• Title/Summary/Keyword: Multimedia education

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Analogical Transfer: Sequence and Connection

  • LIM, Mi-Ra
    • Educational Technology International
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    • v.9 no.1
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    • pp.79-96
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    • 2008
  • The issue of connection between entities has a lengthy history in educational research, especially since it provides the necessary bridge between base and target in analogical transfer. Recently, the connection has been viewed through the application of technology to bridge between sequences in order to be cognitively useful. This study reports the effect of sequence type (AT vs. TA) and connection type (fading vs. popping) on the achievement and analogical transfer in a multimedia application. In the current research, 10th -grade and 11th -grade biology students in Korea were randomly assigned to five groups to test the effects of presentation sequence and entity connection type on analogical transfer. Consistent with previous studies, sequence type has a significant effect: analogical transfer performance was better when base representations were presented first followed by target representations rather than the reverse order. This is probably because presenting a familiar base first helps in understanding a less familiar target. However, no fully significant differences were found with the entity connection types (fading vs. popping) in analogical transfer. According to the Markman and Gentner's (2005) spatial model, analogy in a space is influenced only by the differences between concepts, not by distance in space. Thus connection types fail on the basis of this spatial model in analogical transfer test. The findings and their implications for sequence and connection research and practice are discussed. Leveraging on the analogical learning process, specific implications for scaffolding learning processes and the development of adaptive expertise are drawn.

AMR-CNN: Abstract Meaning Representation with Convolution Neural Network for Toxic Content Detection

  • Ermal Elbasani;Jeong-Dong Kim
    • Journal of Web Engineering
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    • v.21 no.3
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    • pp.677-692
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    • 2022
  • Recognizing the offensive, abusive, and profanity of multimedia content on the web has been a challenge to keep the web environment for user's freedom of speech. As profanity filtering function has been developed and applied in text, audio, and video context in platforms such as social media, entertainment, and education, the number of methods to trick the web-based application also has been increased and became a new issue to be solved. Compared to commonly developed toxic content detection systems that use lexicon and keyword-based detection, this work tries to embrace a different approach by the meaning of the sentence. Meaning representation is a way to grasp the meaning of linguistic input. This work proposed a data-driven approach utilizing Abstract meaning Representation to extract the meaning of the online text content into a convolutional neural network to detect level profanity. This work implements the proposed model in two kinds of datasets from the Offensive Language Identification Dataset and other datasets from the Offensive Hate dataset merged with the Twitter Sentiment Analysis dataset. The results indicate that the proposed model performs effectively, and can achieve a satisfactory accuracy in recognizing the level of online text content toxicity.

A Study on the Serialized Event Sharing System for Multiple Telecomputing User Environments (원격.다원 사용자 환경에서의 순차적 이벤트 공유기에 관한 연구)

  • 유영진;오용선
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.344-350
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    • 2003
  • In this paper, we propose a novel sharing method ordering the events occurring between users collaborated with the common telecomputing environment. We realize the sharing method with multimedia data to improve the coworking effect using teleprocessing network. This sharing method advances the efficiency of communicating projects such as remote education, tele-conference, and co-authoring of multimedia contents by offering conveniences of presentation, group authoring, common management, and transient event productions of the users. As for the conventional sharing white board system, all the multimedia contents segments should be authored by the exclusive program, and we cannot use any existing contents or program. Moreover we suffer from the problem that ordering error occurs in the teleprocessing operation because we do not have any line-up technology for the input ordering of commands. Therefore we develop a method of retrieving input and output events from the windows system and the message hooking technology which transmits between programs in the operating system In addition, we realize the allocation technology of the processing results for all sharing users of the distributed computing environment without any error. Our sharing technology should contribute to improve the face-to-face coworking efficiency for multimedia contents authoring, common blackboard system in the area of remote educations, and presentation display in visual conference.

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A Study on Languages and Socialities of Children in Multi-cultural Families Using Fine Arts (미술을 활용한 다문화 자녀의 언어와 사회성에 관한 연구)

  • Do, Kyung-Eun
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.793-801
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    • 2013
  • Our society is moving from a monocultural society of a homogeneous nation to a multi-cultural society as a lot of foreigners are flowing into the country with the advent of globalization and with an effort to secure labor force for economic growth. So, multi-cultural families composed of members using different languages spring up everywhere, but the children in these multi-cultural families have difficulties in acquiring Korean language and are socially maladjusted because of the bilingual environment. The goal of this study is to help enhance the language capabilities and socialities of the children in the multi-cultural families through fine arts using artistic methods. The study method was to analyze the high-quality effects of the fine arts with the theoretical research materials and theses showing the real conditions of the multi-cultural families. And I proposed some ways to improve the linguistic abilities and socialities of the children in the multi-cultural families with the utilization of fine arts. As a result, Firstly, An active use of the bilingual instructors and artistic multimedia is educationally necessary to overcome language restrictions. Secondly, Various ways to utilize fine arts are necessary to improve learning abilities of other subjects. Thirdly, Artistic plays and experiential activities need to be largely applied to education to enhance the abilities of emotional control and socialities. Finally, Integrated culture and art education is essential not only for creativities and socialities but also for personalities for community life.

