• Title/Summary/Keyword: Multimedia Education

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An Intelligent Tutoring System for Nondestructive Testing Training (비파괴검사를 위한 지능형 교육 시스템 개발)

  • Kim, J.K.;Koh, S.N.;Kim, M.K.;Shim, Y.J.
    • Journal of the Korean Society for Nondestructive Testing
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    • v.18 no.1
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    • pp.27-32
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    • 1998
  • This paper is written to introduce a multimedia tutoring system for nondestructive testing using personal computer. Nondestructive testing, one of the chief methods for inspecting welds and many other components, is very difficult for the NDT inspectors to understand its technical basis without a wide experience. And it is necessary for considerable repeated education and training for keeping their knowledge. The tutoring system that can simulate NDT works is suggested to solve the above problem based on reasonable condition. The tutoring system shows basic theories of nondestructive testing in a book-style with video images and hyper-links, and it offers practices, in which users can simulate the testing equipment. The book-style and simulation practices provide effective and individual environments for learning nondestructive testing.

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An Advanced Coding for Video Streaming System: Hardware and Software Video Coding

  • Le, Tuan Thanh;Ryu, Eun-Seok
    • Journal of Internet Computing and Services
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    • v.21 no.4
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    • pp.51-57
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    • 2020
  • Currently, High-efficient video coding (HEVC) has become the most promising video coding technology. However, the implementation of HEVC in video streaming systems is restricted by factors such as cost, design complexity, and compatibility with existing systems. While HEVC is considering deploying to various systems with different reached methods, H264/AVC can be one of the best choices for current video streaming systems. This paper presents an adaptive method for manipulating video streams using video coding on an integrated circuit (IC) designed with a private network processor. The proposed system allows to transfer multimedia data from cameras or other video sources to client. For this work, a series of video or audio packages from the video source are forwarded to the designed IC via HDMI cable, called Tx transmitter. The Tx processes input data into a real-time stream using its own protocol according to the Real-Time Transmission Protocol for both video and audio, then Tx transmits output packages to the video client though internet. The client includes hardware or software video/audio decoders to decode the received packages. Tx uses H264/AVC or HEVC video coding to encode video data, and its audio coding is PCM format. By handling the message exchanges between Tx and the client, the transmitted session can be set up quickly. Output results show that transmission's throughput can be achieved about 50 Mbps with approximately 80 msec latency.

The Global Publication Output in Augmented Reality Research: A Scientometric Assessment for 1992-2019

  • Gupta, B.M.;Dhawan, S.M.
    • International Journal of Knowledge Content Development & Technology
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    • v.10 no.2
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    • pp.51-69
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    • 2020
  • This paper describes global research in the field of augmented reality (22078) as indexed in Scopus database during 1992-2019, using a series of bibliometric indicators. The augmented reality (AR) research registered high 54.23% growth, averaged citation impact of 8.90 citations per paper. Nearly 1% of global output in the subject (226 papers) registered high-end citations (100+) per paper. The top 15 countries accounted for 87.05% of global publications output in the subject. The USA is in leadership position for its highest publications productivity (19.25% global share). The U.K. leads the world on relative citation index (2.05). International collaboration has been a major driver of AR research pursuits; between 11.89% and 44.04% of national share of top 15 countries in AR research appeared as international collaborative publications. AR research productivity by application types was the largest across sectors, such as education, industry and medical. Computer science has emerged as the most popular areas in AR research pursuits. Technical University of Munich, Germany and Osaka University, Japan have been the most productive organizations and Nara Institute of S&T, Japan (66.55 and 7.48) and Imperial College, London, U.K. (57.14 and 6.42) have been the most impactful organizations. M. Billinghurst and N. Navab have been the most productive authors and S. Feiner and B. MacIntyre have been the most impactful authors. IEEE Transactions on Visualization & Computer Graphics, Multimedia Tools & Applications and Virtual Reality topped the list of most productive journals.

Human body learning system using multimodal and user-centric interfaces (멀티모달 사용자 중심 인터페이스를 적용한 인체 학습 시스템)

  • Kim, Ki-Min;Kim, Jae-Il;Park, Jin-Ah
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.85-90
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    • 2008
  • This paper describes the human body learning system using the multi-modal user interface. Through our learning system, students can study about human anatomy interactively. The existing learning methods use the one-way materials like images, text and movies. But we propose the new learning system that includes 3D organ surface models, haptic interface and the hierarchical data structure of human organs to serve enhanced learning that utilizes sensorimotor skills.

