• Title/Summary/Keyword: Learning platform

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A Study on Improved Image Matching Method using the CUDA Computing (CUDA 연산을 이용한 개선된 영상 매칭 방법에 관한 연구)

  • Cho, Kyeongrae;Park, Byungjoon;Yoon, Taebok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.4
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    • pp.2749-2756
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    • 2015
  • Recently, Depending on the quality of data increases, the problem of time-consuming to process the image is raised by being required to accelerate the image processing algorithms, in a traditional CPU and CUDA(Compute Unified Device Architecture) based recognition system for computing speed and performance gains compared to OpenMP When character recognition has been learned by the system to measure the input by the character data matching is implemented in an environment that recognizes the region of the well, so that the font of the characters image learning English alphabet are each constant and standardized in size and character an image matching method for calculating the matching has also been implemented. GPGPU (General Purpose GPU) programming platform technology when using the CUDA computing techniques to recognize and use the four cores of Intel i5 2500 with OpenMP to deal quickly and efficiently an algorithm, than the performance of existing CPU does not produce the rate of four times due to the delay of the data of the partition and merge operation proposed a method of improving the rate of speed of about 3.2 times, and the parallel processing of the video card that processes a result, the sequential operation of the process compared to CPU-based who performed the performance gain is about 21 tiems improvement in was confirmed.

A Study on Evaluation of the Reading Culture Promotion Project and Develpment Direction of Smart Era at the National Library for Children and Young Adults (국립어린이청소년도서관의 독서문화진흥사업 평가와 스마트 시대 발전방향에 대한 연구)

  • Kang, Ji Hei;Cha, Sung-Jong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.203-221
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    • 2020
  • This study closely analyzed changes in the educational environment and changes in the needs of children's and young people's reading culture programs, which are directly beneficiaries of the promotion of reading culture as they enter the fourth industrial revolution. It also comprehensively evaluated the reading culture promotion project for children and adolescents promoted by the National Children and Youth Library and proposed a reading culture promotion project that meets the needs of the smart era. This study investigated the cases of various domestic and foreign reading culture promotion projects to divulge trends. The authors invited experts from public libraries and school libraries with experience of the reading culture promotion projects and performed Focus Group Interviews (FGI). The authors evaluated individual reading culture program based on the PDCA method (Plan, Do, Check, Act). Based on the data obtained through case studies and expert evaluations, the development plan of reading culture promotion project and the strategy of promoting new projects to be pursued in the National Children and Youth Library were presented. By gathering the results of the research, 'Interactive e-book making platform production / distribution business', 'Game-type reading program production / distribution business', 'Habruta reading culture dissemination project using backward learning method', 'Youth coding branding "Teen-Start -Up"' were proposed as new services.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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Cognitive improvement effects of Momordica charantia in amyloid beta-induced Alzheimer's disease mouse model (여주의 amyloid beta 유도 알츠하이머질환 동물 모델에서 인지능력 개선 효과)

  • Sin, Seung Mi;Kim, Ji Hyun;Cho, Eun Ju;Kim, Hyun Young
    • Journal of Applied Biological Chemistry
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    • v.64 no.3
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    • pp.299-307
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    • 2021
  • Accumulation of amyloid beta (Aβ) and oxidative stress are the most common reason of Alzheimer's disease (AD). In the present study, we investigated the cognitive improvement effects of butanol (BuOH) fraction from Momordica charantia in Aβ25-35-induced AD mouse model. To develop an AD mouse model, mice were received injection of Aβ25-35, and then orally administered BuOH fraction from M. charantia at doses of 100 and 200 mg/kg/day during 14 days. In the T-maze and novel object recognition test, administration of BuOH fraction from M. charantia L. at doses of 100 and 200 mg/kg/day improved spatial ability and novel object recognition by increased explorations of novel route and new object. In addition, BuOH fraction of M. charantia-administered groups improved learning and memory abilities by decreased time to reach hidden platform in Morris water maze test. Oral administration of BuOH fraction from M. charantia significantly inhibited lipid peroxidation and nitric oxide levels in the brain, liver, and kidney compared with Aβ25-35-induced control group. These results indicated that BuOH fraction of M. charantia improved Aβ25-35-induced cognitive impairment by attenuating oxidative stress. Therefore, M. charantia could be useful for protection from Aβ25-35-induced cognitive impairment.

