• Title/Summary/Keyword: Adaptive Contents

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A Case Study of Equitable Access to Quality Technology Uses in a Low-Resourced Rural Elementary School (농촌 초등학교에서 디지털격차 해소를 위한 테크놀로지 활용 수업 사례 연구)

  • Han, Seungyeon;Han, Insook
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.224-233
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    • 2021
  • The aim of this study was to describe how a teacher used technologies to improve underserved student's learning in a low-resourced rural elementary classroom and provide implications for teachers' use of technology. The in-depth case study was conducted in a one-student classroom setting that isolated the fifth grader from social and collaborative learning opportunities. The qualitative data was collected in forms of classroom observation field notes, teacher interviews, student interviews and student's reflection journals. Findings are as follows: First, technology partakes an import role in a one-student classroom to support student's collaborative learning. Second, to overcome a digital divide, the teacher created a technology-enhanced environment with alternative methods of her own and supplemented teacher-created resources. Third, the teacher used technologies to support adaptive instruction based on student's needs.

Effect of Big 5 Personality Trait on a Game Behavior of Game Users (Big 5 성격이 게임이용자의 게임행동에 미치는 영향)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.317-332
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    • 2019
  • The purpose of this study is to analyze the personality trait of game users' game behavior and to investigate the differences according to demographic variables. For research, questionnaire survey was conducted for game users of 10~ 40's, and the collected data was analyzed and processed using the statistics package program SPSS 20.0. The results of the study showed that the Big 5 personality traits had a significant impact on game use, and in the case of Conscientiousness, most of them were positive for use of Adaptive games and most of them had negative effects on Maladaptive game use. Even in personal characteristics, a variable showing a significant influence on game use was found, which showed meaningful effects in game platform, game frequency, and occupation. In subsequent research, it is necessary to identify the variables such as types of games or platforms that can reflect characteristics of games, and to understand what kind of roles play in the relationship between game user characteristics and game use behavior.

Virtual Control of Optical Axis of the 3DTV Camera for Reducing Visual Fatigue in Stereoscopic 3DTV

  • Park, Jong-Il;Um, Gi-Mun;Ahn, Chung-Hyun;Ahn, Chie-Teuk
    • ETRI Journal
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    • v.26 no.6
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    • pp.597-604
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    • 2004
  • In stereoscopic television, there is a trade-off between visual comfort and 3-dimensional (3D) impact with respect to the baseline-stretch of a 3DTV camera. It is necessary to adjust the baseline-stretch at an appropriate the distance depending on the contents of a scene if we want to obtain a subjectively optimal quality of an image. However, it is very hard to obtain a small baseline-stretch using commercially available cameras of broadcasting quality where the sizes of the lens and CCD module are large. In order to overcome this limitation, we attempt to freely control the baseline-stretch of a stereoscopic camera by synthesizing the virtual views at the desired location of interval between two cameras. This proposed technique is based on the stereo matching and view synthesis techniques. We first obtain a dense disparity map using a hierarchical stereo matching with the edge-adaptive multiple shifted windows. Then, we synthesize the virtual views using the disparity map. Simulation results with various stereoscopic images demonstrate the effectiveness of the proposed technique.

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Adaptive Watermarking for MP3 Copyright Protections Using Psychological Acoustics (심리음향 분석을 이용한 MP3 저작권 보안을 위한 적응적 워터마킹)

  • Lee, Kyeong-Hwan
    • The Journal of the Acoustical Society of Korea
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    • v.32 no.1
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    • pp.64-70
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    • 2013
  • In this paper, we suggest a new audio watermarking method for audio contents copyrights that can efficiently provide protection from MP3 compression attacks. Watermarks were inserted at the coefficients repeatedly from low frequencies to high frequencies after DCT transform in commonly used Cox's spread spectrum method. Because the methods using arbitrary coefficients are not effective, we use the new weight functions that make small losses for the watermark coefficients during attacks, using psychological acoustics. In the results of various sound clips, the suggested method had overall better outcomes than the Cox's method by preserving watermarks and reducing distortions of the original sounds.

