• Title/Summary/Keyword: Smart Learning Device

Search Result 195, Processing Time 0.025 seconds

Design of e-Learning System in N-Screen Environment (N-Screen 환경 기반의 이러닝 시스템 설계 방안)

  • Shin, Yu-Jin;Seo, Dongsu;Hong, Seng-Phil
    • Journal of Internet Computing and Services
    • /
    • v.13 no.5
    • /
    • pp.45-53
    • /
    • 2012
  • The appearance of Intelligent mobile and home appliance increased the using of not only various multimedia contents but also educational contents. Especially the growth of smart device such as smart phone, smart pad and smart TV, provided the environment which everyone can use educational content anytime, anywhere, any device. However many smart devices are hard to reuse the various educational contents because the devices and mobile os policies are not unify. In this paper, we suggest the design of NeS(N-Screen e-learning system) in order to solve this problem. NeS is consisted of User Management, Educational Content Management, Content Convert System and Interactive Management System. In this system, we use the HTML5 language to assure interoperability in various Smart Device Environment. Through NeS, we can achieve Content OSMU(One Source Multi Use) in various device environment and assure the continuity of the contents for using the educational contents more easily.

The Influence of the Perceived Value of the Elderly on the Intention of Smart Device Internet Usage: A Lifelong Learning Perspective for the Elderly (고령자의 지각된 가치가 스마트 디바이스 인터넷 활용의도에 미치는 영향: 고령자 평생학습 관점)

  • Jang, HyunYong;Koh, Joon
    • Journal of Practical Engineering Education
    • /
    • v.11 no.1
    • /
    • pp.87-103
    • /
    • 2019
  • The purpose of this study is to examine the factors affecting the intention of smart device internet usage from the perspective of lifelong learning of elderly people. Survey was conducted for understanding the factors affecting the internet usage intention of smart devices with 150 elderly people who visited the Gwangju Senior Technology Center (GSTC). The empirical results show that the perceived economic value and practical value of the elderly have a significant effect on the intention of utilizing the Internet of Smart Device. Although the moderating effect of the individual innovation of the elderly is not significant, Participation in social activities significantly moderated the relationship between perceived value and intention to use internet. In addition, the elderly expected that the quality of life would be improved via the use of smart devices.

Development of HTML5-based Lever Learning Webapp for Cross-platform (HTML5 기반 크로스 플랫폼을 위한 지레 학습 웹앱 개발)

  • Kim, Tae-Hoon;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
    • /
    • v.16 no.2
    • /
    • pp.189-199
    • /
    • 2012
  • Recently with the advent of smart devices, various educational apps are being developed for smart learning. However, the existing native apps to run on a particular device, the device is not compatible. A new way to develop apps, webapp written using the HTML5 has the advantage of cross-platform support. We developed the webapp using HTML5 for learning lever in elementary school science curriculum. We conducted an expert evaluation for the web app of educative usability. The expert group was comprised of elementary school teacher. In result, it was evaluated lever learning content and webapp have high educational value.

  • PDF

The development and application of SMART Teaching-Learning Program about the unit of 'Earth and Moon' in the 5th grade of elementary school (초등학교 5학년 '지구와 달' 단원의 스마트 교수 학습 프로그램 개발 및 적용)

  • Han, Shin;Jeong, Jinwoo;Jeong, Sophia
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.8 no.1
    • /
    • pp.76-86
    • /
    • 2015
  • The purpose of this study is to take advantage of the smart teaching - learning programs about the unit of 'Earth and Moon' and find out how to apply the effect appears. Teaching-Learning program was conducted over eight lessons. And we analyzed the effect of the program at any time through the evaluation and interview. The results are as follows. First, this study proposed a method to assist in the teaching and learning of spatial ability for students' movement of the Earth and the Moon. The program takes advantage of N-Screen Applications were configured to allow both Earth observation insider perspective and the external multilateral perspective. This improves students' understanding qualitatively. Second, we applied the teaching and learning programs utilizing smart smart devices, and the result was a lot of low rank students' average score rises. In addition, we were able to see that many students' understanding and interest, self-confidence are improved.

