• Title/Summary/Keyword: Mobile-learning Mobile application

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Development of Real-Time Objects Segmentation for Dual-Camera Synthesis in iOS (iOS 기반 실시간 객체 분리 및 듀얼 카메라 합성 개발)

  • Jang, Yoo-jin;Kim, Ji-yeong;Lee, Ju-hyun;Hwang, Jun
    • Journal of Internet Computing and Services
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    • v.22 no.3
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    • pp.37-43
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    • 2021
  • In this paper, we study how objects from front and back cameras can be recognized in real time in a mobile environment to segment regions of object pixels and synthesize them through image processing. To this work, we applied DeepLabV3 machine learning model to dual cameras provided by Apple's iOS. We also propose methods using Core Image and Core Graphics libraries from Apple for image synthesis and postprocessing. Furthermore, we improved CPU usage than previous works and compared the throughput rates and results of Depth and DeepLabV3. Finally, We also developed a camera application using these two methods.

Learning Media on Mathematical Education based on Augmented Reality

  • Kounlaxay, Kalaphath;Shim, Yoonsik;Kang, Shin-Jin;Kwak, Ho-Young;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.3
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    • pp.1015-1029
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    • 2021
  • Modern technology offers many ways to enhance teaching and learning that in turn promote the development of tools for educational activities both inside and outside the classroom. Many educational programs using the augmented reality (AR) technology are being widely used to provide supplementary learning materials for students. This paper describes the potential and challenges of using GeoGebra AR in mathematical studies, whereby students can view 3D geometric objects for a better understanding of their structure, and verifies the feasibility of its use based on experimental results. The GeoGebra software can be used to draw geometric objects, and 3D geometric objects can be viewed using AR software or AR applications on mobile phones or computer tablets. These could provide some of the required materials for mathematical education at high schools or universities. The use of the GeoGebra application for education in Laos will be particularly discussed in this paper.

A Study on the Development of Learning Programs using Smart Phone (Smart Phone을 이용한 학습 프로그램 개발 연구)

  • Son, Young-Bae;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.429-431
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    • 2011
  • 공학의 기본 원리 학습을 위해서는 원리 그림이나 도표와 같은 콘텐츠의 사용이 필요하다. 하지만 시간과 공간의 제약으로 학습이 불충분하고, 편리성과 멀티미디어 콘텐츠를 갖추지 못하면 학습의 효과도 떨어지는 문제점이 있다. 최근 Smart Phone 사용자가 증가하고, Smart Phone을 이용한 교육프로그램을 제공하여 이동 중에도 공학의 기본 원리와 같은 학습이 필요한 시점이다. 본 논문에서는 열역학의 법칙 등 열역학에 관한 학습 콘텐츠를 Smart Phone에서 구현하고자 한다. 실제 Web 서버를 통하여 무선 인터넷 통신망에서 제공되는 열역학의 교육 공학적 도표, 애니메이션, 그림, 등을 Smart Phone에서의 설계하고 구현한다. 본 연구는 교육공학과 학습 프로그램 제공을 통해 모바일 원격교육 발전에 기여할 것이다.

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Development of voice pen-pal application of global communication system by voice message

  • Lau, Shuai
    • Korean Journal of Artificial Intelligence
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    • v.2 no.1
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    • pp.1-3
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    • 2014
  • These days, interest and demand on smart learning has rapidly increased. Video English and mobile system based English speaking service have become popular. This study gave prototype of application to give and take voice message with world people and to give new concept of voice pen-pal beyond exchange of text messages. In modern society having rapidly increasing demand on smart learning, you can study foreign language by smart phone and communicate with foreigners by voice anytime and anywhere. The app allows global exchange to learn conversation. Recruitment of initial users and profit model have problems. We shall develop to improve problems and to solve difficulty.

A Study on the ICT-based Disability Evaluation Applications for Special Needs Education (특수 교육을 위한 ICT 기반의 장애 평가 애플리케이션 연구)

  • Jeong, Jongmun;Jung, Daeyoung;Hwang, Mintae
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.889-899
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    • 2017
  • Various efforts and technical development for integrating the ICT technologies to the area of special needs education have been continuing. In this paper we have studied and implemented various ICT-based disability evaluation websites and mobile applications for special needs education and also verified their usefulness from the field test at disability schools. The valuer can access the websites and mobile applications for autistic behavior or learning disability evaluation at the any places and by any devices such as laptop, PC, smartphone and tablet PC. And all the evalation results are stored into and managed at the server database and shared with websites and mobile applications to integrate together easily. From the study about disability evaluation and implementation results we have a confidence that they will be useful to support the seamless evaluation and the continuous monitoring services for the disabled at the special needs education fields.

