• Title/Summary/Keyword: RealTime Play

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Effects of Reading Aloud on International Students' English Formulaic Sequences Learning (소리 내어 읽기가 유학생의 영어 정형화 배열 학습에 미치는 영향)

  • Lee, Ji-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.341-348
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    • 2022
  • Formulaic sequences are continuous or discontinuous series of words that are seemingly treated like single units. Formulaic sequences play a key role in language development, and formulaic sequences acquisition determines the success or failure of language development. This study proposes a reading aloud activity as a way for international students to learn formulaic sequences. A class focused on reading aloud was conducted with 41 international students taking a general English course at a university in Seoul. For 15 weeks, video lectures and real-time Zoom classes were conducted in parallel. The animated film Frozen was used as course material. In the video lectures, the teacher interpreted the movie script in easy Korean and read aloud formulaic sequences. Students were tasked with reading the sentences with formulaic sequences aloud, recording themselves reading aloud, and submitting their recordings. During real-time class meetings, students performed the activity of reading aloud the formulaic sequences they had studied in the video lectures. There was a significant increase in the interpretation and sentence writing of formulaic sequences in participants' post-evaluation compared to the pre-evaluation. Through the study's survey, students exhibited positive views in the affective domains.

Research on Drivable Road Area Recognition and Real-Time Tracking Techniques Based on YOLOv8 Algorithm (YOLOv8 알고리즘 기반의 주행 가능한 도로 영역 인식과 실시간 추적 기법에 관한 연구)

  • Jung-Hee Seo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.3
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    • pp.563-570
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    • 2024
  • This paper proposes a method to recognize and track drivable lane areas to assist the driver. The main topic is designing a deep-based network that predicts drivable road areas using computer vision and deep learning technology based on images acquired in real time through a camera installed in the center of the windshield inside the vehicle. This study aims to develop a new model trained with data directly obtained from cameras using the YOLO algorithm. It is expected to play a role in assisting the driver's driving by visualizing the exact location of the vehicle on the actual road consistent with the actual image and displaying and tracking the drivable lane area. As a result of the experiment, it was possible to track the drivable road area in most cases, but in bad weather such as heavy rain at night, there were cases where lanes were not accurately recognized, so improvement in model performance is needed to solve this problem.

Gene Expression of Smad3 and Estrogen Receptor-related $Receptor\;{\beta}$ like 1 in Sea Urchin, Strongylocentrotus nudus (둥근성게(Strongylocentrotus nudus)의 Smad3와 Estrogen Receptor-related $Receptor\;{\beta}$ like 1 유전자 발현)

  • Jun, Yu-Jung;Sohn, Young-Chang
    • Development and Reproduction
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    • v.11 no.1
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    • pp.43-47
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    • 2007
  • Smad proteins mediate transforming growth $factor(TGF)-{\beta}$ signaling and play a pivotal role in embryonic development. The estrogen receptor-related receptors(ERRs), which are structurally similar to estrogen receptors, are members of orphan nuclear receptor in the nuclear receptor superfamily and their functions are known to be involved in the formation of extra-embryonic ectoderm. To investigate the involvement of Smad3 and $ERR{\beta}$ like 1 in reproductive activities and embryogenesis in marine invertebrate, we examined gene expression of Smad3 and $ERR{\beta}$ like 1 in Strongylocentrotus nudus during their seasonal changes and embryonic development using real-time polymerase chain reaction. The Smad3 mRNA levels in gonad showed an increasing pattern from February to June 2004 but decreased at August(spawning season) followed by an elevation of the levels at October and December 2004. The mRNA levels of the $ERR{\beta}$ like 1 significantly elevated during the spawning season. During embryonic development, Smad3 mRNA levels at $8{\sim}16$ cell stages were significantly higher than those of other stages, whereas the mRNA of the $ERR{\beta}$ like 1 was significantly high levels at late development stages, i.e., blastular, gastrula and plutei stages. These results suggest that the Smad3 could be involved at least in part in the early cleavage stages and the $ERR{\beta}$ like 1 may play an important role in the spawning season and late developmental stage in the sea urchin.

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A Study on a Real Time Presentation Method for Playing of a Multimedia mail on Internet (인터넷상의 동영상 메일을 재생하기 위한 실시간 연출 기법 연구)

  • Im, Yeong-Hwan;Lee, Seon-Hye
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.4
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    • pp.877-890
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    • 1999
  • In this paper, a multimedia mail including video, sound, graphic data has been proposed as the next generation mail of the text based mail. In order to develop the multimedia mail, the most outstanding problem is the fact that the multimedia data are too huge to send them to the receiving end directly. The fact of big data may cause many problems in both transferring and storing the data of the multimedia mail. Our main idea is to separate between a control program for the multimedia presentation and multimedia data. Since the size of a control program is as small as a plain text mail, it has no problem to send it attached to the internet mail to the receiver directly. Instead, the big multimedia data themselves may remain on the sender's computer or be sent to a designated server so that the data may be transferred to the receiver only when the receiver activates the play of the multimedia mail. In this scheme, our research focus is paced on the buffer management and the thread scheduling for the real time play of the multimedia mail on internet. Another problem is to provide an easy way of editing a multimedia presentation for an ordinary people having no programming knowledge. For the purposed, VIP(Visual Interface Player) has been used and the results or multimedia mail implemented on LAN has been described.

