• Title/Summary/Keyword: Internet Based Learning

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A Research on the Audio Utilization Method for Generating Movie Genre Metadata (영화 장르 메타데이터 생성을 위한 오디오 활용 방법에 대한 연구)

  • Yong, Sung-Jung;Park, Hyo-Gyeong;You, Yeon-Hwi;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.284-286
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    • 2021
  • With the continuous development of the Internet and digital, platforms are emerging to store large amounts of media data and provide customized services to individuals through online. Companies that provide these services recommend movies that suit their personal tastes to promote media consumption. Each company is doing a lot of research on various algorithms to recommend media that users prefer. Movies are divided into genres such as action, melodrama, horror, and drama, and the film's audio (music, sound effect, voice) is an important production element that makes up the film. In this research, based on movie trailers, we extract audio for each genre, check the commonalities of audio for each genre, distinguish movie genres through supervised learning of artificial intelligence, and propose a utilization method for generating metadata in the future.

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Effects of Online Social Relationship on Depression among Older Adults in South Korea (노인의 온라인 사회관계가 우울에 미치는 영향)

  • Yoon, Hyunsook;Lee, Othelia;Beum, Kyoungah;Gim, Yeongja
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.623-637
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    • 2016
  • This study examined the importance of social capital in facilitating older adults' learning and adaptation of information technology as well as alleviating depressive symptoms. At two senior community centers in South Korea, 144 adults aged 60 and older were recruited to participate in 12 week-long technology classes to learn computers, smart phone, and internet skills. At the baseline interviews were conducted to assess their health status, depression, and online social relationships. Online and offline social capital (bonding vs. bridging) was assessed (Williams, 2006). Four-step Hierarchical Linear Regression analysis was conducted to examine the effects of online social relationship on depression. Findings suggested that depressive symptoms were associated with being widowed, being unemployed, and perceiving poor health status. Adding social capital variables in the final step, older adults who perceived less stressors, greater level of subjective health and high online bonding capitals had less depressive symptoms. Only online social bonding was significant in alleviating depression. This final model explained 48% of the variance. Computer/Internet training for older adults need to consider the significant role bonding social capital can play. The findings of this pilot study provided a preliminary base of knowledge about acceptable community-based interventions for older adults.

A Study on UI Prototyping Based on Personality of Things for Interusability in IoT Environment (IoT 환경에서 인터유저빌리티(Interusability) 개선을 위한 사물성격(Personality of Things)중심의 UI 프로토타이핑에 대한 연구)

  • Ahn, Mikyung;Park, Namchoon
    • Journal of the HCI Society of Korea
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    • v.13 no.2
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    • pp.31-44
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    • 2018
  • In the IoT environment, various things could be connected. Those connected things learn and operate themselves, by acquiring data. As human being, they have self-learning and self-operating systems. In the field of IoT study, therefore, the key issue is to design communication system connecting both of the two different types of subjects, human being(user) and the things. With the advent of the IoT environment, much research has been done in the field of UI design. It can be seen that research has been conducted to take complex factors into account through keywords such as multi-modality and interusability. However, the existing UI design method has limitations in structuring or testing interaction between things and users of IoT environment. Therefore, this paper suggests a new UI prototyping method. In this paper, the major analysis and studies are as follows: (1) defined what is the behavior process of the things (2) analyzed the existing IoT product (3) built a new framework driving personality types (4) extracted three representative personality models (5) applied the three models to the smart home service and tested UI prototyping. It is meaningful with that this study can confirm user experience (UX) about IoT service in a more comprehensive way. Moreover, the concept of the personality of things will be utilized as a tool for establishing the identity of artificial intelligence (AI) services in the future.

