• Title/Summary/Keyword: Real-time feedback

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Art Science Convergence Curriculum Design in the 4th Industrial Revolution Era : Focusing on STEAM with Contents (4차 산업혁명 시대 예술·과학 융합 교육프로그램 설계 : 콘텐츠를 활용한 STEAM을 중심으로)

  • Park, Sung-won;Lee, Hye-won
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.53-61
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    • 2021
  • The year 2020 was a time when the coronavirus infections-19 (COVID-19) caused various changes in society. In particular, the fields that have been conducted face-to-face have been greatly confused by the transition to an online non-face-to-face method, and this is the case with the field of education. There are two main advantages of offline education. The first is that we can improve our understanding through communication with teachers, and the second is that we can develop social skills through interaction with friends. But as online classes progressed due to corona 19, interaction could not be achieved. As a result, the motivation for learning has been reduced due to difficulties in real-time feedback, and the participation rate has been significantly lowered, especially in lower grades, raising concerns about the learning gap that will occur after corona 19. However, there are some cases in which online classes were conducted as effectively as offline classes by utilizing various contents. What they have in common is the use of content. Teachers generally improved the quality of education by linking interesting sights and videos that enhance learning comprehension. The provided video conveys learning-related content into stories, enabling intuitive observation. Many students were already enjoying these videos through VOD (Video on Demand) such as TV and YouTube, they were able to connect their easy access to content and interest in learning. Appropriate use of video content has rather increased the learning effect and should continue after corona 19. Therefore, it is necessary to study methodologies that apply video content efficiently to education. This study looked at the steps that needed content application through the development of education programs, and observed its meaning. Students were curious about the content, motivated to learn and participated in learning on their own. Intuitive learning, conducted through appreciation, play and content production, provided an opportunity to learn on their own in everyday life.

Development of Software Education Support System using Learning Analysis Technique (학습분석 기법을 적용한 소프트웨어교육 지원 시스템 개발)

  • Jeon, In-seong;Song, Ki-Sang
    • Journal of The Korean Association of Information Education
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    • v.24 no.2
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    • pp.157-165
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    • 2020
  • As interest in software education has increased, discussions on teaching, learning, and evaluation method it have also been active. One of the problems of software education teaching method is that the instructor cannot grasp the content of coding in progress in the learner's computer in real time, and therefore, instructors are limited in providing feedback to learners in a timely manner. To overcome this problem, in this study, we developed a software education support system that grasps the real-time learner coding situation under block-based programming environment by applying a learning analysis technique and delivers it to the instructor, and visualizes the data collected during learning through the Hadoop system. The system includes a presentation layer to which teachers and learners access, a business layer to analyze and structure code, and a DB layer to store class information, account information, and learning information. The instructor can set the content to be learned in advance in the software education support system, and compare and analyze the learner's achievement through the computational thinking components rubric, based on the data comparing the stored code with the students' code.

The Principal Determinants of Telepresence Focused on the Analysis of Telepresence Arts (텔레프레즌스의 결정요인에 관한 연구 - 텔레프레즌스 아트 사레분석을 중심으로 -)

  • 장선희;이경원
    • Archives of design research
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    • v.17 no.2
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    • pp.413-424
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    • 2004
  • This paper defines the telepresence as a particular type of experience, rather than a collection of hardware. Defining telepresence in this way provides a means for examining telepresence in relation to other types of mediated experience. Presence refers to the natural perception of an environment, and telepresence refers to the mediated perception of an environment. Factors influencing whether a particular mediated environment will induce a sense of telepresence include the following: the combination of sensory stimuli employed in the environment, the ways in which participants are able to interact with the environment, and the characteristics of the individual experiencing the environment. Telepresence art invites the people from remote worlds to networked cyber space and creates the experience of 'being there' by making participants control the virtual reality system and receive feedback from their teleactions. It is the way to produce an open and engaging experience that manifests the cultural changes brought about by remote control, remote vision, telekinesis, and real-time exchange of audiovisual information. The principal determinants of telepresence are sensory immersion, sensory fidelity, cognitive fidelity and personal factors. This paper applies the 4 determinants to telepresence art works such as Ken Goldberg's Telegarden, Monika Fleischmann & Wolfgang Strauss' The Home of the Brain, Paul Sermon's Telematic Dreaming, Telematic Vision, Eduardo Kac's Uriapuru, Simon Penny's Traces and Paul Sermon & Andrea Zapp's A Body of Water.

