• Title/Summary/Keyword: Web-based learning

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Prediction on Web-based simulation result through Machine learning (머신러닝을 통한 웹 기반 시뮬레이션 결과 예측)

  • Kim, JiSu;Kang, MinKyu;Kwon, Hoon;Lee, JeongCheol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.789-792
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    • 2019
  • 최근 IT 기술의 발전으로 웹 기반 시뮬레이션이 많은 연구에 도움을 주고 있다. EDISON은 그러한 시뮬레이션 환경을 제공해주는 플랫폼으로 전산열유체, 나노물리, 계산화학, 등 다양한 전문분야의 앱(이하 솔버)을 제공해준다. 이러한 솔버는 사용자가 그 솔버에 맞는 간단한 파라미터들만 입력하면 다양한 결과를 알아서 계산해 주는 편의를 제공해 주지만 입력 데이터에 따라 작업 시간이 상당히 혹은 무한히 걸릴 수 있기 때문에 언제 끝날지 모르는 작업의 완료 여부를 수시로 확인해야만 하는 불편함이 있다. 때문에 그 시간을 예측할 수 있다면 수시로 확인하는 불편함을 줄일 수 있다. 또한 오랜 시간이 걸리는 작업의 결과를 미리 알 수 있으면 사용자들에게 큰 도움이 될 것이다. 이런 점에서 본 논문에서는 시뮬레이션의 작업 결과와 수행 시간의 예측 모델을 적용해 보았다. 본 논문에서는 계산화학분야의 uChem 솔버의 결과 예측을 진행하였는데 uChem 솔버는 1주기 및 2주기 원자들로 이루어진 화합물의 최적화된 상태의 에너지 값과 구조를 보여주는 프로그램이다. 예측을 진행한 결과 에너지는 99%이상의 상당히 높은 정확도를 얻을 수 있었고 수행 시간의 경우 약 90%의 정확도를 얻었다. 이를 통해서 사용자로 하여금 더욱 편리한 서비스를 제공할 수 있을 것이다.

Study on Application of Multimedia Freeware to Instructional Design: Focused on Chinese Conversation Class (멀티미디어 교수매체수업 설계를 위한 프리웨어 활용방안 - 중국어 회화수업을 중심으로)

  • Park, Chan Wook
    • Cross-Cultural Studies
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    • v.25
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    • pp.549-596
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    • 2011
  • This paper aims to introduce some useful multimedia freewares, and also support Chinese instructor with discussing how to operate them for instructional design of multimedia language learning class. For this aims, this paper consists of three parts: First, instructional design. This part is focused to what kind of instructional model to be based on, for example, Dick & Carey model, ADDIE model, ASSURE model etc. This part introduces these models, and modifies ADDIE and ASSURE model to D.D.A.I.E.S and S.S.A.U.R.E.S as 'A(nalysis)' in these model may apply to the next 'D(evelopment)' on ADDIE, 'S(elect Methods, Media and Materials)' on ASSURE in the practical Chinese class. Second, Programme: What to use. This part is focused to what kind of free software we can use. In the web site online, there are huge free softwares so we usually hesitate to select and also don't know how to operate even though selected one of them. This part, accordingly, introduces ten of useful freewares and compares each other in terms of usefulness for Chinese instructors. Third, Programme: How to use. It is of no use just to know what to use but not to know how to operate, so this part describes how to use freewares like a kind of manual in detail as far as possible. In conclusion, we hope more Chinese instructors to learn and use more useful freewares for designing the better multimedia Chinese class by this paper.

AR Anchor System Using Mobile Based 3D GNN Detection

  • Jeong, Chi-Seo;Kim, Jun-Sik;Kim, Dong-Kyun;Kwon, Soon-Chul;Jung, Kye-Dong
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.54-60
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    • 2021
  • AR (Augmented Reality) is a technology that provides virtual content to the real world and provides additional information to objects in real-time through 3D content. In the past, a high-performance device was required to experience AR, but it was possible to implement AR more easily by improving mobile performance and mounting various sensors such as ToF (Time-of-Flight). Also, the importance of mobile augmented reality is growing with the commercialization of high-speed wireless Internet such as 5G. Thus, this paper proposes a system that can provide AR services via GNN (Graph Neural Network) using cameras and sensors on mobile devices. ToF of mobile devices is used to capture depth maps. A 3D point cloud was created using RGB images to distinguish specific colors of objects. Point clouds created with RGB images and Depth Map perform downsampling for smooth communication between mobile and server. Point clouds sent to the server are used for 3D object detection. The detection process determines the class of objects and uses one point in the 3D bounding box as an anchor point. AR contents are provided through app and web through class and anchor of the detected object.

