• Title/Summary/Keyword: 학습 콘텐츠

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Design and Implementation of a LSTM-based YouTube Malicious Comment Detection System (유튜브 악성 댓글 탐지를 위한 LSTM 기반 기계학습 시스템 설계 및 구현)

  • Kim, Jeongmin;Kook, Joongjin
    • Smart Media Journal
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    • v.11 no.2
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    • pp.18-24
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    • 2022
  • Problems caused by malicious comments occur on many social media. In particular, YouTube, which has a strong character as a medium, is getting more and more harmful from malicious comments due to its easy accessibility using mobile devices. In this paper, we designed and implemented a YouTube malicious comment detection system to identify malicious comments in YouTube contents through LSTM-based natural language processing and to visually display the percentage of malicious comments, such commentors' nicknames and their frequency, and we evaluated the performance of the system. By using a dataset of about 50,000 comments, malicious comments could be detected with an accuracy of about 92%. Therefore, it is expected that this system can solve the social problems caused by malicious comments that many YouTubers faced by automatically generating malicious comments statistics.

Exploring the National Competency Standard Curriculum of Graduate School Professors (직무능력표준의 교육과정도입에 대한 전문대학원 교수자 역량)

  • Kim, Jin-Hee;Do, Jaewoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.10
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    • pp.145-153
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    • 2016
  • The purpose of the study is to draw competencies of faculty members at graduate school faculty to implements the NCS-based curriculum. A set of competency was deductively derived from a total of three professors and consultants with more than ten-year experiences and has been involved in developing the college curriculum. The political endeavors of the Korean government toward the competency-based education have been implemented as a movement to the NCS-based curriculum. The requirements for the reorganization of curriculum and education system as well as cooperation among faculty, industry, region and development part of NCS were suggested for the activation of NCS based education and the operation of NCS. However, one of the most critical factors in introducing and implementing the NCS-based curriculum is the role of faculty members. Therefore, it is an urgent issue to equip the faculties with required competencies. Result showed that the competencies required professors at graduate school for the NCS-based curriculum implementation were classified into four areas: marco-level curriculum development; micro-level course design; knowledge across areas; and attitude across areas.

A Case Study on Global Educational Innovation using U-Learning Box and Ubiquitous-based Test (유러닝 박스와 유비쿼터스 기반의 시험 시스템을 이용한 글로벌 교육 혁신 사례 연구)

  • Hwang, Mintae;Bajracharya, Larsson
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.279-288
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    • 2018
  • In this paper, we present the results of educational innovation case study using U-Learning Box and Ubiquitous-based Test(UBT) system for 6 sample primary schools in Nepal. As Nepal is considered to be a developing country with electricity problem to the school, the U-Learning Box, consisting of a small and easy-to-use tablet PC for teacher and a small smart beam with its own battery was evaluated as the optimum solution to support continuous basic English and hygiene education for these schools. And UBT technology using tablet PC was used to evaluate and analyze basic English learning ability of the students, which helped us realized that it is necessary to improve the educational environment and develop suitable educational contents. We hope that the global educational innovation using U-Learning Box and UBT technology will become a successful model for global equality of educational opportunity project for developing countries including Nepal.

IaC-VIMF: IaC-Based Virtual Infrastructure Mutagenesis Framework for Cyber Defense Training (IaC-VIMF: 사이버 공방훈련을 위한 IaC 기반 가상 인프라 변이 생성 프레임워크)

  • Joo-Young Roh;Se-Han Lee;Ki-Woong Park
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.33 no.3
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    • pp.527-535
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    • 2023
  • To develop experts capable of responding to cyber security incidents, numerous institutions have established cyber training facilities to cultivate security professionals equipped with effective defense strategies. However, these challenges such as limited resources, scenario-based content development, and cost constraints. To address these issues, this paper proposes a virtual infrastructure variation generation framework. It provides customized, diverse IT infrastructure environments for each organization, allowing cyber defense trainers to accumulate a wide range of experiences. By leveraging Infrastructure-as-Code (IaC) containers and employing Word2Vec, a natural language processing model, mutable code elements are extracted and trained, enabling the generation of new code and presenting novel container environments.

Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot (가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼)

  • Park, Chang-Hyun;Lee, Chang-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.8 no.2
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    • pp.283-297
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    • 2014
  • The future of human life is expected to be innovative by increasing social, economic, political and personal, including all areas of life across the multi-disciplinary skills. Particularly, in the field of robotics and next-generation games with robots, by multidisciplinary contributions and interaction, convergence between technology is expected to accelerate more and more. The purpose of this study is that by new interface model beyond the technical limitations of the "human-robot interface technology," until now and time and spatial constraints and through fusion of various modalities which existing human-robot interface technologies can't have, the research of more reliable and easy free "human-robot interface technology". This is the research of robot game system which develop and utilizing real time synchronization engine linking between biped humanoid robot and the behavior of the position value of mobile device screen's 3D content (contents), robot (virtual robots), the wireless protocol for sending and receiving (Protocol) mutual information and development of a teaching program of "Direct Teaching & Play" by the study for effective teaching.

