• Title/Summary/Keyword: Non-learning Space

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A Study on Metaverse Utilization and Introduction Strategies in College Education: Based on Step-by-step Metaverse Introduction Framework (대학 교육의 메타버스 활용 현황 및 도입 전략에 대한 연구: 단계별 메타버스 도입 프레임워크 개발을 바탕으로)

  • Son, Young Jin;Park, Minjung;Chai, Sangmi
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.1-29
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    • 2023
  • The COVID-19 pandemic has accelerated digital transformation across all industries and daily life. Edutech is spreading in the education field, also bringing changes in university education. Non-face-to-face online-only classes at universities have spread after the COVID-19 pandemic physical distancing started. Online-only or real-time online classes showed diverse educational imitations. 'Metaverse' started to attract attention as a learning space and community activity support platform that may solve the limitations of online education and communication. It is time to prepare an introduction strategy for the actual application of education using metaverse. This study, first, by examining previous studies and cases of metaverse application, and second, establishing a metaverse introduction framework based on the technology lifecycle model and the innovation diffusion theory. Finally, we provide an introduction strategy in steps, a specialized introduction plan according to the main users is established and presented as a scenario. We expect that this study will provide the theoretical background of the new technology introduction and the spread of metaverse research. Also, we present an efficient introduction strategy, the basis for a service model, and a practical basis for the university's value-added strategy.

Development of Urban Wildlife Detection and Analysis Methodology Based on Camera Trapping Technique and YOLO-X Algorithm (카메라 트래핑 기법과 YOLO-X 알고리즘 기반의 도시 야생동물 탐지 및 분석방법론 개발)

  • Kim, Kyeong-Tae;Lee, Hyun-Jung;Jeon, Seung-Wook;Song, Won-Kyong;Kim, Whee-Moon
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.26 no.4
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    • pp.17-34
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    • 2023
  • Camera trapping has been used as a non-invasive survey method that minimizes anthropogenic disturbance to ecosystems. Nevertheless, it is labor-intensive and time-consuming, requiring researchers to quantify species and populations. In this study, we aimed to improve the preprocessing of camera trapping data by utilizing an object detection algorithm. Wildlife monitoring using unmanned sensor cameras was conducted in a forested urban forest and a green space on a university campus in Cheonan City, Chungcheongnam-do, Korea. The collected camera trapping data were classified by a researcher to identify the occurrence of species. The data was then used to test the performance of the YOLO-X object detection algorithm for wildlife detection. The camera trapping resulted in 10,500 images of the urban forest and 51,974 images of green spaces on campus. Out of the total 62,474 images, 52,993 images (84.82%) were found to be false positives, while 9,481 images (15.18%) were found to contain wildlife. As a result of wildlife monitoring, 19 species of birds, 5 species of mammals, and 1 species of reptile were observed within the study area. In addition, there were statistically significant differences in the frequency of occurrence of the following species according to the type of urban greenery: Parus varius(t = -3.035, p < 0.01), Parus major(t = 2.112, p < 0.05), Passer montanus(t = 2.112, p < 0.05), Paradoxornis webbianus(t = 2.112, p < 0.05), Turdus hortulorum(t = -4.026, p < 0.001), and Sitta europaea(t = -2.189, p < 0.05). The detection performance of the YOLO-X model for wildlife occurrence was analyzed, and it successfully classified 94.2% of the camera trapping data. In particular, the number of true positive predictions was 7,809 images and the number of false negative predictions was 51,044 images. In this study, the object detection algorithm YOLO-X model was used to detect the presence of wildlife in the camera trapping data. In this study, the YOLO-X model was used with a filter activated to detect 10 specific animal taxa out of the 80 classes trained on the COCO dataset, without any additional training. In future studies, it is necessary to create and apply training data for key occurrence species to make the model suitable for wildlife monitoring.

