• Title/Summary/Keyword: Mobile Learning(M-Learning)

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Determinants of perceptual switching costs for digital game: focused on the different effects of basic psychological needs satisfaction (게임 전환 비용의 결정 요인: 모바일 게임 사용자의 기본적 심리 욕구 충족 차이를 중심으로)

  • Kim, Young-Berm;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.131-139
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    • 2020
  • Gamers switch their games to a new when get bored or encounter more attractive ones. Switching cost varies by gamers and depends on how they are satisfied with their current game. This study evaluates the satisfaction with current games as the miltiple basic psychological need in the self-determination theory and suggests 'needs-costs' causality research model that explain the variety of gamer's switching behavior. As the empirical test to domestic mobile gamers, the autonomy fulfillment to current game affect reversely with those of autonomy and relatedness. Those relationships between need satisfaction and perceptual switching cost vary according to their age and game genre preference. The results would be applied to understand gamers' switching behavior.

A Study on the Methodology of Extracting the vulnerable districts of the Aged Welfare Using Artificial Intelligence and Geospatial Information (인공지능과 국토정보를 활용한 노인복지 취약지구 추출방법에 관한 연구)

  • Park, Jiman;Cho, Duyeong;Lee, Sangseon;Lee, Minseob;Nam, Hansik;Yang, Hyerim
    • Journal of Cadastre & Land InformatiX
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    • v.48 no.1
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    • pp.169-186
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    • 2018
  • The social influence of the elderly population will accelerate in a rapidly aging society. The purpose of this study is to establish a methodology for extracting vulnerable districts of the welfare of the aged through machine learning(ML), artificial neural network(ANN) and geospatial analysis. In order to establish the direction of analysis, this progressed after an interview with volunteers who over 65-year old people, public officer and the manager of the aged welfare facility. The indicators are the geographic distance capacity, elderly welfare enjoyment, officially assessed land price and mobile communication based on old people activities where 500 m vector areal unit within 15 minutes in Yongin-city, Gyeonggi-do. As a result, the prediction accuracy of 83.2% in the support vector machine(SVM) of ML using the RBF kernel algorithm was obtained in simulation. Furthermore, the correlation result(0.63) was derived from ANN using backpropagation algorithm. A geographically weighted regression(GWR) was also performed to analyze spatial autocorrelation within variables. As a result of this analysis, the coefficient of determination was 70.1%, which showed good explanatory power. Moran's I and Getis-Ord Gi coefficients are analyzed to investigate spatially outlier as well as distribution patterns. This study can be used to solve the welfare imbalance of the aged considering the local conditions of the government recently.

An Asian Airline Implementation of Smartphone Collaboration: From Training to Operations (스마트폰을 활용한 항공사의 협업 사례 연구: 훈련 기간과 운영 기간의 차이 분석)

  • Dionne, Dante;Schutz, Douglas M.;Kim, Yong-Young
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.303-313
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    • 2018
  • In order to provide quality services across international airports, airline personnel must rapidly and effectively develop and share knowledge. Combining components of adaptive structuration theory (AST) and media synchronicity theory (MST), a research framework was developed to convey three distinct stages of knowledge sharing. We use the grounded theory research method for the qualitative data collected from audio transcripts of employees learning how to use and work with company issued smartphones with push-to-talk functionalities. Data was collected from 33 operations personnel. The results of the content analysis are recorded for the elements of each of the three concepts of our research framework. During the social interaction stage, the content of the audio conversations shifts mainly from conflict management to task management; for media synchronicity, from quality to quantity; for productive outcomes, from efficiency to commitment. New insights are uncovered from our analysis of data from the field as users advance from learning how to use the mobile devices, to using the devices for managing knowledge for their work in the airline industry.

