• Title/Summary/Keyword: Intuitive Learning

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A Study on the Abstraction of Learning Materials from the Isoperimetric Problem to Develop a Spatial Sense (등주문제 분석을 통한 공간감각 계발을 위한 학습자료 추출 연구)

  • Choi, Keunbae;Chae, Jeong-Lim
    • School Mathematics
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    • v.16 no.4
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    • pp.677-690
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    • 2014
  • The main goals of learning geometry include developing spatial ability and concepts on geometric objects based on understanding the attributes and relationships of them. While the instructions on geometric objects follow the concept development models, the ones on spatial ability are designed from the perspective of geometric transformation. However, there is a need for instructional materials to emphasizing the relationships among geometric concepts. This study hypothesizes that spatial ability stems from the intuitive understanding of geometric objects and the relational understanding on concepts, and it considers the isoperimetric problems as instructional materials to foster spatial ability.

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A Case Study on the Recommendation Services for Customized Fashion Styles based on Artificial Intelligence (인공지능에 의한 개인 맞춤 패션 스타일 추천 서비스 사례 연구)

  • An, Hyosun;Kwon, Suehee;Park, Minjung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.3
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    • pp.349-360
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    • 2019
  • This study analyzes the trends of recommendation services for customized fashion styles in relation to artificial intelligence. To achieve this goal, the study examined filtering technologies of collaborative, content based, and deep-learning as well as analyzed the characteristics of recommendation services in the users' purchasing process. The results of this study showed that the most universal recommendation technology is collaborative filtering. Collaborative filtering was shown to allow intuitive searching of similar fashion styles in the cognition of need stage, and appeared to be useful in comparing prices but not suitable for innovative customers who pursue early trends. Second, content based filtering was shown to utilize body shape as a key personal profile item in order to reduce the possibility of failure when selecting sizes online, which has limits to being able to wear the product beforehand. Third, fashion style recommendations applied with deep-learning intervene with all user processes of buying products online that was also confirmed to penetrate into the creative area of image tag services, virtual reality services, clothes wearing fit evaluation services, and individually customized design services.

Communication Support System for ALS Patient Based on Text Input Interface Using Eye Tracking and Deep Learning Based Sound Synthesi (눈동자 추적 기반 입력 및 딥러닝 기반 음성 합성을 적용한 루게릭 환자 의사소통 지원 시스템)

  • Park Hyunjoo;Jeong Seungdo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.2
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    • pp.27-36
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    • 2024
  • Accidents or disease can lead to acquired voice dysphonia. In this case, we propose a new input interface based on eye movements to facilitate communication for patients. Unlike the existing method that presents the English alphabet as it is, we reorganized the layout of the alphabet to support the Korean alphabet and designed it so that patients can enter words by themselves using only eye movements, gaze, and blinking. The proposed interface not only reduces fatigue by minimizing eye movements, but also allows for easy and quick input through an intuitive arrangement. For natural communication, we also implemented a system that allows patients who are unable to speak to communicate with their own voice. The system works by tracking eye movements to record what the patient is trying to say, then using Glow-TTS and Multi-band MelGAN to reconstruct their own voice using the learned voice to output sound.

A Sketch-based 3D Object Retrieval Approach for Augmented Reality Models Using Deep Learning

  • Ji, Myunggeun;Chun, Junchul
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.33-43
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    • 2020
  • Retrieving a 3D model from a 3D database and augmenting the retrieved model in the Augmented Reality system simultaneously became an issue in developing the plausible AR environments in a convenient fashion. It is considered that the sketch-based 3D object retrieval is an intuitive way for searching 3D objects based on human-drawn sketches as query. In this paper, we propose a novel deep learning based approach of retrieving a sketch-based 3D object as for an Augmented Reality Model. For this work, we introduce a new method which uses Sketch CNN, Wasserstein CNN and Wasserstein center loss for retrieving a sketch-based 3D object. Especially, Wasserstein center loss is used for learning the center of each object category and reducing the Wasserstein distance between center and features of the same category. The proposed 3D object retrieval and augmentation consist of three major steps as follows. Firstly, Wasserstein CNN extracts 2D images taken from various directions of 3D object using CNN, and extracts features of 3D data by computing the Wasserstein barycenters of features of each image. Secondly, the features of the sketch are extracted using a separate Sketch CNN. Finally, we adopt sketch-based object matching method to localize the natural marker of the images to register a 3D virtual object in AR system. Using the detected marker, the retrieved 3D virtual object is augmented in AR system automatically. By the experiments, we prove that the proposed method is efficiency for retrieving and augmenting objects.

