• Title/Summary/Keyword: 리딩 어플리케이션

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A Gamification Study for the Reading Application Development (리딩 어플리케이션 설계를 통한 게이미피케이션 연구)

  • Ahn, Duck-Ki
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.3-12
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    • 2021
  • This study is a design study to develop the reading application for English learning courses with fun elements of Gamification incorporating user's immersion. The system is focusing on the story progression of Aesop's fable "Rabbit and Tortoise", which is consisted of chapters in digital technology. We intended to apply the four elements of fun factors by grafting Gamification into the game engine system. The purpose and significance of the study is to present the guideline through evaluation of usability from prototypes by surveying the educator group.

Lip-reading System based on Bayesian Classifier (베이지안 분류를 이용한 립 리딩 시스템)

  • Kim, Seong-Woo;Cha, Kyung-Ae;Park, Se-Hyun
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.4
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    • pp.9-16
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    • 2020
  • Pronunciation recognition systems that use only video information and ignore voice information can be applied to various customized services. In this paper, we develop a system that applies a Bayesian classifier to distinguish Korean vowels via lip shapes in images. We extract feature vectors from the lip shapes of facial images and apply them to the designed machine learning model. Our experiments show that the system's recognition rate is 94% for the pronunciation of 'A', and the system's average recognition rate is approximately 84%, which is higher than that of the CNN tested for comparison. Our results show that our Bayesian classification method with feature values from lip region landmarks is efficient on a small training set. Therefore, it can be used for application development on limited hardware such as mobile devices.