• 제목/요약/키워드: Multimedia Learning

검색결과 1,211건 처리시간 0.02초

Development of a Modified Random Signal-based Learning using Simulated Annealing

  • Han, Chang-Wook;Lee, Yeunghak
    • Journal of Multimedia Information System
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    • 제2권1호
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    • pp.179-186
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    • 2015
  • This paper describes the application of a simulated annealing to a random signal-based learning. The simulated annealing is used to generate the reinforcement signal which is used in the random signal-based learning. Random signal-based learning is similar to the reinforcement learning of neural network. It is poor at hill-climbing, whereas simulated annealing has an ability of probabilistic hill-climbing. Therefore, hybridizing a random signal-based learning with the simulated annealing can produce better performance than before. The validity of the proposed algorithm is confirmed by applying it to two different examples. One is finding the minimum of the nonlinear function. And the other is the optimization of fuzzy control rules using inverted pendulum.

HMD기반 몰입형 VR 학습에서 방해요인, 프레즌스, 몰입, 학습효과 사이의 관계에 관한 연구 (A Study on the Relationship of Distraction Factors, Presence, Flow, and Learning Effects in HMD-based Immersed VR Learning)

  • 권종산
    • 한국멀티미디어학회논문지
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    • 제21권8호
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    • pp.1002-1020
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    • 2018
  • Virtual reality (VR) technologies, which have been improved of late, offer experiences closer to reality than before. While VR technologies are expected to be an effective medium if used in learning content that cannot be offered in real life, distraction factors in VR technologies may prevent the users' presence and flow, making these technologies ineffective. Therefore, this study, through experiment and observation, analyzed the effect of distraction factors on the user's experience perception and learning effect when using HMD-based immersive VR. Experimental results revealed that the distraction factors were shown to have a negative, albeit not generally significant (except for tactile interactivity), effect on vividness, tactile interactivity, locomotive interactivity, presence, and flow. Ultimately, they were shown to have a negative effect on learning.

A Study on the Delivery Systems of Teaching and Learning Contents for Education System Reform of Developing Countries

  • Kim, Myong-Hee;Park, Man-Gon
    • 한국멀티미디어학회논문지
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    • 제14권3호
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    • pp.471-479
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    • 2011
  • The world has witnessed a phenomenal growth in information and communication technologies (ICT). The development of new broadband communication services convergence of telecommunication with computers and recent developments in the field of communication protocol have fostered challenges as well as offerings in the wide-ranging use of ICT to support the creation of dynamic and interactive teaching and learning environment. By emergence of ICT, most of education and training institutions are struggling to integrate ICT and education and training systems. It is so important to apply proper delivery systems for utilization of the computerized teaching and learning contents in the classrooms. It will be a preliminary activity for building open and flexible distance teaching and learning systems in developing countries. In this paper, we would like to suggest and recommend the proper delivery systems for utilization of the computerized teaching and learning contents in the classrooms for education sector reform in developing countries.

지능형 화재 학습 및 탐지 시스템 (An Intelligent Fire Leaning and Detection System)

  • 최경주
    • 한국멀티미디어학회논문지
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    • 제18권3호
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    • pp.359-367
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    • 2015
  • In this paper, we propose intelligent fire learning and detection system using hybrid visual attention mechanism of human. Proposed fire learning system generates leaned data by learning process of fire and smoke images. The features used as learning feature are selected among many features which are extracted based on bottom-up visual attention mechanism of human, and these features are modified as learned data by calculating average and standard variation of them. Proposed fire detection system uses learned data which is generated in fire learning system and features of input image to detect fire.

QR 코드 인식 및 투영 변환을 이용한 OMR 인식 알고리즘 (OMR Sheet Recognition Algorithm Using QR code Recognition and Perspective Transform)

  • 허상형;권성근
    • 한국멀티미디어학회논문지
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    • 제21권4호
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    • pp.464-470
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    • 2018
  • With the introduction of the e-learning since 2000, the place of the education has not been limited to off-line, but the range of it has become broader in online. The e-learning market has evolved steadily over time. With the advent of the term "Edu-tech", which means a combination of education and technology, various IT technologies have incorporated education. Particularly, the Korean education market collects patterns by computerizing the learning history in classes taught according to curriculums. Because of that environment, various personalized learning services have been developed which maximize the effect of the learning. These services have qualitative differences depending on how many data is accumulated and algorithms are developed for the precise analysis. The purpose of this study is to recognize and data-ize OMR marking by the most suitable method to convert analog data into digital data without harming the Korean education system.

