• Title/Summary/Keyword: Mobile Education System

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An Edutainment Game Prototype for Sasang Constitutional Food Therapy

  • Yea, Sang-Jun;Zhao, Dapeng;Ryu, Il-Han;Yang, Changsop;Kim, Chul;Gweon, Gahgene
    • Journal of Society of Preventive Korean Medicine
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    • v.19 no.2
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    • pp.159-167
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    • 2015
  • Objective : Recently many kinds of food therapies have sprung up to prevent or manage disease and to promote health. Seeing Korean history, the Korean medical doctors have been applying food therapy based on the thought that the dietary sources were as important as the medicine. Therefore, in this study, we designed a mobile edutainment game prototype with the goal of providing education about healthy food knowledge for users who belongs to different constitutional types. Materials and Method : We adopted the Sasang Constitutional Medicine as the medical background knowledge for our edutainment game design. Based on the user study, we developed the process of edutainment system which is composed of 'My game', 'My constitution', and 'My food'. Among the whole process, we developed a prototype for the core module - the 'My game' part. This prototype used a jumping game for mobile devices that is composed of training, level 1 and level 2 stages. Results : From the target user evaluation, it was proved that 1) in terms of the learning effect of healthy diet, the edutainment game we developed has a significant advantage over the conventional learning media. 2) after playing the edutainment game, the good and bad food identification accuracy based on picture and text format were increased by 44% and 42% respectively, and 3) target users perceived enjoyment while using this prototype, as well as showed positive intention to use this game as edutainment tool in the future. Conclusion : We designed and developed mobile edutainment game prototype to educate healthy food knowledge based on Sasang Constitutional Medicine. Through user evaluation, we proved that our prototype enhanced healthy food knowledge and that user accepted the prototype as a beneficial edutainment tool.

Current Status and Improvement Plans for Local Governments' Public Mobile Applications (지방자치단체 공공애플리케이션의 실태와 개선방안)

  • Kim, Dea-Wook;Yoon, Young-Geun
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.68-81
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    • 2016
  • This study suggests, based on analysis of current status, improvement plans for the local government's public mobile applications. Fist of all, this study selected analysis elements and established an analysis framework for public mobile applications. Then the study analyzed the applications developed by all local government and application management practices in Seoul-City. The status of public applications shows that there are no institutional guidelines and the practical use of the public application is low in relation to the invested costs. Additional problems are the imprudent development, non-reflection of demand, absence of systemic management. For the improvement plans, the study suggests understanding of exact demand, detailed examination of validity, offering of effective information and the utilization of double-way interaction application. The management side of the improvement plans addresses the preparing for public application ordinance, building proper management system, regular check, education and active promotion.

Collaborative System based on Social using XMDR-DAI for Business Process in Mobile Cloud (모바일 클라우드 환경에서 비즈니스 프로세스를 위한 XMDR-DAI를 이용한 소셜 기반의 협업 시스템)

  • Lee, Jong-Sub;Moon, Seok-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.10
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    • pp.2331-2340
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    • 2015
  • In this paper, we propose a social-based collaboration systems for business process management in the mobile cloud. This XMDR-DAI is to provide services for data sharing and exchange between local systems that operate independently in a cloud environment, take charge of a social-based collaborative business process management. Social-based collaborative business processes are handled in a collision among a structure such as unit conversion, meaning conflict, and the schema mapping data resulting from the inner query. The conflict was resolved by mapping process which takes in each XMDR-DAI.

