• Title/Summary/Keyword: active-learning method

Search Result 370, Processing Time 0.032 seconds

A Research on Image Metadata Extraction through YCrCb Color Model Analysis for Media Hyper-personalization Recommendation (미디어 초개인화 추천을 위한 YCrCb 컬러 모델 분석을 통한 영상의 메타데이터 추출에 대한 연구)

  • Park, Hyo-Gyeong;Yong, Sung-Jung;You, Yeon-Hwi;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2021.10a
    • /
    • pp.277-280
    • /
    • 2021
  • Recently as various contents are mass produced based on high accessibility, the media contents market is more active. Users want to find content that suits their taste, and each platform is competing for personalized recommendations for content. For an efficient recommendation system, high-quality metadata is required. Existing platforms take a method in which the user directly inputs the metadata of an image. This will waste time and money processing large amounts of data. In this paper, for media hyperpersonalization recommendation, keyframes are extracted based on the YCrCb color model of the video based on movie trailers, movie genres are distinguished through supervised learning of artificial intelligence and In the future, we would like to propose a utilization plan for generating metadata.

  • PDF

A Development for Sea Surface Salinity Algorithm Using GOCI in the East China Sea (GOCI를 이용한 동중국해 표층 염분 산출 알고리즘 개발)

  • Kim, Dae-Won;Kim, So-Hyun;Jo, Young-Heon
    • Korean Journal of Remote Sensing
    • /
    • v.37 no.5_2
    • /
    • pp.1307-1315
    • /
    • 2021
  • The Changjiang Diluted Water (CDW) spreads over the East China Sea every summer and significantly affects the sea surface salinity changes in the seas around Jeju Island and the southern coast of Korea peninsula. Sometimes its effect extends to the eastern coast of Korea peninsula through the Korea Strait. Specifically, the CDW has a significant impact on marine physics and ecology and causes damage to fisheries and aquaculture. However, due to the limited field surveys, continuous observation of the CDW in the East China Sea is practically difficult. Many studies have been conducted using satellite measurements to monitor CDW distribution in near-real time. In this study, an algorithm for estimating Sea Surface Salinity (SSS) in the East China Sea was developed using the Geostationary Ocean Color Imager (GOCI). The Multilayer Perceptron Neural Network (MPNN) method was employed for developing an algorithm, and Soil Moisture Active Passive (SMAP) SSS data was selected for the output. In the previous study, an algorithm for estimating SSS using GOCI was trained by 2016 observation data. By comparison, the train data period was extended from 2015 to 2020 to improve the algorithm performance. The validation results with the National Institute of Fisheries Science (NIFS) serial oceanographic observation data from 2011 to 2019 show 0.61 of coefficient of determination (R2) and 1.08 psu of Root Mean Square Errors (RMSE). This study was carried out to develop an algorithm for monitoring the surface salinity of the East China Sea using GOCI and is expected to contribute to the development of the algorithm for estimating SSS by using GOCI-II.

The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
    • /
    • s.29
    • /
    • pp.151-172
    • /
    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.

A Study on the Grounded Theory of Transitional Career Choice Process North Korean Defects (북한이탈주민의 전환적 진로선택과정에 관한 근거이론 연구)

  • Kim, Hye Young
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.2
    • /
    • pp.240-250
    • /
    • 2020
  • This study explores the process of transitional career choice for North Korean defectors who are successfully living their lives after transition to a different system labor market. To achieve this study purpose, what is the process of transitional career choice for North Korean defectors due to the system transition? At present, he (Ed- who is he?) has a subjective sense of success in his professional life and conducted in depth interviews with three men and eight women as objects that can explain the process of experience in rich and detailed ways. To this end, the author interviewed three men and eight women who are satisfied with their current job and analyzed them with the grounded theory method proposed by Strauss & Corbin (1998). As a result, the paradigm model was derived from the central phenomenon of 'conversion of perspective', and the core category was 'conversion of perspective and challenge new career'. The transitional career choice process was derived into four stages according to the flow of time and interaction as 'reality recognition stage', 'active change recognition stage', 'support and coping strategy stage', and 'growth stage' and positive reflections from transitional learning and potential factors of planned chance skills were found.

