• Title/Summary/Keyword: 전자 주사위

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Tangible Electronics Dice Game interface Development for Family Leisure (가족의 여가활동을 위한 텐저블 전자 주사위 게임 인터페이스 개발)

  • Ok, Soo-Yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.9
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    • pp.1787-1794
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    • 2009
  • In this paper, the author proposes a tangible electronic dice which can be used for IPTV games for familiy meeting in living room and prevents game addiction of young children. The tangible electronic dice was designed to be as similar to traditional dices as possible in order for people to operate the tangible electronic dice with direct and intuitive manipulation. The proposed tangible electronic dice is self-contained so that no external devices are needed. The experiments show that the dice can be effectively applied to games running in PC and IPTV environments. The author will verify the practicality of the dice by applying the dice to IPTV games which are currently being developed.

On the practical use of electronic text for statistics education (통계학 교육을 위한 전자 교재의 활용)

  • 한경수;안정용;강윤비
    • The Korean Journal of Applied Statistics
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    • v.11 no.1
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    • pp.5-12
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    • 1998
  • 최근의 교육 방식은 교수 중심에서 학습 중심으로 변화하고 있으며, 여러 매체의 교육적 활용이 강조되고 있다. 본 연구는 웹상에서 14면 주사위 모의실험을 통하여 통계학의 기본 개념들을 학습할 수 있는 전자교재 "CyberStat"을 소개한다.

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A Study on Children Edutainment Contents Development with Hand Gesture Recognition and Electronic Dice (전자주사위 및 손동작 인식을 활용한 아동용 에듀테인먼트 게임 콘텐츠 개발에 관한 연구)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1348-1364
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    • 2011
  • As the existing edutainment contents for children are mostly comprised of educational tools which unilaterally induce educatees to passively respond to them, the content-creating methodologies in terms of which active and voluntary learning is made possible is urgently needed. In this paper, we present the implementation of the tangible 'electronic dice' interface as an interactive tool for behavior-based edutainment contents, and propose a methodology for developing edutainment contents for children by utilizing the recognition technique of hand movement based on depth-image information. Also proposed in the paper are an authoring and management tool of learning quizzes that allows educators to set up and manage their learning courseware, and a log analysis system of learning achievement for real-time monitoring of educational progress. The behavior-based tangible interface and edutainment contents that we propose provide the easy-to-operate interaction with a real object, which augments educatees' interest in learning, thus leading to their active and voluntary attitude toward learning. Furthermore, The authoring and management tool and log analysis system allow us to construct learning programs by children's achievement level and to monitor in real-time the learning development of children educatees by understanding the situation and behavior of their learning development from the analytic results obtained by observing the processes of educatees' solving problems for themselves, and utilizing them for evaluation materials for lesson plans.

COVID-19 Lung CT Image Recognition (COVID-19 폐 CT 이미지 인식)

  • Su, Jingjie;Kim, Kang-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.3
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    • pp.529-536
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    • 2022
  • In the past two years, Severe Acute Respiratory Syndrome Coronavirus-2(SARS-CoV-2) has been hitting more and more to people. This paper proposes a novel U-Net Convolutional Neural Network to classify and segment COVID-19 lung CT images, which contains Sub Coding Block (SCB), Atrous Spatial Pyramid Pooling(ASPP) and Attention Gate(AG). Three different models such as FCN, U-Net and U-Net-SCB are designed to compare the proposed model and the best optimizer and atrous rate are chosen for the proposed model. The simulation results show that the proposed U-Net-MMFE has the best Dice segmentation coefficient of 94.79% for the COVID-19 CT scan digital image dataset compared with other segmentation models when atrous rate is 12 and the optimizer is Adam.