• Title/Summary/Keyword: digital learning environment

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Detection Ability of Occlusion Object in Deep Learning Algorithm depending on Image Qualities (영상품질별 학습기반 알고리즘 폐색영역 객체 검출 능력 분석)

  • LEE, Jeong-Min;HAM, Geon-Woo;BAE, Kyoung-Ho;PARK, Hong-Ki
    • Journal of the Korean Association of Geographic Information Studies
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    • v.22 no.3
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    • pp.82-98
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    • 2019
  • The importance of spatial information is rapidly rising. In particular, 3D spatial information construction and modeling for Real World Objects, such as smart cities and digital twins, has become an important core technology. The constructed 3D spatial information is used in various fields such as land management, landscape analysis, environment and welfare service. Three-dimensional modeling with image has the hig visibility and reality of objects by generating texturing. However, some texturing might have occlusion area inevitably generated due to physical deposits such as roadside trees, adjacent objects, vehicles, banners, etc. at the time of acquiring image Such occlusion area is a major cause of the deterioration of reality and accuracy of the constructed 3D modeling. Various studies have been conducted to solve the occlusion area. Recently the researches of deep learning algorithm have been conducted for detecting and resolving the occlusion area. For deep learning algorithm, sufficient training data is required, and the collected training data quality directly affects the performance and the result of the deep learning. Therefore, this study analyzed the ability of detecting the occlusion area of the image using various image quality to verify the performance and the result of deep learning according to the quality of the learning data. An image containing an object that causes occlusion is generated for each artificial and quantified image quality and applied to the implemented deep learning algorithm. The study found that the image quality for adjusting brightness was lower at 0.56 detection ratio for brighter images and that the image quality for pixel size and artificial noise control decreased rapidly from images adjusted from the main image to the middle level. In the F-measure performance evaluation method, the change in noise-controlled image resolution was the highest at 0.53 points. The ability to detect occlusion zones by image quality will be used as a valuable criterion for actual application of deep learning in the future. In the acquiring image, it is expected to contribute a lot to the practical application of deep learning by providing a certain level of image acquisition.

Gendered innovation for algorithm through case studies (음성·영상 신호 처리 알고리즘 사례를 통해 본 젠더혁신의 필요성)

  • Lee, JiYeoun;Lee, Heisook
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.459-466
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    • 2018
  • Gendered innovations is a term used by policy makers and academics to refer the process of creating better research and development (R&D) for both men and women. In this paper, we analyze the literatures in image and speech signal processing that can be used in ICT, examine the importance of gendered innovations through case study. Therefore the latest domestic and foreign literature related to image and speech signal processing based on gender research is searched and a total of 9 papers are selected. In terms of gender analysis, research subjects, research environment, and research design are examined separately. Especially, through the case analysis of algorithms of the elderly voice signal processing, machine learning, machine translation technology, and facial gender recognition technology, we found that there is gender bias in existing algorithms, and which leads to gender analysis is required. We also propose a gendered innovations method integrating sex and gender analysis in algorithm development. Gendered innovations in ICT can contribute to the creation of new markets by developing products and services that reflect the needs of both men and women.

A Fuzzy-AHP-based Movie Recommendation System with the Bidirectional Recurrent Neural Network Language Model (양방향 순환 신경망 언어 모델을 이용한 Fuzzy-AHP 기반 영화 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.525-531
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    • 2020
  • In today's IT environment where various pieces of information are distributed in large volumes, recommendation systems are in the spotlight capable of figuring out users' needs fast and helping them with their decisions. The current recommendation systems, however, have a couple of problems including that user preference may not be reflected on the systems right away according to their changing tastes or interests and that items with no relations to users' preference may be recommended, being induced by advertising. In an effort to solve these problems, this study set out to propose a Fuzzy-AHP-based movie recommendation system by applying the BRNN(Bidirectional Recurrent Neural Network) language model. Applied to this system was Fuzzy-AHP to reflect users' tastes or interests in clear and objective ways. In addition, the BRNN language model was adopted to analyze movie-related data collected in real time and predict movies preferred by users. The system was assessed for its performance with grid searches to examine the fitness of the learning model for the entire size of word sets. The results show that the learning model of the system recorded a mean cross-validation index of 97.9% according to the entire size of word sets, thus proving its fitness. The model recorded a RMSE of 0.66 and 0.805 against the movie ratings on Naver and LSTM model language model, respectively, demonstrating the system's superior performance in predicting movie ratings.

