• Title/Summary/Keyword: Interactive Computer Design

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Web Hypermedia Resources Reuse and Integration for On-Demand M-Learning

  • Berri, Jawad;Benlamri, Rachid;Atif, Yacine;Khallouki, Hajar
    • International Journal of Computer Science & Network Security
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    • v.21 no.1
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    • pp.125-136
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    • 2021
  • The development of systems that can generate automatically instructional material is a challenging goal for the e-learning community. These systems pave the way towards large scale e-learning deployment as they produce instruction on-demand for users requesting to learn about any topic, anywhere and anytime. However, realizing such systems is possible with the availability of vast repositories of web information in different formats that can be searched, reused and integrated into information-rich environments for interactive learning. This paradigm of learning relieves instructors from the tedious authoring task, making them focusing more on the design and quality of instruction. This paper presents a mobile learning system (Mole) that supports the generation of instructional material in M-Learning (Mobile Learning) contexts, by reusing and integrating heterogeneous hypermedia web resources. Mole uses open hypermedia repositories to build a Learning Web and to generate learning objects including various hypermedia resources that are adapted to the user context. Learning is delivered through a nice graphical user interface allowing the user to navigate conveniently while building their own learning path. A test case scenario illustrating Mole is presented along with a system evaluation which shows that in 90% of the cases Mole was able to generate learning objects that are related to the user query.

Design and Implementation of Android-based Open U-Learning System for Improve Learning Effect : Focusing on 2009 revised science education courses (학습 효과 증진을 위한 안드로이드 기반의 개방형 U-러닝 시스템 설계 및 프로토타입 제작 : 2009년 개정 과학과 교육 과정 중심으로)

  • Kim, Youn-Soo;Lee, Ju-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.10
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    • pp.135-149
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    • 2014
  • This study proposed the ubiquitous learning system by finding the difficulties which students have in learning the course of science and analyzing the current learning applications that are used commercially. Through case studies, we found 4 problems. First, the request of long learning time by most of the existing video-based learning applications. Second, it is impossible to know their level of learning due to the lack of open learning contents. Third, it is difficult for learners to participate in interactive learning. Fourth, there are educational contents without considerations on the level of learners. To refine the difficulties due to these problems, we designed and implemented a new ubiquitous learning system which applies the small learning contents for short-term learning, open learning system and enhanced hierarchical learning contents. The system was implemented based on Android. It provides learners with useful science education. We conducted a questionnaire for third grade middle school students in order to show that the proposed system has a good educational effects. The questionnaire asks for the differences between the proposed ubiquitous learning system and the existing learning application. We concluded that the proposed system is better than the existing application by using t-test for improvement of learning effects using feedback with which students participate in interactive learning but not in unidirectional learning, and share the learning result.

Design and Implementation of Web-based Automatic Study Evaluation System (웹 기반 학습평가 자동화 시스템의 설계 및 구현)

  • Jeong, Yong-Gi;Choe, Eun-Man
    • The KIPS Transactions:PartD
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    • v.9D no.2
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    • pp.289-296
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    • 2002
  • The web, which is most actively used in the internet environment, is changing educational system. Students usually prefer the interactive and multimedia learning aids based on web applications and web media to static web pages. The former is known to enhance the effectiveness of learning. This paper proposes a study system which involves effective adaptation to the various changing factors of learners' progress and the corresponding automated evaluation system. Conventional evaluation utilizes normalized method, where the learning objectives generally set by the instructors or educational operators/administrators are usually pursued rather than the interest of the individual learners, which is not ideal for the computer-based learning. Web-based project-oriented learning system provokes the mutual participations among the users, operators, and administrators in understanding the jobs to be performed and the effort to enhance the progressive developments of knowledge and application capabilities. In this Paper, an automated evaluation system is implemented, where the instructors and web-operators/administrators work as hosts for education. The learners take advantage of user-oriented comparative learning and pattern design. The design and implementation of the project-oriented evaluation methods performed in the internet/intranet environments are discussed.

Hologram based Internet of Signage Design Using Raspberry Pi

  • Timur, Khudaybergenov;Han, Jungdo;Cha, Jae-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.35-41
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    • 2019
  • This paper propose design of remotely controllable hologram based interactive signage. General idea is organization of work of hologram signage through using Raspberry Pi hardware platform and Intel realsense r200 for interaction opportunity. Remote content management is based on Screenly software solution. Open CV based solutions are used for content controlling on the spectators side. Represented work describe of using of the 3D content rendering algorithm based on 3D gaming technology Unity 5. An experimental model was carried out with the purpose of IoS designing, to 3D data visualization and to introduce a new method for visualizing and displaying 3D data on a hologram pyramid signage. Description of working model of hologram signage is given in this paper.

Multi-scale Texture Synthesis (다중 스케일 텍스처 합성)

  • Lee, Sung-Ho;Park, Han-Wook;Lee, Jung;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.2
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    • pp.19-25
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    • 2008
  • We synthesize a texture with different structures at different scales. Our technique is based on deterministic parallel synthesis allowing real-time processing on a GPU. A new coordinate transformation operator is used to construct a synthesized coordinate map based on different exemplars at different scales. The runtime overhead is minimal because this operator can be precalculated as a small lookup table. Our technique is effective for upsampling texture-rich images, because the result preserves texture detail well. In addition, a user can design a texture by coloring a low-resolution control image. This design tool can also be used for the interactive synthesis of terrain in the style of a particular exemplar, using the familiar 'raise and lower' airbrush to specify elevation.

