• Title/Summary/Keyword: Remote Learning

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Analysis Temporal Variations Marine Debris by using Raspberry Pi and YOLOv5 (라즈베리파이와 YOLOv5를 이용한 해양쓰레기 시계열 변화량 분석)

  • Bo-Ram, Kim;Mi-So, Park;Jea-Won, Kim;Ye-Been, Do;Se-Yun, Oh;Hong-Joo, Yoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.6
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    • pp.1249-1258
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    • 2022
  • Marine debris is defined as a substance that is intentionally or inadvertently left on the shore or is introduced or discharged into the ocean, which has or is likely to have a harmful effect on the marine environments. In this study, the detection of marine debris and the analysis of the amount of change on marine debris were performed using the object detection method for an efficient method of identifying the quantity of marine debris and analyzing the amount of change. The study area is Yuho Mongdol Beach in the northeastern part of Geoje Island, and the amount of change was analyzed through images collected at 15-minute intervals for 32 days from September 12 to October 14, 2022. Marine debris detection using YOLOv5x, a one-stage object detection model, derived the performance of plastic bottles mAP 0.869 and styrofoam buoys mAP 0.862. As a result, marine debris showed a large decrease at 8-day intervals, and it was found that the quantity of Styrofoam buoys was about three times larger and the range of change was also larger.

Simulation-based Education Model for PID Control Learning (PID 제어 학습을 위한 시뮬레이션 기반의 교육 모델)

  • Seo, Hyeon-Ho;Kim, Jae-Woong;Park, Seong-Hyun
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.286-293
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    • 2022
  • Recently, the importance of elemental technologies constituting smart factories is increasing due to the 4th Industrial Revolution, and simulation is widely used as a tool to learn these technologies. In particular, PID control is an automatic control technique used in various fields, and most of them analyze mathematical models in certain situations or research on application development with built-in controllers. In actual educational environment requires PID simulator training as well as PID control principles. In this paper, we propose a model that enables education and practice of various PID controls through 3D simulation. The proposed model implemented virtual balls and Fan and implemented PID control by configuring a system so that the force can be lifted by the air pressure generated in the Fan. At this time, the height of the ball was expressed in a graph according to each gain value of the PID controller and then compared with the actual system, and through this, satisfactory results sufficiently applicable to the actual class were confirmed. Through the proposed model, it is expected that the rapidly increasing elemental technology of smart factories can be used in various ways in a remote classroom environment.

Time-series Change Analysis of Quarry using UAV and Aerial LiDAR (UAV와 LiDAR를 활용한 토석채취지의 시계열 변화 분석)

  • Dong-Hwan Park;Woo-Dam Sim
    • Journal of the Korean Association of Geographic Information Studies
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    • v.27 no.2
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    • pp.34-44
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    • 2024
  • Recently, due to abnormal climate caused by climate change, natural disasters such as floods, landslides, and soil outflows are rapidly increasing. In Korea, more than 63% of the land is vulnerable to slope disasters due to the geographical characteristics of mountainous areas, and in particular, Quarry mines soil and rocks, so there is a high risk of landslides not only inside the workplace but also outside.Accordingly, this study built a DEM using UAV and aviation LiDAR for monitoring the quarry, conducted a time series change analysis, and proposed an optimal DEM construction method for monitoring the soil collection site. For DEM construction, UAV and LiDAR-based Point Cloud were built, and the ground was extracted using three algorithms: Aggressive Classification (AC), Conservative Classification (CC), and Standard Classification (SC). UAV and LiDAR-based DEM constructed according to the algorithm evaluated accuracy through comparison with digital map-based DEM.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

A Study on Curriculum Development For Community Health Practitioners (보건진료원 직무교육 교과과정 개선을 위한 일 연구)