The Design and Implementation of AR Collaboration Service Platform for Technical Support in Industrial Sites (산업 현장의 기술 지원 AR 협업 서비스 플랫폼 설계 및 구현)

  • Han, Seongil;Lee, Daesik;You, Youngmo;Lee, Sangyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.4
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    • pp.1-11
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    • 2021
  • In this paper, we explain the purpose of building a mobile app called "ARnetView" that can use the AR(augmented Reality)based calling function and AR based content creation function, and as well as an AR based data center that can share AR based video streaming and AR based contents on smartphones and tablet devices. For the AR(Augmented Reality) based data center implement, we have developed a mobile application and implemented a service system including an AR(augmented Reality) based calling function and AR based content production and AR based video streaming functions for real-time communication to connect a field technician and an expert so that the expert can see and discuss the situation in the field and technician and experts, they can draw digital annotation on mobile screen that accurately stick to 3D physical objects, allowing the expert to guide the technician step by step. In result, it provides a remote technical collaboration environment between field technician and expert. In addition, AR(Augmented Reality) collaboration service Platform was designed and implemented to increase work speed, efficiency, and utilization of advanced technicians, improve continuous productivity of equipment and facilities, maximize equipment and facility utilization, and strengthen industrial competitiveness. Therefore, through this, the AR collaboration service Platform can be applied to the industrial field, the medical field, and the entertainment/education field.

Mapless Navigation Based on DQN Considering Moving Obstacles, and Training Time Reduction Algorithm (이동 장애물을 고려한 DQN 기반의 Mapless Navigation 및 학습 시간 단축 알고리즘)

  • Yoon, Beomjin;Yoo, Seungryeol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.3
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    • pp.377-383
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    • 2021
  • Recently, in accordance with the 4th industrial revolution, The use of autonomous mobile robots for flexible logistics transfer is increasing in factories, the warehouses and the service areas, etc. In large factories, many manual work is required to use Simultaneous Localization and Mapping(SLAM), so the need for the improved mobile robot autonomous driving is emerging. Accordingly, in this paper, an algorithm for mapless navigation that travels in an optimal path avoiding fixed or moving obstacles is proposed. For mapless navigation, the robot is trained to avoid fixed or moving obstacles through Deep Q Network (DQN) and accuracy 90% and 93% are obtained for two types of obstacle avoidance, respectively. In addition, DQN requires a lot of learning time to meet the required performance before use. To shorten this, the target size change algorithm is proposed and confirmed the reduced learning time and performance of obstacle avoidance through simulation.

A secure authentication system on wired wireless integrated network using OpenFlow (OpenFlow를 이용한 유‧무선 통합 네트워크 환경에서의 인증 시스템)

  • Moon, Jeong-Kyung;Cho, Han Jin;Kim, Jin-Mook
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.285-291
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    • 2014
  • Recent, development of wireless communication devices are rapidly and these device being deployed to the user very fast. By this results, a wired network device and the new device such as wireless devices incorporate. Then a demand of new mesh network is rapidly growing. In this wired/wireless integrated network environment, the network is configured automatically, and a user or wireless communication devices must be provided for authentication services. But, these services do not in the real world. Therefore, in this paper, we propose that wired/wireless integrated network environment to automatically configure the network using OpenFlow and the authentication system using Kerberos method. Our proposed system to be able to provide authentication services, confidentiality, integrity services for user or wired/wireless communication devices. And it can be prvented as well to man-in-the-middle attacks.

The Training Methods and Effectiveness using Augmented Reality Contents System for Machine Drawings Training Which is Essential in Welding Practice Courses (용접실습 교과목에 필수적인 기계제도 기초 이론 학습에 대한 증강현실 콘텐츠 시스템을 활용한 교육 방법 및 효과성)

  • Koo, Chang-Dae;Yang, Hyeong-Seok;Lee, Dong-Youp
    • Journal of Welding and Joining
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    • v.32 no.4
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    • pp.39-45
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    • 2014
  • Today, the development of digitized information media and info-communications are bringing many changes. Due to the development of IT thechnology, we can learn wherever, whenever, regardless of time and place. Machine drawing subject is a very important in mechanical engineering course, but it's studyed only basic theory in a short period, average 1~2weeks. So that, students think that the mechanical drawing is of minor importance. Such ideas make them difficult to impove sense of space in isometric drawing and drawing skill. Therefore, in this paper, augmented reality-based contents through the system, Mechanical Drawing of education to meet the effectiveness and satisfaction, student learning can be spontaneously it was construct self-system. And, Theoretical part of the Mechanical Drawing is proposed ensure more efficient and easier training. In this paper, we were test operation for user effectualness of proposed service at Korea Polytechnics Colleges a industrial facilities management in Daegu. Target user are 66 students, and The students were divided into experimental group and comparison group. Experimental results, experimental group was able to do systematically experience many Projection Drawing and Pictorial Drawing in short schooltime. And, The test operation results showed that have the possibility to meet education effectiveness and user satisfaction in this augmented reality-based contents system.