The Effects of Scientific Inquiry Class Using Data Measured with Digital Inquiry Tools on Elementary School Students' Competencies (디지털 탐구도구로 측정한 데이터를 활용하는 과학 탐구 수업이 초등학생의 역량에 미치는 영향)

  • Jeong, Eunju;Son, Jeongwoo
    • Journal of Science Education
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    • v.44 no.2
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    • pp.205-213
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    • 2020
  • The purpose of this study is to investigate the effects of elementary school students' knowledge and information processing competence and collaborative problem-solving ability in scientific inquiry class using data measured with digital inquiry tools. To this end, three classes of 5th grade elementary schools in S-city, Gyeongnam were selected as experimental groups and three classes as control groups. The control group conducted traditional lecture-style classes, and the experimental group conducted scientific inquiry classes using scientific data. The following results were obtained through questionnaires after class. First, science inquiry classes using scientific data helped elementary school students improve their knowledge and information processing competence. Second, scientific inquiry classes using scientific data improved elementary school students' cooperative problem-solving ability. From the above results, it was found that scientific inquiry classes using scientific data are needed to improve the knowledge information processing competence and cooperative problem solving ability of elementary school students. Based on this research, it is necessary to study a specific teaching and learning environment that can activate scientific inquiry class using data measured with digital inquiry tools in the future.

Suggestions for Developing a Metaverse Platform for Educational Purpose: A Delphi Study

  • Hee Chul, Kim;Iljun, Park;Myoeun, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.235-246
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    • 2023
  • In this paper, we propose suggestions for developing a Metaverse platform for educational purpose utilizing a Delphi study method with experts on Metaverse and digital education. 17 experts participated in the 1st study and 16 took part in the 2nd study, and data was collected via emails from January 5th to 10th for the 1st study and from January 12th to 17th for the 2nd study in 2022. Collected data in the 1st study was analyzed by applying content analysis. The results for the 1st study indicated that there were 120 sub-factors were derived from 7 main questions(the necessity of a Metaverse platform for future education, how to use the Metaverse platform for education to improve the capacities needed for future human resources, problems that may arise during education using the Metaverse platform, the functions that the Metaverse platform for education should have, the infrastructure and environment required when using the Metaverse platform for education, how to use the Metaverse effectively as a learning space, subjects and educational contents that will be effective if conducted on the Metaverse platform for education). The results for the 2nd study were presented by being ranked with calculated means of sub-factors for each question. Finally, based on the results, suggestions for building a Metaverse platform for educational purpose are stated and limitations of the study and possible future study are discussed.

Comparative Analysis on Smart Features of IoT Home Living Products among Korea, China and Japan (한·중·일 IoT홈 가전생활재의 지능형 기능성 비교연구)

  • Zhang, Chun Chun;Lee, Yeun Sook;Hwang, Ji Hye;Park, Jae Hyun
    • Design Convergence Study
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    • v.15 no.2
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    • pp.237-250
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    • 2016
  • Along with rapid development, progress of the network technology and digital information technology, human are stepping into the intelligent society of internet. Thereby the quality of living environment and working environment are keep improving. Under the big background of internet era, the timeliness and convenience of smart home system has been improved greatly. While lots of smart products have gradually penetrated into people's daily life. The household appliances are among most popular ones. This paper is intended to compare smart features of household living products among most representative brands in China, Japan and South Korea. The smart features include self-learning, self-adapting, self-coordinating, self-diagnosing, self-inferring, self-organizing, and self adjusting. As result, most smart features of these products showed great similarity. While some features were dominated according to countries such as remote control feature in Korea, energy saving feature in Japan, and one button operation feature in China.

Semantic Classification of DSM Using Convolutional Neural Network Based Deep Learning (합성곱 신경망 기반의 딥러닝에 의한 수치표면모델의 객체분류)

  • Lee, Dae Geon;Cho, Eun Ji;Lee, Dong-Cheon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.37 no.6
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    • pp.435-444
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    • 2019
  • Recently, DL (Deep Learning) has been rapidly applied in various fields. In particular, classification and object recognition from images are major tasks in computer vision. Most of the DL utilizing imagery is primarily based on the CNN (Convolutional Neural Network) and improving performance of the DL model is main issue. While most CNNs are involve with images for training data, this paper aims to classify and recognize objects using DSM (Digital Surface Model), and slope and aspect information derived from the DSM instead of images. The DSM data sets used in the experiment were established by DGPF (German Society for Photogrammetry, Remote Sensing and Geoinformatics) and provided by ISPRS (International Society for Photogrammetry and Remote Sensing). The CNN-based SegNet model, that is evaluated as having excellent efficiency and performance, was used to train the data sets. In addition, this paper proposed a scheme for training data generation efficiently from the limited number of data. The results demonstrated DSM and derived data could be feasible for semantic classification with desirable accuracy using DL.

