• Title/Summary/Keyword: multimedia learning

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Automatic Selection of Visual Information using Intelligent Content-Based Retrieva (지능형 내용기반검색을 이용한 시각정보 자동추출)

  • 송점동
    • The Journal of Information Technology
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    • v.4 no.2
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    • pp.69-81
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    • 2001
  • In this paper, we examine work in the evolution of content-based retrieval systems that rely on an intelligent infrastructure. Here, we refer to intelligence as the capabilities of the systems to build and maintain situational or world models, utilize dynamic knowledge representations, exploit context and overage advanced reasoning and learning capabilities. We argue that these elements are essential to producing effective systems for retrieving visual information at semantic levels matching those of human perception and cognition. In this paper, we review relevant research on the understanding of human intelligence and construction of intelligent systems in the fields of cognitive psychology, artificial intelligence, semiotics. We also discuss how some of the principal ideas from these fields lead to new opportunities and capabilities for content-based retrieval systems. Finally, we discribe some of our efforts in these directions. In particular, we present MediaNet, a multimedia knowledge presentation framework that facilitate and enable intelligent content-based retrieval.

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Development of Puzzle-type Mobile Game Contents for Computer Education (컴퓨터 학습을 위한 퍼즐형 모바일 게임 콘텐츠 개발)

  • Park, Min-Kyung;Han, Keun-Woo;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.87-95
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    • 2005
  • A large part of the wireless Internet contents which the young people access through their mobile phones is mobile games. However, mobile games currently available in the market are mostly simple entertainment packages, and there are hardly any educational game contents. This research divided the middle school computer education curriculum into five parts-common PC knowledge, operating systems, word processor, Internet, and multimedia-and designed and implemented a crossword puzzles mobile game. The mobile game designed in this research was given an emphasis to allow access of school lesson contents anywhere and anytime through actual mobile telecommunication networks, so that the students may experience less barrier to more fun and entertaining educational contents. The developed educational mobile game was applied on 2nd year middle school students. The mobile game had positive educational effects.

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The Development of Game Addiction Treatment Program using Digital Storytelling (디지털스토리텔링을 적용한 게임중독치료교육 프로그램의 개발)

  • Han, Seon-Kwan;Cho, Eun-Ae
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.171-178
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    • 2011
  • The study proposed new approach for the developing a game addiction treatment program using digital storytelling. We chose 5 types of multimedia elements as educational contents for digital storytelling learning and prepared the teaching strategy for game addiction treatment. We applied the proposed program to 5 students who were included the high risk-user group of game addiction. We also conducted the game addiction tendency test, game usage time test, interview and the effectiveness test of proposed program. As a result of tests, the proposed program showed a positive effect that reduced the game addiction tendency. In the effectiveness test of proposed program, we found the result that 5 experimenters were improved the immersions, challenges, and social interaction, sense of accomplishment in digital storytelling program. We expect that this study will provide positive role and new education strategy for game addiction treatment.

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A Study on Utilization Method of Spaces on the University Libraries (대학도서관 공간활용 방안 연구)

  • Chung, Jae-Young
    • Journal of Korean Library and Information Science Society
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    • v.43 no.3
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    • pp.333-352
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    • 2012
  • Building a new library and remodeling an existing library for the multi-cultural space is a recent trend of the university libraries. That is, the spaces for using the digital and multimedia equipments, the rooms for reading and studying, the spaces for the cultural activities such as watching movies and holding an exhibition, and the spaces for the communication and refreshment are increasing in the libraries. However, this movement of securing and providing the new spaces is not closely connected with the off-line services and happens without the consideration of how to change the librarian's role and position. Therefore, the university libraries need to plan and provide the multi-learning space rather than the multi-cultural space considering the university library is an academic organization. Additionally, understanding the purpose of the university libraries, user's need, utilization method of books and considering the librarian's roles and placement are necessary in planning and providing the space of the libraries.

A Study on the Implementation of the Healthcare Device and the Telemedicine System using ZigBee (ZigBee를 활용한 헬스케어 장치 및 원격 의료 서비스 시스템 구현에 관한 연구)

  • Cho, Sung-Min;Kang, Sung-In;Kim, Gwan-Hyung;Choi, Sung-Wook;Kwon, Oh-Hyun;Oh, Am-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.469-472
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    • 2007
  • The telemedicine system provide an efficient means to monitor the status of health and measure bio-information even though the limitation of distance and time. The telemedicine system can be divided into two categories. The first one is Remote Support Service which can monitor the patient including home environments and give those diagnosis information to medical office. and the other one is Alarm Service that can be used for tile emergency status. For the convenience of the patient we will design and implement portable healthcare device and the telemedicine system under the wireless ZigBee network environments.

