• Title/Summary/Keyword: Learning media

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Generating Augmented Lifting Player using Pose Tracking

  • Choi, Jong-In;Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.5
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    • pp.19-26
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    • 2020
  • This paper proposes a framework for creating acrobatic scenes such as soccer ball lifting using various users' videos. The proposed method can generate a desired result within a few seconds using a general video of user recorded with a mobile phone. The framework of this paper is largely divided into three parts. The first is to analyze the posture by receiving the user's video. To do this, the user can calculate the pose of the user by analyzing the video using a deep learning technique, and track the movement of a selected body part. The second is to analyze the movement trajectory of the selected body part and calculate the location and time of hitting the object. Finally, the trajectory of the object is generated using the analyzed hitting information. Then, a natural object lifting scenes synchronized with the input user's video can be generated. Physical-based optimization was used to generate a realistic moving object. Using the method of this paper, we can produce various augmented reality applications.

Analysis on Intake of Energy Drinks of High School Students in Gyeoungbuk Region (경북 지역 고등학생의 에너지 음료 섭취 실태 분석)

  • Lee, Su-Jin;Kim, Hyochung;Kim, Meera
    • Journal of the East Asian Society of Dietary Life
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    • v.24 no.6
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    • pp.924-932
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    • 2014
  • This study investigated intake of energy drinks, side effects and willingness to stop intake of 255 high school students in Gyeoungbuk region. The data were collected by the self-administered questionnaire. Frequency, t test, one-way ANOVA, Duncan's multiple range test, and ${\chi}^2$ test were conducted by SPSS Window V.21.0. About 78% of the respondents had experience of intake of energy drinks. The respondents were aware of energy drinks from 'advertisements on mass media (44.3%)', 'friends (32.2%)', and 'looking in stores (16.9%)'. The mean of the amount of energy drink intake per day was 30.62 mg. Forty-four percent of the respondents had energy drinks during an examination period, and 37% took it at home. The main reasons for intake of energy drinks were 'to fight off sleepiness', 'to recover from fatigue', and 'good taste' in order. Many respondents answered that energy drinks did not much help to increase concentration or learning ability. About 72% of the respondents experienced 'not feel sleepy' after having energy drinks. Half of the respondents experienced side effects such as palpitation, insomnia, and increase of urination. Most respondents had willingness to stop having energy drinks if it had bad effect on health.

Study on Perception of High School Students of Biotechnology (생명공학 기술에 대한 고등학교 학생들의 인식 조사 연구)

  • Song, Shin-Cheol;Shim, Kew-Cheol
    • Hwankyungkyoyuk
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    • v.23 no.1
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    • pp.99-111
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    • 2010
  • The purpose of this study was to investigate high school students' perceptions of biotechnology. Participants in this study were 9th and 10th grade students who were enrolled in high schools in Gyeonggi Province. The survey instrument used in this study was a 26-item questionnaire that was designed to measure students' perceptions regarding biotechnology. The study revealed that students' perceptions were positive toward the use of biotechnology on biological objects such as plant, grain and microbes. However, their perceptions were negative toward the use of biotechnology on humans and animals. Male students' perceptions were more positive than female students and there were significant differences between male and female students(p<.01). The study also revealed that male and female students had positive perceptions about the use of biotechnology in the development of beneficial products. However, male students' perceptions were more positive than female students(p<.01). Female students' perceptions were slightly more negative than males and they indicated a measure of caution in the development of beneficial products using biotechnology. Regarding the reliability of biotechnological information acquired from food companies, TV broadcasters, and entertainers, male and female students tended to be highly negative. Students perceived that environmental, religious and ethical issues did not affect the use of biotechnology when asked the effect of these factors on the use of biotechnology. They perceived that food safety and genetic factors of microbes did affect the use of biotechnology. Thus, the study findings suggest that teaching and learning strategies based on the differences of perceptions between male and female students of this study be established and the use of media, development of teaching method and materials be promoted in order to enhance student's performance in environmental education.

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The Effects of Learning Activities on the Application of Augmented Reality Contents in Elementary Science Instruction (초등학교 과학수업에서 AR 콘텐츠 활용이 학습 활동에 미치는 효과)

  • Kim, Kyung-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.12 no.5
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    • pp.75-85
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    • 2009
  • This study compared the differences between a group that studied with AR contents and a group that studied in a traditional method to examine the effects of AR contents use in elementary school science classes. The effects in four areas of studying were examined : study focus rate, study activities consuming variables, study participation activeness and instructional climate. As a result, there was no significant difference in study concentration rate between the AR and traditional groups. For study participation activeness, the AR group had higher participation actions, but there was no difference between the groups for language participation. For study activities consuming variables, the AR group stimulated more diverse study activities than the traditional group. For instruction climate, the AR contents group contributed more to creating a positive climate compared to the traditional group. Therefore, the results showed that application of AR contents on science classes would stimulate active participation of students and various study activities and help create a positive instructional climate.

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Development of Prototype and Model about the Moving Picture Searching System based on MPEG-7 and KEM (MPEG-7과 KEM 기반의 동영상 검색 시스템 모델 및 프로토타입의 개발)

  • Choe, HyunJong
    • The Journal of Korean Association of Computer Education
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    • v.12 no.3
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    • pp.75-83
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    • 2009
  • Moving picture has become the important media in education with expanded e-learning paradigm, but Korea Educational Metadata has limitation about representing information of lots of events and objects in moving picture. Announcing the MPEG-7 specification the information of lots of events and objects in it can be presented in terms of semantic and structural description of moving pictures. In this paper moving picture searching system model that integrates two metadata specifications, such as KEM and MPEG-7, is proposed. In this model one ontology to combine two metadata specifications is designed, and the other ontology about knowledge of a subject matter is added to search efficiently in searching system. As some moving picture data from Edunet were selected and stored in our server, our prototype of searching system using MPEG-7 and KEM shows the results that we are expected.

