• Title/Summary/Keyword: multimedia learning

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Design and Implementation of Web Based Multimedia Courseware for Visual Basie Learning (Visual Basic 학습을 위한 웹기반 멀티미디어 코스웨어의 설계 및 구현)

  • Park, Sun-Young;Bang, Kee-Chun;Cha, Jae-Hyuk
    • Journal of Digital Contents Society
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    • v.1 no.1
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    • pp.111-124
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    • 2000
  • The coursewares available on the web are on active development by each country all over the world in accordance with web prevailing. Many Visual Basic language courseware is also into web-based education it is not improving the effect of learning. Hence through this study, in orer to be out of the said kind of approach, 1)by adding multimedia elements with making the best of web characteristics, 2)escalating the studying effect of learners' with experimental environment, and 3)providing proper feedbacks in assessment of learners' reactions 4)we invented web-based multimedia courseware with the technology of Real Encoder, Real Player, Active X etc. and tried adapting it to school education field on the basis of design model of professor-learning system.

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Development of an Interactive Real-time Education System for Distributed Environments (분산환경을 위한 상호작용적 실시간 교육시스템의 개발)

  • 김원영;김치수;김진수
    • Journal of Korea Multimedia Society
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    • v.3 no.5
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    • pp.506-515
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    • 2000
  • In this paper a web-based real-time education system, which is able to support education through multimedia, is suggested for the expansion of learner's creative ability in the school. This system is designed so that it can support three things: 1) a real time interaction between interaction between instructors and learners, 2) individual learning through such an interaction, and 3) a coercive distribution of display by instructions for preventing the deviation of learners from learning. Also, the system, which UML is applied to, makers efficient interaction possible through the module for the real-time exchange and management of messages even in the multi-user environment. Through this system, not only the simulation by learners can be made for experiments and practices, but also questions and respondence can be supported on the procedure of experiments and the analysis of their results. This system is bulit on constructivism, and aimed at helping the learning progress and knowledge formation of learners.

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Screen-shot Image Demorieing Using Multiple Domain Learning (다중 도메인 학습을 이용한 화면 촬영 영상 내 모아레 무늬 제거 기법)

  • Park, Hyunkook;Vien, An Gia;Lee, Chul
    • Journal of Broadcast Engineering
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    • v.26 no.1
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    • pp.3-13
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    • 2021
  • We propose a moire artifacts removal algorithm for screen-shot images using multiple domain learning. First, we estimate clean preliminary images by exploiting complementary information of the moire artifacts in pixel value and frequency domains. Next, we estimate a clean edge map of the input moire image by developing a clean edge predictor. Then, we refine the pixel and frequency domain outputs to further improve the quality of the results using the estimated edge map as the guide information. Finally, the proposed algorithm obtains the final result by merging the two refined results. Experimental results on a public dataset demonstrate that the proposed algorithm outperforms conventional algorithms in quantitative and qualitative comparison.

Exploration of Chinese-Korean Cooperative Multimedia Design Education

  • Jiang, Zheng-Qing;Lee, Dong-Hun
    • International Journal of Contents
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    • v.5 no.4
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    • pp.69-74
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    • 2009
  • This paper has done a study of Chinese-Korean cooperative multimedia design education. Sino-Korean school of multimedia was set up by Shanghai University of Engineering Science (SUES) and Korea Dongseo University in October 2002. We have created "3.5+0.5 Teaching Model". In this model, Chinese and Korea professors take courses together. Firstly, paper points our the Chinese government policy background of Chinese-Foreign Cooperation in running schools and the development of Chinese-Korean cooperative multimedia design education in SUES. Secondly, by analyzing the multimedia design industry to understand the Chinese multi-media design education. Thirdly, paper made in-depth studies for "3.5+0.5 Teaching Model" so as to draw the experience of successes and problems. Through analysis of "Questionnaires for students' learning and living conditions in Dongseo University in 2009" by spss 16.0, paper made a research of mode of "A semester studying in Korea". Finally, paper points out the development direction of Chinese-Korean cooperative multimedia design.