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Design and Implementation of Network-Adaptive High Definition MPEG-2 Streaming employing frame-based Prioritized Packetization (프레임 기반의 우선순위화를 적용한 네트워크 적응형 HD MPEG-2 스트리밍의 설계 및 구현)

  • Park SangHoon;Lee Sensjoo;Kim JongWon;Kim WooSuk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.10A
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    • pp.886-895
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    • 2005
  • As the networked media technology have been grown in recent, there have been many research works to deliver high-quality video such as HDV and HDTV over the Internet. To realize high-quality media service over the Internet, however, the network adaptive streaming scheme is required to adopt to the dynamic fluctuation of underlying networks. In this paper, we design and implement the network-adaptive HD(high definition) MPEG-2 streaming system employing the frame-based prioritized packetization. Delivered video is inputted from the JVC HDV camera to the streaming sewer in real-time. It has a bit-rate of 19.2 Mbps and is multiplexed to the MPEG-2 TS (MPEG-2 MP@HL). For the monitoring of network status, the packet loss rate and the average jitter are measured by using parsing of RTP packet header in the streaming client and they are sent to the streaming server periodically The network adaptation manager in the streaming server estimates the current network status from feedback packets and adaptively adjusts the sending rate by frame dropping. For this, we propose the real-time parsing and the frame-based prioritized packetization of the TS packet. The proposed system is implemented in software and evaluated over the LAN testbed. The experimental results show that the proposed system can enhance the end-to-end QoS of HD video streaming over the best-effort network.

Stylized Specular Reflections Using Projective Textures based on Principal Curvature Analysis (주곡률 해석 기반의 투영 텍스처를 이용한 스타일 반사 효과)

  • Lee, Hwan-Jik;Choi, Jung-Ju
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.37-44
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    • 2006
  • Specular reflections provide the visual feedback that describes the material type of an object, its local shape, and lighting environment. In photorealistic rendering, there have been a number of research available to render specular reflections effectively based on a local reflection model. In traditional cel animations and cartoons, specular reflections plays important role in representing artistic intentions for an object and its related environment reflections, so the shapes of highlights are quite stylistic. In this paper, we present a method to render and control stylized specular reflections using projective textures based on principal curvature analysis. Specifying a texture as a pattern of a highlight and projecting the texture on the specular region of a given 3D model, we can obtain a stylized representation of specular reflections. For a given polygonal model, a view point, and a light source, we first find the maximum specular intensity point, and then locate the texture projector along the line parallel to the normal vector and passing through the point. The orientation of the projector is determined by the principal directions at the point. Finally, the size of the projection frustum is determined by the principal curvatures corresponding to the principal directions. The proposed method can control the position, orientation, and size of the specular reflection efficiently by translating the projector along the principal directions, rotating the projector about the normal vector, and scaling the principal curvatures, respectively. The method is be applicable to real-time applications such as cartoon style 3D games. We implement the method by Microsoft DirectX 9.0c SDK and programmable vertex/pixel shaders on Nvidia GeForce FX 7800 graphics subsystems. According to our experimental results, we can render and control the stylized specular reflections for a 3D model of several ten thousands of triangles in real-time.

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Design of ICT based Protected Horticulture for Recovering Natural Disaster (ICT기반 시설원예 재해 경감장치 설계)

  • Lee, Meong-Hun;Yoe, Hyun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.10
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    • pp.373-382
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    • 2016
  • Under the Agricultural technology is influenced from climate that is requisite of seasonal. So this system will cover the problems and develop the agricultural industry as well. So far, the agricultural industry is developing however, it has the points of the weakness because of natural disasters such as wind risk and heavy snow. This paper designs system to change vinyl on the greenhouse. This is a preliminary study for the real-time feedback control of greenhouse. The study developed a wireless IoT sensor system based on authentic technology capacities, to integrate with the protected horticulture Management System. These system was used to evaluate the levels of the snow cover and wind through IoT devices. The existing greenhouse uses the warm water to clear snow or to change methods. This system will recover by changing the vinyl which is covered outside of the greenhouse. The points of the system is changing vinyl to spin pipe. It is contained extra vinyl. The effects of this system are minimized labor protected crops from natural disasters. For this purpose, the study first developed a wireless IoT sensor unit that integrates an MEMS device and wireless communication module. Also, the study developed an operating program that enables real-time response measurement. It will help operational and maintenance greenhouse as a result.

