• Title/Summary/Keyword: use for learning

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A Study on the Emoticon Extraction based on Facial Expression Recognition using Deep Learning Technique (딥 러닝 기술 이용한 얼굴 표정 인식에 따른 이모티콘 추출 연구)

  • Jeong, Bong-Jae;Zhang, Fan
    • Korean Journal of Artificial Intelligence
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    • v.5 no.2
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    • pp.43-53
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    • 2017
  • In this paper, the pattern of extracting the same expression is proposed by using the Android intelligent device to identify the facial expression. The understanding and expression of expression are very important to human computer interaction, and the technology to identify human expressions is very popular. Instead of searching for the emoticons that users often use, you can identify facial expressions with acamera, which is a useful technique that can be used now. This thesis puts forward the technology of the third data is available on the website of the set, use the content to improve the infrastructure of the facial expression recognition accuracy, in order to improve the synthesis of neural network algorithm, making the facial expression recognition model, the user's facial expressions and similar e xpressions, reached 66%.It doesn't need to search for emoticons. If you use the camera to recognize the expression, itwill appear emoticons immediately. So this service is the emoticons used when people send messages to others, and it can feel a lot of convenience. In countless emoticons, there is no need to find emoticons, which is an increasing trend in deep learning. So we need to use more suitable algorithm for expression recognition, and then improve accuracy.

Development of UMC Teaching and Learning Strategy for Computational Thinking (컴퓨팅 사고 향상을 위한 UMC 수업전략의 개발과 적용)

  • Jeon, Soojin;Han, Seonkwan
    • Journal of The Korean Association of Information Education
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    • v.20 no.2
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    • pp.131-138
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    • 2016
  • We have developed a UMC (Use-Modify-Create) strategy for the improvement of computational thinking in SW education. UMC model is an instructional strategy that students analyze examples of algorithms, modify-expand it and to develop new SW. First, we applied the UMC classes during 1 semester targeting pre-service teachers. To explore the effectiveness of the proposed model, we conducted a t-test for improving students' self-CT. Through a result, we found that is the UMC teaching-learning strategy helped the CT concepts and practice skills. In addition, we could see the Use and Create steps help to improve the ability of students' CT than directly teaching and Modify steps.

A Study on the Facial Expression Recognition using Deep Learning Technique

  • Jeong, Bong Jae;Kang, Min Soo;Jung, Yong Gyu
    • International Journal of Advanced Culture Technology
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    • v.6 no.1
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    • pp.60-67
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    • 2018
  • In this paper, the pattern of extracting the same expression is proposed by using the Android intelligent device to identify the facial expression. The understanding and expression of expression are very important to human computer interaction, and the technology to identify human expressions is very popular. Instead of searching for the symbols that users often use, you can identify facial expressions with a camera, which is a useful technique that can be used now. This thesis puts forward the technology of the third data is available on the website of the set, use the content to improve the infrastructure of the facial expression recognition accuracy, to improve the synthesis of neural network algorithm, making the facial expression recognition model, the user's facial expressions and similar expressions, reached 66%. It doesn't need to search for symbols. If you use the camera to recognize the expression, it will appear symbols immediately. So, this service is the symbols used when people send messages to others, and it can feel a lot of convenience. In countless symbols, there is no need to find symbols, which is an increasing trend in deep learning. So, we need to use more suitable algorithm for expression recognition, and then improve accuracy.

A Study on the Feature of Using Media for Education through Longitudinal Data Analysis (종단자료 분석을 통한 청소년 미디어 교육 활용 특성 분석 연구)

  • Heo, Gyun
    • Journal of Internet Computing and Services
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    • v.21 no.4
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    • pp.77-85
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    • 2020
  • The purpose of this study is to explore the changing trajectory of using educational media through longitudinal data analysis. We categorize the feature of using educational media as usage for learning, usage for information, and usage for the game. We explore the longitudinal changing patterns of usage for learning, usage for information, and usage for the game by LGM(Longitudinal Growth Modeling). We also find the gender difference between these longitudinal changing trajectories. We used 3,499 samples of KYPS middle school second-grade panel data. We found these results: (a) Both usage for learning and information are statically significant variability in initial level and rate of change. Both of the changing trajectories have increased. (b) Girls have a higher rate of the change both in the usage of learning and information than boys over time. (c) There is a statistically significant individual variability in initial levels and rate of change in the usage of the game over time. (d) Boys have a higher rate of initial value than girls in the usage of games, but there is no significant difference in the rate of changing trajectories.

Motivated Strategies for Learning of Prospective Elementary School Teachers (예비초등교사의 학습동기 전략에 관한 연구)

  • 김민경
    • Education of Primary School Mathematics
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    • v.6 no.2
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    • pp.55-64
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    • 2002
  • According to changing the society rapidly in the 21s1 century, the self-regulated learning ability is considered as an ability of which people should carry on their lives. The purpose of this study was to investigate prospective elementary school teachers in mathematics teaching method class in terms of the following areas: (1) the degree of their abilities shown the lower level factors of motivated strategies for learning such as self-efficacy, intrinsic value, anxiety, cognitive strategy use, and self-regulation (2) relations between factors of motivated strategies for loaming and performance of prospective elementary school teachers The results show that the prospective elementary school teachers showed above the mean value of the motivated strategies for learning and there are positive relations among lower level factors of motivated strategies fur learning except anxiety, positive relation between motivated strategies for learning and achievement. In order to help the prospective elementary school teacher to improve their motivated strategies fur learning in their elementary mathematics teaching method lecture, several methods such as mathematical connections to real world problem, history of mathematics and interview with mathematicians and application of feller's ARCS model to elementary mathematics education are suggested.

