• Title/Summary/Keyword: Learning media

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Recommendation Method of SNS Following to Category Classification of Image and Text Information (이미지와 텍스트 정보의 카테고리 분류에 의한 SNS 팔로잉 추천 방법)

  • Hong, Taek Eun;Shin, Ju Hyun
    • Smart Media Journal
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    • v.5 no.3
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    • pp.54-61
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    • 2016
  • According to many smart devices are development, SNS(Social Network Service) users are getting higher that is possible for real-time communicating, information sharing without limitations in distance and space. Nowadays, SNS users that based on communication and relationships, are getting uses SNS for information sharing. In this paper, we used the SNS posts for users to extract the category and information provider, how to following of recommend method. Particularly, this paper focuses on classifying the words in the text of the posts and measures the frequency using Inception-v3 model, which is one of the machine learning technique -CNN(Convolutional Neural Network) we classified image word. By classifying the category of a word in a text and image, that based on DMOZ to build the information provider DB. Comparing user categories classified in categories and posts from information provider DB. If the category is matched by measuring the degree of similarity to the information providers is classified in the category, we suggest that how to recommend method of the most similar information providers account.

The Study on the Design and Development of Childre's free choice activities Monitoring System Based on Open Source Hardware (오픈소스 하드웨어를 이용한 유아의 자유선택활동 관찰시스템의 설계 및 개발 연구)

  • Kim, Kyung Min
    • Smart Media Journal
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    • v.7 no.2
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    • pp.47-53
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    • 2018
  • Along with the development of information and communication technology, smart education that can learn without restrictions of time, place and equipment is activated even in the field of education. Although smart education is provided with content-based training solutions, construction of a system that grasps individual characteristics of learners and provides personalized learning is relatively weak. The activity of free choice is an important play activity of early childhood education, but it is not implemented efficiently by relying on the clinical observation of the teacher. If the IoT(Internet of Things) technology based on Hyper-Connected is applied to free-choice activities, it is possible to provide the child's personalized activity type and play-form analysis based on objective and stylized data. In this paper, we design and implement a system to monitor the child's activity of free choice by building an IoT environment that is based on open source hardware. The proposed system provides children's activity information as objective data and will be used as teacher's work mitigation and custom training material for each child.

A Study on the Synthetic ECG Generation for User Recognition (사용자 인식을 위한 가상 심전도 신호 생성 기술에 관한 연구)

  • Kim, Min Gu;Kim, Jin Su;Pan, Sung Bum
    • Smart Media Journal
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    • v.8 no.4
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    • pp.33-37
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    • 2019
  • Because the ECG signals are time-series data acquired as time elapses, it is important to obtain comparative data the same in size as the enrolled data every time. This paper suggests a network model of GAN (Generative Adversarial Networks) based on an auxiliary classifier to generate synthetic ECG signals which may address the different data size issues. The Cosine similarity and Cross-correlation are used to examine the similarity of synthetic ECG signals. The analysis shows that the Average Cosine similarity was 0.991 and the Average Euclidean distance similarity based on cross-correlation was 0.25: such results indicate that data size difference issue can be resolved while the generated synthetic ECG signals, similar to real ECG signals, can create synthetic data even when the registered data are not the same as the comparative data in size.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

English Conversation System Using Artificial Intelligent of based on Virtual Reality (가상현실 기반의 인공지능 영어회화 시스템)

  • Cheon, EunYoung
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.55-61
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    • 2019
  • In order to realize foreign language education, various existing educational media have been provided, but there are disadvantages in that the cost of the parish and the media program is high and the real-time responsiveness is poor. In this paper, we propose an artificial intelligence English conversation system based on VR and speech recognition. We used Google CardBoard VR and Google Speech API to build the system and developed artificial intelligence algorithms for providing virtual reality environment and talking. In the proposed speech recognition server system, the sentences spoken by the user can be divided into word units and compared with the data words stored in the database to provide the highest probability. Users can communicate with and respond to people in virtual reality. The function provided by the conversation is independent of the contextual conversations and themes, and the conversations with the AI assistant are implemented in real time so that the user system can be checked in real time. It is expected to contribute to the expansion of virtual education contents service related to the Fourth Industrial Revolution through the system combining the virtual reality and the voice recognition function proposed in this paper.

A study on the effect of non-face-to-face online education according to the type of learner motivation (학습자 동기 유형에 따른 비대면 온라인 교육의 효과 연구)

  • Chin, HongKun;Kim, MinJung
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.133-142
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    • 2021
  • This study aims to expand the effect of online education into the aspect of active exploration and sharing of class-related issues by learners. Based on theoretical discussions, Two types of motivation (personal and social) to explore issues, engagement, attitude toward issue content, and eWOM model were verified. As a result of the study, it was found that the impact of personal and social motivations that online education has on engagement on specific issues, and the positive(+) influence on attitudes toward issue content and word of mouth intentions on SNS, considering engagement as a parameter. In this study, the role of engagement in inducing the next learning by oneself was confirmed, and it can be seen that social and personal motives for issues and class content should be utilized to increase engagement.