Efficient Multi-Bit Encryption Scheme Using LWE and LWR (LWE와 LWR을 이용한 효율적인 다중 비트 암호화 기법)

  • Jang, Cho Rong;Seo, Minhye;Park, Jong Hwan
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.6
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    • pp.1329-1342
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    • 2018
  • Recent advances in quantum computer development have raised the issue of the security of RSA and elliptic curve cryptography, which are widely used. In response, the National Institute of Standards and Technology(NIST) is working on the standardization of public key cryptosystem which is secure in the quantum computing environment. Lattice-based cryptography is a typical post-quantum cryptography(PQC), and various lattice-based cryptographic schemes have been proposed for NIST's PQC standardization contest. Among them, EMBLEM proposed a new multi-bit encryption method which is more intuitive and efficient for encryption and decryption phases than the existing LWE-based encryption schemes. In this paper, we propose a multi-bit encryption scheme with improved efficiency using LWR assumption. In addition, we prove the security of our schemes and analyze the efficiency by comparing with EMBLEM and R.EMBLEM.

A Study on Effective Interpretation of AI Model based on Reference (Reference 기반 AI 모델의 효과적인 해석에 관한 연구)

  • Hyun-woo Lee;Tae-hyun Han;Yeong-ji Park;Tae-jin Lee
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.33 no.3
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    • pp.411-425
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    • 2023
  • Today, AI (Artificial Intelligence) technology is widely used in various fields, performing classification and regression tasks according to the purpose of use, and research is also actively progressing. Especially in the field of security, unexpected threats need to be detected, and unsupervised learning-based anomaly detection techniques that can detect threats without adding known threat information to the model training process are promising methods. However, most of the preceding studies that provide interpretability for AI judgments are designed for supervised learning, so it is difficult to apply them to unsupervised learning models with fundamentally different learning methods. In addition, previously researched vision-centered AI mechanism interpretation studies are not suitable for application to the security field that is not expressed in images. Therefore, In this paper, we use a technique that provides interpretability for detected anomalies by searching for and comparing optimization references, which are the source of intrusion attacks. In this paper, based on reference, we propose additional logic to search for data closest to real data. Based on real data, it aims to provide a more intuitive interpretation of anomalies and to promote effective use of an anomaly detection model in the security field.

A Study on e-Learning Quality Improvement (이 러닝의 질적 향상 방안에 대한 연구)

  • Cho Eun-Soon
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.316-324
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    • 2005
  • e-Learning has been mushrooming with wide range of teaming groups from pedagogy to andragogy As e-teaming opportunities increase, many people raise question about whether e-teaming show positive teaming effects. The related research emphasized that e-learning would be a failure in terms of understanding of e-Learners and activating intuitive teaming activities from learner's long-term memory span. The e-teaming strategies based on the traditional classroom and resulted boring and ineffective teaming outcomes, should be changed to provide authentic and effective teaming results. This paper analyzed that how learners have received e-Learning for the last few years from the research and explained what could be the failing aspects in e-Learning. To be successful, e-loaming should consider the e-learner's individualized teaming style and thinking patterns. When considering of various e-Learning components, the quality of e-teaming should not be focused on any specific single factor, but develop every individual factor to be integrated into high level of quality. In conclusion, this paper suggest that it is needed new understandings of e-Loaming and e-Learner. Also the e-Learning strategies should be examined throughly whether they are on the side of learners and realized how they learn from e-Learning. Finally, we should add enormous imagination into e-loaming for next generation because new generation's teaming patterns significantly differ from their parent's generation.