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사용자 인터페이스 디자인과 개발 User Interface Design and development

  • 천진향
    • Archives of design research
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    • v.13 no.1
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    • pp.29-38
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    • 2000
  • Many computer system; (or program;) have been desigoc>d without taking their users needs into accOlmt To provide a practical and comprehensive introduction to the design and development of user interfaces, desigrer (or developer) is suggested to analyze and evaluate requirements from the view point of users and to design more effective program;. The su~ect of this thesis is to analyze and criticize tre details of Wonder-land, that is a demo multimedia ill-ROM title, in respect to User Interface Design and Development. By applying the coocepts, teclmiques and ideas to a real life study and analyzing and criticizing it from the view point of users, desigrer lets the program revised and developed by users. For User Interface Design and Development purposes this tresis analyzes and criticize the characteristics of the program already made, the current user interface design, mental models and users learning about the program. As a result it is founded that the program requires to be analyzing and criticizing continuously from a cognitive point of view to design and develop it successfully.

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3D Restoration of Cultural Remains for Exhibiting Augmented Reality (증강현실 활용 전시를 위한 문화 유물 디지털 3D 복원)

  • Zheng, mei-ying;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.549-554
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    • 2017
  • In recent years, as the importance of history has increased through various social issues, media, and journalists in Korea, it has led to the value of 'right history' and 'teaching history that is right. History of a country is also a core asset in a country 's cultural contents industry, and historical relics are important to prove its value. As the interest in the historical and cultural heritage has increased, researches to develop it as cultural contents by restoring it as information and communication technology such as multimedia and virtual reality are active. In this paper, we propose convergence device and contents that can provide rich experience and various learning opportunities in artifact experience through restoration of artifacts using augmented reality. The study on the application effect of educational game contents which can add fun can be continued.

Research of Application the Virtual Reality Technology in Chemistry Education (화학 교육에서 가상현실 기법의 활용에 대한 연구)

  • Park, Jong Seok;Sim, Gyu Cheol;Kim, Jae Hyeon;Kim, Hyeon Seop;Ryu, Hae Il;Park, Yeong Cheol
    • Journal of the Korean Chemical Society
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    • v.46 no.5
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    • pp.450-468
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    • 2002
  • As the computer is popularized in individual and society, it is using in a many of area. In particular, there are many materials to learn a science knowledge using multimedia through computer. Many of them are web-based learning materials, which are developed by Java or Flash. Since the technology of the representation, storage, com-putation and communication in computer make progress, the environment of education is also developed. Especially, the internet and VR technology will cause the education to change. A key feature of VR is real-time interactivity, in that the computer is able to detect student input and instantaneously modify the virtual world. It is reported that using the VR simulation in chemistry education can increase student engagement in class, promote understanding of basic chem-ical principles, and augment laboratory experience. In this study, application way of the virtual reality technology in chemistry education is examined.

Web Information of General Radiography an Cervical Vertebrae Fracture in Patients (경추골절 환자에서 방사선촬영 영상의 웹 정보화)

  • Park, Byung-Rae
    • Journal of radiological science and technology
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    • v.28 no.2
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    • pp.123-128
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    • 2005
  • It is necessary to obtain images of high diagnosis worth based on ability and skill of radiological technologist in case of acquisition of medical radiologaphy information. In addition, we need the various kinds of education considering individual radiological technologist variation and the organization of clinical education according to the large amount of learning and more expensive knowledge of radiology. In this paper, we implement CAI system for cervical vertebrae fracture radiograph with multimedia authoring tools on web environments. The CAI system can train a new radiological technologist and study a lot of radiological technologist on the cervical vertebrae fracture radiography acquisition based on more objective and systematical data in radiography room. The proposed CAI system is also expected as a useful program which can help to cure patients based on accurate diagnosis as well as obtain radiography more quickly using a technology of radiography acquisition for cervical vertebrae fracture.

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Cyber In-Service Training Contents Development Regarding Environmental Literacy for Entry-Level Environmental Public Servants (신임환경공무원을 위한 환경소양 사이버 연수 콘텐츠 개발)

  • Seo, Woo-Seok;Kim, Su-Wook;Kim, Jae-Ho;Lee, Yoon-Jo
    • Hwankyungkyoyuk
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    • v.21 no.2
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    • pp.25-39
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    • 2008
  • The purpose of the study was to develop cyber in-service training contents regarding environmental literacy for entry-level environmental public servants. The blended type of contents were developed, through literature review, contents analysis of other programs, and expert conferences. The validity of the contents developed was ensured experts in environment. Major research findings were as followings: First, there is a lack of time for entry-level environmental public servants to participate in the environmental in-service training programs. Therefore, cyber training can be a good solution to the problems with environmental training courses. It improves access to educational opportunities as it overcomes the limitations of time and space and provides hands-on experiences through multimedia materials that reflect the real world. Second, directions for developing cyber environmental education contents were represented in three parts; 1) strategies for developing cyber environmental education contents, 2) Models for developing cyber environmental education contents, 3) Contents selection for developing cyber environmental education contents Third, the developed contents for entry-level environmental officers consist of 4 domains: (1) the introduction to environment; (2) the natural scientific understanding of environment; (3) the humanistic understanding of environment; and (4) the social scientific understanding of environment. Fourth, the program developed was evaluated by 7 environmental education experts according to 10 evaluation items of total contents and contents development structure. In result, the validity of the program was ensured. Based on the results, some recommendations were suggested.

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