Sentiment Analysis of Product Reviews to Identify Deceptive Rating Information in Social Media: A SentiDeceptive Approach

  • Marwat, M. Irfan;Khan, Javed Ali;Alshehri, Dr. Mohammad Dahman;Ali, Muhammad Asghar;Hizbullah;Ali, Haider;Assam, Muhammad
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.3
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    • pp.830-860
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    • 2022
  • [Introduction] Nowadays, many companies are shifting their businesses online due to the growing trend among customers to buy and shop online, as people prefer online purchasing products. [Problem] Users share a vast amount of information about products, making it difficult and challenging for the end-users to make certain decisions. [Motivation] Therefore, we need a mechanism to automatically analyze end-user opinions, thoughts, or feelings in the social media platform about the products that might be useful for the customers to make or change their decisions about buying or purchasing specific products. [Proposed Solution] For this purpose, we proposed an automated SentiDecpective approach, which classifies end-user reviews into negative, positive, and neutral sentiments and identifies deceptive crowd-users rating information in the social media platform to help the user in decision-making. [Methodology] For this purpose, we first collected 11781 end-users comments from the Amazon store and Flipkart web application covering distant products, such as watches, mobile, shoes, clothes, and perfumes. Next, we develop a coding guideline used as a base for the comments annotation process. We then applied the content analysis approach and existing VADER library to annotate the end-user comments in the data set with the identified codes, which results in a labelled data set used as an input to the machine learning classifiers. Finally, we applied the sentiment analysis approach to identify the end-users opinions and overcome the deceptive rating information in the social media platforms by first preprocessing the input data to remove the irrelevant (stop words, special characters, etc.) data from the dataset, employing two standard resampling approaches to balance the data set, i-e, oversampling, and under-sampling, extract different features (TF-IDF and BOW) from the textual data in the data set and then train & test the machine learning algorithms by applying a standard cross-validation approach (KFold and Shuffle Split). [Results/Outcomes] Furthermore, to support our research study, we developed an automated tool that automatically analyzes each customer feedback and displays the collective sentiments of customers about a specific product with the help of a graph, which helps customers to make certain decisions. In a nutshell, our proposed sentiments approach produces good results when identifying the customer sentiments from the online user feedbacks, i-e, obtained an average 94.01% precision, 93.69% recall, and 93.81% F-measure value for classifying positive sentiments.

Adding AGC Case Studies to the Educator's Tool Chest

  • Schaufelberger, John;Rybkowski, Zofia K.;Clevenger, Caroline
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1226-1236
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    • 2022
  • Because students majoring in construction-related fields must develop a broad repository of knowledge and skills, effective transferal of these is the primary focus of most academic programs. While inculcation of this body of knowledge is certainly critical, actual construction projects are complicated ventures that involve levels of risk and uncertainty, such as resistant neighboring communities, unforeseen weather conditions, escalating material costs, labor shortages and strikes, accidents on jobsites, challenges with emerging forms of technology, etc. Learning how to develop a level of discernment about potential ways to handle such uncertainty often takes years of costly trial-and-error in the proverbial "school of hard knocks." There is therefore a need to proactively expedite the development of a sharpened intuition when making decisions. The AGC Education and Research Foundation case study committee was formed to address this need. Since its inception in 2011, 14 freely downloadable case studies have thus far been jointly developed by an academics and industry practitioners to help educators elicit varied responses from students about potential ways to respond when facing an actual project dilemma. AGC case studies are typically designed to focus on a particular concern and topics have thus far included: ethics, site logistics planning, financial management, prefabrication and modularization, safety, lean practices, preconstruction planning, subcontractor management, collaborative teamwork, sustainable construction, mobile technology, and building information modeling (BIM). This session will include an overview of the history and intent of the AGC case study program, as well as lively interactive demonstrations and discussions on how case studies can be used both by educators within a typical academic setting, as well as by industry practitioners seeking a novel tool for their in-house training programs.

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Dr. Vegetable: an AI-based Mobile Application for Diagnosis of Plant Diseases and Insect Pests (농작물 병해충 진단을 위한 인공지능 앱, Dr. Vegetable)

