• Title/Summary/Keyword: Educational Broadcasting

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Educational Paradigm Shift from E-Learning to Mobile Learning Toward Ubiquitous Learning

  • Gelogo, Yvette;Kim, Hye-jin
    • International Journal of Internet, Broadcasting and Communication
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    • v.4 no.1
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    • pp.8-12
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    • 2012
  • The purpose of this study is to review the possible effect of the learning paradigm shift from traditional method to ubiquitous learning. What are the societal issues that need to be address in order to design a new pedagogical platform trending from e-learning to m-learning and now the u-learning? That without the proper study of how learning environment may affect the learning process of an individual will lead to poor quality of education. This new era of learning environment offer a big opportunity for "anytime, anywhere" learning. Thus, Lifelong learning is at hand of everyone. Maximizing the benefit of new trend will be a great help and addressing the limitations will lead to quality education.

DTV VOD Transmission based on CE-HTML and RSS (CE-Html 및 RSS를 이용한 DTV VOD 전송)

  • Jung, Jae-Woo;Park, Byung-Jin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.11a
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    • pp.357-360
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    • 2009
  • 2008년 IPTV를 시작으로 IP망을 통한 서비스가 본격적으로 시작되었으나 VOD 전송에 있어 대부분의 서비스가 On-demand 형태로 원하는 것을 찾아가서 시청 및 다운로드 받는 형태였다. 시청자 편의와 네트워크의 효율적인 활용을 위해 RSS(Really Simple Syndication)를 활용하여 CE-HTML(Consumer Electronics-HTML)이 탑재된 DTV수신기에 VOD를 전송하는 방법을 소개한다. 본 논문에서는 제안한 전송 기술을 이용하여 시청자는 CE-HTML 브라우저로 RSS 주소를 다운받아 저장하고 삭제하며 DTV 수신기에 설치된 RSS Application 은 저장된 RSS 주소를 활용하여 주기적으로 VOD 데이터를 가져간다. 시청자는 자신이 원하는 VOD가 다운로드 되면 시청한다. 인터넷을 효율적으로 활용하여 DTV 수신기에 풍부한 VOD 서비스를 제공할 수 있는 기술을 제안한다.

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A Study on Metaverse Learning Based on TPACK Framework

  • Jee Young, Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.56-62
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    • 2023
  • In the educational environment of the post-COVID-19 era, metaverse learning, which can improve the disadvantages of online learning and improve learning outcomes, is attracting attention. Metaverse is expected to play an important role as a learning experience platform (LXP) that can provide immersion and experience for learners. In order to successfully introduce and utilize metaverse learning that utilizes the metaverse platform, teachers' knowledge of metaverse-related technologies and pedagogical convergence is important. So far, teacher knowledge for educational use of the metaverse has not been explored. In this regard, this study explored the TPACK (Technological, Pedagogical And Content Knowledge) framework as a teacher's knowledge system for metaverse learning. Based on this, this study designed the class contents of metaverse learning. The results of this study are expected to diffuse the importance of TPACK required for metaverse learning and contribute to the development of teachers' competence.

Applying Machine Learning approaches to predict High-school Student Assessment scores based on high school transcript records

  • Nguyen Ba Tien;Hoai-Nam Nguyen;Hoang-Ha Le;Tran Thu Trang;Chau Van Dinh;Ha-Nam Nguyen;Gyoo Seok Choi
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.261-267
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    • 2023
  • A common approach to the problem of predicting student test scores is based on the student's previous educational history. In this study, high school transcripts of about two thousand candidates, who took the High-school Student Assessment (HSA) were collected. The data were estimated through building a regression model - Random Forest and optimizing the model's parameters based on Genetic Algorithm (GA) to predict the HSA scores. The RMSE (Root Mean Square Error) measure of the predictive models was used to evaluate the model's performance.

Research on Content Control Technology using Hand Gestures to Improve the Usability of Holographic Realistic Content

  • Sangwon LEE;Hyun Chang LEE
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.163-168
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    • 2024
  • Technologies that are considered to be a part of the fourth industrial revolution include holograms, augmented reality, and virtual reality. As technology advances, the industry's scale is growing quickly as well. While the development of technology for direct use is moving slowly, awareness of floating holograms-which are considered realistic content-is growing as the industry's scale and rate of technological advancement continue to accelerate. Specifically, holograms that have been incorporated into museums and exhibition spaces are static forms of content that viewers gaze at inertly. Additionally, their use in educational fields is very passive and has a low rate of utilization. Therefore, in order to improve usability from the viewpoint of viewers of realistic content, such as exhibition halls or museums, we introduce realistic content control technology in this study using a machine learning framework to recognize hands. It is anticipated that using the study's findings, manipulating realistic content independently will enhance comprehension of objects presented as realistic content and boost its applicability in the industrial and educational domains.