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Development of the Job Mapping Diagram for a Service Design (서비스 설계를 위한 Job Mapping Diagram 개발)

  • Oh, Hyung-Sool;Yoo, Jung-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.2
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    • pp.165-174
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    • 2013
  • Depending on point of view, a service can be defined as interactions between customers and service providers or service delivery processes or customer's experiences. To develop and design a new service, the most of approaches presented in the previous researches represent a service mainly by the interactive activities or functions between customers and providers. The critical features of services which differentiate services from physical products are the inseparability that production and consumption occur at the same time and the heterogeneity that each customer ask their requirements to providers. To reflect the characteristics on the service model, we have to include contextual features in the service model. For the purpose, we define a service as the process of solving the customer's problems and a service is structured into three components: contacts, informations, and activities. We suggest the job mapping diagram to model a service process by the three components and then apply it to a hotel service process and compare the result with it of a blueprint.

Analysis of Interaction Items in the Virtual Reality Game Interface (가상현실 게임 인터페이스의 상호작용 아이템 비교분석에 관한 연구)

  • Kang, Ho-Seong;Kim, Jung-Yoon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.185-195
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    • 2018
  • As virtual reality technology has gained popularity from people, various contents have appeared. Virtual reality game making good use of virtual reality device has received lots of attention from users and market. A number of virtual reality games have been developed. Virtual reality game allows users to feel presence and flow to be maximized through virtual reality device. A user can interact with several items through interface of device in display environment of virtual reality. This study was find a way to arouse an interest and induce users to be immersed in virtual reality game by maximizing above mentioned characteristics. This study was analyze interaction items in popular virtual reality game and interface design methods before presenting design methods. This study was make a comparative analysis of interface design methods centering on virtual reality game cases and examine a link between interface and interaction items. Through this study, it is expected that this will be a prior study that will be the basis for designing interfaces for virtual reality games that are more presence.

Design and Implementation of Smart Self-Learning Aid: Micro Dot Pattern Recognition based Information Embedding Solution (스마트 학습지: 미세 격자 패턴 인식 기반의 지능형 학습 도우미 시스템의 설계와 구현)

  • Shim, Jae-Youen;Kim, Seong-Whan
    • Annual Conference of KIPS
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    • 2011.04a
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    • pp.346-349
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    • 2011
  • In this paper, we design a perceptually invisible dot pattern layout and its recognition scheme, and we apply the recognition scheme into a smart self learning aid for interactive learning aid. To increase maximum information capacity and also increase robustness to the noises, we design a ECC (error correcting code) based dot pattern with directional vector indicator. To make a smart self-learning aid, we embed the micro dot pattern (20 information bit + 15 ECC bits + 9 layout information bit) using K ink (CMYK) and extract the dot pattern using IR (infrared) LED and IR filter based camera, which is embedded in the smart pen. The reason we use K ink is that K ink is a carbon based ink in nature, and carbon is easily recognized with IR even without light. After acquiring IR camera images for the dot patterns, we perform layout adjustment using the 9 layout information bit, and extract 20 information bits from 35 data bits which is composed of 20 information bits and 15 ECC bits. To embed and extract information bits, we use topology based dot pattern recognition scheme which is robust to geometric distortion which is very usual in camera based recognition scheme. Topology based pattern recognition traces next information bit symbols using topological distance measurement from the pivot information bit. We implemented and experimented with sample patterns, and it shows that we can achieve almost 99% recognition for our embedding patterns.

A Design and Implementation of The Deep Learning-Based Senior Care Service Application Using AI Speaker

  • Mun Seop Yun;Sang Hyuk Yoon;Ki Won Lee;Se Hoon Kim;Min Woo Lee;Ho-Young Kwak;Won Joo Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.23-30
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    • 2024
  • In this paper, we propose a deep learning-based personalized senior care service application. The proposed application uses Speech to Text technology to convert the user's speech into text and uses it as input to Autogen, an interactive multi-agent large-scale language model developed by Microsoft, for user convenience. Autogen uses data from previous conversations between the senior and ChatBot to understand the other user's intent and respond to the response, and then uses a back-end agent to create a wish list, a shared calendar, and a greeting message with the other user's voice through a deep learning model for voice cloning. Additionally, the application can perform home IoT services with SKT's AI speaker (NUGU). The proposed application is expected to contribute to future AI-based senior care technology.

The Design and Implementation of an Editor Composing DTD and SGML Document (DTD/SGML 문서 저작 도구의 설계 및 구현)

  • Hyeon, Deuk-Chang;Lee, Su-Yeon
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.4
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    • pp.944-954
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    • 1997
  • This study addreses the design and implrmentation of korean SGML(Standard Generalized Markup Langu-age)editor capable of ggenerating DTD(Document Type Definition)s,which can be used at the same time to gen-erate HTML documents as well] as SGML documents using interactive method.HTML is an appkication of SGML and HTML DTD is defined according to the syntax of SGML.Therefore it is possible to generate HTML documents of any versions by replacing the corresponding DTDs and using the implemented editor.This system has been implemented using GUI such as Motif and UIL(User Interface Language)in X-window system and C-language for common modules of functions.

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