• Title/Summary/Keyword: Cognitive 콘텐츠

Search Result 485, Processing Time 0.026 seconds

Effectiveness of a Motion Picture Contents in Middle School Career Education (중학교 진로교육에서 동영상 콘텐츠의 교육효과성 및 선호도에 대한 연구)

  • Chung, Yon-Soon;Yu, Byeong-Min;Roh, Kyung-Ran;Lee, Seung-Chul;Park, Hye-Jin
    • Journal of Agricultural Extension & Community Development
    • /
    • v.18 no.1
    • /
    • pp.101-128
    • /
    • 2011
  • The purpose of this study is to find out the effectiveness of instructional method using by a motion picture at cognitive and affective learning domain, and students' preferences for instructional methods in middle school career education. The nonequivalent control group pretest-posttest research design was applied to an experimental group and to a control group. A pair of 75students from four classes participated in an experiment. The results show higher learning achievements both of cognitive and affective domains in experimental group than in control group. Higher students' preferences for instructional methods were found in experimental group than in control group. It is concluded that a motion picture could give a more concrete experience and a more pleasure to students than traditional lecture. Higher learning achievements in cognitive and affective learning domain of career education and higher preferences were came out in consequence of using a motion picture.

Implementation of Spectrum Sensing Module based on IEEE 802.22 WRAN (IEEE 802.22 WRAN 기반 스펙트럼 센싱 모듈 구현)

  • Lee, Hyun-So;Kim, Kyung-Seok
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.3
    • /
    • pp.39-48
    • /
    • 2009
  • The Spectrum Sensing technology is the core technology of the Cognitive Radio (CR) system that is one of the future wireless communication technologies. This is the technology that temporarily allocates the frequency bandwidth by scanning surrounding wireless environments to keep licensed terminals and search the unused frequency bandwidth. In this paper, we implement the efficient Spectrum Sensing methods based on CR technology in an embedded board. The DVB-H signal with the 6MHz bandwidth is used as the RF input signal. And we confirm the Spectrum Sensing result using Modified Periodogram Method, Welch's Method, SCF Method. And also, We examine the execution speed of each of detailed functions and the performance of Spectrum Sensing methods on TI320C6416 DSP board inserted in an embedded board.

Implementation of Spectrum Sensing Module using STFT Method (STFT 기법을 적용한 스펙트럼 센싱 모듈 구현)

  • Lee, Hyun-So;Kang, Min-Kyu;Moon, Ki-Tak;Kim, Kyung-Seok
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.1
    • /
    • pp.78-86
    • /
    • 2010
  • The Spectrum Sensing Technology is the core technology of the Cognitive Radio (CR) System that is one of the future wireless communication technologies. In this paper, we proposed the efficient Spectrum Sensing Method using the Short Time Fourier Transform (STFT) that is the algorithm for Time-Frequency analysis of the raw data. Applied window function to STFT algorithm is a Kaiser window, it is piled up its 50% range. For the simulation, the DVB-H signal with the 6MHz bandwidth is used as the Input Signal. And we confirm the Spectrum Sensing result using Modified Periodogram Method, Welch's Method for compared with Short Time Fourier Transform Algorithm. And also, Spectrum Sensing Module is implemented using embedded board.

Definition of XML DTD for CBT dynamic item bank construction (CBT 동적 문제은행 구성을 위한 XML DTD 정의)

  • 정휘웅;윤애선;권혁철
    • Proceedings of the Korean Society for Cognitive Science Conference
    • /
    • 2002.05a
    • /
    • pp.9-14
    • /
    • 2002
  • 인터넷에 기반한 학습 콘텐츠가 보편화됨에 따라 이에 대한 사용자들의 요구도 다양화되고 있다. 이중 컴퓨터에 기반한 평가(CBT: Computer Based Test) 시스템은 학술적으로나 경제적으로 최근 그 방법론이 평가 및 개발 분야에 있어 다양하게 진행되고 있다. 그러나 현재 개발된 대부분의 CBT 시스템 환경은 관계형 데이터베이스에 기반하여 개발되었기 때문에 다양한 형태의 문제를 구현하기 어려울 뿐만 아니라, 관리 측면에서도 높은 비용을 요구한다. 본 연구는 이러한 문제점이 문항 정보는 동적인데 비해, 기존 전산 정보 환경은 정적인 것에서 비롯되었다 보고, 이에 대한 구조적 해결책을 제시하기 위해 최근 그 사용이 급증하고 있는 XML(eXtensible Markup Language)을 이용하였다. 컴퓨터 환경 관점과 문항 저작 관점 모두를 충족시키기 위해 XML의 요소(element) 정의는 컴퓨터 친화적(computer friendly) 요소와 콘텐츠 친화적(computer friendly) 요소로 분류하고, 각 요소별로 중복되지 않는 정보 유형을 추출하였다. 본 연구결과를 활용할 경우 기존 관계형 데이터베이스에 비해 동적인 정보를 손쉽게 구현할 수 있을 뿐만 아니라, 다른 XML 문서와 동기화 작업을 거칠 경우 문항 세트를 손쉽게 확장할 수 있어 경제적이고 관리가 용이하여 관련 분야 연구를 촉진할 것이다.

