• 제목/요약/키워드: Interactive learning

검색결과 503건 처리시간 0.026초

Repeated Overlapping Coalition Game Model for Mobile Crowd Sensing Mechanism

  • Kim, Sungwook
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권7호
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    • pp.3413-3430
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    • 2017
  • With the fast increasing popularity of mobile services, ubiquitous mobile devices with enhanced sensing capabilities collect and share local information towards a common goal. The recent Mobile Crowd Sensing (MCS) paradigm enables a broad range of mobile applications and undoubtedly revolutionizes many sectors of our life. A critical challenge for the MCS paradigm is to induce mobile devices to be workers providing sensing services. In this study, we examine the problem of sensing task assignment to maximize the overall performance in MCS system while ensuring reciprocal advantages among mobile devices. Based on the overlapping coalition game model, we propose a novel workload determination scheme for each individual device. The proposed scheme can effectively decompose the complex optimization problem and obtains an effective solution using the interactive learning process. Finally, we have conducted extensive simulations, and the results demonstrate that the proposed scheme achieves a fair tradeoff solution between the MCS performance and the profit of individual devices.

스마트 지원 수업 설계에서 초등 예비교사들이 보이는 스마트 도구에 대한 인식과 활용의 차이 (Differences between Pre-service Elementary Teachers' Perceptions and Designs on Smart Tools in Developing Smart-based Lesson Materials)

  • 강은희
    • 한국초등과학교육학회지:초등과학교육
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    • 제37권1호
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    • pp.66-79
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    • 2018
  • The purpose of this study is to explore how pre-service elementary teachers perceive and use smart learning environments. For this purpose, 23 pre-service elementary teachers who took theory and practice in a science education course were asked to develop lesson materials using smart tools and make a self-report questionnaire. These data were categorized in an instructional, exploratory, and interactive approach, depending on how they guided students to access knowledge and information. As a result of the study, pre-service teachers perceived the smart tools as the exploratory and interactive learning tools to be used for students to actively search for and interact with data and knowledge. But in developing lesson materials, they usually used the smart tools for resource sharing and communication in the instructional manner. In conclusion, the gap between their perception of smart tools and lesson materials, and the educational implications will be discussed.

유비쿼터스 환경구현을 위한 3차원 e러닝 시스템 (A study of the 3 Dimensional E-Learning System for Ubiqitous Environment)

  • ;박수홍
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2006년도 춘계종합학술대회
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    • pp.1019-1022
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    • 2006
  • Advances in interactive multimedia and Internet technologies present an array of options that allow the development of very effective training programs. Interactive training is the delivery and management of training using Internet. The trainee actively participates in the training/learning sessions by means of a user-friendly interface that empowers the participant with a sense of control over what they are teaming and the pace at which they are teaming. In this paper, we show process on the development of 3 dimensional e-learing system for Ubiqitous Environment using 3 dimensional supersonic sensor.

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Interaction art using Video Synthesis Technology

  • Kim, Sung-Soo;Eom, Hyun-Young;Lim, Chan
    • International Journal of Advanced Culture Technology
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    • 제7권2호
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    • pp.195-200
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    • 2019
  • Media art, which is a combination of media technology and art, is making a lot of progress in combination with AI, IoT and VR. This paper aims to meet people's needs by creating a video that simulates the dance moves of an object that users admire by using media art that features interactive interactions between users and works. The project proposed a universal image synthesis system that minimizes equipment constraints by utilizing a deep running-based Skeleton estimation system and one of the deep-running neural network structures, rather than a Kinect-based Skeleton image. The results of the experiment showed that the images implemented through the deep learning system were successful in generating the same results as the user did when they actually danced through inference and synthesis of motion that they did not actually behave.