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The study of Defense Artificial Intelligence and Block-chain Convergence (국방분야 인공지능과 블록체인 융합방안 연구)

  • Kim, Seyong;Kwon, Hyukjin;Choi, Minwoo
    • Journal of Internet Computing and Services
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    • v.21 no.2
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    • pp.81-90
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    • 2020
  • The purpose of this study is to study how to apply block-chain technology to prevent data forgery and alteration in the defense sector of AI(Artificial intelligence). AI is a technology for predicting big data by clustering or classifying it by applying various machine learning methodologies, and military powers including the U.S. have reached the completion stage of technology. If data-based AI's data forgery and modulation occurs, the processing process of the data, even if it is perfect, could be the biggest enemy risk factor, and the falsification and modification of the data can be too easy in the form of hacking. Unexpected attacks could occur if data used by weaponized AI is hacked and manipulated by North Korea. Therefore, a technology that prevents data from being falsified and altered is essential for the use of AI. It is expected that data forgery prevention will solve the problem by applying block-chain, a technology that does not damage data, unless more than half of the connected computers agree, even if a single computer is hacked by a distributed storage of encrypted data as a function of seawater.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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Survival network based Android Authorship Attribution considering overlapping tolerance (중복 허용 범위를 고려한 서바이벌 네트워크 기반 안드로이드 저자 식별)

  • Hwang, Cheol-hun;Shin, Gun-Yoon;Kim, Dong-Wook;Han, Myung-Mook
    • Journal of Internet Computing and Services
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    • v.21 no.6
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    • pp.13-21
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    • 2020
  • The Android author identification study can be interpreted as a method for revealing the source in a narrow range, but if viewed in a wide range, it can be interpreted as a study to gain insight to identify similar works through known works. The problem found in the Android author identification study is that it is an important code on the Android system, but it is difficult to find the important feature of the author due to the meaningless codes. Due to this, legitimate codes or behaviors were also incorrectly defined as malicious codes. To solve this, we introduced the concept of survival network to solve the problem by removing the features found in various Android apps and surviving unique features defined by authors. We conducted an experiment comparing the proposed framework with a previous study. From the results of experiments on 440 authors' identified apps, we obtained a classification accuracy of up to 92.10%, and showed a difference of up to 3.47% from the previous study. It used a small amount of learning data, but because it used unique features without duplicate features for each author, it was considered that there was a difference from previous studies. In addition, even in comparative experiments with previous studies according to the feature definition method, the same accuracy can be shown with a small number of features, and this can be seen that continuously overlapping meaningless features can be managed through the concept of a survival network.

Classification Method of Multi-State Appliances in Non-intrusive Load Monitoring Environment based on Gramian Angular Field (Gramian angular field 기반 비간섭 부하 모니터링 환경에서의 다중 상태 가전기기 분류 기법)

  • Seon, Joon-Ho;Sun, Young-Ghyu;Kim, Soo-Hyun;Kyeong, Chanuk;Sim, Issac;Lee, Heung-Jae;Kim, Jin-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.183-191
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    • 2021
  • Non-intrusive load monitoring is a technology that can be used for predicting and classifying the type of appliances through real-time monitoring of user power consumption, and it has recently got interested as a means of energy-saving. In this paper, we propose a system for classifying appliances from user consumption data by combining GAF(Gramian angular field) technique that can be used for converting one-dimensional data to the two-dimensional matrix with convolutional neural networks. We use REDD(residential energy disaggregation dataset) that is the public appliances power data and confirm the classification accuracy of the GASF(Gramian angular summation field) and GADF(Gramian angular difference field). Simulation results show that both models showed 94% accuracy on appliances with binary-state(on/off) and that GASF showed 93.5% accuracy that is 3% higher than GADF on appliances with multi-state. In later studies, we plan to increase the dataset and optimize the model to improve accuracy and speed.

A Study on the Prediction of Strawberry Production in Machine Learning Infrastructure (머신러닝 기반 시설재배 딸기 생산량 예측 연구)

