• Title/Summary/Keyword: mobile learning content

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Storing and Broadcast System of Smart Multi Encoding Image (Smart 멀티 인코딩 영상 저장 및 방송 시스템)

  • Kim, Chang-Su;Kim, Jung-Woo;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.7
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    • pp.1633-1638
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    • 2013
  • The mobile phone has now evolved into an effective multimedia devices to watch video content with your PC in addition to the calling features. Thus, the effectiveness of the video content streaming services smartphone will be available. And content should be able to deliver effectively. Be provided with textbook images and video of the speaker means that the effective content delivery. In this paper, we propose a integrated video management system that can be real-time VOD services on the Internet as input Multi-Source of audio-video, video content encoding system to meet the requirements of the above two.

Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.

Big Data Meets Telcos: A Proactive Caching Perspective

  • Bastug, Ejder;Bennis, Mehdi;Zeydan, Engin;Kader, Manhal Abdel;Karatepe, Ilyas Alper;Er, Ahmet Salih;Debbah, Merouane
    • Journal of Communications and Networks
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    • v.17 no.6
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    • pp.549-557
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    • 2015
  • Mobile cellular networks are becoming increasingly complex to manage while classical deployment/optimization techniques and current solutions (i.e., cell densification, acquiring more spectrum, etc.) are cost-ineffective and thus seen as stopgaps. This calls for development of novel approaches that leverage recent advances in storage/memory, context-awareness, edge/cloud computing, and falls into framework of big data. However, the big data by itself is yet another complex phenomena to handle and comes with its notorious 4V: Velocity, voracity, volume, and variety. In this work, we address these issues in optimization of 5G wireless networks via the notion of proactive caching at the base stations. In particular, we investigate the gains of proactive caching in terms of backhaul offloadings and request satisfactions, while tackling the large-amount of available data for content popularity estimation. In order to estimate the content popularity, we first collect users' mobile traffic data from a Turkish telecom operator from several base stations in hours of time interval. Then, an analysis is carried out locally on a big data platformand the gains of proactive caching at the base stations are investigated via numerical simulations. It turns out that several gains are possible depending on the level of available information and storage size. For instance, with 10% of content ratings and 15.4Gbyte of storage size (87%of total catalog size), proactive caching achieves 100% of request satisfaction and offloads 98% of the backhaul when considering 16 base stations.

An Architecture for Mobile Instruction: Application to Mathematics Education through the Web

  • Kim, Steven H.;Kwon, Oh-Nam;Kim, Eun-Jung
    • Research in Mathematical Education
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    • v.4 no.1
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    • pp.45-55
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    • 2000
  • The rapid proliferation of wireless networks provides a ubiquitous channel for delivering instructional materials at the convenience of the user. By delivering content through portable devices linked to the Internet, the full spectrum of multimedia capabilities is available for engaging the user's interest. This capability encompasses not only text but images, video, speech generation and voice recognition. Moreover, the incorporation of machine learning capabilities at the source provides the ability to tailor the material to the general level of expertise of the user as well as the immediate needs of the moment: for instance, a request for information regarding a particular city might be covered by a leisurely presentation if solicited from the home, but more tersely if the user happens to be driving a car. This paper presents system architecture to support mobile instruction in conjunction with knowledge-based tutoring capabilities. For concreteress, the general concepts are examined in the context of a system for mathematics education on the Web.

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Study on Characteristics of Users for the Mobile Educational Game Contents (모바일 에듀 게임 콘텐츠에 대한 사용자의 특성 연구)

  • Ahn, Kyung-Whan;Hwang, Myung-Cheol
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.333-340
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    • 2009
  • In the era of Web 2.0, the digital contents are becoming major cultural subjects and the scope and added value of digital content technology industry keep increasing. In order to prevent thoughtless expansion of consumption oriented contents to the multimedia motion picture generation and promote the contents industry in educational, industrial or cultural aspect, educational contents should be specialized as strategic products with increased educational and entertaining meaning. As a result, this study analyzed characteristics of users regarding how educational game contents are distributed to consumers by both male and female group. Then, it extracted development factors for expansion of educational games and presented direction to educational game contents development by using educational games according to changes in users in order to secure mobile flat form contents for effective learning.