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Study on Metaverse Application Measures for the Problem Based Learning (Problem Based Learning을 위한 메타버스 활용방안 연구)

  • Lee, Jae-Kyoung
    • Journal of Engineering Education Research
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    • v.27 no.4
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    • pp.12-20
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    • 2024
  • This study found that the use of the metaverse enabled two-way communication online, regardless of time and place, making it possible to achieve teaching and learning goals. As applied subject (Occupational ethics in science and engineering) that allow for curriculum activities using the metaverse, team activities, and Problem Based Learning (PBL) selected. This study selected the teaching method that combines team activities of in-class and metaverse depending on the team projects and applies them appropriately according to the class procedure. Basic theoretical content learning and team activities related to the class content were conducted during class time. Also In Gathertown, team projects were carried out through team activities. As a result, this study confirmed that the PBL-subjects curriculum are definitely possible through the progress of the metaverse activities. If the educational environment for metaverse activities and the instructor's preparation and participation are supported, a very high learning effect is expected.

Mobile health service user characteristics analysis and churn prediction model development (모바일 헬스 서비스 사용자 특성 분석 및 이탈 예측 모델 개발)

  • Han, Jeong Hyeon;Lee, Joo Yeoun
    • Journal of the Korean Society of Systems Engineering
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    • v.17 no.2
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    • pp.98-105
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    • 2021
  • As the average life expectancy is rising, the population is aging and the number of chronic diseases is increasing. This has increased the importance of healthy life and health management, and interest in mobile health services is on the rise thanks to the development of ICT(Information and communication technologies) and the smartphone use expansion. In order to meet these interests, many mobile services related to daily health are being launched in the market. Therefore, in this study, the characteristics of users who actually use mobile health services were analyzed and a predictive model applied with machine learning modeling was developed. As a result of the study, we developed a prediction model to which the decision tree and ensemble methods were applied. And it was found that the mobile health service users' continued use can be induced by providing features that require frequent visit, suggesting achievable activity missions, and guiding the sensor connection for user's activity measurement.

Deep Meta Learning Based Classification Problem Learning Method for Skeletal Maturity Indication (골 성숙도 판별을 위한 심층 메타 학습 기반의 분류 문제 학습 방법)

  • Min, Jeong Won;Kang, Dong Joong
    • Journal of Korea Multimedia Society
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    • v.21 no.2
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    • pp.98-107
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    • 2018
  • In this paper, we propose a method to classify the skeletal maturity with a small amount of hand wrist X-ray image using deep learning-based meta-learning. General deep-learning techniques require large amounts of data, but in many cases, these data sets are not available for practical application. Lack of learning data is usually solved through transfer learning using pre-trained models with large data sets. However, transfer learning performance may be degraded due to over fitting for unknown new task with small data, which results in poor generalization capability. In addition, medical images require high cost resources such as a professional manpower and mcuh time to obtain labeled data. Therefore, in this paper, we use meta-learning that can classify using only a small amount of new data by pre-trained models trained with various learning tasks. First, we train the meta-model by using a separate data set composed of various learning tasks. The network learns to classify the bone maturity using the bone maturity data composed of the radiographs of the wrist. Then, we compare the results of the classification using the conventional learning algorithm with the results of the meta learning by the same number of learning data sets.

An Inquiry of Constructs for an e-Learning Environment Design by Incorporating Aspects of Learners' Participations in Web 2.0 Technologies

  • PARK, Seong Ik;LIM, Wan Chul
    • Educational Technology International
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    • v.12 no.1
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    • pp.67-94
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    • 2011
  • The major concern of e-learning environment design is to create and improve artifacts that support human learning. To facilitate effective and efficient learning, e-learning environment designers focused on the contemporary information technologies. Web 2.0 services, which empower users and allow the inter-transforming interactions between users and information technologies, have been increasingly changing the way that people learn. By adapting these Web 2.0 technologies in learning environment, educational technology can facilitate learners' abilities to personalize learning environment. The main purpose of this study is to conceptualize comprehensively constructs for understanding the inter-transforming relationships between learner and learning environment and mutable learning environments' impact on the process through which learners learn and strive to shape their learning environment. As results, this study confirms conceptualization of four constructs by incorporating aspects of design that occur in e-learning environments with Web 2.0 technologies. First, learner-designer refers to active and intentional designer who is tailoring an e-learning environment in the changing context of use. Second, learner's secondary design refers to learner's design based on the primary designs by design experts. Third, transactional interaction refers to learner's inter-changeable, inter-transformative, co-evolutionary interaction with technological environment. Fourth, trans-active learning environment refers to mutable learning environment enacted by users.

Communication Manager Design and Implementation of Individual Location Information for Social Learning in N-Screen (N-스크린 환경에서 소셜 러닝을 위한 개인 위치정보 지원 커뮤니케이션 매니저 설계 및 구현)

  • Kim, Kyung-Rog;Byeon, Jae-Hee;Moon, Nam-Mee
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.3
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    • pp.27-35
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    • 2011
  • Social network services are developed which is based on interaction and collaboration between users. This used to teaching-learning and integrate personal experience based on constructivism and social learning has developed into. In order to use which better to support the N-Screen communication model is needed. Communication model is to support the interaction between learner-instructor- the system. However, until now, There are a lot of web-based communications research. In this study, Social Learning Services environment to extended to N-Screen. For seamless service, Location information of individuals to use to learning activities. To support this, the communication manager is to design and implement. Communications manager for the N-Screen services draw students use cases and define the required functions. Based on this, Communication function is designed. In addition, Considering the characteristics of each device, personal location information to be reflected.