• Title/Summary/Keyword: 학습플랫폼

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Construction of Medical Image-Based Learning Data Support Platform for Machine Learning and Its Application of Sarcopenia Data AI (머신러닝을 위한 의료영상기반 학습 데이터 지원 플랫폼 구축 및 근감소증 데이터 AI 응용)

  • Kim, Ji-Eon;Lim, Dong Wook;Yu, Yeong Ju;Noh, Si-Hyeong;Lee, ChungSub;Kim, Tae-Hoon;Jeong, Chang-Won
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.434-436
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    • 2021
  • 의료산업은 진단 및 치료 위주의 기술개발이 진행되어왔다. 최근 의료 빅데이터를 기반으로 진단, 치료 및 재활뿐만 아니라 예방과 예후관리까지 지원하는 의료서비스에 대한 패러다임이 변화되고 있다. 특히, 여러 의료 중심의 플랫폼 기술 가운데 객관적인 진단지표를 가지고 있는 의료영상을 기반으로 인공지능 학습에 적용하여 진단 및 예측을 중심으로 한 플랫폼 개발이 진행되고 있다. 하지만, 인공지능 연구에는 많은 학습 데이터가 요구될 뿐만 아니라 학습에 적용하기 위해서는 데이터 특성에 따른 전처리 기술과 분류 작업에 많은 시간 소요되어 이와 같은 문제점을 해결할 수 있는 방법들이 요구되고 있다. 따라서, 본 논문은 인공지능 학습까지 적용하기 위한 의료영상 데이터에 대한 확장 모델을 개발하여 공통적인 조건에 따라 의료영상 데이터가 표준화되어 변환하며, 자동화 시스템 구조에 따라 데이터가 분류·저장되어 인공지능 학습까지 지원할 수 있는 플랫폼을 제안하고자 한다. 그리고 근감소증 학습데이터 관리 및 적용 결과를 통해 플랫폼의 수행성을 검증하였다. 향후 제안한 플랫폼을 통해 의료데이터에 대한 전처리, 분류, 관리까지 지원함으로써 CDM 확장 표준 의료데이터 플랫폼으로 활용 가능성을 보였다.

A Study on convergence of Mobile Learning UX Platform Service for English Learning (영어학습을 위한 모바일러닝 UX플랫폼서비스 융합 연구)

  • Kim, Byung-Wan
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.155-160
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    • 2016
  • The education applications for English learning have been developing consistently by utilizing the smart-phone owing to the development of internet and ICT. Smart technology based study platform, the mobile learning which enables for the students to study beyond the time and space is expected to bring forth new paradigm of education in tune with the environment change and trends. But it is found that the current applications are mostly the contents patterned for English study institution information with single channel or made for thinking study concept with only the simple language learning once they were checked. Therefore, the understanding on the English study process shall be changed and the study on the platform service is required by accessing in the viewpoint of thinking exercise learning. This study is purposed to explore the scope and strategy of mobile learning UX platform development and suggest the service model via prototype for English study.

A Study on the Improvement of UI Design for Online Craft Learning Platform (온라인 공예 학습 플랫폼 UI디자인 개선 방향 연구)

  • Jang, Hui-Su;Nam, Won-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.145-156
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    • 2020
  • Recently, as a culture that values work-life balance has become more important in society as a whole, interest in hobbies and leisure activities that will enrich life is increasing. This phenomenon is due to an increase in platforms where people can enjoy and learn hobbies online. Among them, craft-related content is growing rapidly, and as offline education has been brought online, learning immersion has been reduced online. Therefore, in this study, we want to identify current problems in online and offline craft learning and seek ways to improve UI design to solve them. To this end, we conducted a literature survey on the online learning platform, online craft learning platform and UI design, and based on this, conducted case investigation and analysis to derive the third stage of the learning process of the online craft learning platform. Subsequent surveys showed that as a result, the online craft learning platform was able to find improvements in terms of differentiating the content exploration process, visualizing the craft progress stage, ease of working with video tools, and providing smooth feedback, and in addition to the need for a device for active learning. Through the results of this study, we hope to expand the craft content market by making it easier for users to enjoy the contents provided on the online craft learning platform.

Feature Selection for Performance Improvement of Android Malware Detection (안드로이드 악성코드 탐지 성능 향상을 위한 Feature 선정)

  • Kim, Hwan-Hee;Ham, Hyo-Sik;Choi, Mi-Jung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.751-753
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    • 2013
  • 안드로이드 플랫폼은 타 모바일 플랫폼보다 보안에 있어서 더 많은 취약점을 안고 있다. 따라서 현재 발생하고 있는 대부분의 모바일 악성코드는 안드로이드 플랫폼에서 발생하고 있다. 현재 악성코드 탐지 기법 중 기계학습을 도입한 방법은 변종 악성코드의 대처에 유연하다. 하지만 기계학습기법은 불필요한 Feature를 학습데이터로 사용할 경우, 오버피팅이 발생하여 전체적인 성능을 저하시킬 수 있다. 본 논문에서는 안드로이드 플랫폼에서 발생하는 리소스를 모니터링하여 Feature vector를 생성하고, Feature-selection 알고리즘을 통하여 Feature의 수에 따라 기계학습 Classifier를 통한 악성코드 탐지의 성능지표를 보인다. 이를 통하여, 기계학습을 통한 악성코드 탐지에서 Feature-selection의 필요성과 중요성을 설명한다.

