• Title/Summary/Keyword: Learning media

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EPS Gesture Signal Recognition using Deep Learning Model (심층 학습 모델을 이용한 EPS 동작 신호의 인식)

  • Lee, Yu ra;Kim, Soo Hyung;Kim, Young Chul;Na, In Seop
    • Smart Media Journal
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    • v.5 no.3
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    • pp.35-41
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    • 2016
  • In this paper, we propose hand-gesture signal recognition based on EPS(Electronic Potential Sensor) using Deep learning model. Extracted signals which from Electronic field based sensor, EPS have much of the noise, so it must remove in pre-processing. After the noise are removed with filter using frequency feature, the signals are reconstructed with dimensional transformation to overcome limit which have just one-dimension feature with voltage value for using convolution operation. Then, the reconstructed signal data is finally classified and recognized using multiple learning layers model based on deep learning. Since the statistical model based on probability is sensitive to initial parameters, the result can change after training in modeling phase. Deep learning model can overcome this problem because of several layers in training phase. In experiment, we used two different deep learning structures, Convolutional neural networks and Recurrent Neural Network and compared with statistical model algorithm with four kinds of gestures. The recognition result of method using convolutional neural network is better than other algorithms in EPS gesture signal recognition.

Study on Active Learning & Facilitation Convergence Education Program for Enhancing Core Competency (4C) (핵심역량(4C) 증진을 위한 액티브러닝과 퍼실리테이션 융합 교육프로그램 연구)

  • Chung, Yoo Kyung
    • Smart Media Journal
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    • v.8 no.1
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    • pp.67-73
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    • 2019
  • This study investigates Active Learning and Facilitation Convergence Education Program which can improve core competency to cope with vocational education in the fourth industrial revolution era. I applied the integrated advantages of Active Learning which enhances 'problem solving skill' and those of Facilitation for creative thinking idea to application design process coursework and verified the effectiveness of such education method through student satisfaction survey. I also designed application contents for the students who are familiar with the mobile environments and UI contents for data visualization which can help those students to improve their skills in software. Every coursework was conducted as a team project. As a result, Active Learning and Facilitation Convergence Education Program is found to be helpful in improving the basic skills and competencies required in college education. I hope this work helps to reduce the educational gap between industry and professional colleges.

Nakdong River Estuary Salinity Prediction Using Machine Learning Methods (머신러닝 기법을 활용한 낙동강 하구 염분농도 예측)

  • Lee, Hojun;Jo, Mingyu;Chun, Sejin;Han, Jungkyu
    • Smart Media Journal
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    • v.11 no.2
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    • pp.31-38
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    • 2022
  • Promptly predicting changes in the salinity in rivers is an important task to predict the damage to agriculture and ecosystems caused by salinity infiltration and to establish disaster prevention measures. Because machine learning(ML) methods show much less computation cost than physics-based hydraulic models, they can predict the river salinity in a relatively short time. Due to shorter training time, ML methods have been studied as a complementary technique to physics-based hydraulic model. Many studies on salinity prediction based on machine learning have been studied actively around the world, but there are few studies in South Korea. With a massive number of datasets available publicly, we evaluated the performance of various kinds of machine learning techniques that predict the salinity of the Nakdong River Estuary Basin. As a result, LightGBM algorithm shows average 0.37 in RMSE as prediction performance and 2-20 times faster learning speed than other algorithms. This indicates that machine learning techniques can be applied to predict the salinity of rivers in Korea.

A Study on Drift Phenomenon of Trained ML (학습된 머신러닝의 표류 현상에 관한 고찰)

  • Shin, ByeongChun;Cha, YoonSeok;Kim, Chaeyun;Cha, ByungRae
    • Smart Media Journal
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    • v.11 no.7
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    • pp.61-69
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    • 2022
  • In the learned machine learning, the performance of machine learning degrades at the same time as drift occurs in terms of learning models and learning data over time. As a solution to this problem, I would like to propose the concept and evaluation method of ML drift to determine the re-learning period of machine learning. An XAI test and an XAI test of an apple image were performed according to strawberry and clarity. In the case of strawberries, the change in the XAI analysis of ML models according to the clarity value was insignificant, and in the case of XAI of apple image, apples normally classified objects and heat map areas, but in the case of apple flowers and buds, the results were insignificant compared to strawberries and apples. This is expected to be caused by the lack of learning images of apple flowers and buds, and more apple flowers and buds will be studied and tested in the future.

Augmented Reality based Learning System for Solid Shapes (증강현실 기반 입체도형 학습도구 시스템)

  • Yeji Mun;Daehwan Kim;Dongsik Jo
    • Smart Media Journal
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    • v.13 no.5
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    • pp.45-51
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    • 2024
  • Recently, realistic contents such as virtual reality(VR) and augmented reality (AR) are widely used for education to provide beneficial learning environments with thee-dimensional(3D) information and interactive technology. Specially, AR technology will be helpful to intuitively understand by adding virtual objects registered in the real learning environment with effective ways. In this paper, we developed an AR learning system using 3D spatial information in the 2D based textbook for studying math related to geometry. In order to increase spatial learning effect, we applied to solid shapes such as prisms and pyramids in mathematics education process. Also, it allows participants to use various shapes and expression methods (e.g., wireframe mode) with interaction. We conducted the experiment with our AR system, evaluated achievement and interest. Our experimental study showed positive results, our results are expected to provide effective learning methods in various classes through realistic visualization and interaction methods.