  • PDF

Hangeul Character Classification Model Based on Cognitive Theory and ART Neural Network (인지이론과 ART 신경회로망에 기반한 한글 문자 분류 모델)

  • Park Joong-Yang;Park Jae-Heung;Jang Jae-Hyuk
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.5
    • /
    • pp.33-42
    • /
    • 2005
  • In this paper, we propose a new training algorithm for improving pattern classification performance of ART neural network. The proposed train algorithm restricts unnecessary cluster generation and transition, applies the location extraction algorithm, and operates the reset system based on the agreement between the present learning pattern and the initial pattern. As a result, repetitive input of a pattern does not generate a new cluster and mis-recognition rate decreases.

  • PDF

Cognitive process to evaluate serious games for the elderly

  • Kim, Sung-Jin;Kim, Mi-Jin
    • International Journal of Contents
    • /
    • v.6 no.3
    • /
    • pp.30-37
    • /
    • 2010
  • This paper aims to propose a cognitive evaluation model to be utilized in designing game devices and developing relevant software with the purpose of the prevention of dementia of the elderly among various types of serious games for the elderly intending to improve their physical, mental or social capability. Firstly, a serious game for the elderly has been developed based on the guidelines of the areas pertaining to existing hardware, software and contents. Secondly, a pre-experiment of the game targeting specialists has been conducted in order to re-establish a cognitive evaluation model for the developed result. Thirdly, the cognitive evaluation model for the serious game for the elderly that intends to improve their cognitive capacity has been materialized based on the experiment results. Given the fact that the scope of game contents, most of which used to be focused on teenagers, have been gradually expanding to cover wider range of social classes than ever before, it is expected that the results of this study could be utilized as a model that can verify the games and their contents with special purposes based on the cognitive evaluation of the users.

User's Emotion Modeling on Dynamic Narrative Structure : towards of Film and Game (동적 내러티브 구조에 대한 사용자 감정모델링 : 영화와 게임을 중심으로)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.1
    • /
    • pp.103-111
    • /
    • 2012
  • This paper is a basic study for making a system that can predict the success and failure of entertainment contents at the initial stage of production. It proposes the user's emotion modeling of dynamic narrative on entertainment contents. To make this possible, 1) dynamic narrative emotion model is proposed based on theoretical research of narrative structure and cognitive emotion model. 2) configuring the emotion types and emotion value, proposed model of three emotion parameter(desire, expectation, emotion type) are derived. 3)To measure user's emotion in each story event of dynamic narrative, cognitive behavior and description of user(film, game) is established. The earlier studies on the user research of conceptual, analytic approach is aimed of predicting on review of the media and user's attitude, and consequently these results is delineated purely descriptive. In contrast, this paper is proposed the method of user's emotion modeling on dynamic narrative. It would be able to contributed to the emotional evaluation of entertainment contents using specific information.

Evaluation for the cognition and usability of HUD while driving (주행 중 운전자의 HUD 인지성과 활용성 평가)

  • Yun, BoRam;Park, DaEun;Kim, BoKyung;Cho, JuYung;Park, YungKyung
    • Science of Emotion and Sensibility
    • /
    • v.17 no.3
    • /
    • pp.117-128
    • /
    • 2014
  • As the main cause of car accidents is driver distraction, HUD utilization is important to boost drivers' front-observing. Recently, As HUD includes a variety of contents products have appeared on market, the possibility increases cognitive load while driving. The purpose of this study is that currently being used HUD contents how much affect drivers while driving. To investigate about it, the experiment is examined cognitive aspect with utilization aspect of different gender and illuminance environment. The study provides, in accordance with the internal and external illuminance, the visibility make a difference. The gap between the internal and external illuminance is higher, the visibility is better. Also, this study confirms that HUD's awareness of contents depends on driving information. Drivers concentrate more on higher related driving contents than lower ones.

A Study on Composition and Utilization of Digital Literacy Education elements Using Open Contents (오픈 콘텐츠를 활용한 디지털 리터러시 학습 요소 구성과 활용)

  • Hong, Myunghui;Lee, Soonyoung
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.6
    • /
    • pp.711-721
    • /
    • 2018
  • The development of artificial intelligence technology and the shift to a software-driven society are raising the need for digital literacy education on how to access, understand, use, create and share new open content in a variety of sustainable open content. At this point in time, this paper defines the digital literacy as the subliteracy concept for data, tools, and device elements. It is defined as a concept that includes cognitive and non-cognitive abilities and is stratified by computer literacy, ICT literacy, and information literacy. Open content is also defined as teaching-learning materials that can be used and shared freely by anyone, such as the Open Education Resource (OER) and the Open Access movement. Based on the two definitions, a three-step strategy for digital literacy education was developed to select open content in the digital environment, followed by a digital literacy education plan, and finally, an education frame to foster digital literacy capabilities.

Contents-based digital still-image protection using OCL (OCL을 이용한 콘텐츠 기반의 정지영상 보호 기법 연구)

  • Yoo, Hyouck-Min;Shin, Jin-Wook;Park, Dong-Sun;Yoon, Sook
    • Korean Journal of Cognitive Science
    • /
    • v.21 no.1
    • /
    • pp.145-156
    • /
    • 2010
  • This paper presents a new contents-based digital still image protection method which includes a copyright message. Since the existing method using gradient values used a pixel based $3{\times}3$ Sobel operator, it was sensitive to attacks and could not extract exact copyright message. Therefore, in this paper, we present a algorithm which uses block based OCL(Orientation Certainty Level) instead of pixel. The experimental results show that the proposed scheme not only has good image quality, but also is robust to JPEG lossy compression, filtering, sharpening, blurring and noise. Moreover, the proposed algorithm has good performance more than 10% in rotation attacks than the existing method.

  • PDF