Non-intrusive Calibration for User Interaction based Gaze Estimation (사용자 상호작용 기반의 시선 검출을 위한 비강압식 캘리브레이션)

  • Lee, Tae-Gyun;Yoo, Jang-Hee
    • Journal of Software Assessment and Valuation
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    • v.16 no.1
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    • pp.45-53
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    • 2020
  • In this paper, we describe a new method for acquiring calibration data using a user interaction process, which occurs continuously during web browsing in gaze estimation, and for performing calibration naturally while estimating the user's gaze. The proposed non-intrusive calibration is a tuning process over the pre-trained gaze estimation model to adapt to a new user using the obtained data. To achieve this, a generalized CNN model for estimating gaze is trained, then the non-intrusive calibration is employed to adapt quickly to new users through online learning. In experiments, the gaze estimation model is calibrated with a combination of various user interactions to compare the performance, and improved accuracy is achieved compared to existing methods.

Web-Based Question Bank System using Artificial Intelligence and Natural Language Processing

  • Ahd, Aljarf;Eman Noor, Al-Islam;Kawther, Al-shamrani;Nada, Al-Sufyini;Shatha Tariq, Bugis;Aisha, Sharif
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.132-138
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    • 2022
  • Due to the impacts of the current pandemic COVID-19 and the continuation of studying online. There is an urgent need for an effective and efficient education platform to help with the continuity of studying online. Therefore, the question bank system (QB) is introduced. The QB system is designed as a website to create a single platform used by faculty members in universities to generate questions and store them in a bank of questions. In addition to allowing them to add two types of questions, to help the lecturer create exams and present the results of the students to them. For the implementation, two languages were combined which are PHP and Python to generate questions by using Artificial Intelligence (AI). These questions are stored in a single database, and then these questions could be viewed and included in exams smoothly and without complexity. This paper aims to help the faculty members to reduce time and efforts by using the Question Bank System by using AI and Natural Language Processing (NLP) to extract and generate questions from given text. In addition to the tools used to create this function such as NLTK and TextBlob.

Development of Big Data-based Cardiovascular Disease Prediction Analysis Algorithm

  • Kyung-A KIM;Dong-Hun HAN;Myung-Ae CHUNG
    • Korean Journal of Artificial Intelligence
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    • v.11 no.3
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    • pp.29-34
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    • 2023
  • Recently, the rapid development of artificial intelligence technology, many studies are being conducted to predict the risk of heart disease in order to lower the mortality rate of cardiovascular diseases worldwide. This study presents exercise or dietary improvement contents in the form of a software app or web to patients with cardiovascular disease, and cardiovascular disease through digital devices such as mobile phones and PCs. LR, LDA, SVM, XGBoost for the purpose of developing "Life style Improvement Contents (Digital Therapy)" for cardiovascular disease care to help with management or treatment We compared and analyzed cardiovascular disease prediction models using machine learning algorithms. Research Results XGBoost. The algorithm model showed the best predictive model performance with overall accuracy of 80% before and after. Overall, accuracy was 80.0%, F1 Score was 0.77~0.79, and ROC-AUC was 80%~84%, resulting in predictive model performance. Therefore, it was found that the algorithm used in this study can be used as a reference model necessary to verify the validity and accuracy of cardiovascular disease prediction. A cardiovascular disease prediction analysis algorithm that can enter accurate biometric data collected in future clinical trials, add lifestyle management (exercise, eating habits, etc.) elements, and verify the effect and efficacy on cardiovascular-related bio-signals and disease risk. development, ultimately suggesting that it is possible to develop lifestyle improvement contents (Digital Therapy).