Landslide Susceptibility Prediction using Evidential Belief Function, Weight of Evidence and Artificial Neural Network Models (Evidential Belief Function, Weight of Evidence 및 Artificial Neural Network 모델을 이용한 산사태 공간 취약성 예측 연구)

  • Lee, Saro;Oh, Hyun-Joo
    • Korean Journal of Remote Sensing
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    • v.35 no.2
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    • pp.299-316
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    • 2019
  • The purpose of this study was to analyze landslide susceptibility in the Pyeongchang area using Weight of Evidence (WOE) and Evidential Belief Function (EBF) as probability models and Artificial Neural Networks (ANN) as a machine learning model in a geographic information system (GIS). This study examined the widespread shallow landslides triggered by heavy rainfall during Typhoon Ewiniar in 2006, which caused serious property damage and significant loss of life. For the landslide susceptibility mapping, 3,955 landslide occurrences were detected using aerial photographs, and environmental spatial data such as terrain, geology, soil, forest, and land use were collected and constructed in a spatial database. Seventeen factors that could affect landsliding were extracted from the spatial database. All landslides were randomly separated into two datasets, a training set (50%) and validation set (50%), to establish and validate the EBF, WOE, and ANN models. According to the validation results of the area under the curve (AUC) method, the accuracy was 74.73%, 75.03%, and 70.87% for WOE, EBF, and ANN, respectively. The EBF model had the highest accuracy. However, all models had predictive accuracy exceeding 70%, the level that is effective for landslide susceptibility mapping. These models can be applied to predict landslide susceptibility in an area where landslides have not occurred previously based on the relationships between landslide and environmental factors. This susceptibility map can help reduce landslide risk, provide guidance for policy and land use development, and save time and expense for landslide hazard prevention. In the future, more generalized models should be developed by applying landslide susceptibility mapping in various areas.

Problems of Applying Information Technologies in Public Governance

  • Goshovska, Valentyna;Danylenko, Lydiia;Hachkov, Andrii;Paladiiichuk, Sergii;Dzeha, Volodymyr
    • International Journal of Computer Science & Network Security
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    • v.21 no.8
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    • pp.71-78
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    • 2021
  • The relevance of research provides the necessity to identify the basic problems in the public governance sphere and information technology relations, forasmuch as understanding such interconnections can indicate the consequences of the development and spreading information technologies. The purpose of the research is to outline the issues of applying information technologies in public governance sphere. 500 civil servants took part in the survey (Ukraine). A two-stage study was conducted in order to obtain practical results of the research. The first stage involved collecting and analyzing the responses of civil servants on the Mentimeter online platform. In the second stage, the administrator used the SWOT-analysis system. The tendencies in using information technologies have been determined as follows: the institutional support development; creation of analytical portals for ensuring public control; level of accountability, transparency, activity of civil servants; implementation of e-government projects; changing the philosophy of electronic services development. Considering the threats and risks to the public governance system in the context of applying information technologies, the following aspects generated by societal requirements have been identified, namely: creation of the digital bureaucracy system; preservation of information and digital inequality; insufficient level of knowledge and skills in the field of digital technologies, reducing the publicity of the state and municipal governance system. Weaknesses of modern public governance in the context of IT implementation have been highlighted, namely: "digitization for digitalization"; lack of necessary legal regulation; inefficiency of electronic document management (issues caused by the imperfection of the interface of reporting interactive forms, frequent changes in the composition of indicators in reporting forms, the desire of higher authorities to solve the problem of their introduction); lack of data analysis infrastructure (due to imperfections in the organization of interaction between departments and poor capacity of information resources; lack of analytical databases), lack of necessary digital competencies for civil servants. Based on the results of SWOT-analysis, the strengths have been identified as follows: (possibility of continuous communication; constant self-learning); weaknesses (age restrictions for civil servants; insufficient acquisition of knowledge); threats (system errors in the provision of services through automation); opportunities for the introduction of IT in the public governance system (broad global trends; facilitation of the document management system). The practical significance of the research lies in providing recommendations for eliminating the problems of IT implementation in the public governance sphere outlined by civil servants..

A Study on the Secondary Science Teachers' YouTuber Experience and Identity: Focusing on Foucault's Concept of Heterotopia (중등과학교사의 유튜버 경험과 정체성에 대한 연구 -푸코의 헤테로토피아 개념을 중심으로-)

  • Sein, Shin;Jun-Ki, Lee
    • Journal of The Korean Association For Science Education
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    • v.42 no.6
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    • pp.579-595
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    • 2022
  • This study is a qualitative case study of secondary science teachers who are doing educational activities in YouTube. In particular, this study attempts to interpret this case based on Foucault's concept of 'Heterotopia', which means a space that allows for private freedom or deviance by reflecting various utopias without the norms and constraints from every day or real space. Five secondary science teachers who voluntarily opened a personal channel on the YouTube platform and actively uploaded their own videos related to science education participated in the study. In order to understand the experiences of five secondary science teachers, data were individually collected through semi-structured in-depth interviews, and the collected data were analyzed using qualitative case study method. For valid interpretation of the study, we also referred to the video contents, teacher training materials, and teaching and learning materials produced by the participants. As a result of the study, seven themes were revealed: 'Desire for one's own unique educational activities,' 'Youtube as an extended classroom space,' 'Expanded network of relationships beyond the classroom barrier,' 'Satisfaction of desire for recognition and experience of identity as a YouTuber,' 'Tension between the educational space and the YouTube,' 'Space to be reborn as a craftsman,' and 'Finding one's own direction as a Teacher-YouTuber.' Given those findings, we found that the identity and desire of secondary science teachers, which were limited in the existing secondary schools and classrooms, was expanded in a new space called YouTube. In addition, we suggested that YouTube could be a space where science teachers can realize their own ideals and feel the joy. And simple regulating teacher's behavior in Youtube space only based on norms and standards shared in traditional educational space would rather hinder their healthy construction of identity and growth.

