• Title/Summary/Keyword: English Learning Application

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Vocabulary Generation Method by Optical Character Recognition (광학 문자 인식을 통한 단어 정리 방법)

  • Kim, Nam-Gyu;Kim, Dong-Eon;Kim, Seong-Woo;Kwon, Soon-Kak
    • Journal of Korea Multimedia Society
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    • v.18 no.8
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    • pp.943-949
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    • 2015
  • A reader usually spends a lot of time browsing and searching word meaning in a dictionary, internet or smart applications in order to find the unknown words. In this paper, we propose a method to compensate this drawback. The proposed method introduces a vocabulary upon recognizing a word or group of words that was captured by a smart phone camera. Through this proposed method, organizing and editing words that were captured by smart phone, searching the dictionary data using bisection method, listening pronunciation with the use of speech synthesizer, building and editing of vocabulary stored in database are given as the features. A smart phone application for organizing English words was established. The proposed method significantly reduces the organizing time for unknown English words and increases the English learning efficiency.

Development and application of an English Electronic Textbook for Teaching and Learning based on XML (XML기반 영어과 교수학습용 전자교과서 개발 및 적용)

  • Oh, Young-Beom;Lee, Sang-Soo;Seo, Jung-Jin;Kim, Mi-Suk
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.229-240
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    • 2010
  • The purpose of this paper is to develop and apply an electronic English textbook for the teaching and learning of 3rd grade students. For this purpose, the textbook was based on XML to maximize the advantages of the electronic textbook format, and avoid the disadvantages of the CD-ROM that $3^{rd}$ grade classes currently use. After electronic textbook was developed, focus group interview was implemented to confirm the effectiveness of that based on interaction, satisfaction, and interests. As a result of this study, interaction, satisfaction, and interests of students will be improved through the use of electronic textbook and it is anticipated self-directed learning ability will be improved. Also, we anticipate that the students' learning effectiveness will be enhanced.

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Effect of Application of Ensemble Method on Machine Learning with Insufficient Training Set in Developing Automated English Essay Scoring System (영작문 자동채점 시스템 개발에서 학습데이터 부족 문제 해결을 위한 앙상블 기법 적용의 효과)

  • Lee, Gyoung Ho;Lee, Kong Joo
    • Journal of KIISE
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    • v.42 no.9
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    • pp.1124-1132
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    • 2015
  • In order to train a supervised machine learning algorithm, it is necessary to have non-biased labels and a sufficient amount of training data. However, it is difficult to collect the required non-biased labels and a sufficient amount of training data to develop an automatic English Composition scoring system. In addition, an English writing assessment is carried out using a multi-faceted evaluation of the overall level of the answer. Therefore, it is difficult to choose an appropriate machine learning algorithm for such work. In this paper, we show that it is possible to alleviate these problems through ensemble learning. The results of the experiment indicate that the ensemble technique exhibited an overall performance that was better than that of other algorithms.

A Study on Effective Learning Methods Using Artificial Intelligence (인공지능을 활용한 효율적인 학습 방법에 대한 연구)

  • Lee, Haeun;Ju, Hanbin;Bae, Junhyeong;Yoon, Hyunyoung;Kang, Seongkyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.170-171
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    • 2022
  • Recently, artificial intelligence has been widely used in various fields. Traditionally, students have studied in cramming methods rather than self-directed learning through schools and numerous extracurricular activities. In order to alleviate the problem of injection-type education, students can be expected to improve their self-directed learning skills by considering the level of students through the artificial intelligence English word app. In this paper, we will propose ways to utilize artificial intelligence for efficient learning.

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LOCK - TOEIC Application Development Study-based Android (안드로이드 기반의 LOCK-TOEIC 어플리케이션 개발에 관한 연구)

  • Ok, Jun Hyun;Kang, Gu Yeal;Kang, Dong Hoon;Lee, Jong Hyen;Moon, Song Chul
    • Journal of Service Research and Studies
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    • v.3 no.2
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    • pp.61-74
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    • 2013
  • Lately, We have experienced increasing of Smartphone. Therefore we have experienced increasing of Application for Smartphone. This study suggested Lock-Toeic Learning Application using the smartphone. English the universal language of the world. TOEIC need to get job in Korea. It should be able to learn using LOCK-TOEIC Application of smartphone. This study add an Lock Screen Learning differentiate function of other smartphone application. We can expect Iteration learning effect using this study of Loch TOEIC smatphone application.

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Learning Model and Application of New Preceding Layer Driven MLP Neural Network (새로운 Preceding Layer Driven MLP 신경회로망의 학습 모델과 그 응용)

  • 한효진;김동훈;정호선
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.28B no.12
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    • pp.27-37
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    • 1991
  • In this paper, the novel PLD (Preceding Layer Driven) MLP (Multi Layer Perceptron) neural network model and its learning algorithm is described. This learning algorithm is different from the conventional. This integer weights and hard limit function are used for synaptic weight values and activation function, respectively. The entire learning process is performed by layer-by-layer method. the number of layers can be varied with difficulty of training data. Since the synaptic weight values are integers, the synapse circuit can be easily implemented with CMOS. PLD MLP neural network was applied to English Characters, arbitrary waveform generation and spiral problem.