Effects of Linguistic Immersion Synthesis on Foreign Language Learning Using Virtual Reality Agents (가상현실 에이전트 외국어 교사를 활용한 외국어 학습의 몰입 융합 효과)

  • Kang, Jeonghyun;Kwon, Seulhee;Chung, Donghun
    • Informatization Policy
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    • v.31 no.1
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    • pp.32-52
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    • 2024
  • This study investigates the effectiveness of virtual reality agents as foreign language instructors with focus on the impact of different native language backgrounds and instructional roles. The agents were first distinguished as native or non-native speakers treated as a between-subject factor, and then assigned roles as either teachers or salespersons considered within-subject factors. An immersive virtual environment was developed for this experiment, and a 2×2 mixed factorial design was carried out. In an experimental group of 72 university students, statistically significant interactions were found in learning satisfaction, memory, and recall between the native/non-native status of the agents and their roles. With regard to learning confidence and presence, however, no statistically significant differences were observed in both interaction effects and main effects. Contextual learning in a virtual environment was found to enhance learning effectiveness and satisfaction, with the nativeness and the role of agents influencing learners' memory; thus highlighting the effectiveness of using virtual reality agents in foreign language learning. This suggests that varied approaches can have positive cognitive and emotional impacts on learners, thereby providing valuable theoretical and empirical implications.

Development and Effects of Media Literacy Program for Young Children (유아 미디어 리터러시교육 프로그램의 개발 및 적용)

  • Kang, Eun Jin;Hyun, Eun Ja
    • Korean Journal of Child Studies
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    • v.25 no.6
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    • pp.69-87
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    • 2004
  • The purpose of this study was to develop a media literacy program for young children and explore its applicability and effects on young children's media literacy learning. Media literacy, as a concept combined literacy, or the ability to read and write, with media, is about more than just consuming information or understanding technological aspects of media, but is defined as expanded information and communication skills that are responsive to the changing nature of information in human environment. In order to develop media literacy program for young children, the goal and objectives, content areas, teaching methods and materials, and evaluation of media literacy program were searched and established. The subjects of this study consisted of a total of 51 children at age 5-6. The research had been implemented for 8 weeks integrated into daily activities of kindergarten children. Data were collected by interviewing with children using animations, and children-made-cartoons during the pre- and post-tests, and were analyzed quantitatively using rating criteria. The results of this study showed that there were significant differences found in children's abilities to reception, critical thinking, and creativity. This research made a major contribution to provision of a ground for developing an effective media literacy program for young children.

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A Functional Game Application for Korean Words Learning Based on Smartphone Environments

  • Choi, YoungMee
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.259-264
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    • 2019
  • In this paper, the prototyping process for developing syllable-initial consonant-based game 'Korean Guards' is described. Users may effectively learn Korean words using alphabetically sequential approaches, but the easiness of access bestowed on the smart environments and game algorithms could be fully utilized for the functional advantages for educational purposes. This functional game is developed on Android OS and the prototypical outcome is shown.

Examining Suicide Tendency Social Media Texts by Deep Learning and Topic Modeling Techniques (딥러닝 및 토픽모델링 기법을 활용한 소셜 미디어의 자살 경향 문헌 판별 및 분석)

  • Ko, Young Soo;Lee, Ju Hee;Song, Min
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.3
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    • pp.247-264
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    • 2021
  • This study aims to create a deep learning-based classification model to classify suicide tendency by suicide corpus constructed for the present study. Also, to analyze suicide factors, the study classified suicide tendency corpus into detailed topics by using topic modeling, an analysis technique that automatically extracts topics. For this purpose, 2,011 documents of the suicide-related corpus collected from social media naver knowledge iN were directly annotated into suicide-tendency documents or non-suicide-tendency documents based on suicide prevention education manual issued by the Central Suicide Prevention Center, and we also conducted the deep learning model(LSTM, BERT, ELECTRA) performance evaluation based on the classification model, using annotated corpus data. In addition, one of the topic modeling techniques, LDA identified suicide factors by classifying thematic literature, and co-word analysis and visualization were conducted to analyze the factors in-depth.

Machine Learning in Media Industry :Focusing on Content Value Evaluation and Production Development (기계학습의 미디어 산업 적용 :콘텐츠 평가 및 제작 자원을 중심으로)

  • Kwon, Shin-Hye;Park, Kyung-Woo;Chang, Byeng-Chul;Chang, Byeng-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.526-537
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    • 2019
  • This study researched the effect of application systems for media industry by using machine learning method focusing on industrial organization theory. First, for applying the system successfully, formation of sympathy about needs is required. The introduction of machine learning can bring change in each stage of value chain especially, decision making process of investment and production process. In investment side, objective performance prediction data can enhance efficiency, and content diversity can decrease with concentrated investment phenomenon to secured content by the system. In production side, if the system support to make creators decrease simple repeat works, production efficiency will increase.