• Title/Summary/Keyword: multimedia learning

Search Result 1,219, Processing Time 0.024 seconds

Design and Implementation of a Korean Language Educational Content for Foreign Beginners Using Based on Android (안드로이드 기반 외국인을 위한 초급 한글교육용 어학 콘텐츠의 설계 및 구현)

  • Kang, Ji-Hoon;Moon, Sang-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.15 no.2
    • /
    • pp.477-483
    • /
    • 2011
  • These days, smart phones are being widely used and accordingly, a larger number of consumers have become interested in them, thus many applications are being developed with a variety of forms. There are various fields in it, such as multimedia, games, information and education, as per users' disposition and characteristics. As for the current contents for language education in mobile environment, the market is dominated by contents for learning foreign language such as English, Japanese and Chinese, while contents for educating Korean language are minuscule. In this paper, thus, we design and implement a elementary Korean language educational contents for foreign beginners who can use the contents at their smart phones with Android OS.

Design and Implementation of Courseware for Network Etiquette Awareness (정보통신 윤리 코스웨어의 설계 및 구현)

  • Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.12 no.4
    • /
    • pp.1927-1932
    • /
    • 2011
  • A lot of problems with information education may be obstacles to the sound development of the information society, but they can't stop this social change. As the social environment has changed, our viewpoint and teaching methods have been changed. The techniques of the network are the force of this information society, and personal education is needed for a sound future. We should think about the problems and side effects of these changes and work out the teaching and learning methods which are most suitable for our current society. We need to be quick to discover ways to remove the problems of the information society. In this paper, we develop courseware for network etiquette and apply them to the education curriculum.

Design and Implementation of Deep Learning based System for Object Identification of Multimedia Data (멀티미디어 데이터에서 객체 식별을 위한 딥러닝 기반의 시스템 설계 및 구현)

  • Ko, Sang-Gyun;Kim, Bongjae;Kim, Jeong-Dong
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2018.10a
    • /
    • pp.606-608
    • /
    • 2018
  • 최근 CCTV나 블랙박스 등 멀티미디어 데이터를 생성해내는 장치의 사용이 늘어나고 있다. 이러한 대용량 멀티미디어 데이터가 증가함에 따라 사용자가 동영상과 같은 멀티미디어 데이터 내의 객체를 식별하기 위해서는 많은 시간을 할애하여 매뉴얼하게 일일이 찾아야 하는 한계점이 있다. 본 논문에서는 사용자가 동영상 및 이미지에서와 같은 멀티미디어 데이터에서 객체를 자동으로 식별할 수 있 수 있는 딥러닝 기반의 객체 식별 및 검색 모델을 제안한다. 제안하는 객체 식별 검색은 이미지 검색과 동영상 검색을 지원한다. 이미지 검색에서는 이미지에 존재하는 동일한 객체를 검색 대상 이미지들에서 객체를 식별하고, 이미지에 존재하는 객체를 검색하여 결과로 반환한다. 또한 동영상 검색에서는 동영상에서 검색하고자 하는 객체를 식별하고 객체가 출현하는 시간을 전처리과정을 통해 기록하며, 검색하고자 하는 동영상 내에 존재하는 객체의 검색이 가능하다. 따라서 사용자가 동영상에서 객체의 검색 시 키워드 검색이 가능하여 동영상을 모두 재생하서 객체를 식별해야 하는 번거로움을 해결할 수 있다.

Virtual Lecture Contents for Assembling Educational Robots Using Multimedia (멀티미디어를 이용한 교육용 로봇 제작 원격 교육 콘텐츠)

  • Lim, Dong-Kyun;Yoon, Eun-Young;Oh, Won-Geun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.11 no.1
    • /
    • pp.20-27
    • /
    • 2007
  • In this paper, we presents virtual lecture contents to study educational robots assembling focused on the beginners with little or no background about electronics. Considering the target students, we developed 'virtual laboratory' using flash animation and the students can assemble the robots virtually with mouse and keyboard. Also, the contents includes lectures about some basic electronics theories. electronic devices, and the electronics tools for the beginners. With the features described above, this contents would be useful for the beginners and elementary school students who want to assembling their own robots.

Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.4
    • /
    • pp.283-288
    • /
    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.

