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

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Framework for Reconstructing 2D Data Imported from Mobile Devices into 3D Models

  • Shin, WooSung;Min, JaeEun;Han, WooRi;Kim, YoungSeop
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.4
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    • pp.6-9
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    • 2021
  • The 3D industry is drawing attention for its applications in various markets, including architecture, media, VR/AR, metaverse, imperial broadcast, and etc.. The current feature of the architecture we are introducing is to make 3D models more easily created and modified than conventional ones. Existing methods for generating 3D models mainly obtain values using specialized equipment such as RGB-D cameras and Lidar cameras, through which 3D models are constructed and used. This requires the purchase of equipment and allows the generated 3D model to be verified by the computer. However, our framework allows users to collect data in an easier and cheaper manner using cell phone cameras instead of specialized equipment, and uses 2D data to proceed with 3D modeling on the server and output it to cell phone application screens. This gives users a more accessible environment. In addition, in the 3D modeling process, object classification is attempted through deep learning without user intervention, and mesh and texture suitable for the object can be applied to obtain a lively 3D model. It also allows users to modify mesh and texture through requests, allowing them to obtain sophisticated 3D models.

Analysis of the Online Review Based on the Theme Using the Hierarchical Attention Network (Hierarchical Attention Network를 활용한 주제에 따른 온라인 고객 리뷰 분석 모델)

  • Jang, In Ho;Park, Ki Yeon;Lee, Zoon Ky
    • Journal of Information Technology Services
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    • v.17 no.2
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    • pp.165-177
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    • 2018
  • Recently, online commerces are becoming more common due to factors such as mobile technology development and smart device dissemination, and online review has a big influence on potential buyer's purchase decision. This study presents a set of analytical methodologies for understanding the meaning of customer reviews of products in online transaction. Using techniques currently developed in deep learning are implemented Hierarchical Attention Network for analyze meaning in online reviews. By using these techniques, we could solve time consuming pre-data analysis time problem and multiple topic problems. To this end, this study analyzes customer reviews of laptops sold in domestic online shopping malls. Our result successfully demonstrates over 90% classification accuracy. Therefore, this study classified the unstructured text data in the semantic analysis and confirmed the practical application possibility of the review analysis process.

Learning Framework based on Public Open Data for Workplace Etiquette Education (직장예절교육용 공공개방데이터를 활용한 학습 프레임워크)

  • Kim, Yuri
    • Knowledge Management Research
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    • v.19 no.1
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    • pp.133-146
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    • 2018
  • This study develops an Education framework for users who need public open data for workplace etiquette education in a timely manner by mobile application. It facilitates utilizing efficiently Workplace etiquette contents that scattered in various platforms such as blogs, Youtube and web-sites run by private education agencies. Furthermore, it makes Public open data for workplace etiquette through gathering 'metadata', which is a comprehensive source of workplace etiquette. Accordingly, framework changes recognition about necessity of workplace etiquette education positively and suggests method that can promote effective workplace etiquette education. If the system in the study can provide public open data of workplace etiquette education, many young job applicants and workers will have a proper perception on it and sound workplace etiquette culture will be settled in the companies. Public data has been rising as a vital national strategic asset these days. Hopefully the public data will pave a way to discover the blue ocean in the market and open up a new type of businesses.

Predicting numeric ratings for Google apps using text features and ensemble learning

  • Umer, Muhammad;Ashraf, Imran;Mehmood, Arif;Ullah, Saleem;Choi, Gyu Sang
    • ETRI Journal
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    • v.43 no.1
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    • pp.95-108
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    • 2021
  • Application (app) ratings are feedback provided voluntarily by users and serve as important evaluation criteria for apps. However, these ratings can often be biased owing to insufficient or missing votes. Additionally, significant differences have been observed between numeric ratings and user reviews. This study aims to predict the numeric ratings of Google apps using machine learning classifiers. It exploits numeric app ratings provided by users as training data and returns authentic mobile app ratings by analyzing user reviews. An ensemble learning model is proposed for this purpose that considers term frequency/inverse document frequency (TF/IDF) features. Three TF/IDF features, including unigrams, bigrams, and trigrams, were used. The dataset was scraped from the Google Play store, extracting data from 14 different app categories. Biased and unbiased user ratings were discriminated using TextBlob analysis to formulate the ground truth, from which the classifier prediction accuracy was then evaluated. The results demonstrate the high potential for machine learning-based classifiers to predict authentic numeric ratings based on actual user reviews.