웹기반 다차원 민군겸용 인터액티브 디지털 콘텐츠의 효과적인 구현 방안 (An Effective Implementation Method for Dual Use of Web-based Multidimensional Interactive Digital Contents)

  • 강석훈;김대청
    • 안보군사학연구
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    • 통권3호
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    • pp.197-242
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    • 2005
  • Active catalog is a kind of digital content that enables consumers to test the functions and features of products from their PCs as if they were using it in real life, by simulating the actions and responses of the product. This new type of interactive digital content can be used extensively to make sales personnel training manuals, sales tools, user manuals and user trouble shooting documents. With active catalogs, companies will be able to compare different designs, show actions according to different functions, and evaluate user reaction to new products without having to produce a single physical prototype or mock-up. At the same time, consumers will be able to understand and 'operate' the product and make well-informed purchase decisions. In this paper, we present a visual event-driven modeling tool, PlayMo, for creating active catalogs, analyze the advantages of using PlayMo, describe the event-driven method used by PlayMo and also introduce two enhanced characteristics of the Event Flow Chart with which the events in PlayMo are structured. Interactive digital content by using the PlayMo3D makes easy, simple and effective design for e-learning, e-catalogue, e-marketing/sales, e-prototyping, customer support, etc. Through its application-ready 3D function visualization solution, engineers and designers can rapidly turn a CAD design model into a 3D interactive virtual product, and the effective function prototyping job can be also completed within a minute.

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양방향 온라인 수업의 문제 지점과 개선 방안 연구 (A study on pain points and improvement plans for interactive online classes)

  • 이지은
    • 한국인터넷방송통신학회논문지
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    • 제20권6호
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    • pp.137-144
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    • 2020
  • 코로나 19의 확산으로 온라인 수업에 대한 수요가 증가하고 있다. 이에 대학들은 다양한 형태의 온라인 강의를 도입하고 있으나 현장에서는 여러가지 문제들이 발생하고 있다. 학습자들은 강의와 시스템 품질에 대한 불만을 제기하고 있으며, 교수들은 온라인 수업 준비 및 진행에 대한 어려움을 호소하고 있다. 본 연구에서는 양방향 온라인 강의의 수업 상황을 분석하고, 수업 상황에서 교수자가 느끼는 불편함을 유형화 하였다. 연구자는 이러한 문제를 해결하기 위한 방안을 시스템과 행정적 요소로 나누어 제안하였다. 양방향 온라인 강의의 안정적 정착은 대학의 디지털 전환을 촉진할 것이다.

개방·공유·참여의 대학 교육환경 구축 사례 (A Framework for Open, Flexible and Distributed Learning Environment for Higher Education)

  • 강명희;유지원
    • 지식경영연구
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    • 제9권4호
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    • pp.17-33
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    • 2008
  • This study proposes University 2.0 as a model case of open, flexible, and distributed learning environment for higher education based on theoretical foundations and perspectives. As web 2.0 technologies emerge into the field of education, ways of generating and disseminating information and knowledge have been drastically changed. Professors are no longer the only source of knowledge. Students using internet often become prosumers of knowledge who search and access information through the web as well as publish their own knowledge using the web. A concept and framework of University 2.0 is introduced for implementing the new interactive learning paradigm with an open, flexible and distributed learning environment for higher education. University 2.0 incorporates online and offline learning environments with various educational media. Furthermore, it employs various learning strategies and integrates formal and informal learning through learning communities. Both instructors and students in University 2.0 environment are expected to be active knowledge generators as well as creative designers of their own learning and teaching.

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E-learning의 교육적 기술의 활용에 관한 연구 (The Study on the educational technology utilization of E-learning)

  • 김경우
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2014년도 제49차 동계학술대회논문집 22권1호
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    • pp.189-191
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    • 2014
  • This paper provides an overview of the E-learning service education on the last decade, In the early 2000's the emphasis of educational technology was on interactive multimedia- stand alone packages on computer hard disks or portable memory, which integrated a range of media forms in the lately. Customers handle finding the best sources of content.The system then uses social signals such as those coming from Facebook, Twitter, LinkedIn, delicious as well as clicks and views. The SNS and network infrastructure is sufficiently mature that the focus should shift to how to use the technology most appropriately to facilitate learning. As we study environmental conditions of the traditional internet and the mobile internet users in some ways. In this paper, analyze the nature of learning, role of educational and suggest alternative policy, innovation of e-learning service and effective e-learning environment in developing technology.