스마트 러닝 시스템의 보안성 개선을 위한 고장 트리 분석과 고장 유형 영향 및 치명도 분석 (Fault Tree Analysis and Failure Mode Effects and Criticality Analysis for Security Improvement of Smart Learning System)

  • 천회영;박만곤
    • 한국멀티미디어학회논문지
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    • 제20권11호
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    • pp.1793-1802
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    • 2017
  • In the recent years, IT and Network Technology has rapidly advanced environment in accordance with the needs of the times, the usage of the smart learning service is increasing. Smart learning is extended from e-learning which is limited concept of space and place. This system can be easily exposed to the various security threats due to characteristic of wireless service system. Therefore, this paper proposes the improvement methods of smart learning system security by use of faults analysis methods such as the FTA(Fault Tree Analysis) and FMECA(Failure Mode Effects and Criticality Analysis) utilizing the consolidated analysis method which maximized advantage and minimized disadvantage of each technique.

A Role-play Approach for Privacy Protection Inspiration of Elementary Students

  • Park, Gwi-Ja;Rhee, Kyung-Hyune
    • 한국멀티미디어학회논문지
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    • 제12권12호
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    • pp.1796-1808
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    • 2009
  • Elementary school students have a little awareness of privacy protection since they do not have many opportunities for systematic education on information and communication ethics. Hence, they are likely to expose their own information to others and sometimes bring on a lot of misuses by using others' information. In this paper, we provide an idea for teaching and learning methods which the elementary school students acquire privacy protection and management methods and raise their practical capabilities. We develop a role play teaching and learning model in connection with various Information and Communication Technology (ICT) activities and establish the instruction plans. Moreover, we apply them to the actual classes at grade five and six of the elementary school students respectively, and finally analyze the results. The proposed teaching and learning method shows that the students participated in a series of learning activities have higher learning effects on awareness of privacy protection than those learned with the conventional methods.

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관절점 딥러닝을 이용한 쓰레기 무단 투기 적발 시스템 (Garbage Dumping Detection System using Articular Point Deep Learning)

  • 민혜원;이형구
    • 한국멀티미디어학회논문지
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    • 제24권11호
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    • pp.1508-1517
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    • 2021
  • In CCTV environments, a lot of learning image data is required to monitor illegal dumping of garbage with a typical image-based object detection using deep learning method. In this paper, we propose a system to monitor unauthorized dumping of garbage by learning the articular points of the person using only a small number of images without immediate use of the image for deep learning. In experiment, the proposed system showed 74.97% of garbage dumping detection performance with only a relatively small amount of image data in CCTV environments.

웹 콘텐츠를 활용한 학습용 타자 연습 어플리케이션의 설계와 구현 (Design and Implementation of Typing Practice Application for Learning Using Web Contents)

  • 김채원;황소영
    • 한국멀티미디어학회논문지
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    • 제24권12호
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    • pp.1663-1672
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    • 2021
  • There are various typing practice applications. In addition, research cases on learning applications that support typing practice have been reported. These services are usually provided in a way that utilizes their own built-in text. Learners collect various contents through web services and use them a lot for learning. Therefore, this paper proposes a learning application to increase the learning effect by collecting vast amounts of web content and applying it to typing practice. The proposed application is implemented using Tkinter, a GUI module of Python. BeautifulSoup module of Python is used to extract information from the web. In order to process the extracted data, the NLTK module, which is an English data preprocessor, and the KoNLPy module, which is a Korean language processing module, are used. The operation of the proposed function is verified in the implementation and experimental results.

멀티미디어 리터러시 교육의 학습효과 연구 (A Study on the Learning Effect of Multimedia Literacy Education)

  • 정경열
    • 문화기술의 융합
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    • 제6권1호
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    • pp.63-68
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    • 2020
  • 최근 급격한 미디어의 변화에 따라 이에 부합하는 리터러시 교육의 필요성이 증가하고 있다. 하지만 증가하는 필요성에 비해 리터러시의 효율성에 대한 충분한 연구가 이뤄지지 않았던 것이 사실이다. 예를 들면 통합적 미디어 리터러시가 청소년 학습에 미치는 효과에 대한 연구와 같은 실증적 접근 등을 들 수 있겠다. 이에 본 논문은 기존 영상교육과는 차별화되는 멀티미디어 교육을 연구대상으로 삼고 청소년들에게 텍스트와 비디오와 사운드 등을 융합한 교육에 대한 결과를 학습 효과적 측면에서 연구했다. 멀티미디어 교육이 과연 청소년들의 학습에 긍정적 영향을 미치는 지에 대한 학문적 탐구다. 연구방법으로 양적 조사와 질적 조사를 병행한 결과, 멀티미디어 교육은 학습능력 향상에 유의미하다는 결론을 얻었으며 이를 바탕으로 멀티미디어를 활용한 교육으로 언어 교육과 같은 외연 확대와 동시에 실습 위주의 학습자 참여 교육을 제시했다. 이와 같은 여러 가지 교육정책에 대한 제언은 멀티미디어 교육이 단지 기존교육의 보조수단이 아니라 전인적 인격을 달성하는 교육의 핵심으로서 모든 학습활동의 중심으로 자리할 수 있다는 자신감으로 확산될 것이다.