LSTM Android Malicious Behavior Analysis Based on Feature Weighting

  • Yang, Qing;Wang, Xiaoliang;Zheng, Jing;Ge, Wenqi;Bai, Ming;Jiang, Frank
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.6
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    • pp.2188-2203
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    • 2021
  • With the rapid development of mobile Internet, smart phones have been widely popularized, among which Android platform dominates. Due to it is open source, malware on the Android platform is rampant. In order to improve the efficiency of malware detection, this paper proposes deep learning Android malicious detection system based on behavior features. First of all, the detection system adopts the static analysis method to extract different types of behavior features from Android applications, and extract sensitive behavior features through Term frequency-inverse Document Frequency algorithm for each extracted behavior feature to construct detection features through unified abstract expression. Secondly, Long Short-Term Memory neural network model is established to select and learn from the extracted attributes and the learned attributes are used to detect Android malicious applications, Analysis and further optimization of the application behavior parameters, so as to build a deep learning Android malicious detection method based on feature analysis. We use different types of features to evaluate our method and compare it with various machine learning-based methods. Study shows that it outperforms most existing machine learning based approaches and detects 95.31% of the malware.

Effect of Learning Korean Vocabulary with the Use of Mobile Applications -focused on Korean beginner learners- (애플리케이션을 활용한 한국어 어휘 학습의 효과 -초급 한국어 학습자들을 중심으로-)

  • Lee, Ba-Reun
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.37-47
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    • 2022
  • The purpose of this study was to research the effects of Korean beginner learners' perception of vocabulary learning and comparison of vocabulary learning methods between the use of vocabulary application Classcard and rote learning with writing. This experiment was conducted by 24 beginner Korean learners who were at the 1st and 2nd level in Institute of Korean Language of D University. These students were dividing into 2 groups for the test - 12 in the control group and 12 in the experimental group. They took the vocabulary tests which were designed for examining the differences between before and after learning. Study results showed that vocabulary learning using the application Classcard significantly improved learners' vocabulary scores which were statistically significant. These results demonstrated that the method using Classcard has a greater learning effect than the method of rote learning with writing. Furthermore, the survey showed that learners did not feel uncomfortable in learning vocabulary using the application Classcard, and they thought it was one of the ways to learn vocabulary easily, which means that vocabulary learning using this application has a positive effect on learners' learning achievement. This study is significant in that it suggested a vocabulary learning method that can increase learners' interest and vocabulary by proving the effect of vocabulary learning using applications.

A Study on the Interconnection between National Disaster Management System and Private Disaster Prevention IT Technology through Application (국가재난관리 시스템과 민간 방재IT기술의 지능정보기술 적용 사례고찰을 통한 상호 연계에 관한 연구)

  • Kim, Jaepyo;Kim, Seungcheon
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.15-22
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    • 2020
  • In order to strengthen the disaster prevention phase and the management of social disasters, we will examine the plan of To-Be disaster management system interconnected by using intelligent information technologies such as IoT, Cloud, Big Data, Mobile and AI. The disaster management system can be upgraded by constructing an intelligent infrastructure based on Big Data analysis of the disaster signals before and after the disasters generated by private mobile and IoT. Big Data of disaster Signals can be customized to users in a timely manner through AI methodologies of supervised and unsupervised learning and reinforcement training. In the long term, it is expected that not only will the capacity of disaster response be improved, but the management ability centering on prevention will be enhanced as well.

Study on Active Learning & Facilitation Convergence Education Program for Enhancing Core Competency (4C) (핵심역량(4C) 증진을 위한 액티브러닝과 퍼실리테이션 융합 교육프로그램 연구)

  • Chung, Yoo Kyung
    • Smart Media Journal
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    • v.8 no.1
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    • pp.67-73
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    • 2019
  • This study investigates Active Learning and Facilitation Convergence Education Program which can improve core competency to cope with vocational education in the fourth industrial revolution era. I applied the integrated advantages of Active Learning which enhances 'problem solving skill' and those of Facilitation for creative thinking idea to application design process coursework and verified the effectiveness of such education method through student satisfaction survey. I also designed application contents for the students who are familiar with the mobile environments and UI contents for data visualization which can help those students to improve their skills in software. Every coursework was conducted as a team project. As a result, Active Learning and Facilitation Convergence Education Program is found to be helpful in improving the basic skills and competencies required in college education. I hope this work helps to reduce the educational gap between industry and professional colleges.

ANOMALY DETECTION FOR AN ORAL HEALTH CARE APPLICATION USING ONE CLASS YOLOV3

  • JAEHUN, BAEK;SEUNGWON, KIM;DONGWOOK, SHIN
    • Journal of the Korean Society for Industrial and Applied Mathematics
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    • v.26 no.4
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    • pp.310-322
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    • 2022
  • In this report, we apply an anomaly detection algorithm to a mobile oral health care application. In particular, we have investigated one class YOLOv3 as an anomaly detection model to classify pictures of mouths which will be used as inputs in the following machine learning model. We have achieved outstanding performances by proposing appropriate annotation strategies for our data sets and modifying the loss function. Moreover, the model can classify not only oral and non-oral pictures but also output preprocessed pictures that only contain the area around the lips by using the predicted bounding box. Thus, the model performs prediction and preprocessing simultaneously.

Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.