Digital Acting Method (디지털 연기 연구)

  • Park, Hoyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.205-212
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    • 2018
  • Learning how to express and express the characteristics of acting expressions required by different media is easy to express the acting required in various mediums. The style of acting required by each medium is different depending on the characteristics of the medium. In particular, digital acting using computer graphics technology expresses actors as if they are in the space by imagining the imaginary space. Through computer graphics post-production, the actual space that will be visible on the final screen is completed and creates a story based on the actual situation. The role of digital actors in applying motion capture to movies is becoming increasingly important. Natural cross-reaction acting between live-action actors and digital character actors has become a trend in animation films where only digital actors appear. In animation films, a real actor plays a major role in connecting the characters of a digital actor. The core of a digital actor is the realization of a unique character performance. In the era of trans-media, the importance of digital acting is increasing day by day.

Digital Epidemiology: Use of Digital Data Collected for Non-epidemiological Purposes in Epidemiological Studies

  • Park, Hyeoun-Ae;Jung, Hyesil;On, Jeongah;Park, Seul Ki;Kang, Hannah
    • Healthcare Informatics Research
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    • v.24 no.4
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    • pp.253-262
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    • 2018
  • Objectives: We reviewed digital epidemiological studies to characterize how researchers are using digital data by topic domain, study purpose, data source, and analytic method. Methods: We reviewed research articles published within the last decade that used digital data to answer epidemiological research questions. Data were abstracted from these articles using a data collection tool that we developed. Finally, we summarized the characteristics of the digital epidemiological studies. Results: We identified six main topic domains: infectious diseases (58.7%), non-communicable diseases (29.4%), mental health and substance use (8.3%), general population behavior (4.6%), environmental, dietary, and lifestyle (4.6%), and vital status (0.9%). We identified four categories for the study purpose: description (22.9%), exploration (34.9%), explanation (27.5%), and prediction and control (14.7%). We identified eight categories for the data sources: web search query (52.3%), social media posts (31.2%), web portal posts (11.9%), webpage access logs (7.3%), images (7.3%), mobile phone network data (1.8%), global positioning system data (1.8%), and others (2.8%). Of these, 50.5% used correlation analyses, 41.3% regression analyses, 25.6% machine learning, and 19.3% descriptive analyses. Conclusions: Digital data collected for non-epidemiological purposes are being used to study health phenomena in a variety of topic domains. Digital epidemiology requires access to large datasets and advanced analytics. Ensuring open access is clearly at odds with the desire to have as little personal data as possible in these large datasets to protect privacy. Establishment of data cooperatives with restricted access may be a solution to this dilemma.

Accessing the Clustering of TNM Stages on Survival Analysis of Lung Cancer Patient (폐암환자 생존분석에 대한 TNM 병기 군집분석 평가)

  • Choi, Chulwoong;Kim, Kyungbaek
    • Smart Media Journal
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    • v.9 no.4
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    • pp.126-133
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    • 2020
  • The treatment policy and prognosis are determined based on the final stage of lung cancer patients. The final stage of lung cancer patients is determined based on the T, N, and M stage classification table provided by the American Cancer Society (AJCC). However, the final stage of AJCC has limitations in its use for various fields such as patient treatment, prognosis and survival days prediction. In this paper, clustering algorithm which is one of non-supervised learning algorithms was assessed in order to check whether using only T, N, M stages with a data science method is effective for classifying the group of patients in the aspect of survival days. The final stage groups and T, N, M stage clustering groups of lung cancer patients were compared by using the cox proportional hazard model. It is confirmed that the accuracy of prediction of survival days with only T, N, M stages becomes higher than the accuracy with the final stages of patients. Especially, the accuracy of prediction of survival days with clustering of T, N, M stages improves when more or less clusters are analyzed than the seven clusters which is same to the number of final stage of AJCC.

Improved Method of License Plate Detection and Recognition Facilitated by Fast Super-Resolution GAN (Fast Super-Resolution GAN 기반 자동차 번호판 검출 및 인식 성능 고도화 기법)

  • Min, Dongwook;Lim, Hyunseok;Gwak, Jeonghwan
    • Smart Media Journal
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    • v.9 no.4
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    • pp.134-143
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    • 2020
  • Vehicle License Plate Recognition is one of the approaches for transportation and traffic safety networks, such as traffic control, speed limit enforcement and runaway vehicle tracking. Although it has been studied for decades, it is attracting more and more attention due to the recent development of deep learning and improved performance. Also, it is largely divided into license plate detection and recognition. In this study, experiments were conducted to improve license plate detection performance by utilizing various object detection methods and WPOD-Net(Warped Planar Object Detection Network) model. The accuracy was improved by selecting the method of detecting the vehicle(s) and then detecting the license plate(s) instead of the conventional method of detecting the license plate using the object detection model. In particular, the final performance was improved through the process of removing noise existing in the image by using the Fast-SRGAN model, one of the Super-Resolution methods. As a result, this experiment showed the performance has improved an average of 4.34% from 92.38% to 96.72% compared to previous studies.