• Title/Summary/Keyword: multimedia learning

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A Study on the Recognition Level of High School and University Students and Teachers about Culinary Practice Education (조리 실습 교육에 대한 고등학생.대학생.교사의 인식 수준 비교 연구)

  • Kang, Keoung-Shim
    • Korean Journal of Human Ecology
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    • v.20 no.2
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    • pp.475-485
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    • 2011
  • This study was conducted with the purpose of surveying the high school and university students and culinary teachers in charge of guidance in cooking related departments to see the recognition levels of culinary practice education and to suggest improvement plans. The subjects of this research were 616 culinary high school students, 419 culinary university students, and 103 culinary teachers. The collected data was compared and analyzed by frequency and percentage. The collected data was analyzed(i. e., $X^2$ test and t-test) using SPSS 14.0(SPSS Inc, Chicago, USA). Learning demands were shown to be high and much more practice was demanded, so it is required to raise the importance of culinary arts as a subject. Manpower placement, such as practice assistant teachers and practice teachers, is necessary and more training support for teachers' professional ability expansion is required. Moreover, it is required that practices after theory study, video education, and practice demonstrations should be performed and multimedia developed. Detailed practice demonstrations should be enabled and foreign subject education should be performed. The general evaluation in which feedback is appropriately made, along with the evaluation of practice courses and results needs to be performed. Positive school life should be prepared by performing proper course education simultaneously.

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.

Signal Processing using Fuzzy Logic and Neural Network for Welding Gap Detection

  • Kim, Gwan-Hyung;Kim, Il;Lee, Sang-Bae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.11 no.2
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    • pp.178-183
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    • 2001
  • Welding is essential for the manufacture of a range of engineering components which may vary from very large structures such as ships and bridges to very complex structures such as aircraft engines, or miniature components for microelectronic applications. Especially, a domestic situation of the welding automation is still depend on the arc sensing system in comparison to the vision sensing system. Specially, the gap-detecting of workpiece using conventional arc sensor is proposed in this study. As a same principle, a welding current varies with the size of a welding gap. This study introduce to the fuzzy membership filter to cancel a high frequency noise of welding current, and ART2 which has the competitive learning network classifies the signal patterns the filtered welding signal. A welding current possesses a specific pattern according to the existence or the size of a welding gap. These specific patterns result in different classification in comparison with an occasion for no welding gap. The patterns in each case of 1mm, 2mm, 3mm and no welding gap are identified by the artificial neural network.

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Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.577-583
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    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.

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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Development of a Web-Based Soil Laboratory (인터넷을 이용한 가상 토질 실험실)

  • Lee, Kyu-Hwan;Lee, Song;Jung, Dae-Suk
    • Proceedings of the Korean Geotechical Society Conference
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    • 2002.03a
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    • pp.445-452
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    • 2002
  • In the field of civil and geotechnical engineering, students conduct a variety of soil tests to fulfill undergraduate soil mechanics course requirement. There is a range of problems in soil laboratory instruction, such as, some students not getting hands on experience of conducting tests because of inadequate number of apparatus, time constraints and inability in exciting students to seriously conduit the experiments, However when these laboratory soil tests are simulated with multimedia interaction ann visualization techniques, the students conceptual understanding of soil mechanics is enhanced. The simulation program for website teaching is a computer based instructional package intended to complement, and potentially replace, some physical testing in a real soil laboratory. The overall aim of this project is to develop an experimental simulation program toward active learning and development of critical thinking skills, including data interpretation, understanding of the precesses and influential factors, and problem solving. Therefore enable students to access website to team experimental procedure at any time or place.

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Design of a NeuroFuzzy Controller for the Integrated System of Voice and Data Over Wireless Medium Access Control Protocol (무선 매체 접근 제어 프로토콜 상에서의 음성/데이타 통합 시스템을 위한 뉴로 퍼지 제어기 설계)

  • Choi, Won-Seock;Kim, Eung-Ju;Kim, Beom-Soo;Lim, Myo-Taeg
    • Proceedings of the KIEE Conference
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    • 2001.07d
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    • pp.1990-1992
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    • 2001
  • In this paper, a NeuroFuzzy controller (NFC) with enhanced packet reservation multiple access (PRMA) protocol for QoS-guaranteed multimedia communication systems is proposed. The enhanced PRMA protocol adopts mini-slot technique for reducing contention cost, and these minislot are futher partitioned into multiple MAC regions for access requests coming from users with their respective QoS (quality-of-service) requirements. And NFC is designed to properly determine the MAC regions and access probability for enhancing the PRMA efficiency under QoS constraint. It mainly contains voice traffic estimator including the slot information estimator with recurrent neural networks (RNNs) using real-time recurrent learning (RTRL), and fuzzy logic controller with Mandani- and Sugeno-type of fuzzy rules. Simulation results show that the enhanced PRMA protocol with NFC can guarantee QoS requirements for all traffic loads and further achieves higher system utilization and less non real-time packet delay, compared to previously studied PRMA, IPRMA, SIR, HAR, and F2RAC.