A Study on Comics Outreach Programs for Contents marginalized Areas (콘텐츠 소외지역의 만화 아웃리치 프로그램 모델링 연구)

  • Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.49
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    • pp.359-382
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    • 2017
  • Content is the complex of art and technology of trend, so it is important to experience different technologies for content education. Today, many non-profit organizations plan and operate numbers of programs for disabilities, low-income, and minority families to enhance the quality of life and the realization of social integration. These programs are limited to museums and galleries, not so pro-actively in progressing. Various contend education is necessary to the expansion of cultural exchange for the culturally alienated area. Naver is running an outreach program named . It is an experience-based outreach program where current cartoon / webtoon writers come directly to the school to inform students about the basic story of comics and comic techniques. However, the fact that the is not centered on the marginalized area but is centered on the Seoul Gyeonggi area, has the limitation that they can not benefit from a wide range of programs because they have a space limit of 'school', and, has a spatial limitation that the experience of the work is excluded. 'Outreach programs in marginalized areas' must be reorganized into a fluid dimension, not a fixed, single-system program. You should be able to experience and experience your work by directly using various professional equipment of comics based on your capacity and experience, local culture, religion, and society. These program participants will gain the effect of attractive and effective learning with empathy with their comic experience. Meanings of Comics content outreach program are following: First, the rich cultural archive can be used efficiently by providing various contents to existing outreach programs with the educational limitation of museums and galleries. Second, Comics contents can be enjoyed as a part of our life by understanding diversity and technology of contents. Third, because it is the program of expertise' participation, it can remodel, and restructure the severed experience in remote areas for the continuous growth and development, and furthermore, it can enhance the understanding of society.

The Intelligent Determination Model of Audience Emotion for Implementing Personalized Exhibition (개인화 전시 서비스 구현을 위한 지능형 관객 감정 판단 모형)

  • Jung, Min-Kyu;Kim, Jae-Kyeong
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.39-57
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    • 2012
  • Recently, due to the introduction of high-tech equipment in interactive exhibits, many people's attention has been concentrated on Interactive exhibits that can double the exhibition effect through the interaction with the audience. In addition, it is also possible to measure a variety of audience reaction in the interactive exhibition. Among various audience reactions, this research uses the change of the facial features that can be collected in an interactive exhibition space. This research develops an artificial neural network-based prediction model to predict the response of the audience by measuring the change of the facial features when the audience is given stimulation from the non-excited state. To present the emotion state of the audience, this research uses a Valence-Arousal model. So, this research suggests an overall framework composed of the following six steps. The first step is a step of collecting data for modeling. The data was collected from people participated in the 2012 Seoul DMC Culture Open, and the collected data was used for the experiments. The second step extracts 64 facial features from the collected data and compensates the facial feature values. The third step generates independent and dependent variables of an artificial neural network model. The fourth step extracts the independent variable that affects the dependent variable using the statistical technique. The fifth step builds an artificial neural network model and performs a learning process using train set and test set. Finally the last sixth step is to validate the prediction performance of artificial neural network model using the validation data set. The proposed model is compared with statistical predictive model to see whether it had better performance or not. As a result, although the data set in this experiment had much noise, the proposed model showed better results when the model was compared with multiple regression analysis model. If the prediction model of audience reaction was used in the real exhibition, it will be able to provide countermeasures and services appropriate to the audience's reaction viewing the exhibits. Specifically, if the arousal of audience about Exhibits is low, Action to increase arousal of the audience will be taken. For instance, we recommend the audience another preferred contents or using a light or sound to focus on these exhibits. In other words, when planning future exhibitions, planning the exhibition to satisfy various audience preferences would be possible. And it is expected to foster a personalized environment to concentrate on the exhibits. But, the proposed model in this research still shows the low prediction accuracy. The cause is in some parts as follows : First, the data covers diverse visitors of real exhibitions, so it was difficult to control the optimized experimental environment. So, the collected data has much noise, and it would results a lower accuracy. In further research, the data collection will be conducted in a more optimized experimental environment. The further research to increase the accuracy of the predictions of the model will be conducted. Second, using changes of facial expression only is thought to be not enough to extract audience emotions. If facial expression is combined with other responses, such as the sound, audience behavior, it would result a better result.