• Title/Summary/Keyword: Audio Contents

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The Production of CD-ROM for the Class and the Development of Effective Master Plan Applied by It -In the Point of Wearing Korean Traditioinal Costume for First Grade of Junior Middle School Students in Home Economics Teaching- (수업용 CD-ROM 제작 및 이를 적용시킨 효과적인 학습지도안 개발 -중학교 1학년 가정 한복 입기를 중심으로-)

  • 이은선;김병미
    • Journal of Korean Home Economics Education Association
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    • v.11 no.2
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    • pp.13-26
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    • 1999
  • The goals of this research are for producing and optimizing the CD-ROM, effective and practical Teaching-Learning method. It consists of Wearing Korean Traditional Costume for the First Grade of Middle School Students in Home Economics Teaching. This research’s summarization is following. First, the multi-media material. CD-ROM making use of Powerpoint. Wearing Korean Traditional Costume, is produced to help the students learn the difficult contents in terms of video and audio. Second, it is introduced the model of Open Education for increasing the efficiency of class. Third, it is developed to proceed the class with the CD-ROM and small group study of place activity. Fourth, it helps students concentrate on the class with proper sound effect whenever the slide films are changed. And it helps to link the web sites related to Korean Traditional Costume. Finally, another kinds of suggestions are following. The effective verification of this software that is tested and applied at the field for a given period will be necessary. And, it is necessary to upgrade for the CD-ROM and the supplementary teaching materials in Korean Traditional Costume education.

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The Impact of e-Learning System Characteristics on Learner Committment and Satisfaction (e-러닝 시스템 특성이 학습자 몰입과 학습만족에 미치는 영향)

  • Jang, Jung-Ju;Ko, Il-Sang;Jeong, Cheol
    • Journal of Information Technology Applications and Management
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    • v.15 no.1
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    • pp.99-116
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    • 2008
  • This study explores the impacts of e-learning system characteristics on learner committment and satisfaction by surveying the firms utilizing e-learning systems for learning. In the study, we have, first, drawn the key factors and instruments to measure e-learning system characteristics through intensive literature review. Second, we have investigated whether the characteristics contribute to increasing learner's commitment and satisfaction. Finally, we have examined the mediating effect of learner's commitment between the characteristics of e-learning system and learner satisfaction. We have conducted a survey on the employees having experience in using e-learning systems for learning, and collected a total of 93 responses. The results of a statistical analysis show the following: First, expression and interaction affect the learner's commitment. The results indicate that a learner should engage in e-learning and ultimately be more committed on it when there is a coherence in design and organization of learning contents, and when the system offers various multimedia options including audio, sound, image, graphics, etc. Second, leaner's commitment leads to higher learning satisfaction. Finally, our results show that the commitment plays a mediating role between learner characteristics (expression, control, and trust) and learner satisfaction.

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A study of effective contents construction for AR based English learning (AR기반 영어학습을 위한 효과적 콘텐츠 구성 방향에 대한 연구)

  • Kim, Young-Seop;Jeon, Soo-Jin;Lim, Sang-Min
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.10 no.4
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    • pp.143-147
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    • 2011
  • The system using augmented reality can save the time and cost. It is verified in various fields under the possibility of a technology by solving unrealistic feeling in the virtual space. Therefore, augmented reality has a variety of the potential to be used. Generally, multimodal senses such as visual/auditory/tactile feed back are well known as a method for enhancing the immersion in case of interaction with virtual object. By adapting tangible object we can provide touch sensation to users. a 3D model of the same scale overlays the whole area of the tangible object; thus, the marker area is invisible. This contributes to enhancing immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In this paper, sound feedback is considered. By further improving immersion learning augmented reality for children with the initial step learning content is presented. Augmented reality is in the intermediate stages between future world and real world as well as its adaptability is estimated more than virtual reality.

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A Comparison of Korean EFL Learners' Oral and Written Productions

  • Lee, Eun-Ha
    • English Language & Literature Teaching
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    • v.12 no.2
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    • pp.61-85
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    • 2006
  • The purpose of the present study is to compare Korean EFL learners' speech corpus (i.e. oral productions) with their composition corpus (i.e. written productions). Four college students participated in the study. The composition corpus was collected through a writing assignment, and the speech corpus was gathered by audio-taping their oral presentations. The results of the data analysis indicate that (i) As for error frequency, young adult low-intermediate Korean EFL learners showed high frequency in determiners (mostly, indefinite articles), vocabulary (mostly, semantic errors), and prepositions. The frequency order did not show much difference between the speech corpus and the composition corpus; and (ii) When comparing the oral productions with the written productions, there were not many differences between them in terms of the contents, a style (i.e., colloquial vs. literary), vocabulary selection, and error types and frequency. Therefore, it is assumed that the proficiency in oral presentation of EFL learners at this learning stage heavily depends on how much/how well they are able to write. In other words, EFL learners' writing and speaking skills are closely co-related. It implies that the teacher does not need to separate teaching how to speak from teaching how to write. The teacher may use the same methods or strategies to help the learners improve their English speaking and writing skills. Furthermore, it will be more effective to teach writing before speaking since they have more opportunities to write than speak in the EFL contexts.