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Relationship Analysis between Malware and Sybil for Android Apps Recommender System (안드로이드 앱 추천 시스템을 위한 Sybil공격과 Malware의 관계 분석)

  • Oh, Hayoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.5
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    • pp.1235-1241
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    • 2016
  • Personalized App recommendation system is recently famous since the number of various apps that can be used in smart phones that increases exponentially. However, the site users using google play site with malwares have experienced severe damages of privacy exposure and extortion as well as a simple damage of satisfaction descent at the same time. In addition, Sybil attack (Sybil) manipulating the score (rating) of each app with falmay also present because of the social networks development. Up until now, the sybil detection studies and malicious apps studies have been conducted independently. But it is important to determine finally the existence of intelligent attack with Sybil and malware simultaneously when we consider the intelligent attack types in real-time. Therefore, in this paper we experimentally evaluate the relationship between malware and sybils based on real cralwed dataset of goodlplay. Through the extensive evaluations, the correlation between malware and sybils is low for malware providers to hide themselves from Anti-Virus (AV).

Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

An Analysis of Various Types of Social Movement Through the New Media -Focusing on the 2008 Candle Rally- (뉴미디어를 활용한 다양한 사회운동방식에 대한 고찰 -2008년 촛불집회를 중심으로-)

  • Lee, Chang-Ho;Bae, Ae-Jin
    • Korean journal of communication and information
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    • v.44
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    • pp.44-75
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    • 2008
  • The candle rally against the import of American beef which lasted for a long time was full of various types of social movement. That is, new media including mobile phone, Internet, Internet cafes played an important role in mobilizing people around the rally. Thus, this research focuses on the meaning and effect of these kinds of movement. In particular, it analyzed the possibility of real time broadcasting through the Internet as civic journalism, which received much attention in the rally. For this, this research used case study and interview as main research method. Case study focused on Internet cafes based on the media coverage of the rally. Interviews were conducted with workers at OhmyTV, Color TV, and 615TV. These workers at progressive media emphasized on the scene coverage as the advantage of real time delivery. Transmitting many citizens' voices was another advantage. It is expected that personal media and progressive media which try to show the scent as it is will play an important role in the future journalism with the expansion of Wibro.

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Development of Greenhouse Environment Monitoring & Control System Based on Web and Smart Phone (웹과 스마트폰 기반의 온실 환경 제어 시스템 개발)

  • Kim, D.E.;Lee, W.Y.;Kang, D.H.;Kang, I.C.;Hong, S.J.;Woo, Y.H.
    • Journal of Practical Agriculture & Fisheries Research
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    • v.18 no.1
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    • pp.101-112
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    • 2016
  • Monitoring and control of the greenhouse environment play a decisive role in greenhouse crop production processes. The network system for greenhouse control was developed by using recent technologies of networking and wireless communications. In this paper, a remote monitoring and control system for greenhouse using a smartphone and a computer with internet has been developed. The system provides real-time remote greenhouse integrated management service which collects greenhouse environment information and controls greenhouse facilities based on sensors and equipments network. Graphical user interface for an integrated management system was designed with bases on the HMI and the experimental results showed that a sensor data and device status were collected by integrated management in real-time. Because the sensor data and device status can be displayed on a web page, transmitted using the server program to remote computer and mobile smartphone at the same time. The monitored-data can be downloaded, analyzed and saved from server program in real-time via mobile phone or internet at a remote place. Performance test results of the greenhouse control system has confirmed that all work successfully in accordance with the operating conditions. And data collections and display conditions, event actions, crops and equipments monitoring showed reliable results.

Augmented Reality Logo System Based on Android platform (안드로이드 기반 로고를 이용한 증강현실 시스템)

  • Jung, Eun-Young;Jeong, Un-Kuk;Lim, Sun-Jin;Moon, Chang-Bae;Kim, Byeong-Man
    • The KIPS Transactions:PartB
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    • v.18B no.4
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    • pp.181-192
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    • 2011
  • A mobile phone is becoming no longer a voice communication tool due to smartphones and mobile internet. Also, it now becomes a total entertainment device on which we can play game and get services by variety applications through the Web. As smartphones are getting more popular, their usages are also increased, which makes the interest of advertising industry in mobile advertisement increased but it is bound to be limited by the size of the screen. In this paper, we suggest an augmented reality logo system based on Android platform to maximize the effect of logo advertisement. After developing software and mounting it on a real smartphone, its performances are analyzed in various ways. The results show the possibility of its application to real world but it's not enough to provide real time service because of the low performance of hardware.

A Proposition of Incorporating Time and Space in a Virtual World (다차원 가상세계 모델 개발을 위한 연구 -시간축이 부여된 가상세계 모델을 중심으로-)

  • Kihl, Tae-Suk;Chang, Ju-No;Baek, Hyoung-Mok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.21-32
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    • 2009
  • In this paper, we present a model of a virtual world that incorporates different time periods, in contrast to current popular virtual worlds like Second Life, to utilize the digital space fully. The construction of a virtual world in which we include historical information in the virtual life simulation utilizing the world map and current space information is proposed. The reason for incorporating time is that the virtual world varies according to the politics, economics, society, and culture of a particular time period, so users are able to play in a distinct virtual world as a resident and make their communities of their own free will. Like the online encyclopedia Wikipedia, the model proposed in this paper is a project designed to be maintained by and expanded through the interactivity of users, but unlike Wikipedia, users of this virtual world will be able to live and interact in a world of their own creation in addition to contributing real information.

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