Stereo Vision Based 3-D Motion Tracking for Human Animation

  • Han, Seung-Il;Kang, Rae-Won;Lee, Sang-Jun;Ju, Woo-Suk;Lee, Joan-Jae
    • Journal of Korea Multimedia Society
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    • v.10 no.6
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    • pp.716-725
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    • 2007
  • In this paper we describe a motion tracking algorithm for 3D human animation using stereo vision system. This allows us to extract the motion data of the end effectors of human body by following the movement through segmentation process in HIS or RGB color model, and then blob analysis is used to detect robust shape. When two hands or two foots are crossed at any position and become disjointed, an adaptive algorithm is presented to recognize whether it is left or right one. And the real motion is the 3-D coordinate motion. A mono image data is a data of 2D coordinate. This data doesn't acquire distance from a camera. By stereo vision like human vision, we can acquire a data of 3D motion such as left, right motion from bottom and distance of objects from camera. This requests a depth value including x axis and y axis coordinate in mono image for transforming 3D coordinate. This depth value(z axis) is calculated by disparity of stereo vision by using only end-effectors of images. The position of the inner joints is calculated and 3D character can be visualized using inverse kinematics.

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Automatic Electronic Cleansing in Computed Tomography Colonography Images using Domain Knowledge

  • Manjunath, KN;Siddalingaswamy, PC;Prabhu, GK
    • Asian Pacific Journal of Cancer Prevention
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    • v.16 no.18
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    • pp.8351-8358
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    • 2016
  • Electronic cleansing is an image post processing technique in which the tagged colonic content is subtracted from colon using CTC images. There are post processing artefacts, like: 1) soft tissue degradation; 2) incomplete cleansing; 3) misclassification of polyp due to pseudo enhanced voxels; and 4) pseudo soft tissue structures. The objective of the study was to subtract the tagged colonic content without losing the soft tissue structures. This paper proposes a novel adaptive method to solve the first three problems using a multi-step algorithm. It uses a new edge model-based method which involves colon segmentation, priori information of Hounsfield units (HU) of different colonic contents at specific tube voltages, subtracting the tagging materials, restoring the soft tissue structures based on selective HU, removing boundary between air-contrast, and applying a filter to clean minute particles due to improperly tagged endoluminal fluids which appear as noise. The main finding of the study was submerged soft tissue structures were absolutely preserved and the pseudo enhanced intensities were corrected without any artifact. The method was implemented with multithreading for parallel processing in a high performance computer. The technique was applied on a fecal tagged dataset (30 patients) where the tagging agent was not completely removed from colon. The results were then qualitatively validated by radiologists for any image processing artifacts.

A Novel Bandwidth Estimation Method Based on MACD for DASH

  • Vu, Van-Huy;Mashal, Ibrahim;Chung, Tein-Yaw
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.3
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    • pp.1441-1461
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    • 2017
  • Nowadays, Dynamic Adaptive Streaming over HTTP (DASH) has become very popular in streaming multimedia contents. In DASH, a client estimates current network bandwidth and then determines an appropriate video quality with bitrate matching the estimated bandwidth. Thus, estimating accurately the available bandwidth is a significant premise in the quality of video streaming, especially when network traffic fluctuates substantially. To cope with this challenge, researchers have presented various filters to estimate network bandwidth adaptively. However, experiment results show that current schemes either adapt slowly to network changes or adapt fast but are very sensitive to delay jitter and produce sharply changed estimation. This paper presents a novel bandwidth estimation scheme based on Moving Average Convergence Divergence (MACD). We applied an MACD indicator and its two thresholds to classifying network states into stable state and agile state, based on the network state different filters are applied to estimate network bandwidth. In the paper, we studied the performance of various MACD indicators and the threshold values on bandwidth estimation. Then we used a DASH proxy-based environment to compare the performance of the presented scheme with current well-known schemes. The simulation results illustrate that the MACD-based bandwidth estimation scheme performs superior to existing schemes both in the speed of adaptively to network changes and in stability in bandwidth estimation.

