• 제목/요약/키워드: Learning media

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Augmented Reality (AR)-Based Smartphone Application as Student Learning Media for Javanese Wedding Make Up in Central Java

  • Ihsani, A.N.N.;Sukardi, Sukardi;Soenarto, Soenarto;Krisnawati, M.;Agustin, E.W.;Pribadi, F.S.
    • Journal of information and communication convergence engineering
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    • 제19권4호
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    • pp.248-256
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    • 2021
  • The purpose of this study was to introduce an application as a learning medium that can be used by students to prepare Solo bridal paes. This application can be used by make-up beginners who are learning about Solo bridal paes. This study used a quasi-experimental method with a randomized pretest-posttest control group. The paes application can be used as a medium in Solo bridal makeup learning, because it is highly effective in helping students prepare Solo bridal paes. This application is also considerably practical because it can be installed on smartphones. Experimental results revealed a difference between the control and experimental classes. Students in the experimental class could prepare paes neatly, and their shapes were proportional to the face of the model. The use of augmented reality as a medium to teach Solo bridal makeup, especially for making paes, is an innovation in the world of education. This application can help students make paes.

미디어 아카이브 구축을 위한 등장인물, 사물 메타데이터 생성 시스템 구현 (Implementation of Character and Object Metadata Generation System for Media Archive Construction)

  • 조성만;이승주;이재현;박구만
    • 방송공학회논문지
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    • 제24권6호
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    • pp.1076-1084
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    • 2019
  • 본 논문에서는 딥러닝을 적용하여 미디어 내의 등장인물 및 사물을 인식, 메타데이터를 추출하고 이를 통해 아카이브를 구축하는 시스템을 개발하였다. 방송 분야에서 비디오, 오디오, 이미지, 텍스트 등의 멀티미디어 자료들을 디지털 컨텐츠로 전환하기 시작한지는 오래 되었지만, 아직 구축해야 할 자료들은 방대하게 남아있다. 따라서 딥러닝 기반의 메타데이터 생성 시스템을 구현하여 미디어 아카이브 구축에 소모되는 시간과 비용을 절약 할 수 있도록 하였다. 전체 시스템은 학습용 데이터 생성 모듈, 사물 인식 모듈, 등장인물 인식 모듈, API 서버의 네 가지 요소로 구성되어 있다. 미디어 내에서 등장인물 및 사물을 인식하여 메타데이터로 추출할 수 있도록 딥러닝 기술로 사물 인식 모듈, 얼굴 인식 모듈을 구현하였다. 딥러닝 신경망을 학습시키기 위한 데이터를 구축하기 용이하도록 학습용 데이터 생성 모듈을 별도로 설계하였으며 얼굴 인식, 사물 인식의 기능은 API 서버 형태로 구성하였다. 1500명의 인물, 80종의 사물 데이터를 사용하여 신경망을 학습시켰으며 등장인물 테스트 데이터에서 98%, 사물 데이터에서 42%의 정확도를 확인하였다.

딥러닝 기반의 대퇴골 영역 분할을 위한 훈련 데이터 증강 연구 (Data Augmentation Method for Deep Learning based Medical Image Segmentation Model)

  • 최규진;신주연;경주현;경민호;이윤진
    • 한국컴퓨터그래픽스학회논문지
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    • 제25권3호
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    • pp.123-131
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    • 2019
  • 본 연구에서는 CT 영상의 대퇴골 부위를 해부학적으로 의미 있게 변형하여 CT 영상의 대퇴골 영역을 분할하기 위한 컨벌루션 신경망(CNN)의 훈련 데이터를 증강하는 방법을 제안한다. 먼저 CT 영상으로부터 삼차원 삼각형 대퇴골 메쉬를 얻는다. 그 후 메쉬의 국소부위에 대한 기하학적 특성을 계산하고, 군집화하여 메쉬를 의미 있는 부분들로 분할한다. 마지막으로, 분할한 부분들을 적절한 알고리즘으로 변형한 뒤, 이를 바탕으로 CT 영상을 와핑하여 새로운 CT영상을 생성하였다. 본 연구의 데이터 증강 방법을 이용하여 학습시킨 딥러닝 모델은 기하학적 변환이나 색상 변환 같이 일반적으로 사용되는 데이터 증강법과 비교하여 더 나은 영상분할 성능을 보인다.