Uniform Posture Map Algorithm to Generate Natural Motion Transitions in Real-time (자연스러운 실시간 동작 전이 생성을 위한 균등 자세 지도 알고리즘)

  • Lee, Bum-Ro;Chung, Chin-Hyun
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.7 no.6
    • /
    • pp.549-558
    • /
    • 2001
  • It is important to reuse existing motion capture data for reduction of the animation producing cost as well as efficiency of producing process. Because its motion curve has no control point, however, it is difficult to modify the captured data interactively. The motion transition is a useful method to reuse the existing motion data. It generates a seamless intermediate motion with two short motion sequences. In this paper, Uniform Posture Map (UPM) algorithm is proposed to perform the motion transition. Since the UPM is organized through quantization of various postures with an unsupervised learning algorithm, it places the output neurons with similar posture in adjacent position. Using this property, an intermediate posture of two active postures is generated; the generating posture is used as a key-frame to make an interpolating motion. The UPM algorithm needs much less computational cost, in comparison with other motion transition algorithms. It provides a control parameter; an animator could control the motion simply by adjusting the parameter. These merits of the UPM make an animator to produce the animation interactively. The UPM algorithm prevents from generating an unreal posture in learning phase. It not only makes more realistic motion curves, but also contributes to making more natural motions. The motion transition algorithm proposed in this paper could be applied to the various fields such as real time 3D games, virtual reality applications, web 3D applications, and etc.

  • PDF

Practical Knowledge of Geography Teacher in Process of Performance Assessment (수행평가 과정을 통해서 본 지리교사의 실천적 지식)

  • Ma, Kyeng-Muk
    • Journal of the Korean Geographical Society
    • /
    • v.42 no.1 s.118
    • /
    • pp.96-120
    • /
    • 2007
  • The purpose of this study is to look into practical knowledge of geography teacher that lead the teacher's conduct in performance assessment situation. In Classroom all activity of teachers is their unique creature and the behavior which express teacher's knowledge and competency as expert. Practical knowledge can be seen as a system of understanding that guides the teacher s decision, which involves the construction of contents to teach, methods of instruction, resources to use etc. Therefore if we fully read the teacher's instruction, we have to understand the practical knowledge of teacher. As an ordinary activity of teaming and teaching, performance assessment is conducted on active learning and teaching situation and has intention to advance learning. Thus All evaluating behavior conducted by teacher can be understood through the practical knowledge of teacher. For this purpose a series of performance assessment scenes conducted by teacher were selected observed and captured the imagery, principles and rules of practical knowledge through the qualitative research method. The result supposed that practical knowledge influence the whole process of geography teacher's performance assessment activity.

An Analysis of Interaction Types in Home Economics Pre-service Teacher's Instruction Using Advanced Flanders Verbal Interaction Analysis Method (Flanders의 언어 상호작용 분석법을 활용한 가정과 예비교사의 수업 분석)

  • Yang, Ji Sun
    • Journal of Korean Home Economics Education Association
    • /
    • v.31 no.1
    • /
    • pp.39-58
    • /
    • 2019
  • The purpose of this study was to investigate the home economics pre-service teachers' verbal interactions during their teaching practicum. For this purpose, the class interactions of four pre-service teachers were recorded, and the data were analyzed using advanced Flanders' verbal interaction analysis. The major findings are as follows: First, the item with the highest proportion of occurrences consisted of the pre-service teachers' 'lectures', 'nonverbal conditions' and 'asks questions'. 'forms a positive learning atmosphere' and 'praises or encourages' exhibited fewer occurrences, and there was little 'giving direction', 'criticizing students or justifying authority'. Second, the instances of class interactions appeared in the form of 'asks questions-student talk response' or 'lecture-asks questions', and in the last class were 'ask questions-student talk initiation' and 'accepts or uses ideas of students'. Third, trends of verbal interactions tend to be generally indirect, and students' remarks have appeared acceptable and compassionate. Fourth, according to expert analysis, 'class management questions' and 'diffusion questions' have increased. Pre-service teachers can guide students through their learning activities, and students can expand their thinking through the teachers' questions. As these results demonstrate, self-study analyses of pre-service teachers and active support in field are needed.