  • Soohwan Kim;DaeKy Jeong;SeungJun Lee;SungYeob Jung;DongJae Yang;GeunyEong Jeong;Suk-Hyung Hwang;Sewoong Hwang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.457-460
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    • 2023
  • 본 연구는 시설작물의 병충해 진단을 위해 딥러닝 모델을 응용한 인공지능 서비스 앱, Dr. Vegetable을 제안하고자 한다. 농업 현장에서 숙련된 농부는 한눈에 농작물의 병충해를 판단할 수 있지만 미숙련된 농부는 병충해 피해를 발견하더라도 그 종류와 해결 방법을 찾아내기가 매우 어렵다. 또한 아무리 숙련된 농부라고 할지라도 육안검사만으로 병충해를 조기에 발견하는 것은 쉽지 않다. 한편 시설작물의 경우 병충해에 의한 연쇄피해가 발생할 우려가 있으므로 병충해의 조기 발견 및 방제가 매우 중요하다. 즉, 농부의 경험에 따른 농작물 병해충 진단은 정확성을 장담할 수 없으며 비용과 시간적인 측면에서 위험성이 높다고 할 수 있다. 본 논문에서는 YOLOv5를 활용하여 상추, 고추, 토마토 등 농작물의 병충해를 진단하는 인공지능 서비스를 제안한다. 특히 한국지능정보사회진흥원이 운영하고 있는 AI 통합 플랫폼인 AI 허브에서 제공하는 노지 작물 질병 및 해충 진단 이미지를 사용하여 딥러닝 모델을 학습하였다. 본 연구를 통해 개발된 모바일 어플리케이션을 이용하여 실제 시설농장에서 병충해 진단 서비스를 적용한 결과 약 86%의 정확도, F1 Score 0.84, 그리고 0.98의 mAP 값을 얻을 수 있었다. 본 연구에서 개발한 병충해 진단 딥러닝 모델을 다양한 조도에서 강인하게 동작하도록 개선한다면 농업 현장에서 널리 활용될 수 있을 것으로 기대한다.

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Accelerometer-based Gesture Recognition for Robot Interface (로봇 인터페이스 활용을 위한 가속도 센서 기반 제스처 인식)

  • Jang, Min-Su;Cho, Yong-Suk;Kim, Jae-Hong;Sohn, Joo-Chan
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.53-69
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    • 2011
  • Vision and voice-based technologies are commonly utilized for human-robot interaction. But it is widely recognized that the performance of vision and voice-based interaction systems is deteriorated by a large margin in the real-world situations due to environmental and user variances. Human users need to be very cooperative to get reasonable performance, which significantly limits the usability of the vision and voice-based human-robot interaction technologies. As a result, touch screens are still the major medium of human-robot interaction for the real-world applications. To empower the usability of robots for various services, alternative interaction technologies should be developed to complement the problems of vision and voice-based technologies. In this paper, we propose the use of accelerometer-based gesture interface as one of the alternative technologies, because accelerometers are effective in detecting the movements of human body, while their performance is not limited by environmental contexts such as lighting conditions or camera's field-of-view. Moreover, accelerometers are widely available nowadays in many mobile devices. We tackle the problem of classifying acceleration signal patterns of 26 English alphabets, which is one of the essential repertoires for the realization of education services based on robots. Recognizing 26 English handwriting patterns based on accelerometers is a very difficult task to take over because of its large scale of pattern classes and the complexity of each pattern. The most difficult problem that has been undertaken which is similar to our problem was recognizing acceleration signal patterns of 10 handwritten digits. Most previous studies dealt with pattern sets of 8~10 simple and easily distinguishable gestures that are useful for controlling home appliances, computer applications, robots etc. Good features are essential for the success of pattern recognition. To promote the discriminative power upon complex English alphabet patterns, we extracted 'motion trajectories' out of input acceleration signal and used them as the main feature. Investigative experiments showed that classifiers based on trajectory performed 3%~5% better than those with raw features e.g. acceleration signal itself or statistical figures. To minimize the distortion of trajectories, we applied a simple but effective set of smoothing filters and band-pass filters. It is well known that acceleration patterns for the same gesture is very different among different performers. To tackle the problem, online incremental learning is applied for our system to make it adaptive to the users' distinctive motion properties. Our system is based on instance-based learning (IBL) where each training sample is memorized as a reference pattern. Brute-force incremental learning in IBL continuously accumulates reference patterns, which is a problem because it not only slows down the classification but also downgrades the recall performance. Regarding the latter phenomenon, we observed a tendency that as the number of reference patterns grows, some reference patterns contribute more to the false positive classification. Thus, we devised an algorithm for optimizing the reference pattern set based on the positive and negative contribution of each reference pattern. The algorithm is performed periodically to remove reference patterns that have a very low positive contribution or a high negative contribution. Experiments were performed on 6500 gesture patterns collected from 50 adults of 30~50 years old. Each alphabet was performed 5 times per participant using $Nintendo{(R)}$ $Wii^{TM}$ remote. Acceleration signal was sampled in 100hz on 3 axes. Mean recall rate for all the alphabets was 95.48%. Some alphabets recorded very low recall rate and exhibited very high pairwise confusion rate. Major confusion pairs are D(88%) and P(74%), I(81%) and U(75%), N(88%) and W(100%). Though W was recalled perfectly, it contributed much to the false positive classification of N. By comparison with major previous results from VTT (96% for 8 control gestures), CMU (97% for 10 control gestures) and Samsung Electronics(97% for 10 digits and a control gesture), we could find that the performance of our system is superior regarding the number of pattern classes and the complexity of patterns. Using our gesture interaction system, we conducted 2 case studies of robot-based edutainment services. The services were implemented on various robot platforms and mobile devices including $iPhone^{TM}$. The participating children exhibited improved concentration and active reaction on the service with our gesture interface. To prove the effectiveness of our gesture interface, a test was taken by the children after experiencing an English teaching service. The test result showed that those who played with the gesture interface-based robot content marked 10% better score than those with conventional teaching. We conclude that the accelerometer-based gesture interface is a promising technology for flourishing real-world robot-based services and content by complementing the limits of today's conventional interfaces e.g. touch screen, vision and voice.