A Study on Semantic Logic Platform of multimedia Sign Language Content (멀티미디어 수화 콘텐츠의 Semantic Logic 플랫폼 연구)

  • Jung, Hoe-Jun;Park, Dea-Woo;Han, Kyung-Don
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.10
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    • pp.199-206
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    • 2009
  • The development of broadband multimedia content, a deaf sign language sign language is being used in education. Most of the content used in sign language training for Hangul word representation of sign language is sign language videos for the show. For the first time to learn sign language, sign language users are unfamiliar with the sign language characteristics difficult to understand, difficult to express the sign is displayed. In this paper, online, learning sign language to express the sign with reference to the attributes, Semantic Logic applying the sign language of multimedia content model for video-based platform is designed to study.

Construction of Liver Cirrhosis Diagnosis System Using Web Based Machine Learning (웹기반 머신러닝 기술을 이용한 간 경화증 진단 시스템 구축)

  • Noh, Si-Hyeong;Kim, Ji-Eon;Lee, Chungsub;Kim, Tae-Hoon;Yoon, Kwon-Ha;Jeong, Chang-Won
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.05a
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    • pp.19-21
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    • 2021
  • 인공지능 기술을 도입한 의료분야에서 진단 및 예측을 위한 관련 연구가 활발하게 진행되고 있다. 특히, 인공지능 기술 적용에 가장 많이 활용되고 있는 의료영상기반 질환 진단 및 예측 연구결과가 다양한 제품으로 출시되고 있다. 의료영상이 활용되는 다양한 질환 중 간 질환은 통증이 적어 조기진단이 어렵다. 본 논문에서는 인공지능을 기반 간 경화증 환자의 판독을 돕기 위한 웹 서비스기반 시스템을 구축하고 진단결과를 보인다. 이를 위해 웹서비스 프로세스를 보이고 각 프로세스의 구동 화면과 최종 결과화면을 보인다. 제안한 서비스를 통해 간 경화증을 조기에 진단하고, 빠른 치료를 통해 환자의 회복에 도움을 줄 수 있을 것으로 기대한다.

A Review of Research on Augmented Reality Based Educational Contents for Students with Autism Spectrum Disorders (자폐 스펙트럼 장애 학생 대상 증강현실기반 교육 콘텐츠 연구에 대한 고찰)

  • Son, Ji-Young
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.35-46
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    • 2017
  • The purpose of the study was to review the recent literature on applying augmented reality based educational contents for students with autism spectrum disorders and to identify research trends and implications. The search procedures through the Web-database system were implemented to find the proper research and a total of 12 studies were included in this review. The results indicated that most of subjects were elementary school-age children, also single subject design was mostly implemented. Mobile devices were used mostly for augmented reality, and most of data collection methods was behavioral observation. Results founded several contents types: objects manipulation, manipulation for self-modeling, on-site problem solving program, and location-based learning guide. Additionally, the results indicated that the educational effectiveness was the improvements of social behaviors, play and imitation behaviors, and emotion recognition. Furthermore, considerations to develop and apply augmented reality based educational contents for students with autism spectrum disorders were suggested.

The Development and Application of Information Communication Technology Application Instruction Model based on PBL-based Instruction Model (프로젝트 학습을 기반으로 하는 ICT 활용 수업 모형의 개발 및 적용)

  • Jung, Hyo-Sook;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.6 no.3
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    • pp.347-360
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    • 2002
  • Advances in information communication technology (ICT) require new paradigms in every aspect of our society. In this sense, schools are supposed to educate students to solve real-world problems with ICT. However, schools have not provided quality education to students for learning ICT and applying it. It is thus necessary to develop various ICT instruction models for creative students to lead the information society. One of the popular instruction models using the Web is the project-based model. The model includes inquiry activities of areas, such as variety of subjects, real-world problems, issues, and presentation activities of study results. The model also encourages interactions among students for achieving common goals. In this paper, we present an ICT application instruction which provides four major enhancements to the existing project-based model. The stages of model consist of eight activities type and supporting tools. Also, we implement our proposed model for some elementary school courses.

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