Multidimensional data generation of water distribution systems using adversarially trained autoencoder (적대적 학습 기반 오토인코더(ATAE)를 이용한 다차원 상수도관망 데이터 생성)

  • Kim, Sehyeong;Jun, Sanghoon;Jung, Donghwi
    • Journal of Korea Water Resources Association
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    • v.56 no.7
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    • pp.439-449
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    • 2023
  • Recent advancements in data measuring technology have facilitated the installation of various sensors, such as pressure meters and flow meters, to effectively assess the real-time conditions of water distribution systems (WDSs). However, as cities expand extensively, the factors that impact the reliability of measurements have become increasingly diverse. In particular, demand data, one of the most significant hydraulic variable in WDS, is challenging to be measured directly and is prone to missing values, making the development of accurate data generation models more important. Therefore, this paper proposes an adversarially trained autoencoder (ATAE) model based on generative deep learning techniques to accurately estimate demand data in WDSs. The proposed model utilizes two neural networks: a generative network and a discriminative network. The generative network generates demand data using the information provided from the measured pressure data, while the discriminative network evaluates the generated demand outputs and provides feedback to the generator to learn the distinctive features of the data. To validate its performance, the ATAE model is applied to a real distribution system in Austin, Texas, USA. The study analyzes the impact of data uncertainty by calculating the accuracy of ATAE's prediction results for varying levels of uncertainty in the demand and the pressure time series data. Additionally, the model's performance is evaluated by comparing the results for different data collection periods (low, average, and high demand hours) to assess its ability to generate demand data based on water consumption levels.

Retail Product Development and Brand Management Collaboration between Industry and University Student Teams (산업여대학학생단대지간적령수산품개발화품패관리협작(产业与大学学生团队之间的零售产品开发和品牌管理协作))

  • Carroll, Katherine Emma
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.3
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    • pp.239-248
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    • 2010
  • This paper describes a collaborative project between academia and industry which focused on improving the marketing and product development strategies for two private label apparel brands of a large regional department store chain in the southeastern United States. The goal of the project was to revitalize product lines of the two brands by incorporating student ideas for new solutions, thereby giving the students practical experience with a real-life industry situation. There were a number of key players involved in the project. A privately-owned department store chain based in the southeastern United States which was seeking an academic partner had recognized a need to update two existing private label brands. They targeted middle-aged consumers looking for casual, moderately priced merchandise. The company was seeking to change direction with both packaging and presentation, and possibly product design. The branding and product development divisions of the company contacted professors in an academic department of a large southeastern state university. Two of the professors agreed that the task would be a good fit for their classes - one was a junior-level Intermediate Brand Management class; the other was a senior-level Fashion Product Development class. The professors felt that by working collaboratively on the project, students would be exposed to a real world scenario, within the security of an academic learning environment. Collaboration within an interdisciplinary team has the advantage of providing experiences and resources beyond the capabilities of a single student and adds "brainpower" to problem-solving processes (Lowman 2000). This goal of improving the capabilities of students directed the instructors in each class to form interdisciplinary teams between the Branding and Product Development classes. In addition, many universities are employing industry partnerships in research and teaching, where collaboration within temporal (semester) and physical (classroom/lab) constraints help to increase students' knowledge and experience of a real-world situation. At the University of Tennessee, the Center of Industrial Services and UT-Knoxville's College of Engineering worked with a company to develop design improvements in its U.S. operations. In this study, Because should be lower case b with a private label retail brand, Wickett, Gaskill and Damhorst's (1999) revised Retail Apparel Product Development Model was used by the product development and brand management teams. This framework was chosen because it addresses apparel product development from the concept to the retail stage. Two classes were involved in this project: a junior level Brand Management class and a senior level Fashion Product Development class. Seven teams were formed which included four students from Brand Management and two students from Product Development. The classes were taught the same semester, but not at the same time. At the beginning of the semester, each class was introduced to the industry partner and given the problem. Half the teams were assigned to the men's brand and half to the women's brand. The teams were responsible for devising approaches to the problem, formulating a timeline for their work, staying in touch with industry representatives and making sure that each member of the team contributed in a positive way. The objective for the teams was to plan, develop, and present a product line using merchandising processes (following the Wickett, Gaskill and Damhorst model) and develop new branding strategies for the proposed lines. The teams performed trend, color, fabrication and target market research; developed sketches for a line; edited the sketches and presented their line plans; wrote specifications; fitted prototypes on fit models, and developed final production samples for presentation to industry. The branding students developed a SWOT analysis, a Brand Measurement report, a mind-map for the brands and a fully integrated Marketing Report which was presented alongside the ideas for the new lines. In future if the opportunity arises to work in this collaborative way with an existing company who wishes to look both at branding and product development strategies, classes will be scheduled at the same time so that students have more time to meet and discuss timelines and assigned tasks. As it was, student groups had to meet outside of each class time and this proved to be a challenging though not uncommon part of teamwork (Pfaff and Huddleston, 2003). Although the logistics of this exercise were time-consuming to set up and administer, professors felt that the benefits to students were multiple. The most important benefit, according to student feedback from both classes, was the opportunity to work with industry professionals, follow their process, and see the results of their work evaluated by the people who made the decisions at the company level. Faculty members were grateful to have a "real-world" case to work with in the classroom to provide focus. Creative ideas and strategies were traded as plans were made, extending and strengthening the departmental links be tween the branding and product development areas. By working not only with students coming from a different knowledge base, but also having to keep in contact with the industry partner and follow the framework and timeline of industry practice, student teams were challenged to produce excellent and innovative work under new circumstances. Working on the product development and branding for "real-life" brands that are struggling gave students an opportunity to see how closely their coursework ties in with the real-world and how creativity, collaboration and flexibility are necessary components of both the design and business aspects of company operations. Industry personnel were impressed by (a) the level and depth of knowledge and execution in the student projects, and (b) the creativity of new ideas for the brands.