  • Oh, HanByeol;Lim, JongHyun;Yang, SeungWeon;Cho, YongYun;Shin, ChangSun
    • Smart Media Journal
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    • v.11 no.5
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    • pp.9-16
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    • 2022
  • Recently, agricultural sites are automating into digital agricultural smart farms by applying technologies such as big data and Internet of Things (IoT). These smart farms aim to increase production and improve crop quality by measuring the environment of crops, investigating and processing data. Production prediction is an important study in smart farm digital agriculture, which is a high-tech agriculture, and it is necessary to analyze environmental data using big data and further standardized research to manage the quality of growth information data. In this paper, environmental and production data collected from smart farm strawberry farms were analyzed and studied. Based on regression analysis, crop production prediction models were analyzed using Ridge Regression, LightGBM, and XGBoost. Among the three models, the optimal model was XGBoost, and R2 showed 82.5 percent explanatory power. As a result of the study, the correlation between the amount of positive fluid absorption and environmental data was confirmed, and significant results were obtained for the production prediction study. In the future, it is expected to contribute to the prevention of environmental pollution and reduction of sheep through the management of sheep by studying the amount of sheep absorption, such as information on the growing environment of crops and the ingredients of sheep.

DNN Model for Calculation of UV Index at The Location of User Using Solar Object Information and Sunlight Characteristics (태양객체 정보 및 태양광 특성을 이용하여 사용자 위치의 자외선 지수를 산출하는 DNN 모델)

  • Ga, Deog-hyun;Oh, Seung-Taek;Lim, Jae-Hyun
    • Journal of Internet Computing and Services
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    • v.23 no.2
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    • pp.29-35
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    • 2022
  • UV rays have beneficial or harmful effects on the human body depending on the degree of exposure. An accurate UV information is required for proper exposure to UV rays per individual. The UV rays' information is provided by the Korea Meteorological Administration as one component of daily weather information in Korea. However, it does not provide an accurate UVI at the user's location based on the region's Ultraviolet index. Some operate measuring instrument to obtain an accurate UVI, but it would be costly and inconvenient. Studies which assumed the UVI through environmental factors such as solar radiation and amount of cloud have been introduced, but those studies also could not provide service to individual. Therefore, this paper proposes a deep learning model to calculate UVI using solar object information and sunlight characteristics to provide an accurate UVI at individual location. After selecting the factors, which were considered as highly correlated with UVI such as location and size and illuminance of sun and which were obtained through the analysis of sky images and solar characteristics data, a data set for DNN model was constructed. A DNN model that calculates the UVI was finally realized by entering the solar object information and sunlight characteristics extracted through Mask R-CNN. In consideration of the domestic UVI recommendation standards, it was possible to accurately calculate UVI within the range of MAE 0.26 compared to the standard equipment in the performance evaluation for days with UVI above and below 8.

Keyword Analysis of Research on Consumption of Children and Adolescents Using Text Mining (텍스트마이닝을 활용한 아동, 청소년 대상 소비관련 연구 키워드 분석)

  • Jin, Hyun-Jeong
    • Journal of Korean Home Economics Education Association
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    • v.33 no.4
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    • pp.1-13
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    • 2021
  • The purpose of this study is to identify trends and potential themes of research on consumption of children and adolescents for 20 years by analyzing keywords. The keywords of 869 studies on consumption of children and adolescents published in journals listed in Korean Citation Index were analyzed using text mining techniques. The most frequent keywords were found in the order of youth, youth consumers, consumer education, conspicuous consumption, consumption behavior, and character. As a result of analyzing the frequency of keywords by dividing into five-year periods, it was confirmed that the frequency of consumer education was significantly higher betwn 2006 and 2010. Research on ethical consumption has been active since 2011, and research has been conducted on various topics instead of without a prominent keyword during the most recent 5-year period. Looking at the keywords based on the TF-IDF, the keywords related to the environment and the Internet were the main keywords between 2001 and 2005. From 2006 to 2010, the TF-IDF values of media use, advertisement education, and Internet items were high. From 2011 to 2015, fair trade, green growth, green consumption, North Korean defector youths, social media, and from 2016 to 2020, text mining, sustainable development education, maker education, and the 2015 revised curriculum appeared as important themes. As a result of topic modeling, eight topics were derived: consumer education, mass media/peer culture, rational consumption, Hallyu/cultural industry, consumer competency, economic education, teaching and learning method, and eco-friendly/ethical consumption. As a result of network analysis, it was found that conspicuous consumption and consumer education are important topics in consumption research of children and adolescents.