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Learning based relay selection for reliable content distribution in smart class application

  • Kim, Taehong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.8
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    • pp.2894-2909
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    • 2015
  • As the number of mobile devices such as smart phones and tablets explodes, the need for new services or applications is also rapidly increasing. Smart class application is one of the emerging applications, in which most of contents are distributed to all members of a class simultaneously. It is highly required to select relay nodes to cover shadow area of radio as well as extend coverage, but existing algorithms in a smart class environment suffer from high control packet overhead and delay for exchanging topology information among all pairs of nodes to select relay nodes. In addition, the relay selection procedure should be repeated in order to adapt to the dynamic topology changes caused by link status changes or device's movement. This paper proposes the learning based relay selection algorithm to overcome aforementioned problems. The key idea is that every node keeps track of its relay quality in a fully distributed manner, where RQI (Relay Quality Indicator) is newly defined to measure both the ability of receiving packets from content source and the ability of successfully relaying them to successors. The RQI of each node is updated whenever it receives or relays broadcast packet, and the node having the higher RQI is selected as a relay node in a distributed and run-time manner. Thus, the proposed algorithm not only removes the overhead for obtaining prior knowledge to select relay nodes, but also provides the adaptability to the dynamic topology changes. The network simulation and experimental results prove that the proposed algorithm provides efficient and reliable content distribution to all members in a smart class as well adaptability against network dynamics.

Exploring the Applicability of the Cognitive Theory of Multimedia Learning for Smart Pad Based Learning with a Focus on Principles of Multimedia and Individual Differences (스마트 패드 기반 학습 프로그램에서 멀티미디어 학습에 관한 인지이론적 원리의 적용가능성 탐색: 멀티미디어 원리와 개인차 원리를 중심으로)

  • Kim, Bo-Eun;Lee, Ye-Kyung
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.986-997
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    • 2011
  • The purpose of this study is to verify the cognitive theory of Multimedia learning in a Smart Pad environment. Specifically, the viability of the multimedia principle and individual difference principle was tested for this study. To accomplish this, participants were divided into two groups based on their prior knowledge level (high/low), and members of each group were given one of two Smart Pad based programs, one text-based and the other text and image based. Results indicate that the use of images and the interaction between image use and prior knowledge did not have a significant effect on cognitive load levels. However, there were significant effects on learning achievement. This study implies that when developing Smart Pad based learning content, the small screen size compared to PC monitors, types and functions of images, and learning objectives should be considered.

The Analysis of Smart Phone Application for Early Childhood Based on Cognitive Theory (학습관련 인지이론에 기반한 유아용 스마트폰 어플리케이션 분석)

  • Kim, Eun-Jung;Park, Sung-Deok;Kim, Kyung-Chul
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.163-174
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    • 2011
  • The purpose of this study was to apply a variety of criteria to analyzing mobile applications for early childhood education, which are now available in application market, and was also to explore how the developmental characteristics and multimedia content characteristics of early childhood could be applied to mobile applications for early childhood education. To meet these purposes, this study targeted total 61 applications for infancy education in terms of mobile applications loaded on online education categories such as iPhone App Store and Android Market. Based on analytic criteria on the foundation of content type by learning type, cognitive load theory and multimedia design principle, this study analyzed those applications for early childhood. As a result, it was found that there were needs to develop a little more various categories of applications, and there were also needs to develop such applications that they can make the best use of smart phone's performance, comply with multimedia design principles but avoid any imprudent use of multimedia.

XML-based Retrieval System for E-Learning Contents using mobile device PDA (모바일기기 PDA를 이용한 E-Learning Contents에 대한 XML기반 검색 시스템)

  • Park, Yong-Bin;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.4
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    • pp.818-823
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    • 2009
  • Web is greatly contributing in providing a variety of information. Especially, as media for the purpose of development and education of human resources, the role of web is important. Furthermore, E-Learning through web plays an important role for each enterprise and an educational institution. Also, above all, fast and various searches are required in order to manage and search a great number of educational contents in web. Therefore, most of present information is composed in HTML, so there are lots of restrictions. As a solution to such restriction, XML a standard of Web document, and its various search functions is being extended and studied variously. Moreover, any technology, AJAX, and the old and new technology has two sides. The technology already exists, and it was not even considered before, because new technology is combined technologies. AJAX is a lot of Web 2.0 and Web technologies complement are combined. This paper proposes a search system able to search XML, AJAX in E-Learning or various contents of non-XML.

College Students' Learning Satisfaction and Academic Achievement of Learning Nursing English Based on Smart Education (스마트 교육에 기반 한 전문대 학생들의 간호영어 학습에 대한 학습 만족도와 학업 성과)

  • Kim, Hun-Hee;Jung, Dae-Bum
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.621-630
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    • 2015
  • The purpose of study is to comprehend learning satisfaction and academic achievement about the mobile program of nursing English learning constructed as a solution of supporting smart education in J college. The study was conducted from March to December in 2014. The subjects of study are 342 freshmen (39 males, 303 females) of nursing department. Learning satisfaction was analyzed through questionnaires, and academic achievement was investigated through test produced by 3 professors who majored in nursing. Resources analysis was implemented by SPSS 21.0. The study leads to 3 results from the macroscopic perspective. First, there is a difference of satisfaction with whole program between all factors such as mainly used devices, available times, available days, average hours of use per day, available places. Also, items under program satisfaction (subject or content, availability, academic ability) has a difference. Lastly, change of achievement scores by each time was significant.