• Title/Summary/Keyword: Learning Contents System

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Design and Implementation of Text Classification System based on ETOM+RPost (ETOM+RPost기반의 문서분류시스템의 설계 및 구현)

  • Choi, Yun-Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.2
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    • pp.517-524
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    • 2010
  • Recently, the size of online texts and textual information is increasing explosively, and the automated classification has a great potential for handling data such as news materials and images. Text classification system is based on supervised learning which needs laborous work by human expert. The main goal of this paper is to reduce the manual intervention, required for the task. The other goal is to increase accuracy to be high. Most of the documents have high complexity in contents and the high similarities in their described style. So, the classification results are not satisfactory. This paper shows the implementation of classification system based on ETOM+RPost algorithm and classification progress using SPAM data. In experiments, we verified our system with right-training documents and wrong-training documents. The experimental results show that our system has high accuracy and stability in all situation as 16% improvement in accuracy.

The Modern Culture's Ontology based E-Learning System (현대문학 온톨리지 기반의 이러닝 시스템)

  • Jeong, Hwa-Young;Ko, In-Hwan
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.337-342
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    • 2012
  • The modern culture has changing its type, characteristic and genre by the times. And the modern culture has providing good resources to reader that he/she can see the times. Recently, the modern culture has changed the providing method for reader. That is, the attempt is to provide the various and many literary works to reader as the digital devices or the types of content. In this paper, we propose e-learning system based on a modern literary work's ontology. And we provide this system to reader for supporting easy and diverse process to reader. The modern literary work's contents in this system is processed by SCORM, and we construct LMS and LCMS. In order to evaluate this system, we construct the test group by 80 people, and we show the efficiency of this system process with modern literary work by the test.

Artificial Intelligence-based Security Control Construction and Countermeasures (인공지능기반 보안관제 구축 및 대응 방안)

  • Hong, Jun-Hyeok;Lee, Byoung Yup
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.531-540
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    • 2021
  • As cyber attacks and crimes increase exponentially and hacking attacks become more intelligent and advanced, hacking attack methods and routes are evolving unpredictably and in real time. In order to reinforce the enemy's responsiveness, this study aims to propose a method for developing an artificial intelligence-based security control platform by building a next-generation security system using artificial intelligence to respond by self-learning, monitoring abnormal signs and blocking attacks.The artificial intelligence-based security control platform should be developed as the basis for data collection, data analysis, next-generation security system operation, and security system management. Big data base and control system, data collection step through external threat information, data analysis step of pre-processing and formalizing the collected data to perform positive/false detection and abnormal behavior analysis through deep learning-based algorithm, and analyzed data Through the operation of a security system of prevention, control, response, analysis, and organic circulation structure, the next generation security system to increase the scope and speed of handling new threats and to reinforce the identification of normal and abnormal behaviors, and management of the security threat response system, Harmful IP management, detection policy management, security business legal system management. Through this, we are trying to find a way to comprehensively analyze vast amounts of data and to respond preemptively in a short time.

A Case Study of Flipped Learning application of Basics Cooking Practice Subject using YouTube (유튜브를 활용한 기초조리실습과목의 플립드러닝 적용사례 연구)

  • Shin, Seoung-Hoon;Lee, Kyung-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.488-498
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    • 2021
  • This study applied Flipped Learning teaching and learning method to Basics Cooking Practice Subject using YouTube. The purpose of this study is to investigate whether the curriculum is properly progressing by grasping the effects of before and after learning and analyzing learners' subjectivity through the learning process. The investigation period was conducted from August 01, 2020 to September 10, 2020. According to the research design of Q Methodology, it was divided into five stages: Q sample selection, P sample selection, Q sorting, coding and recruiting, conclusion and discussion. As a result of the analysis, the first type (N=5): Prior Learning effect, the second type (N=7): Simulation practice effect, and the third type (N=3): self-efficacy effect. As a result, by applying the flipped learning teaching method of the Basics Cooking Practice Subject using YouTube, positive effects such as inducing interest in the class and increasing confidence were found in active learners, but some learners lacked understanding of the system of the class operation method. However, the lack of number of training sessions compared to other subjects is considered to be a solution to be solved later.

Design and implementation of an Intelligent Tutoring System for Mobile English Learning (모바일 영어 학습을 위한 지능형 교육 시스템의 설계 및 구현)

  • Lee, Young-Seok;Cho, Jung-Won;Choi, Byung-Uk
    • The KIPS Transactions:PartA
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    • v.10A no.5
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    • pp.539-550
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    • 2003
  • As the service of mobile internet has been expended, student users are increase. The computers have been widely used in a education field as the teaching tool by improvement of the multimedia contents processing and user interface. The English learning using the computers in the restricted education environment provides motivations and effective learning to learners, but still have some problem such as teaching and evaluating without consideration for differences of individual levels. In order to solve the problems and take the advantages, we propose the intelligent tutoring system for english learning with mobile technology. Overcoming limitations of the mobile environment and using proper treacher's roles,. We have applied the conventional estimation method of the intellectual learner level for students. Also, we have proposed the diagnostic function in order to determine the method of teaching-learing and item disposition that each leaner prefers. Then we have designed and implemented the expert module, providing the feedback for teaching, of the intelligent turoring system for mobile english learning. This system will be able to support the interaction between teachers and students and replace some roles of teacher in the mobile english learning.