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A Novel Algorithm for Dot Pattern Recognition with Reading Pen (펜학습기의 도트 패턴 인식을 위한 새로운 알고리즘)

  • Park, Hye-bin;Joung, Jinoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.5
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    • pp.165-171
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    • 2017
  • Reading Pen is used mostly in educational purpose, yet its possibility is great as an input device for various IT devices. Reading Pen recognizes tiny dot patterns printed in papers, converts the patterns to corresponding codes, and plays audio contents that match the codes. Recognizing dot patterns and converting to the codes are the main function of Reading Pens, on which we focus and propose a novel algorithm. Such technology is never open to public and this paper is the first open attempt in this area. We test the algorithm and obtain 85% recognition ratio.

Design and Implement of Terrestrial & Satellite integrated DMB receiver for Personalized Broadcasting Services (개인 휴대형 방송 서비스를 위한 지상파/위성 통합 DMB 수신기 설계 및 구현)

  • Cho, Yong-Hoon;Kim, Won-Yong;Choi, Soon-Pil;Oh, Se-In;Choi, Jeong-Hoon
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.289-291
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    • 2007
  • The Digital Multimedia Broadcasting(DMB) system is developed to offer high quality audio-visual multimedia contents to the uses by the various portable terminals in the mobile environment. Integrated complex reception platform is required to receive multimedia broadcasting services transmitted from various transmission media. In this paper, we present the design and implementation technic for providing the both of terrestrial and satellite DMB services simultaneously using the same hardware platform. The implemented complex receiving terminal to accommodate these DMB services simultaneously need composed of it RF module. it baseband module, it complex control module and the complex de-multiplexer module. The complex control module is designed using uClinux operating system. The complex de-multiplexer, which perform the functions of the address decoder and each DMB stream de-multiplexer, is implemented. with FPGA device. The implemented platform is tested in a real environment and its performance is satisfied with required performance criteria.

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Design and Implementation of Korean Voice Web Browser (한국어 음성 웹브라우저 설계 및 구현)

  • Jang, Young-Gun;Jo, Kyoung-Hwan
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.458-466
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    • 2001
  • This paper is addressed to a design and implementation of Korean voice web browser using voice technologies for controling web browser and selecting contents in the web document, and converting them to voice after HTML analysis. Main feature of this web browser is universal design which considers both of normal person and visual disabled, allows multi-modal interface. As voice interface for visual disabled, it supports tree structure which allows to recognize web document structure easily by only voice guidance regardless of frame usage, can handle all elements described as tag in the web document, identify them as predefined different voice property according to element property. This method gets rid of additional guidance voice for element property without audio style sheet or additional programming effort.

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Augmented Multimedia E-commerce System using Person Wide Web (Person Wide Web 기술을 활용한 증강형 멀티미디어 상거래)

  • Han, Sang-Sook;Kim, Byung-Ho;Eun, Seong-Bae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.1
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    • pp.81-88
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    • 2011
  • Augmented multimedia is a technology to provide additional informations to mobile devices when multimedia contents like video, audio and images are being played. Person Wide Web, PWW, is a scheme for acquiring a link and browsing a corresponding web pages on mobile devices, in which the link is attached any object and space in real world. In this paper we proposed an augmented multimedia E-commerce application system based on PWW scheme which can browse additional informations from video play on public spaces, and implemented on Microsoft Silverlight platform. We showed that the proposed system can support effectively the augmented multimedia E-commerce.

Design and implementation of Distance Learning System using 3 Dimensional Animation Control Technology (3차원 애니메이션 제어 기술을 활용한 원격교육시스템 설계 및 개발)

  • Im, Choong-Jae
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.109-116
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    • 2016
  • Distance learning systems that teacher and learner(s) are located at remote have been in progress in a way that directly transfer the video and audio. To get the interest of learners and effectiveness of education or to overcome the poor network environment, various methods utilizing computer graphics in the distance learning system have been attempted. This paper describes a design and implementation of a distance learning system using 3D animation control technology based on Kinect and network game technology. Distance learning system designed and implemented in this paper is a good example of combining education and game technology. And I expect to be used at various educational contents in the future.

Adaptation for Object-based MPEG-4 Content with Multiple Streams (다중 스트림을 이용한 객체기반 MPEG-4 컨텐트의 적응 기법)

  • Cha Kyung-Ae
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.3
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    • pp.69-81
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    • 2006
  • In this paper, an adaptive algorithm is proposed in streaming MPEG-4 contents with fluctuating resource amount such as throughput of network conditions. In the area of adaptive streaming issue, a lot of researches have been made on how to represent encoded media(such as video) bitstream in scalable way. By contrast, MPEG-4 supports object-based multimedia content which is composed of various types of media streams such as audio, video, image and other graphical elements. Thus, it can be more effective to provide individual media streams in scalable way for streaming object-based content to heterogeneous environment. The proposed method provides the multiple media streams corresponding to an object with different qualities and bit rate in order to support object based scalability to the MPEG-4 content. In addition, an optimal selection of the multiple streams for each object to meet a given constraint is proposed. The selection process is adopted a multiple choice knapsack problem with multi-step selection for the MPEG-4 objects with different scalability levels. The proposed algorithm enforces the optimal selection process to maintain the perceptual qualities of more important objects at the best effort. The experimental results show that the set of selected media stream for presenting objects meets a current transmission condition with more high perceptual quality.

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