An Analysis of Job Roles and Competency Levels Recognized by Teacher Librarians (사서교사가 인식하는 직무 역할과 역량 수준 분석)

  • Juhyeon Park;Bong-Suk Kang;Jeonghoon, Lim;Sang Woo Han
    • Journal of Korean Library and Information Science Society
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    • v.54 no.3
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    • pp.193-221
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    • 2023
  • The purpose of this study is to identify how teacher librarians perceive the importance of each job and the expected job of other teachers and students, and to obtain basic information on their job recognition and to derive their jobs to be improved. To this end, after modifying the 25 jobs selected by Lim Jeong-hoon et al.(2021), 210 librarian teachers were measured for their own importance by job, the expected importance of other teachers and students, and the level of evaluation of their own performance ability. As a result of the analysis, teacher librarians recognized 'reading education and literacy education' as the most important, but recognized 'library event' as the most important task expected of other teachers and students, and recognized that 'library usage guidance' was the most outstanding. In addition, there were nine jobs that needed to be improved.

The Effects of Internal Characteristics of Startups on Corporate Performance through Organizational Commitment (스타트업 내부 특성이 조직 결속을 통해 기업 성과에 미치는영향)

  • Chanuk Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.635-647
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    • 2023
  • In the pursuit of sustained innovation within industries, the consistent emergence of high-growth potential startups is imperative. Despite the government's implementation of diverse investment-based policies aimed at fostering startup initiation, the inherent probability of post-establishment failure for startups remains substantial. This study examines the impact of internal factors on organizational commitment and corporate performance in startups. It emphasizes the significance of learning and networking orientation for commitment across various organizational aspects. Innovativeness affects emotional and normative commitment but not continuance commitment. Financial attributes and global orientation influence continuance commitment, while affective and continuance commitment significantly impact startup performance. Normative cohesion, however, does not significantly affect performance. These findings offer insights for optimizing human resource utilization in startups, benefiting both companies and governments in the evolving startup landscape.

Recommendation System Development of Indirect Advertising Product through Summary Analysis of Character Web Drama (캐릭터 웹드라마 요약 분석을 통한 간접광고 제품 추천 시스템 개발)

  • Hyun-Soo Lee;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.15-20
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    • 2023
  • This paper is a study on the development of an artificial intelligence (AI) system algorithm that recommends indirect advertising products suitable for character web dramas. The goal of this study is to increase viewers' content immersion and help them understand the story of the drama more deeply by recommending indirect advertising products that are suitable for writing lines for web dramas. In this study, we analyze dialogue and plot using the natural language processing model GPT, and develop two types of indirect advertising product recommendation systems, including prop type and background type, based on the analysis results. Through this, products that fit the story of the web drama are appropriately placed, allowing indirect advertisements to be exposed naturally, thereby increasing viewer immersion and enhancing the effectiveness of product promotion. There are limitations of artificial intelligence models, such as the difficulty in fully understanding hidden meanings or cultural nuances, and the difficulty in securing sufficient data for learning. However, this study will provide new insights into how AI can contribute to the production of creative works, and will be an important stepping stone to expand the possibilities of using natural language processing models in the creative industry.

Survey-based unstructured data analysis to predict flipped learning performance (플립드러닝 성과를 예측하기 위한 설문조사 기반의 비정형 데이터 분석)

  • Chayoung Kim;Yoon Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.519-524
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    • 2023
  • The study summarizes the experience of operation in the application of flipped learning to various IT-related liberal arts subjects, and proposes a specific application method. So far, most of the studies have analyzed various strategies and learner responses to flipped learning. Currently, it is the time when teachers, who are the main operators of the flipped learning class, need to study how to provide immediate feedback and application while running the relevant courses. Studies related to this are gradually coming out. In general, most of the studies on sharing reference materials through the results after applying various strategies such as developing the structure of class operation by instructors themselves, combining them with discussion classes, or developing various contents. This study proposes a method to analyze how various strategies can be applied in the subject and obtain results simultaneously with class operation by analyzing unstructured data, which is a survey that can receive immediate feedback.

Implementation of a Mobile App for Companion Dog Training using AR and Hand Tracking (AR 및 Hand Tracking을 활용한 반려견 훈련 모바일 앱 구현)

  • Chul-Ho Choi;Sung-Wook Park;Se-Hoon Jung;Chun-Bo Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.927-934
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    • 2023
  • With the recent growth of the companion animal market, various social issues related to companion animals have also come to the forefront. Notable problems include incidents of dog bites, the challenge of managing abandoned companion animals, euthanasia, animal abuse, and more. As potential solutions, a variety of training programs such as companion animal-focused broadcasts and educational apps are being offered. However, these options might not be very effective for novice caretakers who are uncertain about what to prioritize in training. While training apps that are relatively easy to access have been widely distributed, apps that allow users to directly engage in training and learn through hands-on experience are still insufficient. In this paper, we propose a more efficient AR-based mobile app for companion animal training, utilizing the Unity engine. The results of usability evaluations indicated increased user engagement due to the inclusion of elements that were previously absent. Moreover, training immersion was enhanced, leading to improved learning outcomes. With further development and subsequent verification and production, we anticipate that this app could become an effective training tool for novice caretakers planning to adopt companion animals, as well as for experienced caretakers.