A Study on the Segmentation for Adaptation of Web Contents in Smart Learning Environment (스마트 학습 환경에서 웹 콘텐츠 적응을 위한 부분화에 관한 연구)

  • Seo, Jin Ho;Kim, Myong Hee;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.325-333
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    • 2016
  • The development of smart technology has brought the conversion of closed traditional e-learning contents into open flexible smart learning contents consisting of learner-centered modules, without the constraints of time and space by use of smart devices from the uniformed and passive classroom between teachers and learners. It has been demanded an open, personalized and customized teaching and learning contents of smart education and training systems according to wide supply of various smart devices. In this paper, we discuss about the status of the smart teaching and learning systems and analyze the characteristics and structure of the web contents for smart education and training systems by use of smart devices. And we propose a method how to block web contents, to extract them, and adapt personalized segments of web contents by adaptive algorithm into smart learning devices. We extract blocks from the web contents based on the smart device information and the preference information of the learners from existing web contents without the hassle of learners environment. After specifying a block priority from the extracted web contents by the adaptive segment algorithm, it can be displayed directly to the screen to fit the individual learning progress of the learners.

A Comparative Study on Activities of Cartoon & Animation among Korea, America & Japan (한미일(韓美日) 만화영상활동 비교연구)

  • Lim, Cheong-San
    • Cartoon and Animation Studies
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    • s.9
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    • pp.33-58
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    • 2005
  • This study is to create and develop Korean cartoon & animation through the comparative study on those activities in Korea, America & Japan. Three countries advance highly in the art creation and industry development of their cartoon & animation. Therefore, the purpose of this study is to compare and analyze the following activities related to the education ${\cdot}$ art ${\cdot}$ culture ${\cdot}$ industry of their cartoon & animation; 1) The education of their cartoon & animation is deeply specified in the establishment of department, composition of curriculum, and research & development. 2) The art of their cartoon & animation is widely diversified in the art creation of cartoon & comics, vanguard experiment of animation, and awarding system. 3) The culture of their cartoon & animation is clearly distinguished in the setup of organizations, expansion of cultural facilities, and festival events. 4) The industry of their cartoon & animation makes ultramodern contents of cartoon & comics, film digitizing of animation, and brand merchandising of characters. Finally, we must research and develop the ${\ll}$digital cartoon, webtoon, and mobile animation${\gg}$ in Korea.

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A study on the Robust and Systolic Topology for the Resilient Dynamic Multicasting Routing Protocol

  • Lee, Kang-Whan;Kim, Sung-Uk
    • Journal of information and communication convergence engineering
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    • v.6 no.3
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    • pp.255-260
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    • 2008
  • In the recently years, there has been a big interest in ad hoc wireless network as they have tremendous military and commercial potential. An Ad hoc wireless network is composed of mobile computing devices that use having no fixed infrastructure of a multi-hop wireless network formed. So, the fact that limited resource could support the network of robust, simple framework and energy conserving etc. In this paper, we propose a new ad hoc multicast routing protocol for based on the ontology scheme called inference network. Ontology knowledge-based is one of the structure of context-aware. And the ontology clustering adopts a tree structure to enhance resilient against mobility and routing complexity. This proposed multicast routing protocol utilizes node locality to be improve the flexible connectivity and stable mobility on local discovery routing and flooding discovery routing. Also attempts to improve route recovery efficiency and reduce data transmissions of context-awareness. We also provide simulation results to validate the model complexity. We have developed that proposed an algorithm have design multi-hierarchy layered networks to simulate a desired system.