenized and extracted sentimental qualities of the documents, and scored the qualities using sentiment dictionaries to find out public preferences for specific education policies. As a result, a lot of negative public opinions were found regarding the smart education policies that use the keywords of digital textbooks and e-learning; while the software education policies using coding education and computer thinking as the keywords had more positive opinions. In addition, the general policies having the keywords of free school terms and creative personality education showed more negative public opinions. As much as 20% of the documents were unable to extract sentiments from, signifying that there are still a certain share of blog posts or tweets that do not reflect the writers' opinions.

A Study on the Application of Coding Education through Gamification for Tourism Experience - Focusing on "Computational Thinking" Factor Analysis - (관광경험 증대를 위한 게이미피케이션 코딩교육 활용 방안 - 컴퓨팅 사고력 요소 분석 중심으로 -)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.403-409
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    • 2020
  • Gamification can be more fun and interesting than boring and it can be used for variety of educational subjects. Through the fun and flow of the learner, the learner understands the meaning and context of the problem to be solved. It will be able to collect, analyze and creatively solve data in a way that computers understand. Training through gamification will be an effective and memorable coding education for the efficient learning of coding education among the newly designated compulsory education. It is considered to be highly useful as a convergence study to increase tourism experience. Currently, in the field of school, coding education is mainly conducted using entry and scratch, which are educational programming languages, and coding education using gamification is not extensively used in the current education field. It is also expected to be used to increase the tourism experience, and it can be used to enhance the learner's computational thinking ability and creativity.