• Title/Summary/Keyword: 스크래치 실험

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Film Line Scratch Detection using a Neural Network based Texture Classifier (신경망 기반의 텍스처 분류기를 이용한 스크래치 검출)

  • Kim, Kyung-Tai;Kim, Eun-Yi
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.6 s.312
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    • pp.26-33
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    • 2006
  • Film restoration is to detect the location and extent of defected regions from a given movie film, and if present, to reconstruct the lost information of each region. It has gained increasing attention by many researchers, to support multimedia service of high quality. In general, an old film is degraded by dust, scratch, flick, and so on. Among these, the most frequent degradation is the scratch. So far techniques for the scratch restoration have been developed, but they have limited applicability when dealing with all kinds of scratches. To fully support the automatic scratch restoration, the system should be developed that can detect all kinds of scratches from a given frame of old films. This paper presents a neurual network (NN)-based texture classifier that automatically detect all kinds of scratches from frames in old films. To facilitate the detection of various scratch sizes, we use a pyramid of images generated from original frames by having the resolution at three levels. The image at each level is scanned by the NN-based classifier, which divides the input image into scratch regions and non-scratch regions. Then, to reduce the computational cost, the NN-based classifier is only applied to the edge pixels. To assess the validity of the proposed method, the experiments have been performed on old films and animations with all kinds of scratches, then the results show the effectiveness of the proposed method.

Development of Education Program for Line-Tracer Simulation using Scratch EPL (스크래치 EPL을 활용한 라인트레이서 시뮬레이션 교육 프로그램 개발)

  • Sin, Gap-Cheon;Hur, Kyeong
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.533-542
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    • 2011
  • In this paper, we have selected traveling algorithms of Line-Tracer as the focused learning elements with the PBL-based programming instruction method. Line-Tracer traveling algorithm programming has been simulated using the Scratch EPL. Development of robot web courseware such as Line-Tracer can create an effective educational environment and also provide solutions for lack of environmental conditions, such as time or spatial factor restrictions and excessive expense issues; these are major obstacles to developing robot programming education. Finally, we analyzed the effects on growth of student's logical thinking and problem solving abilities by demonstrating the Scratch application courseware to the field of elementary education.

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The Effect of Scratch on Learning Motivation and Academic Achievement for Programming Education (스크래치가 프로그래밍 교육에 대한 학습동기 및 학업성취도에 미치는 영향)

  • Yang, Gwon-Woo
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.547-553
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    • 2010
  • Lately, studies on the educational effectiveness of educational programming language which can reduce the learning burden of the learners have been conducted in the programming learning process. This study analyzed the effect of programming education on the learning motivation and academic achievement after training the programming education using Scratch and Dolittle on the preliminary elementary school teachers. As a result, the experimental group trained by Scratch programming education showed significantly higher achievement than the control group by Dolittle Programming. This result can be helpful in selecting educational programming language when the programming education will be trained to the preliminary elementary school teachers.

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Development and implementation of STEAM Program based on Scratch Programming (스크래치 프로그래밍 중심의 STEAM 교육 프로그램 개발 및 적용)

  • Kim, Tae-Hun;Kim, JongHoon
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.49-57
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    • 2014
  • As growing more and more interested in programming education, we need to concerned how to teach programming in school. We are presented the STEAM program based on scratch programming as a way of programming education for elementary students. We were developed STEAM program that do digital storytelling using scratch about selected science topic in order to raise interests about science and educate programming. In order to verify the effectiveness of the educational program, we analyzed the results of pre- and post-test about GALT, TTCT of experimental group and comparison group is comprised of 6th grade elementary students. In the analysis results, the education program we developed affected positive impacts on creativity, logical thinking of elementary school students.

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Automatic Detection of Degraded Regions in Old Film Archive (오래된 영화에서 손상된 영역 자동검출)

  • Kim, Kyung-Tai;Kim, Byung-Geun;Kim, Eun-Yi
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.1
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    • pp.120-124
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    • 2010
  • This paper presents a method that can automatically detect variety of degradations (i.e., scratches and blotches) in old film archive. The proposed method consists of candidate detection and verification. Degradations are first identified by finding the local extreme of a frame in spatiotemporal domains, thereby using edge detector and SROD detector. Then, to remove some false alarms occurred in the first stages, the verification is performed using the texture and shape properties of scratches and blotches. The textural properties of scratches and blotches are learned using neural networks (NNs) and their shapes are represented using morphological filters. The experiments were performed on several old films, then the results demonstrated the effectiveness of the proposed method, where it has a precision of 81% and a recall of 79%.