IBN-based: AI-driven Multi-Domain e2e Network Orchestration Approach (IBN 기반: AI 기반 멀티 도메인 네트워크 슬라이싱 접근법)

  • Khan, Talha Ahmed;Muhammad, Afaq;Abbas, Khizar;Song, Wang-Cheol
    • KNOM Review
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    • v.23 no.2
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    • pp.29-41
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    • 2020
  • Networks are growing faster than ever before causing a multi-domain complexity. The diversity, variety and dynamic nature of network traffic and services require enhanced orchestration and management approaches. While many standard orchestrators and network operators are resulting in an increase of complexity for handling E2E slice orchestration. Besides, there are multiple domains involved in E2E slice orchestration including access, edge, transport and core network each having their specific challenges. Hence, handling of multi-domain, multi-platform and multi-operator based networking environments manually requires specified experts and using this approach it is impossible to handle the dynamic changes in the network at runtime. Also, the manual approaches towards handling such complexity is always error-prone and tedious. Hence, this work proposes an automated and abstracted solution for handling E2E slice orchestration using an intent-based approach. It abstracts the domains from the operators and enable them to provide their orchestration intention in the form of high-level intents. Besides, it actively monitors the orchestrated resources and based on current monitoring stats using the machine learning it predicts future utilization of resources for updating the system states. Resulting in a closed-loop automated E2E network orchestration and management system.

Fake News Detection on YouTube Using Related Video Information (관련 동영상 정보를 활용한 YouTube 가짜뉴스 탐지 기법)

  • Junho Kim;Yongjun Shin;Hyunchul Ahn
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.19-36
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    • 2023
  • As advances in information and communication technology have made it easier for anyone to produce and disseminate information, a new problem has emerged: fake news, which is false information intentionally shared to mislead people. Initially spread mainly through text, fake news has gradually evolved and is now distributed in multimedia formats. Since its founding in 2005, YouTube has become the world's leading video platform and is used by most people worldwide. However, it has also become a primary source of fake news, causing social problems. Various researchers have been working on detecting fake news on YouTube. There are content-based and background information-based approaches to fake news detection. Still, content-based approaches are dominant when looking at conventional fake news research and YouTube fake news detection research. This study proposes a fake news detection method based on background information rather than content-based fake news detection. In detail, we suggest detecting fake news by utilizing related video information from YouTube. Specifically, the method detects fake news through CNN, a deep learning network, from the vectorized information obtained from related videos and the original video using Doc2vec, an embedding technique. The empirical analysis shows that the proposed method has better prediction performance than the existing content-based approach to detecting fake news on YouTube. The proposed method in this study contributes to making our society safer and more reliable by preventing the spread of fake news on YouTube, which is highly contagious.

Threat Situation Determination System Through AWS-Based Behavior and Object Recognition (AWS 기반 행위와 객체 인식을 통한 위협 상황 판단 시스템)

  • Ye-Young Kim;Su-Hyun Jeong;So-Hyun Park;Young-Ho Park
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.4
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    • pp.189-198
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    • 2023
  • As crimes frequently occur on the street, the spread of CCTV is increasing. However, due to the shortcomings of passively operated CCTV, the need for intelligent CCTV is attracting attention. Due to the heavy system of such intelligent CCTV, high-performance devices are required, which has a problem in that it is expensive to replace the general CCTV. To solve this problem, an intelligent CCTV system that recognizes low-quality images and operates even on devices with low performance is required. Therefore, this paper proposes a Saying CCTV system that can detect threats in real time by using the AWS cloud platform to lighten the system and convert images into text. Based on the data extracted using YOLO v4 and OpenPose, it is implemented to determine the risk object, threat behavior, and threat situation, and calculate the risk using machine learning. Through this, the system can be operated anytime and anywhere as long as the network is connected, and the system can be used even with devices with minimal performance for video shooting and image upload. Furthermore, it is possible to quickly prevent crime by automating meaningful statistics on crime by analyzing the video and using the data stored as text.