A Performance Improvement Technique for Nash Q-learning using Macro-Actions (매크로 행동을 이용한 내시 Q-학습의 성능 향상 기법)

  • Sung, Yun-Sik;Cho, Kyun-Geun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.11 no.3
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    • pp.353-363
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    • 2008
  • A multi-agent system has a longer learning period and larger state-spaces than a sin91e agent system. In this paper, we suggest a new method to reduce the learning time of Nash Q-learning in a multi-agent environment. We apply Macro-actions to Nash Q-learning to improve the teaming speed. In the Nash Q-teaming scheme, when agents select actions, rewards are accumulated like Macro-actions. In the experiments, we compare Nash Q-learning using Macro-actions with general Nash Q-learning. First, we observed how many times the agents achieve their goals. The results of this experiment show that agents using Nash Q-learning and 4 Macro-actions have 9.46% better performance than Nash Q-learning using only 4 primitive actions. Second, when agents use Macro-actions, Q-values are accumulated 2.6 times more. Finally, agents using Macro-actions select less actions about 44%. As a result, agents select fewer actions and Macro-actions improve the Q-value's update. It the agents' learning speeds improve.

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Learning Performance Improvement of Fuzzy RBF Network (퍼지 RBF 네트워크의 학습 성능 개선)

  • Kim Kwang-Baek
    • Journal of Korea Multimedia Society
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    • v.9 no.3
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    • pp.369-376
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    • 2006
  • In this paper, we propose an improved fuzzy RBF network which dynamically adjusts the rate of learning by applying the Delta-bar-Delta algorithm in order to improve the learning performance of fuzzy RBF networks. The proposed learning algorithm, which combines the fuzzy C-Means algorithm with the generalized delta learning method, improves its learning performance by dynamically adjusting the rate of learning. The adjustment of the learning rate is achieved by self-generating middle-layered nodes and by applying the Delta-bar-Delta algorithm to the generalized delta learning method for the learning of middle and output layers. To evaluate the learning performance of the proposed RBF network, we used 40 identifiers extracted from a container image as the training data. Our experimental results show that the proposed method consumes less training time and improves the convergence of teaming, compared to the conventional ART2-based RBF network and fuzzy RBF network.

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English Learning with the Tools of Flash Animation (플래시 애니메이션 도구를 활용한 영어 학습 환경 연구)

  • Lee, Il Suk
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.537-544
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    • 2013
  • There has been many studies to explore what is the best multimedia tools for English learning by internet, but the students are still thirsty for the lack of practical and effective learning method which may lead them to stimulate their motivations to learn English with technological new media. The purpose of this study is to design Flash Animation as a new approach to learn language acquisition for those students who are learning English as a second language. This second is to show the validity for the introduction of Flash Animation into the English class. The third is to describe the effectiveness of the application of multimedia tools used in English communication such as java script programming and power point presentation.

Implementation of A Web-based Virtual Laboratory For Digital Logic Circuits Using Multimedia (멀티미디어를 이용한 웹기반 디지털 논리회로 가상실험실의 구현)

  • Kim Dong-Sik;Choi Kwan-Sun;Lee Sun-Heum
    • Journal of Engineering Education Research
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    • v.5 no.1
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    • pp.27-33
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    • 2002
  • Recently, according to the appearance of various virtual websites using multimedia technologies, the internet applications in engineering education have drawn muchinterests. But unidirectional communication, simple text/image-based webpages and tedious learning process without motivation, etc. have made the lowering of educational efficiency in cyberspace. This paper presents a virtual laboratory system which can be creating efficiencies in the learning process. The proposed virtual laboratory system for digital logic circuits provides interactive learning environment under which the multimedia capabilities of world-wide web can be enhanced. The virtual laboratory system is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. The virtual laboratory system is composed of four important components : principle classroom, simulation classroom, virtual experiment classroom and management system. Learning efficiencies as well as faculty productivity are increased in this innovative teaching and learning environment.

Performance Comparison of Algorithm through Classification of Parkinson's Disease According to the Speech Feature (음성 특징에 따른 파킨슨병 분류를 위한 알고리즘 성능 비교)

  • Chung, Jae Woo
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.209-214
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    • 2016
  • The purpose of this study was to classify healty persons and Parkinson disease patients from the vocal characteristics of healty persons and the of Parkinson disease patients using Machine Learning algorithms. So, we compared the most widely used algorithms for Machine Learning such as J48 algorithm and REPTree algorithm. In order to evaluate the classification performance of the two algorithms, the results were compared with depending on vocal characteristics. The classification performance of depending on vocal characteristics show 88.72% and 84.62%. The test results showed that the J48 algorithms was superior to REPTree algorithms.