• Title/Summary/Keyword: multimedia learning

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A Study On User Skin Color-Based Foundation Color Recommendation Method Using Deep Learning (딥러닝을 이용한 사용자 피부색 기반 파운데이션 색상 추천 기법 연구)

  • Jeong, Minuk;Kim, Hyeonji;Gwak, Chaewon;Oh, Yoosoo
    • Journal of Korea Multimedia Society
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    • v.25 no.9
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    • pp.1367-1374
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    • 2022
  • In this paper, we propose an automatic cosmetic foundation recommendation system that suggests a good foundation product based on the user's skin color. The proposed system receives and preprocesses user images and detects skin color with OpenCV and machine learning algorithms. The system then compares the performance of the training model using XGBoost, Gradient Boost, Random Forest, and Adaptive Boost (AdaBoost), based on 550 datasets collected as essential bestsellers in the United States. Based on the comparison results, this paper implements a recommendation system using the highest performing machine learning model. As a result of the experiment, our system can effectively recommend a suitable skin color foundation. Thus, our system model is 98% accurate. Furthermore, our system can reduce the selection trials of foundations against the user's skin color. It can also save time in selecting foundations.

A Study on Multi-Screen synchronization techniques based on Timed Button configuration for smart learning space (스마트 학습 공간 구성을 위한 Timed Button 기반의 다중스크린 동기화 기법)

  • Yoon, YongIk;Cho, YoonAh
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.9
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    • pp.91-99
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    • 2013
  • In these days, the smart devices are being developed and used repeatedly. But almost E-learning System did not provide these smart devices environment and user's E-learning space is changing from Single-screen environment to multi-Screen environment. Accordingly we configure smart E-learning space based on multi-screen and integrate the multi-media contents for the Smart E-learning service. We present the synchronization techniques to make the multi-screen environment for smart space with Timed Link and design the Timed Button to relate each Screen which is using multi-media e-learning contents.

SignalR-based Audience Response System for e-Learning Implementation (이러닝 구현을 위한 SignalR 기반 청중 응답 시스템)

  • Do, Byung-Hak;Kwon, Seong-Geun
    • Journal of Korea Multimedia Society
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    • v.23 no.9
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    • pp.1139-1146
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    • 2020
  • Recently, as e-learning technology advances, interaction and data exchange between lecturers and learners have become very important. In addition, accuracy of data delivery and efficiency of system implementation should be ensured. Considering these aspects, SignalR is the most suitable communication method for constructing an audience response system in e-learning. Existing audience response systems require separate wireless devices and have problems with system compatibility. SignalR, on the other hand, is capable of operating in all environments including PC programs, web, Android, and iOS, and has an advantage of being easy to develop applications. As such, SignalR is widely used in chatting functions for small scale, real-time communication system, and it has never been used to implement an audience response system. Thus, for the first time in this paper, an audience response system using SignalR was proposed and an experiment was conducted on whether it was applicable at the e-learning education field. Therefore, from the results fo an experiment, a variety of e-learning environments can be built through the audience response system using SignalR proposed in this paper.

Variational Auto-Encoder Based Semi-supervised Learning Scheme for Learner Classification in Intelligent Tutoring System (지능형 교육 시스템의 학습자 분류를 위한 Variational Auto-Encoder 기반 준지도학습 기법)

  • Jung, Seungwon;Son, Minjae;Hwang, Eenjun
    • Journal of Korea Multimedia Society
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    • v.22 no.11
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    • pp.1251-1258
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    • 2019
  • Intelligent tutoring system enables users to effectively learn by utilizing various artificial intelligence techniques. For instance, it can recommend a proper curriculum or learning method to individual users based on their learning history. To do this effectively, user's characteristics need to be analyzed and classified based on various aspects such as interest, learning ability, and personality. Even though data labeled by the characteristics are required for more accurate classification, it is not easy to acquire enough amount of labeled data due to the labeling cost. On the other hand, unlabeled data should not need labeling process to make a large number of unlabeled data be collected and utilized. In this paper, we propose a semi-supervised learning method based on feedback variational auto-encoder(FVAE), which uses both labeled data and unlabeled data. FVAE is a variation of variational auto-encoder(VAE), where a multi-layer perceptron is added for giving feedback. Using unlabeled data, we train FVAE and fetch the encoder of FVAE. And then, we extract features from labeled data by using the encoder and train classifiers with the extracted features. In the experiments, we proved that FVAE-based semi-supervised learning was superior to VAE-based method in terms with accuracy and F1 score.