Learning Systems of Shin, Han-Seung's Taekkyeon (신한승택견의 학습체계)

  • Park, Yeong-Kil;An, Jeong-Deok
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.235-243
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    • 2008
  • This research show how Shin Han-Seong make up Taekkyeon to register to intangible cultural assets, and found next conclusion and meaning. First, skill organization of Song Duk-Ki Taekkeon that is only one modem Taekkeon's initiator have been transmitted for a piece of skills of playing figure which don't have regular system. But Taekkyeon which have regular system have been developed by Shin Han-Seong, finally Taekkyeon is approved to intangible cultural assets. Second, Shin Han-Seong modernized Taekkyeon by borrowing training system of Judo, Fencing, Hapgido, Taekwondo, Karate. But people criticize that Song Duk-Ki Taekkeon is not initiate with original thing. Third, Shin Han-Seong made the grade classification and practical technique screening, Bon-Dae Buigi Twelve part like Pomse of Taekwondo (there is no for traditional Taekkyeon). And he contributed to popularization and modernized learning system by pursuiting sportization. Through this research geared up Taekkyeon's original shape and generational outline about skill transition or composition. And it gave important data for understand about Taekkyeon controversy which scattered.

Pet Shop Recommendation System based on Implicit Feedback (암묵적 피드백 기반 반려동물 용품 추천 시스템)

  • Choi, Heeyoul;Kang, Yunhee;Kang, Myungju
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1561-1566
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    • 2017
  • Due to the advances in machine learning and artificial intelligence technologies, many new services have become available. Among such services, recommendation systems have already been successfully applied to commercial services and made profits as in online shopping malls. Most recommendation algorithms in commercial services are based on content analysis or explicit feedback rates as in movie recommendations. However, many online shopping malls have difficulties in content analysis or are lacking explicit feedbacks on their items, which results in no recommendation system for their items. Even for such service systems, user log data is easily available, and if recommendations are possible with such log data, the quality of their service can be improved. In this paper, we extract implicit feedback like click information for items from log data and provide a recommendation system based on the implicit feedback. The proposed system is applied to a real in-service online shopping mall.

Object Detection Algorithm for Explaining Products to the Visually Impaired (시각장애인에게 상품을 안내하기 위한 객체 식별 알고리즘)

  • Park, Dong-Yeon;Lim, Soon-Bum
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.1-10
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    • 2022
  • Visually impaired people have very difficulty using retail stores due to the absence of braille information on products and any other support system. In this paper, we propose a basic algorithm for a system that recognizes products in retail stores and explains them as a voice. First, the deep learning model detects hand objects and product objects in the input image. Then, it finds a product object that most overlapping hand object by comparing the coordinate information of each detected object. We determine that this is a product selected by the user, and the system read the nutritional information of the product as Text-To-Speech. As a result of the evaluation, we confirmed a high performance of the learning model. The proposed algorithm can be actively used to build a system that supports the use of retail stores for the visually impaired.

Design Strategy for the Implementation of Cooperative Group Games in Motion Based Arcade Game System

  • Joh, Yun-Sook
    • International Journal of Contents
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    • v.7 no.4
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    • pp.10-18
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    • 2011
  • Cooperative Group Games (CGG) emphasize participation, challenges and fun by cooperation among group members rather than competition. CGGs have been proven to be an efficient education method that teaches the value of cultivating cooperation skills, discipline, and sense of public order for tackling problems together through various types of interactions. When integrated with computer game technology, the general classic CGG can be reborn with new educational and entertaining aspects. To combine the joy of physical movement of group games and the richness of computer game contents, a motion based arcade CGG has been developed in this study, based on the original ideas and structures of classic off-line CGGs. While implementing the classic game concepts in arcade environment, various design attributes have been considered and applied, which were supposed to promote cooperative game play. Overall, the process of the implementation and test results of our four CGGs suggest several design strategies for effective arcade CGGs.

Design of Contents Curation System Based on Incremental Learning Technology for Big Data Mining (빅데이터 마이닝을 위한 점진적 학습 기반 콘텐츠 큐레이션 시스템 설계)

  • Min, Byung-Won
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.421-422
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    • 2017
  • 콘텐츠 큐레이션 서비스를 위해서 대용량 데이터를 학습하는 과정에서 발생하는 메모리부족 문제, 학습소요시간 문제 등을 해결하기 위한 "대용량 문서학습을 위한 동적학습 파이프라인 생성기술 중 빅데이터 마이닝을 위한 점진적 학습 모델" 기술이 필요하며, 본 논문에서 제안한 콘텐츠 큐레이션 서비스는 온라인상의 수많은 콘텐츠들 중 개인의 주관이나 관점에 따라 관련 콘텐츠들을 수집, 정리하고 편집하여 이용자와 관련이 있거나 좋아할 만한 콘텐츠를 제공하는 서비스이다. 큐레이션 서비스에서는 개인비서, 금융 분야의 투자, 자율주행, 저널리즘, 효율적인 업무 지시/감독, 제조업의 자동화 공정, 교육, 콘텐츠 유통, 학술정보 등에서 컴퓨터가 방대한 양의 데이터로 부터 학습하여 사람의 일을 대신 처리하거나 의사결정에 도움을 줌으로써 업무의 효율을 높여주는 서비스 산업에 활용이 가능하다.

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