Cultural Region-based Clustering of SNS Big Data and Users Preferences Analysis (문화권 클러스터링 기반 SNS 빅데이터 및 사용자 선호도 분석)

  • Rho, Seungmin
    • Journal of Advanced Navigation Technology
    • /
    • v.22 no.6
    • /
    • pp.670-674
    • /
    • 2018
  • Social network service (SNS) related data including comments/text, images, videos, blogs, and user experiences contain a wealth of information which can be used to build recommendation systems for various clients' and provide insightful data/results to business analysts. Multimedia data, especially visual data like image and videos are the richest source of SNS data which can reflect particular region, and cultures values/interests, form a gigantic portion of the overall data. Mining such huge amounts of data for extracting actionable intelligence require efficient and smart data analysis methods. The purpose of this paper is to focus on this particular modality for devising ways to model, index, and retrieve data as and when desired.

A Study on ICT system development using collective intelligence algorithm. (집단지성을 이용한 ICT 시스템 개발에 관한 연구)

  • Seo, Seong-Won;Kim, Geun-Ho;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.05a
    • /
    • pp.97-99
    • /
    • 2014
  • This study aims to suggest development model for ICT Teaching and Learning System adopting collective intelligence. First, we defined program modules according to functions which multimedia online encyclopedia-type e-textbook should have. Then, we also specified content information creating rules and procedures and content information searching methods. Finally, we developed the prototype which suggests user interface to collect and search information adopting information visualizing techniques. This study has significance in suggesting advanced form of ICT system in which qualified teachers can create, accumulate, and share information and students can explore information and expand search in self-directed manner.

  • PDF

A Study on Post Occupancy Evaluation about the Community Facilities of a Rental Apartment - Focus on the 4 Apartment Built in Pangyo after 2009 - (임대 아파트 내 커뮤니티시설의 거주 후 평가에 대한 연구 - 2009년 이후 신축된 판교 4개 아파트를 중심으로 -)

  • Kim, Min-Gyu
    • Journal of the Architectural Institute of Korea Planning & Design
    • /
    • v.34 no.2
    • /
    • pp.59-66
    • /
    • 2018
  • The purpose of this study is to investigate the method on improving the frequency of use and satisfaction rate of the community facilities and to evaluate relation between improving the frequency of use and satisfaction rate of the community facilities and improving the sense of community in apartments. The research subjects of this study is the four public lease apartments which is built around same period with same design guide. The survey method is a questionnaire survey, a experimental study, focus group interview, an analysing drawing. The result of study is as follows. The first, the frequency of use and satisfaction rate have been effected by the operation management system as well as the physical circumstance. The second, The frequency of use and satisfaction rate of the community facilities have had positive correlation with sense of community. The third, multimedia room and conference room with low usability need to change a multipurpose space such as cafe, classroom for learning on artistic topic with high demand from occupant. Finally, a mindset shift is required for architects to inspire community facilities as an important mediated space improving the sense of community by suggesting spaces for leisure and hobby activities.

Utilization Deficiency in The Use of Spontaneous Elaboration Strategy (자발적 정교화 책략 사용에서의 이용결여 현상)

  • Lee, Ji-Hyun;Choi, Kyeong-Sook;Cho, Jeung-Ryeul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.5 no.2
    • /
    • pp.183-190
    • /
    • 2015
  • This study investigated a utilization deficiency phase in the situation of children's acquiring mnemonic strategies in which children successfully execute a strategy but the strategy does not facilitate memory performance. This study examined spontaneous acquisition of elaboration strategy among 5th grade children in the learning of noun pairs for 5 sessions. Participants were tested in memory task using different list of word pairs in each session. Results showed that children increased the use of elaboration strategy significantly in 5 sessions but they did not gain benefit in recall. When the word pairs were associated, the use of elaboration strategy was significantly increased but children did not gain benefit in recall. This results were discussed in terms of utilization deficiency.

Cross-Domain Recommendation based on K-Means Clustering and Transformer (K-means 클러스터링과 트랜스포머 기반의 교차 도메인 추천)

  • Tae-Hoon Kim;Young-Gon Kim;Jeong-Min Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.5
    • /
    • pp.1-8
    • /
    • 2023
  • Cross-domain recommendation is a method that shares related user information data and item data in different domains. It is mainly used in online shopping malls with many users or multimedia service contents, such as YouTube or Netflix. Through K-means clustering, embeddings are created by performing clustering based on user data and ratings. After learning the result through a transformer network, user satisfaction is predicted. Then, items suitable for the user are recommended using a transformer-based recommendation model. Through this study, it was shown through experiments that recommendations can predict cold-start problems at a lesser time cost and increase user satisfaction.