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A Learning System for English Based on Android Platform (안드로이드 기반 실시간 영어 학습 시스템 구현)

  • Noh, Hye-jin;Lee, Sue-jin;Lee, Sue-hyeon;Yoon, Yong-ik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.1410-1413
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    • 2012
  • 최근 스마트 시대에 디지털 컨버젼스(digital convergence)의 대표기기로 대두되고 있는 태블릿 PC는 휴대전화와 컴퓨터의 기능을 바탕으로 장소의 제한 없이 네트워크에 접속할 수 있다. 이는, 개인의 일상생활에서 큰 영향을 미치고 있는 실정이다. 10년 이상 e러닝이 주도해 온 IT교육시장에서 스마트러닝으로의 변화는 새로운 플랫폼을 구축하는 그 이상의 의미를 가진다. 스마트 러닝은 기존의 수직적인 학습방식을 수평적, 참여적, 지능적, 그리고 상호작용적인 방식으로 전환하여 학습의 효과를 높였다. 이러한 트랜드를 반영하여 스마트러닝의 장점을 극대화 시킬 수 있는 학습자 중심의 컨버젼스 러닝시스템(learning system)을 구현하고자 하였다. 또한, 영어의 중요성이 대두되면서 영어 인증시험에 대한 관심이 날로 커지고 있다. 그리하여 바쁜 일상생활 중에서 시간과 장소에 구애 받지 않고 태블릿 PC를 통하여 영어 인증시험을 공부할 수 있는 어플리케이션을 기획하였다. 본 LEMON(Learn English Mobile ON-air) 앱(application)은 영어 학습 시간이 충분하지 않은 대학생 및 직장인 등을 대상으로 TOEIC, TOEFL, TOEIC SPEAKING 영어 인증시험에 대한 학습이 가능하도록 구현하였다.

The Application of the Bodysonic System to L2 Learning

  • Suzuki, Kaoru
    • Proceedings of the KSPS conference
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    • 2000.07a
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    • pp.96-104
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    • 2000
  • The Bodysonic system was invented on the basis of 'Bone Conduction Theory,' which states that people feel sounds with their whole body. The Bodysonic system is used for L2 (English) learning at Aichi Women's Junior College. In recent years we have developed some unique methodology related to use of the Bodysonic system. In Japan it is difficult for adult L2 learners to acquire the prosody of a foreign language. A language laboratory using the Bodysonic system has been suggested as one way to eradicate such adult L2 problems. The Bodysonic system changes sounds into vibrations. It makes it easy for learners to acquire the prosody of a foreign language because humans can convey information, through their tactile organs. In addition, this system was originally designed to make people relax, so it can also help minimize learner anxiety. The effect of Bodysonic vibrations on language learning has already been proven by some experiments. The Bodysonic system appears to be an ideal teaching method for adult to learn a foreign language.

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Investigating the perception of instructors on the use of virtual reality education (가상현실 교육적 활용에 대한 교수자의 인식조사)

  • Kim, Ji-Hyo;Park, Seong-Man;Lee, Young-Lim;Joo, Mee-Ran;Park, Eun-Seo;Park, Jong-Tae
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.11-19
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    • 2021
  • The purpose of the study is to explore a plan for effective education using virtual reality in English education. In order to achieve the purpose of the study, the perception of English education using virtual reality was comprehensively investigated and analyzed for teachers(n=20) in the field of English education. The results of the study reveal the followings: 1) Teachers are positively aware of the necessity of English education using virtual reality, but most teachers complained of a psychological burden on education using virtual reality; 2) negative responses were somewhat higher than positive responses to the expectation that virtual reality-based English content would be practical in the educational field; 3) In order to increase the effectiveness of English education using virtual reality, it is necessary to share experiences for educational experience of virtual reality and need to provide various virtual reality contents; and 4) For virtual reality educational application, there is a high demand for teaching and learning method education and training using virtual reality and provision of guidelines for education using virtual reality.

English Vocabulary Learning Application Development Applying Forgetting Curve and Match Result Based Rating System (망각곡선과 대결 기반 순위 결정 시스템을 적용한 영어 단어 학습 어플리케이션 개발)

  • Youm, Kiho;Oh, Kyoungsu;Chun, Youngjae
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.151-160
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    • 2015
  • This paper presents English vocabulary memorization system using forgetting curve to automatically adjust the vocabulary difficulty to match learner's level. Our system will decide the appropriate repetition cycle, depending on the number of memorizing words through the forgetting curve, then requires an iterative learning. No matter what learners know or do not know, words are reviewed. To save time by reviewing some words which have the highest probability that learners forget. And it provides vocabulary based on learner level, which makes learner maintain their interest and achievement. A general system provides vocabularies which difficulty matches with evaluated ones, or randomly provides some vocabularies without consideration of users' level. But we apply the "Glicko" system which is being used in the online chess game ranking system to adjust the vocabulary's difficulty. We utilize the system used in the one-by-one player system to our vocabulary-human system. As a result, learners's level and the vocabularies's difficulty is measured in the review process. Moreover it maximizes the performance of English vocabulary memorization by applying feedbacks from practice testing and distributed learning.