Study on the Effects of Physical Slow Motion Exercises for the Enhancement of the Senses in Animating (애니메이팅 감각 증진을 위한 신체 서행동작(徐行動作:Slow motion) 체조효과 연구)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
    • /
    • s.25
    • /
    • pp.41-63
    • /
    • 2011
  • Many educational facilities have been formed due to the nation's revival policy in the animation industry since about 1995. Owed to the active financial support of the nation, the production industry rapidly vitalized, production technology rapidly advanced, and a large workforce is being passed on into society through educational institutions. The reality of many developing countries appearing to be putting emphasis on the industrialization of animation, similar to our country, is becoming a great pressure on us industrially. It is never easy to develop a certain field into a globally competitive industry in a short period of time. Our countermeasure, pursuant to these international circumstances, lies in innovation and creativity that has broken away from the existing methods of production, and mass production of high quality animation specialists. This paper is a new educational proposition for the consolidation of national competitiveness. Animating, the core of producing an animation, completely depends on the animator's artistic and technical ability. In order to supplement the existing methods of studying by theory and make up for the biggest weak point, which is the lack of "on the scene" learning contents, I propose incorporating movements based on frequently appearing characters in popular animations and acting them out slowly and including the "Slow Motion" kinetic effect, a way of enabling someone to learn and sense astrodynamic fundamental principles by oneself. It is a new method of learning movement, a plan made to achieve sensual performance gestures, and an improvement in direction for students who wish to become animators in the future.

Earth Science Pre-Service Teacher's Perceptions and Educational Utilization of Geoparks (예비 지구과학 교사의 지질공원 및 교육적 활용에 대한 인식)

  • Su-Min Kim;Seung-Youn Beak;Jin-Chan Jeon;Hyeon-Jun Hwang;Cheol Cheong
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.16 no.1
    • /
    • pp.1-12
    • /
    • 2023
  • The purpose of this study is to investigate earth science pre-service teachers' perceptions and educational utilization of geoparks. It is intended to provide implications of geopark education in the current curriculum and effective geopark education. Education using geoparks has the effect of helping students cultivate inquiry and learning skills, enhancing students' participation in classes. To provide education with these results, it is necessary to deliver meanings of the geopark education to of earth science pre-service teachers who will educate future generations. However, despite the advantages and needs of geopark education, earth science pre-service teachers lack an understanding of geoparks. In this study, 56 pre-service teachers enrolled in earth science education at a university in Gyeongsangbuk-do were investigated for: their perception levels of geoparks, experience, necessity, and learning method of geopark education. As a result, earth science pre-service teachers were well aware of the geoparks, but they lacked knowledge of domestic and global geoparks, confirming the need for geopark education. Currently, the degree of geopark education in the secondary curriculum is insufficient, and earth science pre-service teachers feel the need for it. However, since the understanding of geopark is lacking, support for geopark education is needed. Earth science pre-service teachers being positive about the need for geopark education, it is expected that geopark education will be active in the field of earth science, social, and comparison education when they become teachers in the future.

Data-Driven Technology Portfolio Analysis for Commercialization of Public R&D Outcomes: Case Study of Big Data and Artificial Intelligence Fields (공공연구성과 실용화를 위한 데이터 기반의 기술 포트폴리오 분석: 빅데이터 및 인공지능 분야를 중심으로)

  • Eunji Jeon;Chae Won Lee;Jea-Tek Ryu
    • The Journal of Bigdata
    • /
    • v.6 no.2
    • /
    • pp.71-84
    • /
    • 2021
  • Since small and medium-sized enterprises fell short of the securement of technological competitiveness in the field of big data and artificial intelligence (AI) field-core technologies of the Fourth Industrial Revolution, it is important to strengthen the competitiveness of the overall industry through technology commercialization. In this study, we aimed to propose a priority related to technology transfer and commercialization for practical use of public research results. We utilized public research performance information, improving missing values of 6T classification by deep learning model with an ensemble method. Then, we conducted topic modeling to derive the converging fields of big data and AI. We classified the technology fields into four different segments in the technology portfolio based on technology activity and technology efficiency, estimating the potential of technology commercialization for those fields. We proposed a priority of technology commercialization for 10 detailed technology fields that require long-term investment. Through systematic analysis, active utilization of technology, and efficient technology transfer and commercialization can be promoted.