• 제목/요약/키워드: Educational Broadcasting

검색결과 184건 처리시간 0.029초

A Study on the Direction of the Korea Educational Broadcasting System's Strategy for Overseas Expansion (EBS 해외진출 확산 전략의 방향성 모색)

  • Son, Hong-Seok;Whang, Sang-Chai
    • Journal of Digital Convergence
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    • 제17권5호
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    • pp.333-346
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    • 2019
  • The purpose of this study is to find out the direction of overseas expansion strategy that should be established as a public broadcaster and a media company in order to overseas expand Korea EBS's. This study used a literature research method to analyze the related literature and data for analyzing strategies of major global media companies and overseas public service broadcasters (PSBs). As a result of the research, it suggests that the direction of EBS overseas expansion should approach both commercial business diversification and fulfillment of public responsibility. In particular, it suggests that transferring project of Korea's educational broadcasting system to developing country should be developed as a core business for spreading overseas expansion. In a follow-up study, it is necessary to carry out a research that suggests a comprehensive strategy of overseas expansion of EBS based on the result of this study.

Automatic Summary Method of Linguistic Educational Video Using Multiple Visual Features (다중 비주얼 특징을 이용한 어학 교육 비디오의 자동 요약 방법)

  • Han Hee-Jun;Kim Cheon-Seog;Choo Jin-Ho;Ro Yong-Man
    • Journal of Korea Multimedia Society
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    • 제7권10호
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    • pp.1452-1463
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    • 2004
  • The requirement of automatic video summary is increasing as bi-directional broadcasting contents and various user requests and preferences for the bi -directional broadcast environment are increasing. Automatic video summary is needed for an efficient management and usage of many contents in service provider as well. In this paper, we propose a method to generate a content-based summary of linguistic educational videos automatically. First, shot-boundaries and keyframes are generated from linguistic educational video and then multiple(low-level) visual features are extracted. Next, the semantic parts (Explanation part, Dialog part, Text-based part) of the linguistic educational video are generated using extracted visual features. Lastly the XMI- document describing summary information is made based on HieraTchical Summary architecture oi MPEG-7 MDS (Multimedia I)escription Scheme). Experimental results show that our proposed algorithm provides reasonable performance for automatic summary of linguistic educational videos. We verified that the proposed method is useful ior video summary system to provide various services as well as management of educational contents.

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Development of the Intelligent Multi-Casting System (지능형 멀티 캐스팅 방송 시스템의 개발)

  • Lim Chan-Ho
    • Journal of Korea Society of Industrial Information Systems
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    • 제10권4호
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    • pp.90-96
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    • 2005
  • This paper develops a multi-casting system could be used in a school and hospital and government and municipal public offices. The developed multi-casting system uses various educational multimedia titles effectively and is capable of remote control by using a network(LAN). The developed system includes speaker control module that make individual or group broadcasting, AV contents control module for using a diverse educational multimedia title effectively and light control module. The system uses RS-485C communication module and the effective control system interface based on GUI.

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Design and Implementation of Scratch-based Science Learning Environment Using Non-formal Learning Experience

  • Ko, Hye-Kyeong
    • International journal of advanced smart convergence
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    • 제8권2호
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    • pp.170-182
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    • 2019
  • In this paper, we use scratch to design and develop non-formal learning experiences that are linked with contents of secondary science textbook to educational programs. The goal of this paper is to develop a convenient and interesting program for non-formal learning in a learning environment using various smart device. Theoretical approaches to mobile education, such as smartphones, and smart education support policies continue to lead to various research efforts. Although most of the smart education systems developed for students who have difficulty in academic performance are utilized, they are limited to general students. To solve the problem, the learning environment was implanted by combining the scratch, which is an educational programming that can be easily written. The science education program proposed in this paper shows the result of process of programming using ICT device using scratch programming. In the evaluation stage, we were able to display the creations and evaluate each other, so that we could refine them more by sharing the completed ideas.

Exploring Low-Cost Grid-based Tactile Instruments for Understanding and Reproducing Shapes for People with Visual Impairments

  • Yeojin Kim;Jiyeon Han;Uran Oh
    • International journal of advanced smart convergence
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    • 제12권3호
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    • pp.127-140
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    • 2023
  • While tools exist for blind people to understand shapes, these are not commercially available nor affordable and often require the assistance of sighted people. Thus, we designed two low-cost grid-based tactile tools using toggle buttons (TogGrid) and cotton balls (CottonGrid). To assess the potential of these as an educational tool, we conducted a user study with 12 people with visual impairments where they were asked to understand and reproduce shapes under different conditions. Although CottonGrid is relatively cheap and easy to make, findings show that TogGrid was perceived to be better in terms of perceived easiness, task completion time, accuracy, and preference in general. Particularly, participants valued TogGrid for enabling them to identify and correct errors. Based on the findings, we provide implications for utilizing toggle buttons for designing educational instruments for learning and expressing shapes for blind people.