딥러닝을 통한 의미·주제 연관성 기반의 소셜 토픽 추출 시스템 개발 (Development of Extracting System for Meaning·Subject Related Social Topic using Deep Learning)

  • 조은숙;민소연;김세훈;김봉길
    • 디지털산업정보학회논문지
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    • 제14권4호
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    • pp.35-45
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    • 2018
  • Users are sharing many of contents such as text, image, video, and so on in SNS. There are various information as like as personal interesting, opinion, and relationship in social media contents. Therefore, many of recommendation systems or search systems are being developed through analysis of social media contents. In order to extract subject-related topics of social context being collected from social media channels in developing those system, it is necessary to develop ontologies for semantic analysis. However, it is difficult to develop formal ontology because social media contents have the characteristics of non-formal data. Therefore, we develop a social topic system based on semantic and subject correlation. First of all, an extracting system of social topic based on semantic relationship analyzes semantic correlation and then extracts topics expressing semantic information of corresponding social context. Because the possibility of developing formal ontology expressing fully semantic information of various areas is limited, we develop a self-extensible architecture of ontology for semantic correlation. And then, a classifier of social contents and feed back classifies equivalent subject's social contents and feedbacks for extracting social topics according semantic correlation. The result of analyzing social contents and feedbacks extracts subject keyword, and index by measuring the degree of association based on social topic's semantic correlation. Deep Learning is applied into the process of indexing for improving accuracy and performance of mapping analysis of subject's extracting and semantic correlation. We expect that proposed system provides customized contents for users as well as optimized searching results because of analyzing semantic and subject correlation.

간호사 인식개선을 위한 간호학-미디어학 융합 PBL 수업의 중재효과 연구: 수업 참여 학생들 및 PBL 성과발표회 참석 학생들의 인식 변화를 중심으로 (The intervention effect of a nursing-media studies convergence problem-based learning (PBL) program to improve nurses' public image: Changed perceptions of program participants and students attended a PBL presentation)

  • 유승철;강승미;유주연
    • 한국간호교육학회지
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    • 제27권1호
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    • pp.59-67
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    • 2021
  • Purpose: The purpose of this study is to examine the effectiveness of Problem-based Learning (PBL) in an interdisciplinary college class. This class was run under the theme of 'Nurse Social Content Creators' (NSCC) in the Korean Nurses Association (KNA)'s industry-university collaborative project designed to promote a positive image of nurses among the public. Methods: Study 1 examined changes in perception about nurses among the PBL participants before and after the program. A one-group pre-post test experimental design was applied, and the data were analyzed using a Wilcoxon signed-rank test. Study 2 identified differences of perceptions of nurses between people who had observed the PBL final presentation and people who had not. A post-test-only with nonequivalent group experimental design was used, and the data were analyzed using a Mann-Whitney U test. Results: Study 1 revealed a significant increase of positive perceptions towards nurses. Study 2 revealed a significant difference between the PBL presentation audience group and the control group. Students who had observed the PBL program showed more positive perceptions of nurses than students who had not. Conclusion: This research is an important study with high practicality in the area of media studies as well as in nursing. The PBL teaching method was proven to be effective in enhancing perceptions of nurses.

Sentiment Analysis for COVID-19 Vaccine Popularity

  • Muhammad Saeed;Naeem Ahmed;Abid Mehmood;Muhammad Aftab;Rashid Amin;Shahid Kamal
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권5호
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    • pp.1377-1393
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    • 2023
  • Social media is used for various purposes including entertainment, communication, information search, and voicing their thoughts and concerns about a service, product, or issue. The social media data can be used for information mining and getting insights from it. The World Health Organization has listed COVID-19 as a global epidemic since 2020. People from every aspect of life as well as the entire health system have been severely impacted by this pandemic. Even now, after almost three years of the pandemic declaration, the fear caused by the COVID-19 virus leading to higher depression, stress, and anxiety levels has not been fully overcome. This has also triggered numerous kinds of discussions covering various aspects of the pandemic on the social media platforms. Among these aspects is the part focused on vaccines developed by different countries, their features and the advantages and disadvantages associated with each vaccine. Social media users often share their thoughts about vaccinations and vaccines. This data can be used to determine the popularity levels of vaccines, which can provide the producers with some insight for future decision making about their product. In this article, we used Twitter data for the vaccine popularity detection. We gathered data by scraping tweets about various vaccines from different countries. After that, various machine learning and deep learning models, i.e., naive bayes, decision tree, support vector machines, k-nearest neighbor, and deep neural network are used for sentiment analysis to determine the popularity of each vaccine. The results of experiments show that the proposed deep neural network model outperforms the other models by achieving 97.87% accuracy.