The Efficacy of Biofeedback in Reducing Cybersickness in Virtual Navigation (생체신호 피드백을 적용한 가상 주행환경에서 사이버멀미 감소 효과)

  • 김영윤;김은남;정찬용;고희동;김현택
    • Science of Emotion and Sensibility
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    • v.5 no.2
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    • pp.29-34
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    • 2002
  • Our previous studies investigated that narrow field of view (FOV : 50˚) and slow navigation speed decreased the frequency of occurrence and severity of cybersickness during immersion in the virtual reality (VR). It would cause a significant reduction of cybersickness if it were provided cybersickness alleviating virtual environment (CAVE) using biofeedback method whenever subject underwent physiological agitation. For verifying the hypothesis, we constructed a real-time cybersickness detection and feedback system with artificial neural network whose inputs are electrophysiological parameters of blood pulse volume, skin conductance, eye blink, skin temperature, heart period, and EEG. The system temporary provided narrow FOV and decreased speed of navigation as feedback outputs whenever physiological measures signal the occurrence of cybersickness. We examined the frequency and severity of cybersickness from simulator sickness questionnaires and self-report in 36 subjects. All subjects experienced VR two times in CAVE and non-CAVE condition at one-month intervals. The frequency and severity of cybersickness were significantly reduced in CAVE than non-CAVE condition. Virtual environment of narrow FOV and slow navigation provided by electrophysiological features based artificial neural network caused a significant reduction of cybersickness symptoms. These results showed that efficiency of a cybersickness detection system we developed was relatively high and subjects expressed more comfortable in the virtual navigation environment.

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Fast Stream Cipher AA32 for Software Implementation (소프트웨어 구현에 적합한 고속 스트림 암호 AA32)

  • Kim, Gil-Ho;Park, Chang-Soo;Kim, Jong-Nam;Cho, Gyeong-Yeon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.6B
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    • pp.954-961
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    • 2010
  • Stream cipher was worse than block cipher in terms of security, but faster in execution speed as an advantage. However, since so far there have been many algorithm researches about the execution speed of block cipher, these days, there is almost no difference between them in the execution speed of AES. Therefore an secure and fast stream cipher development is urgently needed. In this paper, we propose a 32bit output fast stream cipher, AA32, which is composed of ASR(Arithmetic Shifter Register) and simple logical operation. Proposed algorithm is a cipher algorithm which has been designed to be implemented by software easily. AA32 supports 128bit key and executes operations by word and byte unit. As Linear Feedback Sequencer, ASR 151bit is applied to AA32 and the reduction function is a very simple structure stream cipher, which consists of two major parts, using simple logical operations, instead of S-Box for a non-linear operation. The proposed stream cipher AA32 shows the result that it is faster than SSC2 and Salsa20 and satisfied with the security required for these days. Proposed cipher algorithm is a fast stream cipher algorithm which can be used in the field which requires wireless internet environment such as mobile phone system and real-time processing such as DRM(Digital Right Management) and limited computational environments such as WSN(Wireless Sensor Network).