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An Implementation of Spatio-Temporal Graph to Represent Situations in the Virtual World (가상현실 속의 상황 표현을 위한 시공간 그래프의 구현)

  • Park, Jong-Hee;Jung, Gung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.9-19
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    • 2013
  • In this paper, we develop a Spatio-Temporal graph as of a key component of our knowledge representation Scheme. We design an integrated representation scheme to depict not only present and past but future in parallel with the spaces in an effective and intuitive manner. An event in general occupies not only a space but a time. Hence a crucial premise for the simulation of virtual situations is to position events in the multi-dimensional context, that is, 3-D space extended by the temporal dimension. Furthermore an event tends to have physical, social and mental aspects intertwined. As a result we need diverse information structures and functions to model entities and relations associated with events and to describe situations in different stances or perspectives of the virtual agents. These structures and functions are implemented in terms of integrated and intuitive representation schemes at different levels such as Ontology View, Instance View, ST View, Reality View. The resulting multi-dimensional comprehensive knowledge structure accommodates multi-layered virtual world developing in the time to maximize the diversity of situations in the historical context. The viability of this knowledge representation scheme is demonstrated with a typical scenario applied to a simulator implemented based on the ST Graph. The virtual stage based on the ST graph can be used to provide natural contexts for situated learning or next-generation simulation games.

Virtual Block Game Interface based on the Hand Gesture Recognition (손 제스처 인식에 기반한 Virtual Block 게임 인터페이스)

  • Yoon, Min-Ho;Kim, Yoon-Jae;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.113-120
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    • 2017
  • With the development of virtual reality technology, in recent years, user-friendly hand gesture interface has been more studied for natural interaction with a virtual 3D object. Most earlier studies on the hand-gesture interface are using relatively simple hand gestures. In this paper, we suggest an intuitive hand gesture interface for interaction with 3D object in the virtual reality applications. For hand gesture recognition, first of all, we preprocess various hand data and classify the data through the binary decision tree. The classified data is re-sampled and converted to the chain-code, and then constructed to the hand feature data with the histograms of the chain code. Finally, the input gesture is recognized by MCSVM-based machine learning from the feature data. To test our proposed hand gesture interface we implemented a 'Virtual Block' game. Our experiments showed about 99.2% recognition ratio of 16 kinds of command gestures and more intuitive and user friendly than conventional mouse interface.

Development of an intuitive motion-based drone controller (직관적 제어가 가능한 드론과 컨트롤러 개발)

  • Seok, Jung-Hwan;Han, Jung-Hee;Baek, Jun-Hyuk;Chang, Won-Joo;Kim, Huhn
    • Design & Manufacturing
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    • v.11 no.3
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    • pp.41-45
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    • 2017
  • Drones can be manipulated in a variety of ways. One of the most common controller is joystick method. But joystick controller uses both hands and takes a long time to learn. Particularly, in the case of 8-character flight, it is necessary to use both front and rear flight (pitch), left and right flight (Roll), and body rotation (Yaw). Joystick controller has limitations to intuitively control it. In particular, when the main body rotates, the viewpoint of the forward direction is changed between the drones and the user, thereby causing a mental rotation problem in which the user must control the rotating state of the drones. Therefore, we developed a motion matching controller that matches the motion of the drones and the controller. That is, the movement of the drone and the movement of the controller are the same. In this study, we used a gyro sensor and an acceleration sensor to map the controller's forward / backward, left / right and body rotation movements to drone's forward / backward, left / right, and rotational flight motion. The motor output is controlled by the throttle dial at the center of the controller. As the motions coincide with each other, it is expected that the first drone operator will be able to control more intuitively than the joystick manipulator with less learning.