A Study on the EPL using Instructional Model of SW Major's Programming Class (EPL 기반의 SW전공자를 위한 프로그래밍 수업 모형에 관한 연구)

  • KO, Kwangil
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.891-898
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    • 2018
  • Although programming language is a core education area of software that is becoming increasingly important in the age of the fourth industrial revolution, as it requires logical thinking skills, it is recognized as a difficult subject even for SW major students. This difficulty occasionally causes SW major students to lose interest and confidence in their major during the introductory course of a programming language; making them change their majors, or give up their studies. In this study, we designed an instructional model using Scratch for educating C language which is a typical programming introductory language. To do this, we analyzed the concepts that can be trained by Scratch among the programming concepts supported by C language, and developed the examples of Scratch for exercising the concepts. The instructional model supports the progress model of learning first the programming concepts through Scratch and then expand the learning content into C language. We also conducted an experiment on the SW major freshman students of a local private university to verify the effectiveness of the model.

A Study on the Instructional Model utilizing Scratch for Introductory Programming Classes of SW-Major Students (SW전공자 프로그래밍 입문 수업의 스크래치 활용 수업 모형 연구)

  • KO, Kwangil
    • Convergence Security Journal
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    • v.18 no.2
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    • pp.59-67
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    • 2018
  • The programming language is a core education area of software that is becoming increasingly important in the age of the fourth industrial revolution, but it requires mathematical knowledge and logical thinking skills, so that many local private university and college students with low basic skills are having difficulties learning it. This problem occasionally causes SW-major students to lose interest and confidence in their majors during the introductory course of programming languages; making them change their majors, or give up their studies. In this study, we designed an instructional model using Scratch for educating C-language which is a typical programming introductory language. To do this, we analyzed the concepts that can be trained by Scratch among the programming concepts supported by C-language, and developed the examples of Scratch for exercising the concepts. In addition, we designed an instructional model, by which the programming concepts are first learned through Scratch and then C-language is taught, and conducted an experiment on the SW-major freshman students of a local private university to verify the effectiveness of the model. In the situation where SW education is becoming common, we expect that this study will help programming language education of security IT students.

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Effects of Learning through Scratch-Based Game Programming on Students' Interest in and Perceived Value of Mathematics Curriculum (스크래치 활용 게임 프로그래밍 학습이 수학교과 흥미와 가치인식에 미치는 영향)

  • Song, JeongBeom
    • Journal of The Korean Association of Information Education
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    • v.21 no.2
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    • pp.199-208
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    • 2017
  • The present study investigates the potential of an educational programming game as a strategy for enhancing effective domains of mathematics curriculum, which has been criticized as a problem of education in Korea. The process of programming Fortress, an educational game, in conjunction with the lesson on the trigonometric function as part of the middle school mathematics curriculum, was designed for instruction and learning, and its effectiveness was tested. The study was conducted using a nonequivalent pretest-posttest experimental design. Research procedures included the following steps: (1) both the experimental and the comparison groups participated in four classes to understand and apply the concept of the trigonometric function, and (2) the experimental group participated in Fortress game programming activities using Scratch, which was designed in this study, while the comparison group participated in solving a real-life trigonometric problem - calculating the height of a building using the concept of trigonometry. The results of the t-test showed that students' interest and perceived value of the mathematics curriculum were significantly higher in the experimental group than in the comparison group. However, the results of analysis of covariance (ANCOVA) using pretest scores of the interest and perceived value showed the influence of pretest scores on posttest scores for the interest level, although the effect of the experiment on the perceived value of the mathematics curriculum was more significant.

Research on Development and Application of Learning Program about Algorithm by Using Scratch Programming (스크래치 프로그래밍을 통한 알고리즘 학습 프로그램 개발 및 적용 연구)

  • Hyun, Dong-Lim;Yang, Young-Hoon;Kim, Eun-Gil;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.387-397
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    • 2011
  • In order to analyze the change of student's logical thinking, in this study, we were develop the educational materials. This educational materials were used in algorithm class through educational programming language Scratch. Algorithms of education materials were selected by analysis of foreign ACM and domestic middle school curriculum. The developed educational materials were applied to 4th grade students of elementary school. In order to analyze the change of student's logical thinking, we were used GALT short version. Total logic and Combinational reasoning, in the experimental group students, were growing significantly.

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The use of an educational program for elementary mathematical thinking Effects (교육용 프로그램의 사용이 초등학교 수학적 사고에 미치는 영향)

  • Lee, Won-Jong
    • Proceedings of the KAIS Fall Conference
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    • 2012.05a
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    • pp.258-260
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    • 2012
  • 본 논문은 교육용 프로그램이 학업성취도에 유의미한 영향을 미치는지 알아보고자 설계되었다. 실험은 서울특별시에 위치한 I초등학교 4학년 2개 학급 총 60명을 연구 대상으로 하여 각각 실험집단과 통제 집단으로 나누었다. 실험처치는 2011년 9월부터 10월까지 실험집단에는 스크래치 프로그램을 활용한 교육을, 통제집단에는 교실에서 판서 수업을 진행하였다. 측정한 결과 실험집단에서 유의미한 결과가 나타났다.

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