A Study on Webtoon Background Image Generation Using CartoonGAN Algorithm (CartoonGAN 알고리즘을 이용한 웹툰(Webtoon) 배경 이미지 생성에 관한 연구)

  • Saekyu Oh;Juyoung Kang
    • The Journal of Bigdata
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    • v.7 no.1
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    • pp.173-185
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    • 2022
  • Nowadays, Korean webtoons are leading the global digital comic market. Webtoons are being serviced in various languages around the world, and dramas or movies produced with Webtoons' IP (Intellectual Property Rights) have become a big hit, and more and more webtoons are being visualized. However, with the success of these webtoons, the working environment of webtoon creators is emerging as an important issue. According to the 2021 Cartoon User Survey, webtoon creators spend 10.5 hours a day on creative activities on average. Creators have to draw large amount of pictures every week, and competition among webtoons is getting fiercer, and the amount of paintings that creators have to draw per episode is increasing. Therefore, this study proposes to generate webtoon background images using deep learning algorithms and use them for webtoon production. The main character in webtoon is an area that needs much of the originality of the creator, but the background picture is relatively repetitive and does not require originality, so it can be useful for webtoon production if it can create a background picture similar to the creator's drawing style. Background generation uses CycleGAN, which shows good performance in image-to-image translation, and CartoonGAN, which is specialized in the Cartoon style image generation. This deep learning-based image generation is expected to shorten the working hours of creators in an excessive work environment and contribute to the convergence of webtoons and technologies.

Pedestrian Multi-Agent Model in College Town Streets (대학촌 가로의 보행환경 개선을 위한 보행자 멀티에이전트(Pedestrian Multi-Agent) 모델링)

  • Moon, Tae-Heon;Han, Soo-Chel;Sung, Han-Uk;Jeong, Kyeong-Seok
    • Journal of the Korean Association of Geographic Information Studies
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    • v.9 no.2
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    • pp.194-205
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    • 2006
  • The purpose of this study is to develop a pedestrian multi-agent model and simulation system using multi-agent theory, which may be utilized as a planning support system for building a comfort and safe environment of pedestrian street. Differing from existing pedestrian models, however, every single pedestrian was regarded as an individual agent in the model. Multiple agents like multiple pedestrians in the street then maintain their own characteristics and respond to surrounding environment. In addition their moving behavior are made by their own decision rules that they have or had acquired through the interactive communications or learning between agents like real world. After verifying the model validation, as the $R^2$ between the predicted value and observed value was up to 0.781, the developed model was applied to Gazwa district within Gyeongsang university village. The simulation system was developed by Flash MX action scripts and the physical environment of the streets was configured with the digital map and ArcGis within computer virtual space. The attribute data of buildings such as type and size of commercial business were collected through the field survey and combined with physical features. Then the effect of the variation of building attractiveness and the occurrence of street events to pedestrian environment were simulated. Through the experiments this study could make suggestions to improve pedestrian environment.

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A Study on The Effect Quality Innovation of Convergence Management (융합경영이 품질혁신에 미치는 영향)

  • Choi, Seung-Il;Song, Seong-Bin
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.99-106
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    • 2015
  • The biggest change in modern society because we will transition to a ubiquitous environment. Changes in the environment has become a crucial instrument that finally opens the era of convergence management through integrating the various fields in their own business. The desire of consumers to new innovative products appears to be a constant thing companies are constantly trying to respond to these changes, there may not be a problem for the convergence of sustainability management company in the end. In this study, based on the convergence of corporate management need to be a fusion component of corporate management to examine whether any impact on the quality of innovation. Results showed that the fusion management components that affect both internal factors and external factors, core factors quality improvement. Internal factors detailed in the convergence management leadership, risk management factors showed a positive external factors affecting appeared to affect positively the knowledge-sharing factors, infrastructure factors. Finally, core factor is technology factors, educational learning factors showed a positive impact. This results suggest that be a big impact factors of competitiveness of enterprises through convergence management in the future and will serve as the strategic basis for the convergence of future corporate management.