• Title/Summary/Keyword: 메타 러닝

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An Implementation of Metaverse Virtual Fitting Technology using a Posture extraction based on Deep Learning. (딥러닝 기반 자세 추출을 통한 메타버스 가상 피팅 기술 구현)

  • Lee, Bum-Ro;Lee, Sang-Won;Shin, Soo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.73-76
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    • 2022
  • 본 논문에서는 메타버스 공간에서 패션 아이템 판매에 있어서 필수적이라 할 수 있는 온라인 가상 피팅 기술을 동작 인식 전용 디바이스가 아닌 일반 스마트폰 카메라를 활용하여 구현하는 기술을 제안한다. 가상 피팅 기술을 구현하기 위해서는 딥러닝 기법을 활용하여 입력 영상을 분석하고, 분석 결과를 토대로 인체의 전체 자세를 추정하며, 인체 사이즈의 근사값을 추출하는 과정들이 수행되어야 하는데, 현재의 스마트폰 컴퓨팅 환경은 이를 수행하기에 충분한 연산 성능을 가지지 못한다는 문제점을 가진다. 본 논문에서는 높은 비용이 요구되는 고부하 연산을 클라우드 서버를 통해 수행하는 서버 기반 프레임워크를 도입하여, 낮은 성능의 스마트폰으로도 고성능 연산이 가능한 서비스 구조를 확보하고 이를 통해 휴대성 높은 증강현실 기반의 가상 피팅 기술을 구현한다. 본 논문의 성과를 통해 메타버스 상거래의 활성화와 메타버스 본연의 의미에 충실한 가상 월드 구축에 기여할 것이라 기대한다.

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The Effectiveness of Collaborative Learning in SW Education based on Metaverse Platform (메타버스 기반 협력적 소통 SW 교육 프로그램의 효과)

  • Son, Jungmyoung;Lee, Sihoon;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.26 no.1
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    • pp.11-22
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    • 2022
  • The educational environment, where the change to blended learning and AI convergence education through non-face-to-face is accelerating, is based on the cultivation of digital literacy. This study attempted to verify the effectiveness of future competencies by creating a collaborative SW education program on the metaverse platform that emerged by supplementing the problems through non-face-to-face. Twenty programs on how to design and create software were organized for small-scale elementary classes in the metaverse. In order to verify the effectiveness 4C competency tool presented as future educational competency was selected, and homogeneity test for the experimental group and t-test were conducted. The results showed the SW education programs based on metaverse was effective in improving collaborative communication skills, confirming the possibility of SW education through blended learning.

Conceptual Model of Ethical UX Approach in Conversational AI System (대화형 AI 시스템에서 윤리적 UX 접근 방식의 개념 모델)

  • Ahn, Sunghee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.572-573
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    • 2022
  • 본 논문은 메타버스 환경에서 문제가 대두되고있는 AI 윤리(ethic)를 배경으로 인터랙션을 통해 사람들의 온라인과 오프라인의 결정요소에 직접적으로 영향을 미치는 대화형 AI가 어떻게 윤리적으로 진화될 수 있을지에 대한 공학적 솔루션을 UX 관점으로 찾아보는 기술 전략 연구라고 할 수 있다. 연구의 가설은 AI 의 머신러닝과정에 개별 사용자 그룹의 경험데이터가 반드시 포함되고 고려되어야 AI 는 오류값을 줄이고 윤리적으로 대응할 수 있다는 전제이다. 이를 위하여 본 논문은 기존의 머신러닝과 대화형 AI 의 UX 관점의 다이아로그 플로우 등을 연구 분석하고 사용자 데이터들을 실험하여 메타버스 서비스 환경에서의 기존에 논의되고 있는 컨택스트기반의 AI 머신러닝 과정에 사용자의 정성적 경험데이터를 추가한 윤리적 UX 접근 개념 모델을 제안 하였다. 아직은 개념모델 단계이고 시스템에서는 지금까지 다르지 않았던 비정량적인 감정과 융합적경험을 어떻게 문화적으로 코드화 하고 시스템적인 랭귀지와 연결시킬 수 있을지에 대한사용자 연구가 후속연구로 진행될 예정이다.

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Suggestions for Using Flipped Learning Videos and a Study on the Educational Value (플립러닝의 동영상 활용시 제안과 교육적 가치 고찰)

  • Yi, Eun-Seon;Lim, Heui-Seok
    • Journal of Convergence for Information Technology
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    • v.10 no.6
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    • pp.87-95
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    • 2020
  • Previously, there were no studies that were not aware of the importance of video, were interested in the educational value of Flipped Learning, and there were many wrong experiments because they did not understand Flipped Learning. Therefore, an accurate understanding of Flipped Learning is needed. This study proposed the caution of video learning of Flipped Learning and presented the papers and grounds to support to examine the educational value of Flipped Learning. A video of the lecture should be produced with a core content of 10 to 15 minutes, and found that the educational value of Flipped Learning lies in self-directed learning, cooperative learning, habruta, overcoming the oblivion curve and metacognition. It is hoped that this study will provide good guidance and direction of education for teachers who have difficulty Flipped Learning.