Developing the Web Agent for Supporting and Facilitating Teaching and Learning on the Web (교수-학습 지원을 위한 웹 에이전트(web agent)의 개발)

  • Kang, Shin-Gheon;Han, Seung-Rok;Park, Jung-Whan
    • The Journal of Korean Association of Computer Education
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    • v.6 no.1
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    • pp.87-94
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    • 2003
  • Recently there are many tries and researches for using web agent in education. The agent is a computer program as a common name which takes a role like a proxy or a middle ware for accomplishing the given something on behalf of user. Lately the agent is being used in the various fields. The teaching and learning is the one of those. It is the web agent that support the teaching and learning on the web. It has a concept of the program or the engine is able to do teachers roles on the behalf of him on the web. Not only the web agent is able to do teachers roles on the behalf of him, but also it is a helper that helps learners on the web. The web based teaching and learning environment has the web agent offers the personal and the adaptive information, interface, or contents.

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The study of pain and functional disability scales for low back pain (요통의 통증과 기능장애 평가에 관한 고찰)

  • Lee, Hyun-Jong;Nam, Sang-Soo;Lee, Yun-Ho
    • Journal of Acupuncture Research
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    • v.19 no.2
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    • pp.137-148
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    • 2002
  • Objective : The low back pain was the main reason of receiving acupuncture treatment. Despite its widespread prevalence, objective data assessing the pain and the results of various forms of treatment were difficult to find in korea. In order to compare the value of different types of treatment, it was necessary to use standard and meaningful forms of assessment. Methods : Pain and functional disability scales for low back pain were reviewed for contents, measurement properties and current methodological issues. Results and Conclusions : 1. The SF-36 Bodily Pain Scale and the Graded Chronic Pain Scale were commonly used for the standard pain scale. 2. The Oswestry Disability Questionnaire and the Roland-Morris Disability Questionnaire were commonly used for the standard function scale. 3. When evaluated, there was no definite answer to the results of the treatment. In the literature, the responsiveness of the Roland-Morris Disability Questionnaire ranged from 2 to 8 points but clinically, the ranges should be minimally changed from 2 to 3 points. 4. In the future, scale for low back pain should be standardized in multiple dimension so that the computerized adaptive testing by Item Response Theory could be widely used.

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Design and Implementation of Dynamic Adaptive Contents Plover using Sensor-Device (센서기기 연동형 동적 적응 콘텐트 플레이어의 설계 및 구현)

  • Lee Yong-Ju;Park Choon-Seo;Kim Jung-Keun;Jeong Jin-Hwan;Min Ok-Gee;Kim Hag-Young
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06a
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    • pp.334-336
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    • 2006
  • 최근 들어 인터넷, 인트라넷을 통해 양질의 동영상 데이터를 네트워크 상으로 실시간 또는 사용자의 요구에 따라 전승해 주는 스트리밍 서비스에 대한 요구가 증가하고 있다. 아울러, 유비쿼터스 환경의 도래와 함께 센싱을 통한 다양한 멀티미디어 서비스의 확장이 이루어지고 있으며, 유/무선 환경에서 사용자의 콘텐트에 대한 요구를 끊김 없이/연속 이동을 통해 볼 수 있는 사용자 맞춤형 서비스가 필요로 되고 있다. 이에 본 논문에서는 센서기기를 연동해서 사용자를 인식하고 양질의 동영상을 사용자의 요구 시점에 이동성을 보장하면서 사용자의 다양한 단말 조건을 인식하여 멀티미디어 서비스를 제공하는 내용을 담고 있다.

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