A Study no the On-line Cyber Contents Managing Platform Considering Web-based Study Characteristics (온라인 학습 특성을 고려한 콘텐츠 제공 플랫폼에 관한 연구)

  • 송은성;오용선
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.63-69
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    • 2004
  • Information society, which requires knowledge-workers having creative and active problem-solving ability, needs development of on-line educational contents technique from existing teacher-oriented to learner-oriented education. Special quality of most on-line studying contents is real condition that is not satisfying on-line studying special quality that learner-oriented becomes center by lacking functions of lecture progress of teacher-oriented, contents manufacture and contents offer platform than learner-oriented. Wish to propose about way to compose existent contents offer platform and complementary situation about contents offer platform for on-line education of learner- oriented that is on-line studying special quality in this research.

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A Study on the Online Study Platform Using Gamification's Badge Rewards and Storytelling Method (게이미피케이션의 배지 보상과 스토리텔링 방식을 활용한 온라인 스터디 플랫폼 연구)

  • Chang, Ye-Jun;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.145-150
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    • 2021
  • The trend of learning as an online study platform continues, and motivation of learners for continued use of the platform is also becoming important. In addition to learning, various services use gamification techniques that excite users for continued use. This study analyzes successful service cases and proposes guidelines applicable to learning platforms to present ways to increase learners' interest and efficiency in online study platforms using reward systems and storytelling techniques among gamification elements. Based on the three guidelines drawn through this study, it can contribute to the digitization of educational infrastructure by increasing the immersion of learners within the online study platform that will be more commercialized in the future.

Exploring the educational applicability of Metaverse-based platforms (메타버스(Metaverse) 기반 플랫폼의 교육적 활용 가능성 탐색)

  • Jeon, Jaecheon;Jung, Soon Ki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.361-368
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    • 2021
  • Daily life such as society, economy, and culture is fundamentally changing due to COVID-19, and digital transformation based on information technology (IT) such as artificial intelligence, data, and cloud is accelerating. In this study, we focused on the metaverse, which is based on the interaction between the virtual world and the real world, and explored the possibility of using the metaverse-based platform for education. The metaverse-based platform was approached from the perspective of the online education ecosystem, which means that not only online teaching and learning activities but also holistic educational activities such as learning, communication, and empathy are performed within the metaverse. In this metaverse platform, learners can feel the presence of learning, and learning motivation and immersion can be promoted. In addition, it is possible to experience self-directed learning based on the autonomy of spatial movement. Although there are technical and ethical limitations to applying the metaverse platform, it would be preferable to focus more on the interaction between learners in the metaverse world rather than high expectations.

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Development of Digital Integrated Nursing Practice Education Platform (디지털 간호실습교육 플랫폼 개발)

  • Sun Kyung Kim;Hye ri Hwang;Su yeon Park;Su hee Moon
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.167-177
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    • 2024
  • In nursing education, there has been efforts for enhancing the quality, with a growing interest in the utilization of digital technologies. In clinical training of nursing curriculum, the emphasis on digital technology is pronounced, as it has the potential to offer learners effective and accessible educational experience while enabling the integrated management of individualized learning outcomes. This study developed a digital nursing education platform, allowing educators and learners to select functionalities based on the educational content and characteristics of the learning tools. Additionally, the user interface was designed to facilitate learners' accurate understanding and execution of assigned tasks and objectives. The detailed design and implementation process of the platform are elaborated and then the validation of its usefulness was provided based on feedback from ten educators who are responsible for diverse subjects. The high usability of the digital nursing practicum education platform was confirmed, with potential implications for significant improvements in learner performance. The potential of this digital platform is to lead to innovative shifts in educational methodologies within the field of integrative nursing education.

Research on Case Analysis of Library E-learning Platforms: Focusing on Learning Contents and Functions (도서관 이러닝 플랫폼 사례분석 연구 - 학습 내용 및 기능을 중심으로 -)

  • SangEun, Cho;KyungMook, Oh
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.1
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    • pp.209-238
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    • 2023
  • This study aims to propose the main learning contents, functions and activation plans for building an e-learning platform for libraries through a literature review, case analysis and expert survey. Through the literature review, it was found that libraries must play a role in providing high-quality online education for users in the e-learning ecosystem. Based on the previous studies, a learning function analysis tool was developed for the analysis of the library's e-learning platform. Based on this, the learning contents, learning functions and characteristics of library e-learning platforms were analyzed, and expert surveys and interviews were conducted. As a results, the construction of a platform for effectively applying learning processes and technology is essential for the library's sustainable e-learning services. The contents that should be provided for characteristics of library education, reading guidance, information literacy instruction, library usage instruction, and the latest IT technologies. And The main learning functions include the ability to conduct video lectures and real-time classes among learning types, and learning activity support functions, a cloud platform support function and a personalized environment support function. Additionally, suggested re-education for library staff to improve their technical skills and the formation of an e-learning team.