A Case Study(II) on Development and Application of 'Literature-Art-Science' Integrated Education Programs ('문학-미술-과학' 융합교육 프로그램의 개발 및 적용 사례 연구(II))

  • Choi, Byung Kil
    • Korea Science and Art Forum
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    • v.32
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    • pp.319-334
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    • 2018
  • This research is a case study to make sure the enhancement of students' imagination and creativity through developing and applying the Literature-Art-Science Integrated Education Program. Its research object was totally 25 persons of 29 students of the 1st to the 4 th Grades from Gunsan Sulsan Elementary School. Its research period lasted for 4 months from September to December, 2017, and I, as the research place, used the art room at Gunsan Sulsan Elementary School. The programs were totally 10 sessions with a unit of 1 session per each grade for 2 hours from 1:00 to 3:00 in the afternoon from Monday through Friday. I fixed ten themes of this program-eight plane modeling, and two solid modeling, and finished the work of storytelling during summer vacation. And I arranged their levels as low:middle:high(3:5:2) ones. The former was 'A Film of Monster Gorilla'(L), 'Learning the Spirit of Gyeongju Choi's Family'(M), 'A Tale of My Friend Made of Natural Materials'(L), 'The Reading of My Dream'(M), 'Gathering the Objects in My Mobile'(M), 'A Mock Trial of Marrying Off'(M), 'Painting My Favorite Children's Poem'(H), and 'Painting My Favorite Children's Song'(H), and the latter was 'Seeking for a Bluebird in My Mind'(L), and 'Making My Cherished Object' (M). Then I used the unique art expression technique per each theme, which were in sequence marbling, Korean paper art, combine painting, collage, imaginary painting, imaginary painting, play dough art, imaginary painting techniques. And I delivered to the students the scientific knowledge in terms of growing or manufacturing processes of materials used for making artworks. Prior to and after the processing this program, I surveyed about the students' ability of integrated thinking and emotional experience by 'Figure B Type' and 'Figure A Type' of The Torrance Tests of Creative Thinking, and took statistics with the resultant data. And I executed a paired t-test in order to verify the significance of mean difference in the result of investigation with those data. From the analyzed result according to the elements of creativity and the mean quotients of creativity, there showed a significant difference (t=3.47, p<.01) in 'fluency', and also a significant difference(t=3.59, p<.01) in 'creativity.' Judging from the statistic values of two fields such as the student's ability of integrated thinking and emotional experience, I estimate that over the majority of the students showed the enhancement in self-confident creative expression as well as higher interest and concern through this program. The result that I arranged and analyzed the making process of artworks, the photos of the resultant, etc. as such is as follows : Firstly, from this program being proceeded as art-centered STEAM class, the student's systematic problem-solving ability was improved in his ability of integrated thinking to transform the literary contents into artistic one. Secondly, the student obtained the emotional experience such as interest in the class, self-confidence, intellectual satisfaction, self-fulfillment, etc. through art-centered STEAM class using ten art expression techniques. Thirdly, the student's mind willing to cooperate, communicate with his friends, and care for them was ripened in the process of problem-solving. Fourth, the student's self-confidence was further instilled when presenting famous artists and their artworks in the introduction and finale of ten art expression techniques. Likewise, the statistic values on the fields of student's ability of integrated thinking and emotional experience illustrate that over the majority of the students showed improvement in the ability of creative expression with confidence as well as higher interest and concern upon this program.