• Title/Summary/Keyword: mobile learning content

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A Fuzzy-AHP-based Movie Recommendation System using the GRU Language Model (GRU 언어 모델을 이용한 Fuzzy-AHP 기반 영화 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.319-325
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    • 2021
  • With the advancement of wireless technology and the rapid growth of the infrastructure of mobile communication technology, systems applying AI-based platforms are drawing attention from users. In particular, the system that understands users' tastes and interests and recommends preferred items is applied to advanced e-commerce customized services and smart homes. However, there is a problem that these recommendation systems are difficult to reflect in real time the preferences of various users for tastes and interests. In this research, we propose a Fuzzy-AHP-based movies recommendation system using the Gated Recurrent Unit (GRU) language model to address a problem. In this system, we apply Fuzzy-AHP to reflect users' tastes or interests in real time. We also apply GRU language model-based models to analyze the public interest and the content of the film to recommend movies similar to the user's preferred factors. To validate the performance of this recommendation system, we measured the suitability of the learning model using scraping data used in the learning module, and measured the rate of learning performance by comparing the Long Short-Term Memory (LSTM) language model with the learning time per epoch. The results show that the average cross-validation index of the learning model in this work is suitable at 94.8% and that the learning performance rate outperforms the LSTM language model.

A Study on Deep Learning Model for Discrimination of Illegal Financial Advertisements on the Internet

  • Kil-Sang Yoo; Jin-Hee Jang;Seong-Ju Kim;Kwang-Yong Gim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.21-30
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    • 2023
  • The study proposes a model that utilizes Python-based deep learning text classification techniques to detect the legality of illegal financial advertising posts on the internet. These posts aim to promote unlawful financial activities, including the trading of bank accounts, credit card fraud, cashing out through mobile payments, and the sale of personal credit information. Despite the efforts of financial regulatory authorities, the prevalence of illegal financial activities persists. By applying this proposed model, the intention is to aid in identifying and detecting illicit content in internet-based illegal financial advertisining, thus contributing to the ongoing efforts to combat such activities. The study utilizes convolutional neural networks(CNN) and recurrent neural networks(RNN, LSTM, GRU), which are commonly used text classification techniques. The raw data for the model is based on manually confirmed regulatory judgments. By adjusting the hyperparameters of the Korean natural language processing and deep learning models, the study has achieved an optimized model with the best performance. This research holds significant meaning as it presents a deep learning model for discerning internet illegal financial advertising, which has not been previously explored. Additionally, with an accuracy range of 91.3% to 93.4% in a deep learning model, there is a hopeful anticipation for the practical application of this model in the task of detecting illicit financial advertisements, ultimately contributing to the eradication of such unlawful financial advertisements.

An Asian Airline Implementation of Smartphone Collaboration: From Training to Operations (스마트폰을 활용한 항공사의 협업 사례 연구: 훈련 기간과 운영 기간의 차이 분석)

  • Dionne, Dante;Schutz, Douglas M.;Kim, Yong-Young
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.303-313
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    • 2018
  • In order to provide quality services across international airports, airline personnel must rapidly and effectively develop and share knowledge. Combining components of adaptive structuration theory (AST) and media synchronicity theory (MST), a research framework was developed to convey three distinct stages of knowledge sharing. We use the grounded theory research method for the qualitative data collected from audio transcripts of employees learning how to use and work with company issued smartphones with push-to-talk functionalities. Data was collected from 33 operations personnel. The results of the content analysis are recorded for the elements of each of the three concepts of our research framework. During the social interaction stage, the content of the audio conversations shifts mainly from conflict management to task management; for media synchronicity, from quality to quantity; for productive outcomes, from efficiency to commitment. New insights are uncovered from our analysis of data from the field as users advance from learning how to use the mobile devices, to using the devices for managing knowledge for their work in the airline industry.

Multimedia Application and Ubiquitous English Education Environment (멀티미디어 기기 활용과 유비쿼터스 영어 교육환경)

  • Choi, Michelle Mi-Hee
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.393-399
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    • 2012
  • New and creative skills must be developed, and adapted into a lesson, to motivate learners to acquire a second language easily and enjoyment, Multimedia tools which are of interest to learners, such as; smart phones, computers, and notebooks with wireless internet compatability, will provide learners opportunities to study, and do their work practically anywhere and anytime. Recently, podcasts, which are a type of digital media, consisting of a series of audio episodes or video files, subscribed to and downloaded through web syndication, or streamed online to a computer or mobile device, are used to facilitate ESL (English as a Second Language) learning. Development of a variety of teaching methods, using multimedia tools, is needed. There are advantages and disadvantages to using a variety of multimedia tools. The current research aims to study its characteristics and application, in order to maximize their effective use, in English education. The current study suggests a ubiquitous learning environment using multimedia content tools, internet media, video teleconferencing, cyber-learning, and one-to-one videos used in conjunction with, or as a digital textbook for the English lesson. This study also investigates future educational changes, using state-of-the-art equipment for the self-learning experience, and will present a new direction in English education, through a variety of instructional devices and a marginalized class system model.