Speech Watermark Based on Patchwork for Digital Broadcasting (디지털 방송을 위한 패치워크 기반 음성 워터마크)

  • 여인권;김형중;최용희;김기섭
    • Journal of Broadcast Engineering
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    • v.5 no.2
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    • pp.220-226
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    • 2000
  • A novel audio watermark algorithm, the Modified Patchwork Algorithm, is applied to the speech to show that it is effective for digital broadcasting systems. Digital broadcasting system does not separate speech from audio data. However. speech data is very important especially for educational broadcasting. Speech can carry more information than video data. Thus, intellectual property management and protection for speech data is urgent. This paper addresses the technical issues, speech watermark algorithm, and its robustness against malicious attacks.

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Research on Digital Content Development for AR-Based Traditional Craft Education and Training -Focusing on Lacquer Thread Sculpture-

  • HaiBiao-Huang;LingJing-Zheng;Seuc-HO Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.72-79
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    • 2024
  • This study focuses on combining traditional craft lacquer thread sculpture and augmented reality (AR) technology to develop digital educational content. In this way, we not only make it easier and easier for children to learn and understand the traditional craftsmanship of lacquer thread sculpture, but also finds a new direction for traditional craft education. First, through literature research, the production process of traditional craft lacquer thread sculpture is summarized. Through an in-depth understanding of traditional craft lacquer thread sculpture, it provides a theoretical basis for subsequent AR digital content development to achieve educational goals. Next, we used AR technology to design and produce the digital content of the traditional craft lacquer thread sculpture. This study proposes the application of AR technology and the design and production methods of digital content. It is hoped that the methods and experiences we have proposed will not only provide reference for the development of similar digital content in the future, but also provide new educational methods for the inheritance of traditional crafts.

Design of STEAM Education Process applying 3D Printer for Computational Thinking

  • Kim, Woo Yeol
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.23-30
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    • 2018
  • Many practitioners in educational field, recently, are seeking to improve Computational Thinking through SW education. The purpose of this paper was, for promotion of SW education, to design the STEAM education process utilizing 3D printer. The project-based education process emphasized the cooperation in the process of producing common results and proposed a new STEAM education process. The designed products are expected to be used in the elementary school classes by linking with the camp and teacher training programs and the curriculum.

An Elementary technology for broadcasting-communication convergence and incubation algorithm of professional technical engineer (방통 융합을 위한 요소 기술과 전문 기술 인력 양성 알고리즘)

  • Lim, Seung Gag
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.5
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    • pp.243-249
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    • 2008
  • The time of broadcasting-communication convergence is opened by advance of digital information processing technology and communication and broadcasting technologies and becomes the growing model of new industrial fields. In this paper, we analyze the element technology that is opening to the successful broadcasting-communication convergence period, and deal with the manpower incubation algorithm in the university that is aimed to the graduation of creative and ability professional engineer in that field by basis of this. The manpower incubation algorithm deal with the basic education curriculum which is support for the element technology and the educational direction and flowchart in the university for the next generation.

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A Method of Generating Table-of-Contents for Educational Video (교육용 비디오의 ToC 자동 생성 방법)

  • Lee Gwang-Gook;Kang Jung-Won;Kim Jae-Gon;Kim Whoi-Yul
    • Journal of Broadcast Engineering
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    • v.11 no.1 s.30
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    • pp.28-41
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    • 2006
  • Due to the rapid development of multimedia appliances, the increasing amount of multimedia data enforces the development of automatic video analysis techniques. In this paper, a method of ToC generation is proposed for educational video contents. The proposed method consists of two parts: scene segmentation followed by scene annotation. First, video sequence is divided into scenes by the proposed scene segmentation algorithm utilizing the characteristics of educational video. Then each shot in the scene is annotated in terms of scene type, existence of enclosed caption and main speaker of the shot. The ToC generated by the proposed method represents the structure of a video by the hierarchy of scenes and shots and gives description of each scene and shot by extracted features. Hence the generated ToC can help users to perceive the content of a video at a glance and. to access a desired position of a video easily. Also, the generated ToC automatically by the system can be further edited manually for the refinement to effectively reduce the required time achieving more detailed description of the video content. The experimental result showed that the proposed method can generate ToC for educational video with high accuracy.