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3D Restoration of Cultural Remains for Exhibiting Augmented Reality (증강현실 활용 전시를 위한 문화 유물 디지털 3D 복원)

  • Zheng, mei-ying;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.549-554
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    • 2017
  • In recent years, as the importance of history has increased through various social issues, media, and journalists in Korea, it has led to the value of 'right history' and 'teaching history that is right. History of a country is also a core asset in a country 's cultural contents industry, and historical relics are important to prove its value. As the interest in the historical and cultural heritage has increased, researches to develop it as cultural contents by restoring it as information and communication technology such as multimedia and virtual reality are active. In this paper, we propose convergence device and contents that can provide rich experience and various learning opportunities in artifact experience through restoration of artifacts using augmented reality. The study on the application effect of educational game contents which can add fun can be continued.

A Study on the operation of smart remote lecture - Focusing on Cisco Webex meeting- (스마트 원격강의 운영에 관한 연구 -시스코 웹엑스 미팅을 중심으로-)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.317-322
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    • 2020
  • The purpose of this study is to lay the groundwork for the operation method for correctly operating remote lectures at universities. Among the universities that started non-face-to-face classes due to 'COVID-19', college students and graduate students from some universities who conducted remote lectures through Cisco's Webex meeting were studied on how to operate the remote lecture platform. First, the requirements for lectures for remote lectures were established through the literature survey, and effective operation measures were proposed through the survey. The research method was conducted on a total of 45 college and graduate students from April 21 to May 15, 2020. The results of the study showed that the operation plan for the basic and meeting elements. Based on this study, we expect it to be used in disaster situations or classes that may occur after COVID-19. In the future, the usability evaluation of the remote class platform and the direction in which the domestic remote lecture platform should move should be presented.

Driver Assistance System By the Image Based Behavior Pattern Recognition (영상기반 행동패턴 인식에 의한 운전자 보조시스템)

  • Kim, Sangwon;Kim, Jungkyu
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.12
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    • pp.123-129
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    • 2014
  • In accordance with the development of various convergence devices, cameras are being used in many types of the systems such as security system, driver assistance device and so on, and a lot of people are exposed to these system. Therefore the system should be able to recognize the human behavior and support some useful functions with the information that is obtained from detected human behavior. In this paper we use a machine learning approach based on 2D image and propose the human behavior pattern recognition methods. The proposed methods can provide valuable information to support some useful function to user based on the recognized human behavior. First proposed one is "phone call behavior" recognition. If a camera of the black box, which is focused on driver in a car, recognize phone call pose, it can give a warning to driver for safe driving. The second one is "looking ahead" recognition for driving safety where we propose the decision rule and method to decide whether the driver is looking ahead or not. This paper also shows usefulness of proposed recognition methods with some experiment results in real time.

A Driver's Condition Warning System using Eye Aspect Ratio (눈 영상비를 이용한 운전자 상태 경고 시스템)

  • Shin, Moon-Chang;Lee, Won-Young
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.2
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    • pp.349-356
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    • 2020
  • This paper introduces the implementation of a driver's condition warning system using eye aspect ratio to prevent a car accident. The proposed driver's condition warning system using eye aspect ratio consists of a camera, that is required to detect eyes, the Raspberrypie that processes information on eyes from the camera, buzzer and vibrator, that are required to warn the driver. In order to detect and recognize driver's eyes, the histogram of oriented gradients and face landmark estimation based on deep-learning are used. Initially the system calculates the eye aspect ratio of the driver from 6 coordinates around the eye and then gets each eye aspect ratio values when the eyes are opened and closed. These two different eye aspect ratio values are used to calculate the threshold value that is necessary to determine the eye state. Because the threshold value is adaptively determined according to the driver's eye aspect ratio, the system can use the optimal threshold value to determine the driver's condition. In addition, the system synthesizes an input image from the gray-scaled and LAB model images to operate in low lighting conditions.

Effect of an On-line Health Promotion Program connected with a Hospital Health Examination Center on Health Promotion Behavior and Health Status (병원건강검진센터 연계 온라인 건강증진프로그램이 건강증진행위와 건강상태에 미치는 효과)

  • Park, Jeong-Sook;Kwon, Sang-Min
    • Journal of Korean Academy of Nursing
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    • v.38 no.3
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    • pp.393-402
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    • 2008
  • Purpose: The purpose of this study was to evaluate the effect of an On-line health promotion program connected with a hospital health examination center. Methods: Based on contents developed, the www.kmwellbeing.comhomepagewas developed. The research design was a one group pretest-posttest design. Seventy-three clients participated in this study. The data were collected from January 3 to June 30, 2005. As a way of utilizing the homepage, this paper attempted to measure the change of pre and post program health promotion behavior and health status (perceived health status, objective health index-blood pressure, pulse, total cholesterol, blood sugar, waist flexibility, grip strength and lower extremity strength). Data were analyzed by descriptive statistics and paired t-test with the SPSS/Win 12.0 program. Results: There were significant differences of perceived health status, systolic BP, waist flexibility and grip strength. However, there were no significant differences in health promotion behavior, diastolic BP, pulse, lower extremity strength, blood sugar and total cholesterol between pre program and post program. Conclusion: It is expected that an on-line health promotion program connected with a hospital health examination center will provide an effective learning media for health education and partially contribute to client's health promotion. A strategy, however, is needed to facilitate the continuous use of the on-line health promotion program for adult clients.