  • 조원정;이경자
    • Journal of Korean Academy of Nursing
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    • v.22 no.2
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    • pp.207-226
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    • 1992
  • This study was designed to develop a conceptual framework for the curriculum and develop the details of the learning content for the education of Community Health Practitioners (CHPs). Since education programs for CHPs started 10 years ago, concepts related to CHP services have changed because of changes in society. The objectives of the study were as follows : 1) to analyse the usefulness of the present education program for CHPs, 2) to analyse the Job performance and self -confidence of the CHPs, 3) to identify the health needs of the clients served by the CHPs and the community problems related to health. 4) to develop a conceptual framework for the curriculum, for the education of CHPs, 5) to develops details for the learning content of the education program for CHPs. Phase I of the study was conducted by questionnaires to 150 CHPs who have worked in remote rural areas for more than 2 years. Among them, 147 responded. Data was collected from August 16, to August 25, 1990. In order to identify the health needs of the community people, research within the last five years was reviewed and analyzed. The data on 1, 842 communities gathered by the WHO Nursing Collaborations Center of the College of Nursing, Yonsei University was utilized to identify community problems related to health and the self - confidence in job performance of the CHPs. Psase II of the study consisted of a workshop with 13 professionals including Community Health Practitioners to evaluate the existing education program and a conceptual framework of the curriculum for the job education of CHPs. The results of the study are Summariged below : 1. The only 26 among 45 content items of the education program related to job skills was used by 80% of the responding CHPs. The knowledge of $\ulcorner$Networking community organization$\lrcorner$ was used by only 53.7% of the respondents. Educational content about $\ulcorner$Mental disease$\lrcorner$ was used by less than 50% of CHPs because of a knowledge deficit. 2. The CHPs reported that their activities concentrated on clinical services during the last six months. The survey showed that they seemed to neglect the activities for health promotion and disease prevention. Thus, $\ulcorner$Education for community loaders$\lrcorner$(15.9%), $\ulcorner$Activity for eavironmental health$\lrcorner$(16.3%) and $\ulcorner$Social work for needey people$\lrcorner$(23.3%) were done by less than 30% of CHPs. 3. More than 90% of CHPs reported being self - confident for the activities of $\ulcorner$Health education and counselling$\lrcorner$, $\ulcorner$Medicine prescription$\lrcorner$ and $\ulcorner$Immunization$\lrcorner$. But 50% of CHPs reported that they were not have self - confident in $\ulcorner$Management of water and environmental health$\lrcorner$ and only 25.6% of CHPs could insert an IUD independently. 4. It was identified that respiratory diseases and the gastrointestinal diseases were most common problems for the community people, followed by musculoskeletal and skin problems. 5. The community problems were classified into eight categories : physical environmental problems, environmental hygiene, health problems, health behavior, social problem, lack of resources, financial problem and the problems of the cultural and value system. 6. The conceptual framework consisted of the target population and their health status, nursing process working site and primary health care services such as health promotion, disease prevention, treatment and rehabilitation. 7. The contents of curriculum of education program for CHPs were formulated from the results of this study.

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Needs analysis for development of training program for newly appointed Home Economics teachers - Focusing on the participants of first-grade teachers qualification training - (초임기 가정과 교사 직무연수 프로그램 개발에 대한 요구 분석 - 1급 정교사 가정 자격연수 대상자 중심으로 -)

  • Lee, Hyunjung
    • Journal of Korean Home Economics Education Association
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    • v.30 no.1
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    • pp.15-28
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    • 2018
  • Teachers are not completed by appointment, but gradually made through self-development and training for a long time. In order to improve a sense of responsibility of home economics teachers, and also to suggest the purpose and direction of program through job training, the needs of training subjects should be preferentially understood. Thus, this study aims to provide basic data for establishing the developmental operation measures of training for home economics teachers, by researching the needs for training performed after the qualification training for first-grade teachers, targeting the teachers participating in the qualification training program for first-grade teachers of home economics in 2017. About the half of the research subjects received the home economics training one time or less for last three years. Through the training for first-grade teachers, the technical improvement of lesson instruction was demanded the most. As professional qualifications that should be cultivated through training, the ability to develop teaching methods and teaching/learning materials was the highest. Regarding the theme of training, the development of teaching/learning materials for home economics was desired the most. They wanted the training method including direct participation with high utilization for lesson, sublation of competition-centered evaluation, preference of instructors with field experience, continuous opportunity of home economics training, and communicative training. Regarding the needs for the 2015 revised curriculum, the demand for the training of 'human development and family' area was the highest. Therefore, in order to improve the professionalism of teachers through home economics training, it would be necessary to improve the educational environment such as temporal room for training and administrative support, and also to provide diverse types of training like group training, remote training, and smartphone app training suitable for changes in the generation of teachers. Also, on top of forming communities of home economics teachers, and sharing great contents of training, there should be individually-customized training for practice and sharing lesson cases.