The Design and Application of an Inquiry-based Fieldwork Program using Wireless Mobile Devices to Investigate the Impacts of Tourism on Yangdong Village (모바일 테크놀로지 활용 탐구기반 야외조사활동의 설계와 적용: 경주 양동마을을 사례로)

  • Lee, Jongwon;Oh, Sunmin
    • Journal of the Korean Geographical Society
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    • v.51 no.6
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    • pp.893-914
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    • 2016
  • This paper describes the development of an inquiry-based fieldwork program based on Yangdong village where students explore the ways that it can develop in a sustainable way. Important considerations in an inquiry-based fieldwork design include what the key inquiry questions should be, the geographical issues of fieldwork location, the potential roles of mobile technologies, design of learning activities and a final product, and the roles of a teacher. Student fieldwork activities, including mapping land-use changes at the building level, detecting what should be changed or remain the same, and conducting interview with residents to examine their perceptions of overall tourism impacts, are supported by mobile technologies (i.e., the Collector for ArcGIS and the Google Forms). Twenty one high school students participated in a field test of the program in February 2016, which allowed authors to evaluate the program. Students' pre-, in-, and post-fieldwork activities were observed and the data and final products which they gathered and producted were analyzed. The post-program survey indicated that the students deepened and expanded their understanding of Yangdong village and expressed their satisfaction with the program in general. Incorporating mobile technologies into inquiry-based geographical fieldwork can help students involved in collaborative problem solving and creative activities in real world settings and create a shareable multimodal product combining maps, photo, and text.

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Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

A Design of u-Learning's Teaching and Learning Model in the Cloud Computing Environment (클라우드 컴퓨팅 환경에서의 u-러닝 교수학습 모형 설계)

  • Jeong, Hwa-Young;Kim, Yoon-Ho
    • Journal of Advanced Navigation Technology
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    • v.13 no.5
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    • pp.781-786
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    • 2009
  • The cloud computing environment is a new trend of web based application parts. It can be IT business model that is able to easily support learning service and allocate resources through the internet to users. U-learning also is a maximal model with efficiency of the internet based learning. Thus, in this research, we proposed a design of u-learning's teaching and learning model that is applying the internet based learning. Proposal method is to fit u-learning and has 7 steps: Preparing, planning, gathering, learning process, analysis and evaluation, and feedback. We make a cloud u-learning server and cloud LMS to process and manage the service. And We also make a mobile devices meta data to aware the model.

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Cat Recognition Application based on Machine Learning Techniques (머신러닝 기술을 이용한 고양이 인식 애플리케이션)

  • Hee-Young Yoon;Soo-Hyun Moon;Seong-Yong Ohm
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.663-668
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    • 2023
  • This paper describes a mobile application that can recognize and identify cats residing on a university campus using the Google's machine learning platform, 'Teachable Machine'. Machine learning, one of the core technologies of the Fourth Industrial Revolution, performs an efficient task of finding optimal results through data learning. Therefore, the model is learned and generated using the platform based on machine learning, and then implemented as an application for smartphones, so that cats can be identified simply and efficiently. In this application, if you take a picture of a cat directly on the spot or call it from the gallery, the cat is identified and information about the cat is provided. Though this system was developed for a specific university campus, it is expected that it can be extended to other campuses and other species of animals.

Knowledge Transfer Using User-Generated Data within Real-Time Cloud Services

  • Zhang, Jing;Pan, Jianhan;Cai, Zhicheng;Li, Min;Cui, Lin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.1
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    • pp.77-92
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    • 2020
  • When automatic speech recognition (ASR) is provided as a cloud service, it is easy to collect voice and application domain data from users. Harnessing these data will facilitate the provision of more personalized services. In this paper, we demonstrate our transfer learning-based knowledge service that built with the user-generated data collected through our novel system that deliveries personalized ASR service. First, we discuss the motivation, challenges, and prospects of building up such a knowledge-based service-oriented system. Second, we present a Quadruple Transfer Learning (QTL) method that can learn a classification model from a source domain and transfer it to a target domain. Third, we provide an overview architecture of our novel system that collects voice data from mobile users, labels the data via crowdsourcing, utilises these collected user-generated data to train different machine learning models, and delivers the personalised real-time cloud services. Finally, we use the E-Book data collected from our system to train classification models and apply them in the smart TV domain, and the experimental results show that our QTL method is effective in two classification tasks, which confirms that the knowledge transfer provides a value-added service for the upper-layer mobile applications in different domains.