• Title/Summary/Keyword: Learning App

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Personal Smart Travel Planner Service

  • Ki-Beom Kang;Myeong Gyun Kang;Seong-Hyuk Jo;Jeong-Woo Jwa
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.385-392
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    • 2023
  • The smart tourism service provides tourists with personal travel planner services and context-awareness-based tour guide services. In this paper, we propose the personal travel planner service that creates my travel itinerary using the smart tourism app and the travel planner system. The smart tourism app provides recommended travel products and POI tourist information used to create my travel itinerary. The smart tourism app also provides the smart tourism chatbot service that allows users to select POI tourist information easily and conveniently. The travel planner system consists of the smart tourism information system and the smart tourism chatbot system. The smart tourism information system provides users with travel planner services, recommended travel products, and POI tourism information through the smart tourism app. The smart tourism chatbot system consists of named entity recognition (NER), dialogue state tracking (DST), and Neo4J servers, and provides chatbot services as a smart tourism app. Users can create their own travel itinerary, modify the travel itinerary while traveling, and then register it as a recommended travel product to users, including acquaintances.

Development of 'Children's Food Avatar' Application for Dietary Education (식생활교육용 '어린이 푸드 아바타' 애플리케이션 개발)

  • Cho, Joo-Han;Kim, Sook-Bae;Kim, Soon-Kyung;Kim, Mi-Hyun;Kim, Gap-Soo;Kim, Se-Na;Kim, So-Young;Kim, Jeong-Weon
    • Korean Journal of Community Nutrition
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    • v.18 no.4
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    • pp.299-311
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    • 2013
  • An educational application (App) called 'Children's Food Avatar' was developed in this study by using a food DB of nutrition and functionality from Rural Development Administration (RDA) as a smart-learning mobile device for elementary school students. This App was designed for the development of children's desirable dietary habits through an on-line activity of food choices for a meal from food DB of RDA provided as Green Water Mill guide. A customized avatar system was introduced as an element of fun and interactive animation for children which provides nutritional evaluation of selected foods by changing its appearance, facial look, and speech balloon, and consequently providing chances of correcting their food choices for balanced diet. In addition, nutrition information menu was included in the App to help children understand various nutrients, their function and healthy dietary life. When the App was applied to 54 elementary school students for a week in November, 2012, significant increases in the levels of knowledge, attitude and behavior in their diet were observed compared with those of the control group (p < 0.05, 0.01). Both elementary students and teachers showed high levels of satisfaction ranging from 4.30 to 4.89 for the App, therefore, it could be widely used for the dietary education for elementary school students as a smart-learning device.

A Study of Effectiveness of the APP Curriculum using Smartphone Authoring Tool (스마트폰 저작도구를 이용한 APP 교육과정의 효율성 연구)

  • Chang, Young-Hyun;An, Jae-Min;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.295-298
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    • 2011
  • This paper is to analyze an app curriculum using smartphone authoring solution for the education of smartphone applications with optimized effectiveness by reducing time period of development. In addition, The best goal will find the effective training methodology for developers to develop application program running on smartphones with quick and easy way. The final goal of the paper is to find the best way on how to develop business application programs using an authoring solution for smartphone application. In conclusion, this paper covers the best solution and education of an high-tech authoring solution design for the effective smartphone applications to be used by experienced developers with perfect knowledge of the field for practical on-site.

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Research Trends on Related to Artificial Intelligence for the Visually Impaired : Focused on Domestic and Foreign Research in 1993-2020 (시각장애인을 위한 인공지능 관련 연구 동향 : 1993-2020년 국내·외 연구를 중심으로)

  • Bae, Sun-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.688-701
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    • 2020
  • In this study, a total of 68 domestic and international papers were selected from 1993 to August 2020 in order to examine the research trends related to artificial intelligence for the visually impaired. The papers were compared and analyzed by the number of papers published by year, research method, research topic, keyword analysis status, research type, and implementation method. As a result of the study, the number of papers during the study period seemed to increase steadily. But in the case of domestic research, It can be seen that it has become active since 2016. As for research methods, development research accounted for 89.7% of both domestic and foreign research. Keywords was in Visually Impaired, Deep Learning, and Assistive Device order in domestic research. And it was in Visually Impaired, Deep learning, Artificial intelligence order in foreign research. There was a difference in the frequency of words. Research type were Design, development and implementation both in domestic and foreign. Implementation method were in System 13.2%, Solution 7.4%, App. 4.4% order in domestic research, and it was in System 32.4%, App. 13.2%, Device 7.4% order in foreign research. As for the applied technology of the implementation method, were in YOLO 2.7%, TTS 2.1%, Tensorflow 2.1% order in domestic research, and it was used in CNN 8.0%, TTS 5.3%, MS-COCO 4.3% order in foreign research. The purpose of this study was to compare and analyze the trends of artificial intelligence-related research targeting the visually impaired, to immediately know the current status of domestic and foreign research, and to present the direction of artificial intelligence research for the visually impaired in the future.

Development and Application of Meta-cognition-based App for Students with Learning Disabilities (학습장애학생을 위한 메타인지기반 앱 개발 및 적용)

  • Kwak, Sungtae;Jun, Woochun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.3
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    • pp.689-696
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    • 2015
  • In this study, a learning system based on smart learning is proposed so that students with learning disabilities can learn the effective use of meta-cognitive to solve problems arising during the learning process. The features of the proposed system are as follow. First, it is possible to achieve students' individualized learning by use of smart devices and smart education system. Second, it is possible to provide the constant repetition learning for students. Third, students can improve their achievement using the proposed app. The proposed smart education system using meta-cognition was applied to some learning disabilities students. The following results were obtained. First, the disabled students could have an interest in learning math and improve confidence. Second, the student's mathematical problem-solving skills have improved. Third, students' individualized and self-directed learning was achieved.