Collaborative Learning System based on Augmented Reality for Enhancing Collaboration (협업성 강화를 위한 증강현실 기반의 협업적 교육 시스템)

  • Park, Byung-June;Baek, Yeong-Tae;Park, Seung-Bo
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.101-109
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    • 2014
  • This paper aims to design and implement a collaborative learning system based on the augmented reality. The existing augment reality-based learning systems have just focused on interactivity between a system and learners without consideration of cooperability, thereby leading to an ineffective approach to encouraging an learning system to be more supportive and conducive of and to cooperation among learners. The collaborative learning system is a learning method, with which learners achieve a common objective through critical thinking and cooperative teamwork so as to seek solutions to such fulfillment. This requires positive interdependence, proactive interactions, a sense of responsibility shared by individuals as well as the group, and development of teamwork among learners. Educators and systems assume a critical role in helping the collaborative education be effective. An educator is responsible for defining a project at the outset of learning activities, organizing groups for learners, and providing evaluation criteria applied to a group's project activities. Meanwhile, a system shall support interactions to take place while facilitating learning activities. Furthermore, an educator shall provide a system for managing and evaluating activities involving interactions among learners. This paper suggests and embodies a collaborative learning system based on the augmented reality with consideration of the aforementioned collaborative education.

Cyber-Lecture Management System based on XML (XML 기반의 사이버 강좌관리 시스템)

  • Kim, Hye-Young;Kim, Hwa-Sun;Kim, Heung-Sik;Kim, Sang-Gyun;Choi, Heung-Kook
    • The KIPS Transactions:PartA
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    • v.10A no.5
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    • pp.529-538
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    • 2003
  • The speedy development of the world-wide web is rapidly growing the internet-based tools for the remote instruction. In interchanging and expressing the information of one another on the web, it is produced through the form of HTML(Hyoertext Text Markup Language). However, the structural disadvantage of the HTML is becoming to require a powerful XML(eXtensible Markup Language) which can store all the sphere of data, and transform them into another form. Nevertheless, because the powerful XML(eXtensible Markup Language). However necessary that XML standard should be applied appropriately. Because existing lecture data of cyber education sites cannot be shared, the users should passively use only the functions offered by cyber school. To solve the problem of this limit, in this study, the standardized data structure for XML is defined, and system model for processing between the server and the client is provided. By storing the lecture data of cyber education sites as XML on the web, stored data came to be reused without changing on any site. In the view of Users, they could used the Internet service with equipment that they want at any place and any time. To control any kinds of CK\LMS(Cyber Lecture Management System) for Administrator and Users, we offered a variety of Multimedia applications and an easy interface and built a new style of CLMS. Therefore, by strong and extracting the data related with the virtual education of the secondary school through the form of XML, for the effective interchange and sharing of the information, maximum utilization of the information can be achieved.

Effectiveness of a Health Educational Program Based on Self-Efficacy and Social Support for Preventing Liver Fluke Infection in Rural People of Surin Province, Thailand

  • Kaewpitoon, Soraya J;Thanapatto, Sirisuda;Nuathong, Wimonya;Rujirakul, Ratana;Wakkuwattapong, Parichart;Norkaew, Jun;Kujapun, Jirawoot;Padchasuwan, Natnapa;Kaewpitoon, Natthawut
    • Asian Pacific Journal of Cancer Prevention
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    • v.17 no.3
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    • pp.1111-1114
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    • 2016
  • Opisthorchiasis is a major problem in Thailand particularly in northeast region which also has a high incidence of cholangiocarcinomas. Since health modification is needed, this quasi-experimental study aimed to assess the effectiveness of a health education program based on self-efficacy and social support in Tha Tum district, Surin province, Thailand. A total of 70 participants were purposive selected with a history of opisthorchiasis. Participants were divided into experimental and control groups, each with 35 subjects. The experimental group received a health education program composed of: (1) knowledge improvement, lectured with multimedia, demonstration, brochure, and handbook; (2) group discussion about their health beliefs, sharing their ideas and experience; and (3) social support from village health volunteers (VHV), heads of villages (HV), friends, and members of families, and public health officer (PHO). Follow-up was by PHO/VHV/HV, with provision of certificates and flasg for household that did not eat raw fish. Data were collected by predesigned questionnaires after implementation of the program for 3 months. Comparative data was analyzed by paired simple t-test and independent t-test. The results revealed that the experimental group had mean score of knowledge higher more than before the experiment (mean difference=3.1, t=3.915, 95%CI-3.3, -1.8 p-value=0.001), and the control group (mean difference=2.5, t=4.196, 95%CI=1.4, 3.6, p-value=0.001) with statistical significance. The mean scores of practice were higher than before the experiment (mean difference=4.6, t=4.331, 95%CI-5.3, -3.1, p-value=0.001), and control group (mean difference=4.4, t=6.142, 95%CI=4.2, 7.9, p-value=0.001). The mean scores of perceived susceptibility and perceived severity of opisthorchiasis, al well as perceived benefits and perceived barriers to prevention of opisthorchiasis, were also higher than before the experiment and in the control group (p-value <0.001). In conclusion, this was a successful health education program for liver fluke avoidance. Therefore, it may useful for further behavior modification in the other epidemic areas.