A Study of the digital making educational system and growth (디지털 영상교육의 특성과 발전 방향에 관한 연구)

  • Hahm, Hyun
    • Proceedings of the KAIS Fall Conference
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    • 한국산학기술학회 2007년도 추계학술발표논문집
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    • pp.420-421
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    • 2007
  • 디지털 기술 발전에 따른 현상은 새로운 영상 제작 분야의 원동력이 되고 있다. 이러한 상황에서 교육기관에서 담당하고 있는 디지털 영상 제작 교육의 활성화와 저변확대는 산업현장과 연계될 수 있도록 실무중의 교육으로 발전되고 있는 것이 특징이다. 또한 디지털 장비의 저변확대에 따른 다양한 디지털 콘텐츠의 생산은 새로운 디지털 문화를 형성하는 원동력이 되고 있다.

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The Study on Smart Personal Educational Broadcasting System (스마트 개인 교육 방송 시스템 연구)

  • Jeong, Sun-Min;Lee, Taek-Koo;Kim, Byung-Keon
    • Proceedings of the Korea Information Processing Society Conference
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    • 한국정보처리학회 2015년도 추계학술발표대회
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    • pp.504-506
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    • 2015
  • 현재 방송 시스템은 서버-클라이언트 방식을 사용한다. 서버-클라이언트 구조는 방송 영상이 항상 서버에 업로드 되고 클라이언트에 서비스해주는 방식이다. 이러한 시스템의 문제점은 서비스가 많아질수록 네트워크가 혼잡해진다는 것이다. 본 논문에서는 방송 솔루션으로서 방송자 단말PC에 소형의 서버를 구축해서 클라이언트에게 스트리밍 하는 시스템을 연구해 네트워크 혼잡을 최소화하고 효율적인 방송을 할 수 있는 방송 시스템을 제안한다.

Reconsideration on the Scientific Educational Validity of EBS Education Broadcasting (EBS 교육방송 강의의 과학교육적 타당성에 관한 재고)

  • Shin, In-Hyun;Lim, Dhong-Il
    • Journal of the Korean earth science society
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    • 제25권4호
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    • pp.232-241
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    • 2004
  • The purpose of this study is to investigate the educational validity of EBS education broadcasting. The purpose of science education is not only to improve metacognition, but also to make student acquire scientific knowledge. So, this study present the question of whether EBS education broadcasting could raise students' metacognition or not. At ㅂ highschool, the VOD texts provided by EBS education broadcasting was used for all curriculums including science in 2002 and 2003. It was accepted that the model wpuld be using considered VOD texts as materials and focusing on students' voluntary acting. But the students couldn't be given a stimulus raising metacognition by these models. The metacognition such as metaknowledge, metaexperience, and monitoring must be mediated during school hours for valuable science lessons. First, the manipulation such as teacher's pertinent question or comment reminding students about the materials was connected with teaming subject. Second, it is important for students to do an analogical experiment in odor to experience the reality. Third, feedback and the scripts of students' conversation must be given to students to monitor their own learning process.

Affective Computing in Education: Platform Analysis and Academic Emotion Classification

  • So, Hyo-Jeong;Lee, Ji-Hyang;Park, Hyun-Jin
    • International journal of advanced smart convergence
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    • 제8권2호
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    • pp.8-17
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    • 2019
  • The main purpose of this study isto explore the potential of affective computing (AC) platforms in education through two phases ofresearch: Phase I - platform analysis and Phase II - classification of academic emotions. In Phase I, the results indicate that the existing affective analysis platforms can be largely classified into four types according to the emotion detecting methods: (a) facial expression-based platforms, (b) biometric-based platforms, (c) text/verbal tone-based platforms, and (c) mixed methods platforms. In Phase II, we conducted an in-depth analysis of the emotional experience that a learner encounters in online video-based learning in order to establish the basis for a new classification system of online learner's emotions. Overall, positive emotions were shown more frequently and longer than negative emotions. We categorized positive emotions into three groups based on the facial expression data: (a) confidence; (b) excitement, enjoyment, and pleasure; and (c) aspiration, enthusiasm, and expectation. The same method was used to categorize negative emotions into four groups: (a) fear and anxiety, (b) embarrassment and shame, (c) frustration and alienation, and (d) boredom. Drawn from the results, we proposed a new classification scheme that can be used to measure and analyze how learners in online learning environments experience various positive and negative emotions with the indicators of facial expressions.

Rhyme of Truce, Training Program for moral psychology in Cyberspace

  • Cho, JeongHee;Lim, Chan
    • International journal of advanced smart convergence
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    • 제8권1호
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    • pp.176-183
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    • 2019
  • Rhyme of Truce is an educational program that helps you develop the ability to cope with cyber violence rightly. we aim to produce educational contents that will last a long time in the memory of specially children. By combining the room escape game and Leap motion / VR, the program reflects the user's motion and action in real time. The Keyboard Worrier comes into contact with the user and causes violence, and the user who is attacked by the monster see several negative messages written in red and hears abuses sound. Users enter the virtual space decorated as the cyber world. They can experience cyber-violence indirectly but vividly, and if language violence, which has been overlooked and recognized only as "letters", is executed offline, it will directly wonder if cyber-violence should also be regarded as a means of violence. Users have the opportunity to cope with violence autonomously. When a user is attacked by an in-game monster, there are two ways to choose from. First, fighting against with a keyboard (which is a symbol of language violence) just like a monster. Second, report the abuser to cyber bureau police. Both methods make them to escape the room, but when they get out of the room and return to the home and read the message through the monitor, users can recognize which action was right for.