미국학교도서관기준에 나타난 SLMP의 교육적 이념 (The Educational Idea Presenting In the SLMP's Standards)

  • 김효정
    • 한국문헌정보학회지
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    • 제12권
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    • pp.121-147
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    • 1985
  • In the modern communicative age, the standards of the school libraries are the qualitative guarantee on the services of school libraries or school library media programs, as the guidline, the active guide, the policy documentation and criteria for the professional excellence. The standards of SLMP were revised the sixth time by the school library profession(ALA) with the members or agency of NEA in the U.S. There are the first standard was a quantitative; 'the Certain Report'(by A.L.A., 1920) appearing that the school library is the heart of the school, 2nd 1925; turning up the teaching material source and personel, 'School Libraries for today and tomorrow' (by AASL, 1945) incluseing the instructional materials and the 7th educational ideas in the quantitative feature, 'Standards for School Library Programs' (by AASL, 1960) expressing the instructional material center, communicative environment, learning and teaching laboratory, 'Standards for school media programs' (by DAVI & AASL, 1969) implicating the instructional resource, learning and teaching laboratory, the condition precedent of qualitative education for excellence, 'Standards for media programs; District/school (by AASL & AECT, 1975) containing the improving user's educational experience and personal freedom on the use of SLMP's services. Through changing the standards of SLMP in the US, We have known that the main educational idea in the standards are; (1) SLMP is the instructional force and resource for qualitative, excellence education by learning and teaching laboratory, instructional resource, communicative environment (2) SLMP is the actualizing force and resource for user's self-realization by intellectual and personal excellence, individualizing, humanizing and personalizing education.

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스마트 환경에서 이러닝 콘텐츠 적용 방안에 관한 연구 (A Study on Application Scheme of E-Learning Contents in Smart Environments)

  • 임지용;허성욱;전재환;김관형;오암석
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2014년도 제50차 하계학술대회논문집 22권2호
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    • pp.423-425
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    • 2014
  • 스마트기기의 발달과 보급의 확산과 함께 모바일 인터넷 등 통신서비스 환경이 발전함에 따라 이러닝 환경의 고도화가 진행되면서 유비쿼터스러닝, 모바일러닝을 넘어 스마트 디바이스와 이러닝 연관 신기술이 융 복합된 새로운 형태의 교육 시스템인 스마트러닝으로 발전하고 있다. 하지만 현재 다양한 스마트 디바이스 기반의 스마트러닝 서비스를 통해 교육 콘텐츠를 학습자에게 제공하기 위해서는 기존 이러닝 콘텐츠의 구조 개선이 불가피한 상황이며 콘텐츠의 재사용 가능성, 접근성, 상호운용성, 항구성 및 질적 수월성의 향상을 위한 스마트러닝 표준화가 요구되고 있다. 이에 본 논문에서는 기존 이러닝 콘텐츠를 통한 스마트러닝을 구현하기 위한 방안으로 EPUB 3.0 표준을 활용한 스마트러닝 솔루션을 제안하고자 한다.

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딥러닝을 활용한 마스크 착용 얼굴 체온 측정 시스템 (Masked Face Temperature Measurement System Using Deep Learning)

  • 이민정;김유미;임양미
    • 한국멀티미디어학회논문지
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    • 제24권2호
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    • pp.208-214
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    • 2021
  • Since face masks in public were mandated during COVID-19, more people have taken temperature checks, with their masks on. The study has developed a contactless thermal camera that accurately measures temperatures of people wearing different kinds of masks, detect people wearing masks wrong, and record the temperature data. The built-in system that identifies people wearing masks wrong is what masks our contactless thermal camera differentiated from other thermal cameras. Also our contactless thermal camera can keep track of the number of mask wearers in different regions and their temperatures. Thus, the analysis of such regional data can significantly contribute to stemming the spread of the virus.

모바일 플랫폼 기반 유아용 한글 학습 교육 콘텐츠 개발 (Development of Korean Learning Education Contents for Children based on Mobile Platform)

  • 송미영;김효원;최유진
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2020년도 제61차 동계학술대회논문집 28권1호
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    • pp.47-49
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    • 2020
  • 본 논문은 유아기 언어 발달 시기에 한글의 기초 단계를 학습하기 위해 기존의 학습지 형태의 한글 교육 선행 학습과는 달리 시각적, 청각적 효과로 몸의 감각을 통해 창의적이고 동적으로 사물을 배우며 이러한 자극으로 정보를 기억하고 축적할 수 있는 한글 학습 교육용 콘텐츠를 개발하고자 한다. 이는 유아의 호기심을 자극할 뿐만 아니라 모바일 플랫폼과의 상호작용을 통해 재미와 즐거움을 키우며 나아가 지식을 얻을 수 있다. 더불어 유아가 한글 학습의 놀이 과정을 통해 창의력을 높이고, 다방면으로 문제를 해결할 수 있는 능력을 키울 뿐만 아니라 학습을 통해 스스로 이끌어가는 자기 주도적 학습 능력을 키울 수 있을 것으로 기대한다.

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