Android malicious code Classification using Deep Belief Network

  • Shiqi, Luo;Shengwei, Tian;Long, Yu;Jiong, Yu;Hua, Sun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.1
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    • pp.454-475
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    • 2018
  • This paper presents a novel Android malware classification model planned to classify and categorize Android malicious code at Drebin dataset. The amount of malicious mobile application targeting Android based smartphones has increased rapidly. In this paper, Restricted Boltzmann Machine and Deep Belief Network are used to classify malware into families of Android application. A texture-fingerprint based approach is proposed to extract or detect the feature of malware content. A malware has a unique "image texture" in feature spatial relations. The method uses information on texture image extracted from malicious or benign code, which are mapped to uncompressed gray-scale according to the texture image-based approach. By studying and extracting the implicit features of the API call from a large number of training samples, we get the original dynamic activity features sets. In order to improve the accuracy of classification algorithm on the features selection, on the basis of which, it combines the implicit features of the texture image and API call in malicious code, to train Restricted Boltzmann Machine and Back Propagation. In an evaluation with different malware and benign samples, the experimental results suggest that the usability of this method---using Deep Belief Network to classify Android malware by their texture images and API calls, it detects more than 94% of the malware with few false alarms. Which is higher than shallow machine learning algorithm clearly.

Development and Effect of Smartphone App-based Emergency Coping Education Program for Caregivers (요양보호사를 위한 스마트폰 앱 기반 응급상황대처 교육프로그램 개발 및 효과)

  • Kim, Soon Ock
    • Journal of Korean Public Health Nursing
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    • v.35 no.3
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    • pp.368-383
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    • 2021
  • Purpose: The purpose of the study was to develop a smartphone app-based emergency coping education program to improve caregivers' emergency coping abilities and identify the program's effect on knowledge, attitudes and confidence in first aid. Methods: The study was conducted with 80 caregivers in elderly care facilities and home care centers. A total of 40 participants were assigned to experimental and control groups of caregivers working in elderly care facilities and home care centers using a nonequivalent control group pretest-posttest design. The data were analyzed using the 𝝌2-test and the independent t-test with the SPSS 25.0 program. Results: The experimental group had higher scores and a statistically significant increase in knowledge(t=6.26, p<.001), attitude(t=5.25, p<.001), confidence(t=3.38, p<.001) and emergency coping abilities(t=8.83, p<.001) was observed in comparison to the control group. Conclusion: The smartphone app-based emergency coping education program has proven the effectiveness of education by improving the ability of caregivers to cope with emergencies, suggesting the need to expand and apply it to more caregivers. In order to maximize the learning effect, app-based educational content should be developed in more diverse areas along with follow-up research with various education contents.

Interactive Engineering Mathematics Laboratory (SageMath를 활용한 '대화형 공학수학 실습실'의 개발과 활용)

  • Lee, Sang-Gu;Lee, Jae Hwa;Park, Jun H.;Kim, Eung-Ki
    • Communications of Mathematical Education
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    • v.30 no.3
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    • pp.281-294
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    • 2016
  • This study deals with the content that was developed by the authors and the utilization of the 'Interactive Engineering Math Laboratory (IEmath Lab).' IEmath Lab provides online review lectures as well as a wide range of examples and exercises from the curriculum of engineering mathematics courses. The lectures come with pre-coded Python-based SageMath cells through which students can run and modify the code directly from this free laboratory. IEmath Lab is accessible via mobile devices so that the students can use it anywhere, anytime for maximum learning effectiveness and achievement. IEmath Lab would be an ideal tool for the effective learning and teaching of engineering mathematics, which combines theory and practice.

A Case Study of Teaching and Learning English via E-textbook (디지털 교과서를 이용한 영어 교수-학습 사례연구)

  • Park, A Young;Lee, Jungmin
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.757-766
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    • 2015
  • Recent technological advancements, along with an increase in mobile Internet access, have spurred on significant developments in the production of e-textbooks. This case study explored the affordances of an iPad e-textbook through teacher and student experiences in English lessons using observation and interviews. The results showed that English learners and teacher benefited from handy and quick web access and the all-in-one features of the e-textbook (dictionary, hyperlinks, and note-taking functions). However, information oversupply by the e-textbook confused students' learning and both students and teacher pointed out technical difficulties in using the e-textbook. In order to implement English pedagogy with technologies such as iPad e-textbooks, teachers should be equipped with the relevant technical skills and content knowledge in order to assist them in becoming autonomous learners in the digital classroom.

Real-time Optimized Composition and Broadcasting of Multimedia Information (다중 미디어 정보의 실시간 최적화 합성 및 방송)

  • Lee, Sang-Yeob;Park, Seong-Won
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.2
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    • pp.177-185
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    • 2012
  • In this paper, we developed the composition system that it can efficiently edit camera recording data, images, office document such as powerpoint data, MS word data etc in real-time and broadcasting system that the file is made by the composition system. In this Study, we developed two kinds of algorithm; Approximate Composition for Optimization (ACFO) and Sequence Composition using Memory Que (SCUMQ). Especially, the system is inexpensive and useful because the system is based on mobile devices and PCs when lectures hope to make video institutional contents. Therefore, it can be contributed for e-learning and m-learning. In addition, the system can be applied to various fields, different kinds of multimedia creation, remote conferencing, and e-commerce.

Mobile Augmented Reality Application for Early Childhood Language Education (유아 언어 교육을 위한 모바일 증강현실 어플리케이션)

  • Kang, Sanghoon;Shin, Minwoo;Kim, Minji;Park, Hanhoon
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.914-924
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    • 2018
  • In this paper, we implement an Android application for infant language education using marker-based augmented reality. Combining animal word markers (noun), size/color word markers (adjective), and action word markers (verb) in puzzle form to make a simple sentence, the application shows virtual contents related to the content of the sentence. For example, when an animal marker is showed up on a camera, the corresponding animal appears. Additionally, when the motion markers are combined, the animal's appearance changes into an animation in which it acts. When a user touched a marker, user can hear the sound of the word, which gives an auditory effect, and by adding the rotation function, user can see the animation in any direction. Our goal is to increase infants' interest in learning language and also increase the effectiveness of education on the meaning of words and the structure of simple sentences, by encouraging them to actively participate in language learning through visual and auditory stimuli.