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Impact of the Fidelity of Interactive Devices on the Sense of Presence During IVR-based Construction Safety Training

  • Luo, Yanfang;Seo, JoonOh;Abbas, Ali;Ahn, Seungjun
    • 국제학술발표논문집
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    • The 8th International Conference on Construction Engineering and Project Management
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    • pp.137-145
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    • 2020
  • Providing safety training to construction workers is essential to reduce safety accidents at the construction site. With the prosperity of visualization technologies, Immersive Virtual Reality (IVR) has been adopted for construction safety training by providing interactive learning experiences in a virtual environment. Previous research efforts on IVR-based training have found that the level of fidelity of interaction between real and virtual worlds is one of the important factors contributing to the sense of presence that would affect training performance. Various interactive devices that link activities between real and virtual worlds have been applied in IVR-based training, ranging from existing computer input devices (e.g., keyboard, mouse, joystick, etc.) to specially designed devices such as high-end VR simulators. However, the need for high-fidelity interactive devices may hinder the applicability of IVR-based training as they would be more expensive than IVR headsets. In this regard, this study aims to understand the impact of the level of fidelity of interactive devices in the sense of presence in a virtual environment and the training performance during IVR-based forklift safety training. We conducted a comparative study by recruiting sixty participants, splitting them into two groups, and then providing different interactive devices such as a keyboard for a low fidelity group and a steering wheel and pedals for a high-fidelity group. The results showed that there was no significant difference between the two groups in terms of the sense of presence and task performance. These results indicate that the use of low-fidelity interactive devices would be acceptable for IVR-based safety training as safety training focuses on delivering safety knowledge, and thus would be different from skill transferring training that may need more realistic interaction between real and virtual worlds.

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집단보상과 협동기술 훈련이 초등학생의 과학성취도와 학습동기에 미치는 효과 (The Effects of the Group Reward and Cooperative Skill Training on the Science Achievement and Learning Motivation of Elementary Students)

  • 박수경
    • 한국지구과학회지
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    • 제27권2호
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    • pp.121-129
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    • 2006
  • 본 연구는 협동학습에서 소집단 경쟁을 유도하는 집단보상과 소집단 구성원의 결속을 강조하는 협동기술 훈련의 효과를 비교하기 위하여 시도되었다. 이를 위하여 초등학교 6학년 3개 학급을 대상으로 문제중심 협동학습을 실시하였고 2개 학급에서는 각각 집단보상과 협동기술 훈련을 실시하였다. 학업성취도 면에서 이질적으로 구성된 소집단별로 진행된 협동학습 후에 세 집단의 과학성취도와 학습동기 점수를 성취도 수준별로 비교 분석하였다. 본 연구의 결과, 첫째, 집단보상과 협동기술 훈련이 과학성취도에 영향을 미쳤으며 학습자의 학업성취 수준에 따른 차이가 나타났다. 즉 성취 수준 상위인 학습자에게는 집단보상이 협동기술 훈련보다 효과적인 반면 하위인 학습자에게는 협동기술 훈련이 집단보상보다 효과적이었으며 중위인 학습자는 집단보상과 협동기술 훈련이 모두 효과적인 것으로 나타났다. 둘째, 집단보상과 협동기술 훈련이 학습동기에 영향을 미쳤으나 학습자의 학업성취 수준과는 관련이 없었다. 학습동기의 하위요소별로는 주의력 요소에는 효과가 없었으나 자신감과 만족감 요소에는 효과가 나타났다.