A meta-analysis on flipped learning: Conditions for successful application and future research direction (플립러닝에 대한 메타 연구: 성공적 적용요건과 향후 연구방향)

  • Park, Esther O.;Park, Jihyun
    • Journal of the Korean Data and Information Science Society
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    • v.27 no.1
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    • pp.169-178
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    • 2016
  • The purpose of this study is to rigorously review extant research on flipped learning that has been given a rising interests as a measure of securing the quality of higher education apart from the improvement of the curriculum. Colleges and universities are criticized for failing in equipping their customers with critical skills, which triggered them to review both curriculum and teaching learning method. In the middle of the teaching and learning method lies the flipped learning. For its relatively short history of research tackling the issues of flipped learning, now is the best time to review the extant studies on the topic to overview and suggest future directions in the field. With the goal in mind, this study restricted the journal articles reviewed to 20 and presented the results based on a conceptual framework derived from a rigorous literature review. Followings are policy suggestions and conditions for successful implementation of flipped learning.

e-Learning Metadata element Development in Multi-platform(PC-to-Mobile-to-DTV) Environment (멀티플랫폼 환경에서의 e러닝 메타데이터 요소 개발)

  • AN Jung-Eun
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.79-81
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    • 2005
  • 최근 SCORM, Dublin Core등의 국제 표준 메타데이터와 함께, 세계 사실 표준이라 할 수 있는 IMS와 IEEE/LTSC의 LOM이 e-Learning의 특성을 반영한 메타데이터로서 현재 국$\cdot$내외적으로 많은 e-Learning 업체 및 기관에서 활용되고 있다(5). 그러나 LOM에서 정의한 메타데이터는 멀티플랫폼 환경을 고려하지 않고 있고, 제작 및 유통되고 있는 대부분의 e-Learning 콘텐트는 멀티미디어 특성에 대한 메타데이터 요소가 부족한 실정이다. 따라서 , 본 논문에서는 멀티플랫폼 환경에서 e-Learning학습을 지원하기 위해, 메타데이터 및 e-Learning 업체의 Requirement를 조사,분석하고 e-Learning 국제 표준 메타데이터와 플랫폼의 디바이스 특성을 반영하여, 기본적인 PC(Personal Computer) 환경을 포함한 모바일 기기 환경과 디지털TV 환경을 고려한 멀티플랫폼 e-Learning 메타데이터(Multi-platform e-Learning Metadata)를 제안하였다.

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A Design of Smartphone Meta-Data for SCORM Application in Ubiquitous Environment (유비쿼터스 환경에서의 SCORM 활용을 위한 스마트폰 메타데이터 설계)

  • Byun, Jeong-Woo;Han, Jin-Soo;Jeong, Hwa-Young
    • Journal of Advanced Navigation Technology
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    • v.13 no.6
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    • pp.854-860
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    • 2009
  • Ubiquitous is a new computing environment with IT technology and information communication, and appling various equipments likes PDA and application parts. Recently, user's using environment is changing to smart phone and is expanded learning tools to learner without educational environment. Thus, in this paper, we designed SCORM based meta-data to use smart phone. For this purpose, we made U-learning server and smart phone process server that is to handling with existence LMS and SCORM. To apply smart phones characteristics that have different ones each other, meta-data was able to have some resource information as like CPU, screen size and memory. The meta-data adapter could be process the characteristics.

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A Study on Designing Metadata Standard for Building AI Training Dataset of Landmark Images (랜드마크 이미지 AI 학습용 데이터 구축을 위한 메타데이터 표준 설계 방안 연구)

  • Kim, Jinmook
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.2
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    • pp.419-434
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    • 2020
  • The purpose of the study is to design and propose metadata standard for building AI training dataset of landmark images. In order to achieve the purpose, we first examined and analyzed the state of art of the types of image retrieval systems and their indexing methods, comprehensively. We then investigated open training dataset and machine learning tools for image object recognition. Sequentially, we selected metadata elements optimized for the AI training dataset of landmark images and defined the input data for each element. We then concluded the study with implications and suggestions for the development of application services using the results of the study.

Development and Application of Meta-cognition-based App for Students with Learning Disabilities (학습장애학생을 위한 메타인지기반 앱 개발 및 적용)

  • Kwak, Sungtae;Jun, Woochun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.3
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    • pp.689-696
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    • 2015
  • In this study, a learning system based on smart learning is proposed so that students with learning disabilities can learn the effective use of meta-cognitive to solve problems arising during the learning process. The features of the proposed system are as follow. First, it is possible to achieve students' individualized learning by use of smart devices and smart education system. Second, it is possible to provide the constant repetition learning for students. Third, students can improve their achievement using the proposed app. The proposed smart education system using meta-cognition was applied to some learning disabilities students. The following results were obtained. First, the disabled students could have an interest in learning math and improve confidence. Second, the student's mathematical problem-solving skills have improved. Third, students' individualized and self-directed learning was achieved.