A Correlation Analysis of the Learning Status and Learning Medium of Korean Learners in Chinese Universities

  • Wang, Siyao;Lee, Yeon-Woo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.24 no.1
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    • pp.117-124
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    • 2021
  • Korean education in China began at Peking University in the 1950s. At present, The Korean language education in China has made remarkable progress in many aspects such as scale, scope, level and achievement. In addition, with the increasingly frequent economic and cultural exchanges or cooperation between China and South Korea and the increasing trend of internationalization, the prosperity of Korean wave culture and the sound development of China-South Korea relations, the country's demand for Korean language talents is increasing day by day. However, with the rise of Korean education in China in recent years, some hidden problems also surfaced. In this paper, the Korean language proficiency test(TOPIK) is used to evaluate the Korean language proficiency of Korean learners, and Chinese juniors are used to evaluate the Korean language proficiency. In addition, a questionnaire survey was conducted to analyze the learning media of Chinese Korean learners at the present stage, and the relationship between learning media and learning outcomes was concluded. At the same time, deficiencies and problems existed in Korean education in colleges and universities were proposed and their own ideas were put forward.

Digital Twin and Visual Object Tracking using Deep Reinforcement Learning (심층 강화학습을 이용한 디지털트윈 및 시각적 객체 추적)

  • Park, Jin Hyeok;Farkhodov, Khurshedjon;Choi, Piljoo;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.145-156
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    • 2022
  • Nowadays, the complexity of object tracking models among hardware applications has become a more in-demand duty to complete in various indeterminable environment tracking situations with multifunctional algorithm skills. In this paper, we propose a virtual city environment using AirSim (Aerial Informatics and Robotics Simulation - AirSim, CityEnvironment) and use the DQN (Deep Q-Learning) model of deep reinforcement learning model in the virtual environment. The proposed object tracking DQN network observes the environment using a deep reinforcement learning model that receives continuous images taken by a virtual environment simulation system as input to control the operation of a virtual drone. The deep reinforcement learning model is pre-trained using various existing continuous image sets. Since the existing various continuous image sets are image data of real environments and objects, it is implemented in 3D to track virtual environments and moving objects in them.

A Study on the Utilization of Virtual Educational Training Contents

  • Jihan Kim;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.158-163
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    • 2024
  • Virtual world technology is driving major advances in education, entertainment, and professional training. Metaverse and extended reality (XR) technologies maximize immersion to enhance learning, provide global learning environments, and expose students to situations that are difficult to experience in real life. Career exploration is an important developmental task in adolescence, and virtual training maximizes learning by providing life-like experiences with imagery training. Virtual training overcomes spatial, financial, performance, and situational constraints and is effective in a variety of fields, including military and disaster training. It provides customized learning for various users such as youth, job seekers, and people with disabilities, deepening their understanding of professional activities and improving their problem-solving skills. It also improves the quality of learning through repetitive learning and contributes to the improvement of teamwork and communication skills, and helps to solve financial problems by using unlimited internal resources and space in virtual space, and enables people with disabilities to perform in various professions. This paper investigated the value of virtual training as a comprehensive educational tool through an economical and efficient learning experience.

Development of Standard Multimedia Studio for Primary and Secondary Educational Contents (초·중등학교 교육용 멀티미디어 컨텐츠의 활용과 표준 개발 환경)

  • Ahn, Mi-Lee;Hwang, Dae-Jun
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.2 no.1
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    • pp.1-15
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    • 2002
  • New media is an emerging industry sector. It sits at the nexus of what has become a main vehicle of the Knowledge Based Economy. the crossroads where the use of interactive multimedia technology meets the traditional uses of media. The current Education information Act provided school with PC, multimedia labs and connection to internet. Having such a facility in schools encourage teachers and students to use computers more often. Teachers demand for more educational multimedia contents than they can find in the market. Although there are many good contents, teachers find them unfit or inflexible for their curriculum. The purpose of this study is to identify the elements of standard multimedia studio facilities to develop multimedia contents in primary and secondary schools. The result of this study will provide guidelines for schools to facilitate their multimedia studio for teaching and learning activities, and developing contents for effective use of their facilities.

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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.

Context-Awareness for Location Based-Service for Ubiquitous Learning with underlying Principles of Ontology, Constructivism, Artificial Intelligence

  • Gelogo, Yvette;Kim, Hye-jin
    • International Journal of Internet, Broadcasting and Communication
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    • v.4 no.2
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    • pp.7-11
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    • 2012
  • In this paper, we defined constructivism and ontology theory and associate it in ubiquitous learning. The typical ubiquitous learning involving the Context Aware Intelligent system was presented. Also the Architecture for learning environment including the key idea and technical concept is being presented in this paper. Guided with these principles and with the advancement of information and communication technology the context-awareness based on Artificial intelligence for Location based Service for ubiquitous Learning was conceptualized.