Classification of Urban Green Space Using Airborne LiDAR and RGB Ortho Imagery Based on Deep Learning (항공 LiDAR 및 RGB 정사 영상을 이용한 딥러닝 기반의 도시녹지 분류)

  • SON, Bokyung;LEE, Yeonsu;IM, Jungho
    • Journal of the Korean Association of Geographic Information Studies
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    • v.24 no.3
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    • pp.83-98
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    • 2021
  • Urban green space is an important component for enhancing urban ecosystem health. Thus, identifying the spatial structure of urban green space is required to manage a healthy urban ecosystem. The Ministry of Environment has provided the level 3 land cover map(the highest (1m) spatial resolution map) with a total of 41 classes since 2010. However, specific urban green information such as street trees was identified just as grassland or even not classified them as a vegetated area in the map. Therefore, this study classified detailed urban green information(i.e., tree, shrub, and grass), not included in the existing level 3 land cover map, using two types of high-resolution(<1m) remote sensing data(i.e., airborne LiDAR and RGB ortho imagery) in Suwon, South Korea. U-Net, one of image segmentation deep learning approaches, was adopted to classify detailed urban green space. A total of three classification models(i.e., LRGB10, LRGB5, and RGB5) were proposed depending on the target number of classes and the types of input data. The average overall accuracies for test sites were 83.40% (LRGB10), 89.44%(LRGB5), and 74.76%(RGB5). Among three models, LRGB5, which uses both airborne LiDAR and RGB ortho imagery with 5 target classes(i.e., tree, shrub, grass, building, and the others), resulted in the best performance. The area ratio of total urban green space(based on trees, shrub, and grass information) for the entire Suwon was 45.61%(LRGB10), 43.47%(LRGB5), and 44.22%(RGB5). All models were able to provide additional 13.40% of urban tree information on average when compared to the existing level 3 land cover map. Moreover, these urban green classification results are expected to be utilized in various urban green studies or decision making processes, as it provides detailed information on urban green space.

Comparative Research of Image Classification and Image Segmentation Methods for Mapping Rural Roads Using a High-resolution Satellite Image (고해상도 위성영상을 이용한 농촌 도로 매핑을 위한 영상 분류 및 영상 분할 방법 비교에 관한 연구)

  • CHOUNG, Yun-Jae;GU, Bon-Yup
    • Journal of the Korean Association of Geographic Information Studies
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    • v.24 no.3
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    • pp.73-82
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    • 2021
  • Rural roads are the significant infrastructure for developing and managing the rural areas, hence the utilization of the remote sensing datasets for managing the rural roads is necessary for expanding the rural transportation infrastructure and improving the life quality of the rural residents. In this research, the two different methods such as image classification and image segmentation were compared for mapping the rural road based on the given high-resolution satellite image acquired in the rural areas. In the image classification method, the deep learning with the multiple neural networks was employed to the given high-resolution satellite image for generating the object classification map, then the rural roads were mapped by extracting the road objects from the generated object classification map. In the image segmentation method, the multiresolution segmentation was employed to the same satellite image for generating the segment image, then the rural roads were mapped by merging the road objects located on the rural roads on the satellite image. We used the 100 checkpoints for assessing the accuracy of the two rural roads mapped by the different methods and drew the following conclusions. The image segmentation method had the better performance than the image classification method for mapping the rural roads using the give satellite image, because some of the rural roads mapped by the image classification method were not identified due to the miclassification errors occurred in the object classification map, while all of the rural roads mapped by the image segmentation method were identified. However some of the rural roads mapped by the image segmentation method also had the miclassfication errors due to some rural road segments including the non-rural road objects. In future research the object-oriented classification or the convolutional neural networks widely used for detecting the precise objects from the image sources would be used for improving the accuracy of the rural roads using the high-resolution satellite image.