An Internet-based Self-Learning Educational System for Efficient Learning of Java Language (효율적인 자바언어 학습을 위한 인터넷기반 자율학습시스템의 구현)

  • Kim Dong-Sik;Lee Dong-Yeop
    • Journal of Engineering Education Research
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    • v.8 no.1
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    • pp.71-83
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    • 2005
  • This paper presents an internet-based self-learning educational system which can be enhancing efficiency in the learning process of Java language. The proposed self-learning educational system is called Java Web Player(JWP), which is a Java application program and is executable through Java Web Start technologies. Also, three important sequential learning processes : concept learning process, programming practice process and assessment process are integrated in the proposed JWP using Java Web Start technologies. This JWP enables the learners to achieve efficient and interesting self-learning since the learning process is designed to enhance the multimedia capabilities on the basis of various educational technologies. Furthermore, internet-based on-line voice presentation and its related texts together with moving images are synchronized for efficient language learning process. Also, a simple and useful Java compiler is included in the JWP for providing language practice environment such as coding, editing, executing and debugging Java source files. Finally, repeated practice can make the learners to understand easily the key concepts of Java language. Simple multiple choices are given suddenly to the learners while they are studying through the JWP and the test results are displayed on the message box. This assessment process is very essential to increase the learner's academic capability.

Research for the Element to Analyze the Performance of Modern-Web-Browser Based Applications (모던 웹 브라우저(Modern-Web-Browser) 기반 애플리케이션 성능분석을 위한 요소 연구)

  • Park, Jin-tae;Kim, Hyun-gook;Moon, Il-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.278-281
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    • 2018
  • The early Web technology was to show text information through a browser. However, as web technology advances, it is possible to show large amounts of multimedia data through browsers. Web technologies are being applied in a variety of fields such as sensor network, hardware control, and data collection and analysis for big data and AI services. As a result, the standard has been prepared for the Internet of Things, which typically controls a sensor via HTTP communication and provides information to users, by installing a web browser on the interface of the Internet of Things. In addition, the recent development of web-assembly enabled 3D objects, virtual/enhancing real-world content that could not be run in web browsers through a native language of C-class. Factors that evaluate the performance of existing Web applications include performance, network resources, and security. However, since there are many areas in which web applications are applied, it is time to revisit and review these factors. In this thesis, we will conduct an analysis of the factors that assess the performance of a web application. We intend to establish an indicator of the development of web-based applications by reviewing the analysis of each element, its main points, and its needs to be supplemented.

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An art exhibition needs assessment survey of persons with visual impairment (시각장애인의 전시예술품 관람 욕구조사)

  • Lee, Yanghee;Kim, Sangwon;Eom, Munseol;An, Sae mi;Cho, Jun Dong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.1
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    • pp.457-466
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    • 2019
  • The study was to improve the right to the enjoyment of culture of persons with visual impairment by increasing the accessibility to art exhibitions and exploring assistive measures through needs assessment survey of persons with visual impairment on arts exhibition. We used total 83 responses collected through an online survey. The result are as follows. First, watching movies at a teather was the most frequent leisure activity among persons with visual impairment, while respondents reported attending art exhibitions as the least frequent activity. Yet, 71.1% included attending art exhibitions as one of their top 5 culture and leisure activities. Most of the respondents reported the purpose of attending art exhibitions as fun. However, a primarily visual atmosphere prevented them from visiting the exhibition. Second, persons with visual impairment preferred approaching the art to have a closer look. More than about 50% of the respondents used their residual vision. Most of the respondents reported to use more than two senses when appreciating the exhibits. Moreover, respondents reported that devices/services for multi-sensory experiences would be helpful to appreciate the art. The findings imply that the consideration of the characteristics and needs of persons with visual impairment is required for establishing the environment of art exhibitions. This could further contribute to the improvement of the right to the enjoyment of leisure and culture of persons with visual impairment and lead to the realization of social integration.