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Data Source Management using weight table in u-GIS DSMS

  • Kim, Sang-Ki;Baek, Sung-Ha;Lee, Dong-Wook;Chung, Warn-Il;Kim, Gyoung-Bae;Bae, Hae-Young
    • Journal of Korea Spatial Information System Society
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    • v.11 no.2
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    • pp.27-33
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    • 2009
  • The emergences of GeoSensor and researches about GIS have promoted many researches of u-GIS. The disaster application coupled in the u-GIS can apply to monitor accident area and to prevent spread of accident. The application needs the u-GIS DSMS technique to acquire, to process GeoSensor data and to integrate them with GIS data. The u-GIS DSMS must process big and large-volume data stream such as spatial data and multimedia data. Due to the feature of the data stream, in u-GIS DSMS, query processing can be delayed. Moreover, as increasing the input rate of data in the area generating events, the network traffic is increased. To solve this problem, in this paper we describe TRIGGER ACTION clause in CQ on the u-GIS DSMS environment and proposes data source management. Data source weight table controls GES information and incoming data rate. It controls incoming data rate as increasing weight at GES of disaster area. Consequently, it can contribute query processing rate and accuracy

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The Development of Basic Skill Program and e-Learning Contents ; self-development capability for Vocational High School Students (직업기초능력 프로그램 및 e-Learning 콘텐츠 개발 연구 -전문계고생의 자기개발능력을 중심으로-)

  • Byun, Sook-Young;Lee, Soo-Kyoung
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.349-356
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    • 2010
  • This study was to develop improving vocational basic skill program and content which are basic of instruction-learning ability for the vocational education substantiality. To pursue this goal, 'self-development capability' among vocational basic skills was developed through the research methodology and procedure. The interpersonal relation capability was selected as one of vocational basic skill areas when it was more effective by e-learning contents through literature review, expert conference etc. The self-development capability can be self-control and development under performing business tasks. In this study, self-development capability was programmed a interpersonal scheme, a cooperative capability, a leadership capability, a conflict management, negotiation capability, and a customer service capability. Especially this program was developed as a form of e-Learning contents focusing on improving problem solving under real case using multimedia strategies such as movies, simulation, game.

A Study on the Development of Learning Materials for Clothing Behavior (의생활 영역 학습자료 개발에 관한 연구(제7차 교육과정 중학교 2학년 기술ㆍ가정을 중심으로))

  • 전은주;이희현
    • Journal of the Korea Fashion and Costume Design Association
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    • v.4 no.3
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    • pp.65-73
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    • 2002
  • The purpose of this study was to prepare lesson plans, study aids and multimedia learning materials for the clothing units in TechnologyㆍHome economics of the 7th national curricula. It's also meant to utilize these materials in instruction in order to provide students with more direct and practical learning experience and make them capable of leading a successful life in the 21st century. 1. The teaching plans were mapped out for the clothing units in TechnologyㆍHome economics class for middle school grade 2, which were all covered by eight textbooks: clothing and life(the function of clothes, my attire, wearing a suit, and wearing Korean traditional dress), the preparation of garments(the type of fiber, understanding of stuff, and preparing garments), and cloth care and storage (washing, storage, alteration and recycling). 2. The lesson plans included information on the name of units, period, learning objectives, teaching environment, materials, learning content, introduction, development, remarks, topping off, announcement for next session, and related Web sites. 3. To raise the effect of education, study aids were developed to be appropriate for the units. The lesson plans and study aids for the clothing part of TechnologyㆍHome economics class for middle school grade 2 would serve to help students build the right clothing habits, and are expected to serve as good teaching materials.

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Effective approaches of using Cut-out Animation for Design and Implement of Integrated Subject (교과통합 설계 및 구현을 위한 컷아웃 애니메이션 활용 방안)

  • Kim, Byeung-Won;Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.111-120
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    • 2008
  • This paper purposes to suggest subjects integration method for effective cut-out animation production education activity. So we suggest concrete method to integrate subjects focusing on animation production. We gave cut-out animation production lessons to a group of students. As a result, their degrees of study accomplishment were higher than those of students under a general teaching style. And we conducted a questionnaire survey of participants, they gave an affirmative answer in understanding, satisfaction, participation, interest. With this, we confirmed that the animation production class activity with integrated subjects raised the creative learning ability.

A Program for Reusing Educational Flash Animations (교육용 플래시 애니메이션 재활용 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.16
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    • pp.199-210
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    • 2009
  • The development in information technology resulted in an interest for lifelong education, which caused a rapid growth in the educational web based e-Iearning industry. The spread of e-Iearning industries and educational facilities emphasized the need for educational contents with the purpose of online lecturing along with the rapid development of contents production technology. Flash contents provide multimedia, animation, and etc. with diverse and visual expressions, so the complicated interactions with the learner can be easily materialized. The advantage of having a high quality, user-centered interface is that it provides a trigger of interest and arousal of concentration for the user, but it is difficult for teachers to directly create or manipulate educational flash animation contents. This paper is written to technologically methodize the automation of educational programs that the teachers wish to make by reusing the educational flash animation contents.

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Application Case Study of Computer Simualtion on Hairdressing Industry (헤어 스타일 시뮬레이션의 적용 사례 연구)

  • Hwangbo, Yun;Ha, Kyu Soo;Chang, Gyoo Soon
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.191-196
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    • 2009
  • Virtual reality has been new useful technology which have been brought our from the development of computer and computer based multimedia. Computer simulation application among the technologies of the virtual reality has spreaded into air service, motor vehicle, medical science, sports, education, even fashion industry. This study aims to look into application of computer simulation on hairdressing industry and researches 2-dimensional hairstyle computer simulation system which is started to common use nowadays and the 3-dimensional system which is under the development and furthermore investigates the usefulness of the 2D hairstyle simulation by questionnaire from its users. Statistical analysis show that 64.6% of examiners are satisfied at the results of 2D hairstyle simulation, 50.6% of them intend to recommend it to others and 63.3% of them intend to speak highly of it.

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