A Study on the Teaching Method of Mobile Platform App Development for Improving Computing Thinking (컴퓨팅 사고력 향상을 위한 모바일 플랫폼 앱 개발 교수·학습 방법 연구)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong;Kang, Shin-Cheon;Kim, Chang-Suk;Chung, Jong-In
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.190-192
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    • 2019
  • Not only learners majoring in computer science, but also non-engineered learners want to implement their ideas as apps through real-life problems. In response, first-year university students with little experience in creating apps studied how to develop mobile platform apps to improve computing thinking skills. We applied the teaching and learning procedures of the Discovery-Design-Development among the software teaching and learning models, and used Android Studio Unified Development Environment (IDE) as a development tool to design mobile platform app development projects and assess whether they helped improve computing thinking skills. The application of the designed teaching and learning method found that the project output was implemented as an app through emulator, which gave students high interest in class and satisfaction, and was effective in improving their computing thinking ability.

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Development of a Severity Level Decision Making Process of Road Problems and Its Application Analysis using Deep Learning (딥러닝을 이용한 도로 문제점의 심각도 판단기법 개발 및 적용사례 분석)

  • Jeon, Woo Hoon;Yang, Inchul;Lee, Joyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.535-545
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    • 2022
  • The purpose of this study is to classify the various problems in surface road according to their severity and to propose a priority decision making process for road policy makers. For this purpose, the road problems reported by Cheok-cheok app were classified, and the EPDO was adopted and calculated as an index of their severity. To test applicability of the proposed process, some images of road problems reported by the app were classified and annotated, and the Deep Learning was used for machine learning of the curated images, and then the other images of road problems were used for verification. The detecting success rate of the road problems with high severity such as road kills, obstacles in a lane, road surface cracks was over 90%, which shows the applicability of the proposed process. It is expected that the proposed process will make the app possible to be used in the filed to make a priority decision making by classifying the level of severity of the reported road problems automatically.

Development of a Tailored Mobile Application to Improve Elementary School Students' Competencies of Emotional Awareness and Empathy (초등학생들의 감정인식과 공감능력 향상을 위한 맞춤형 모바일 앱 개발)

  • Kim, EunJung;Lee, Yuna;Lee, Sangsoo
    • The Journal of Korean Association of Computer Education
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    • v.17 no.3
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    • pp.85-99
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    • 2014
  • Recently youth problems such as school violence and bullying are becoming increasingly lower age. In order to overcome this situation highlights the importance of education and the emotions, which in analyzing the existing mobile app, only the most fun-oriented approach has been made and the information presented. It focuses on the emotion awareness and empathy abilities of learners diagnosis, training, application can be made at the level of educational mobile app prototype was developed. First, self-understanding, self-expression, others-understanding, and empathy of emotional competency derived from review of emotional awareness skills training programs. Second, by analyzing the existing emotion recognition app macro-principles and micro-strategy of mobile app's designs were derived. Third, accordi was conducted on prototype of storyboard and app the completed prototype was completed. The proposed app is a fun and learning by doing, also Depending on students' level of performance can be customized. The proposed mobile app is efficient and effective, engaging learning space as a systematic training in the diagnosis and the emotions through the elementary students will be able to improve emotional awaeness competency.

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Android Malware Detection Using Permission-Based Machine Learning Approach (머신러닝을 이용한 권한 기반 안드로이드 악성코드 탐지)

  • Kang, Seongeun;Long, Nguyen Vu;Jung, Souhwan
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.3
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    • pp.617-623
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    • 2018
  • This study focuses on detection of malicious code through AndroidManifest permissoion feature extracted based on Android static analysis. Features are built on the permissions of AndroidManifest, which can save resources and time for analysis. Malicious app detection model consisted of SVM (support vector machine), NB (Naive Bayes), Gradient Boosting Classifier (GBC) and Logistic Regression model which learned 1,500 normal apps and 500 malicious apps and 98% detection rate. In addition, malicious app family identification is implemented by multi-classifiers model using algorithm SVM, GPC (Gaussian Process Classifier) and GBC (Gradient Boosting Classifier). The learned family identification machine learning model identified 92% of malicious app families.

Effects of Cyperus rotundus (CPRT) on Inhibition of Impairment of Learning and Memory, and Acetylcholinesterase in Amnesia Mice (향부자(香附子)가 치매병태모델에 미치는 영향(影響))

  • Jung, In-Chul;Lee, Sang-Ryong;Yun, Sang-Hak
    • Journal of Oriental Neuropsychiatry
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    • v.14 no.1
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    • pp.59-74
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    • 2003
  • Alzheimer's disease(AD) is a progressive neurodegenerative disease, which is pathologically characterized by neuritic plaques and neurofibrillary tangles associated with the acetylcholinesterase, apolipoprotein E and butylcholinesterase, and by mutations in the presenilin genes PS1 and PS2, and amyloid precursor proteins (APP) overexpression. The present research is to examine the inhibition effect of CPRT on PS-1, PS-2 and APP overexpression by detected to Western blotting. To verify the Effects of CPRT on cognitive deficits further, we tested it on the scopolamine-induced amnesia model of the mice using the Morris water maze tests, and there was ameliorative effects of memory impairment as a protection to scopolamine. CPRT only partially blocked the increase in blood serum level of acetylcholinesterase and Uric acid induced by scopolamine, whereas blood glucose level was shown to attenuate the amnesia induced by scopolamine and inreased extracellular serum level compared with only scopolamine injection. In conclusion, studies of CPRT that has been known as anti-choline and inhibition ablilities of APP overexpression, this could also be used further as a important research data for a preventive and promising symptomatic treatment for Alzheimer's disease.

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