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An Learning Evaluation System using Monitoring for Learners (학습자 모니터링을 이용한 학습 평가 시스템)

  • Lee, Jong-Hee;Kim, Tae-Seog;Lee, Keun-Wang;Oh, Hae-Seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.285-288
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    • 2002
  • 최근에 웹 기반 교육 시스템으로서 다양한 온라인 학습에 대한 새로운 교수 모형이 제시되고 있다. 또한, 학습자의 요구에 맞는 코스웨어의 주문이 증가되고 있는 추세이며 그에 따라 웹 기반 교육 시스템에 효율적이고 자동화된 교육 에이전트의 필요성이 인식되고 있다. 그러나 현재 연구되고 있는 많은 교육 시스템들은 학습자 성향에 맞는 코스를 적절히 서비스해 주지 못할 뿐 아니라 지속적인 피드백과 학습자가 코스를 학습함에 있어서 취약한 부분을 재학습 할 수 있도록 도와주는 서비스를 원활히 제공하지 못하고 있다. 본 논문에서는 취약성 분석 알고리즘을 이용한 학습자 중심의 코스 스케줄링 멀티 에이전트 시스템을 제안한다. 제안한 시스템은 먼저 학습자의 학습을 지속적으로 모니터링하고 평가하여 개인 학습자의 학습 성취도를 계산하며, 이 성취도를 에이전트의 스케줄에 적용하여 학습자에게 적합한 코스를 제공하고, 학습자는 이러한 코스에 따라 능력에 맞는 반복된 학습을 통하여 적극적인 완전학습을 수행하게 된다. 또한, 구현한 시스템에서의 학습과 일반 학습을 수행한 후 학습 평가를 비교하여 시스템에 대한 전체적인 실험 평가를 하였다.

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Design and Implementation of eBook Annotation Ontology Based on Non-First Normal Form (Non-First Normal Form에 입각한 eBook Annotation 온톨로지의 설계와 구현)

  • Shin Sung-Wook;Kim Jong-Suk;Lim Soon-Bum;Choy Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07b
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    • pp.361-363
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    • 2005
  • 본 연구에서는 온라인 다중 사용자 환경의 eBook 어노테이션 시스템 개발에서 데이터를 의미 기반으로 관리하고, 데이터에 대하여 상호 공통적인 이해를 표현하며, 그리고 데이터에 대한 무결성 검사 등을 지원하기 위해서 eBook 어노테이션 온톨로지를 구축하였다. eBook 어노테이션 테이터에 대한 상호 공통적인 이해의 표현을 위해서 한국 전자책 문서 표준인 EBKS(Electronic Book of Korea Standard)를 기반으로 구축 하였으며 구축된 온톨로지는 Conceptual Graph(CG)를 사용하여 표현하였다. 의미 기반의 처리를 위해서 본 온톨로지에서는 다국어(Multilingua) 관계를 고려하였으며 또한 오노테이션 데이터 생성 시 중요도를 표현하기 위해서 중요성 axiom을 고려했고, $NF^2$(Non-First Normal Form)에 입각하여 온톨로지를 설계함으로서 어노테이션 데이터의 검색에 활용도를 높였다. 제안된 온톨로지는 어노테이션 데이터의 재사용성을 높일 수 있고 의미 정보를 활용함으로써 eLearning, cyberclass과 같은 다중 사용자 환경에서 효과적인 협업을 가능하게 한다. 본 연구에서는 구현한 eBook annotation 시스템은 구축한 온톨로지를 사용함으로써 의미 기반의 데이터 관리가 가능하다. 또한 어노테이션 생성 시 온톨로지 구조를 모르더라도 어노테이션을 생성할 수 있는 인터페이스를 구현하였다.

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Multimedia Scaffolding Tools to Help Children's Scientific Investigation in a Virtual Field (가상 필드에서 초등학생들의 과학적 탐구를 도와주는 멀티미디어 보조 도구)

  • Choo Yongjoo;Park Kyoung Shin
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.143-150
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    • 2005
  • The Field is a simulated virtual environment specifically designed to assist elementary students learn the basic scientific inquiry skills such as observation, data collection, and generating and verifying hypothesis. Over the last four years, the Field has been used to teach inquiry learning in the context of mathematics and science in an elementary school. During the studies, it was observed that students suffered from problems in navigation, wayfinding, and data collection. First, this papers discusses the problems and the technical aids we have iteratively developed to address these issues. We will then discuss the impact of the technical aids on the student's behaviors.