Accelerometer-based Gesture Recognition for Robot Interface (로봇 인터페이스 활용을 위한 가속도 센서 기반 제스처 인식)

  • Jang, Min-Su;Cho, Yong-Suk;Kim, Jae-Hong;Sohn, Joo-Chan
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.53-69
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    • 2011
  • Vision and voice-based technologies are commonly utilized for human-robot interaction. But it is widely recognized that the performance of vision and voice-based interaction systems is deteriorated by a large margin in the real-world situations due to environmental and user variances. Human users need to be very cooperative to get reasonable performance, which significantly limits the usability of the vision and voice-based human-robot interaction technologies. As a result, touch screens are still the major medium of human-robot interaction for the real-world applications. To empower the usability of robots for various services, alternative interaction technologies should be developed to complement the problems of vision and voice-based technologies. In this paper, we propose the use of accelerometer-based gesture interface as one of the alternative technologies, because accelerometers are effective in detecting the movements of human body, while their performance is not limited by environmental contexts such as lighting conditions or camera's field-of-view. Moreover, accelerometers are widely available nowadays in many mobile devices. We tackle the problem of classifying acceleration signal patterns of 26 English alphabets, which is one of the essential repertoires for the realization of education services based on robots. Recognizing 26 English handwriting patterns based on accelerometers is a very difficult task to take over because of its large scale of pattern classes and the complexity of each pattern. The most difficult problem that has been undertaken which is similar to our problem was recognizing acceleration signal patterns of 10 handwritten digits. Most previous studies dealt with pattern sets of 8~10 simple and easily distinguishable gestures that are useful for controlling home appliances, computer applications, robots etc. Good features are essential for the success of pattern recognition. To promote the discriminative power upon complex English alphabet patterns, we extracted 'motion trajectories' out of input acceleration signal and used them as the main feature. Investigative experiments showed that classifiers based on trajectory performed 3%~5% better than those with raw features e.g. acceleration signal itself or statistical figures. To minimize the distortion of trajectories, we applied a simple but effective set of smoothing filters and band-pass filters. It is well known that acceleration patterns for the same gesture is very different among different performers. To tackle the problem, online incremental learning is applied for our system to make it adaptive to the users' distinctive motion properties. Our system is based on instance-based learning (IBL) where each training sample is memorized as a reference pattern. Brute-force incremental learning in IBL continuously accumulates reference patterns, which is a problem because it not only slows down the classification but also downgrades the recall performance. Regarding the latter phenomenon, we observed a tendency that as the number of reference patterns grows, some reference patterns contribute more to the false positive classification. Thus, we devised an algorithm for optimizing the reference pattern set based on the positive and negative contribution of each reference pattern. The algorithm is performed periodically to remove reference patterns that have a very low positive contribution or a high negative contribution. Experiments were performed on 6500 gesture patterns collected from 50 adults of 30~50 years old. Each alphabet was performed 5 times per participant using $Nintendo{(R)}$ $Wii^{TM}$ remote. Acceleration signal was sampled in 100hz on 3 axes. Mean recall rate for all the alphabets was 95.48%. Some alphabets recorded very low recall rate and exhibited very high pairwise confusion rate. Major confusion pairs are D(88%) and P(74%), I(81%) and U(75%), N(88%) and W(100%). Though W was recalled perfectly, it contributed much to the false positive classification of N. By comparison with major previous results from VTT (96% for 8 control gestures), CMU (97% for 10 control gestures) and Samsung Electronics(97% for 10 digits and a control gesture), we could find that the performance of our system is superior regarding the number of pattern classes and the complexity of patterns. Using our gesture interaction system, we conducted 2 case studies of robot-based edutainment services. The services were implemented on various robot platforms and mobile devices including $iPhone^{TM}$. The participating children exhibited improved concentration and active reaction on the service with our gesture interface. To prove the effectiveness of our gesture interface, a test was taken by the children after experiencing an English teaching service. The test result showed that those who played with the gesture interface-based robot content marked 10% better score than those with conventional teaching. We conclude that the accelerometer-based gesture interface is a promising technology for flourishing real-world robot-based services and content by complementing the limits of today's conventional interfaces e.g. touch screen, vision and voice.

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.