Reward Design of Reinforcement Learning for Development of Smart Control Algorithm (스마트 제어알고리즘 개발을 위한 강화학습 리워드 설계)

  • Kim, Hyun-Su;Yoon, Ki-Yong
    • Journal of Korean Association for Spatial Structures
    • /
    • v.22 no.2
    • /
    • pp.39-46
    • /
    • 2022
  • Recently, machine learning is widely used to solve optimization problems in various engineering fields. In this study, machine learning is applied to development of a control algorithm for a smart control device for reduction of seismic responses. For this purpose, Deep Q-network (DQN) out of reinforcement learning algorithms was employed to develop control algorithm. A single degree of freedom (SDOF) structure with a smart tuned mass damper (TMD) was used as an example structure. A smart TMD system was composed of MR (magnetorheological) damper instead of passive damper. Reward design of reinforcement learning mainly affects the control performance of the smart TMD. Various hyper-parameters were investigated to optimize the control performance of DQN-based control algorithm. Usually, decrease of the time step for numerical simulation is desirable to increase the accuracy of simulation results. However, the numerical simulation results presented that decrease of the time step for reward calculation might decrease the control performance of DQN-based control algorithm. Therefore, a proper time step for reward calculation should be selected in a DQN training process.

Home ICTs environment for distance learning contexts: A longitudinal comparison of household smart devices (원격수업 시대, 가정의 ICTs 환경 적합성: 가구 및 가구원 수별 스마트기기 보유 단기 종단적 비교)

  • Chin, Meejung;Bae, Hanjin;Kwon, Soonbum
    • Journal of Digital Convergence
    • /
    • v.19 no.1
    • /
    • pp.11-22
    • /
    • 2021
  • The COVID-19 pandemic has led to distance learning in primary and secondary school. Little has been known whether home ICTs environment is appropriate for the distance learning. This paper aims to assess the current state of ICTs environment at home for the distance learning of children. Using 2012 and 2019 Korean Media Panel Survey, we investigated the number of smart devices owned by households and found differences in ownership by household characteristics. The results showed that the majority of household owned more than one smart devices per child. However, the difference in the proportion of households with less than one device per child varied depending on whether smartphone was included in smart devices. These results imply that public intervention is needed to prevent educational inequality caused by the home ICTs environment for the distance learning.

Designing learning service in real life contexts using smart device - focused on science learning - (스마트 디바이스를 활용한 일상생활 속 맥락 기반의 학습 서비스 디자인 - 과학 학습을 중심으로 -)

  • Choi, Hojeong;Ryoo, Han Young
    • Design Convergence Study
    • /
    • v.14 no.4
    • /
    • pp.151-167
    • /
    • 2015
  • This research suggests scenarios of learning in real life contexts with smart devices and provides user interface prototypes to show their characteristics more effectively. For this, literature review was conducted to understand the strength and limitations of current learning in which real life contexts are used. Then, the characteristics of smart devices as a support tool of learning service was reviewed. With such understand, a user research was executed to establish 10 design guidelines for learning service in real life contexts. Finally, this paper suggested two scenarios that shows learning in real life contexts as case studies and their detailed user interface protypes.

Developing Adaptive Math Learning Program Using Artificial Intelligence (인공지능을 활용한 맞춤형 수학학습 프로그램 개발)

  • Ee, Ji Hye;Huh, Nan
    • East Asian mathematical journal
    • /
    • v.36 no.2
    • /
    • pp.273-289
    • /
    • 2020
  • This study introduces the process and results of developing an adaptive math learning program for self-directed learning. It presented the process and results of developing an adaptive math learning program that takes into account the level of learners using artificial intelligence. We wanted to get some suggestions on developing programs for artificial intelligence-based mathematics. The program was developed as Math4U, an application based on smart devices in the "character and expression" area for 7th grade. The Application Math4U may be used differently depending on its purpose. It is also expected to be a useful tool for providing self-directed learning to students as the basis for educational research using smart devices in a changing educational environment.

Prediction of Multi-Physical Analysis Using Machine Learning (기계학습을 이용한 다중물리해석 결과 예측)

  • Lee, Keun-Myoung;Kim, Kee-Young;Oh, Ung;Yoo, Sung-kyu;Song, Byeong-Suk
    • Journal of IKEEE
    • /
    • v.20 no.1
    • /
    • pp.94-102
    • /
    • 2016
  • This paper proposes a new prediction method to reduce times and labor of repetitive multi-physics simulation. To achieve exact results from the whole simulation processes, complex modeling and huge amounts of time are required. Current multi-physics analysis focuses on the simulation method itself and the simulation environment to reduce times and labor. However this paper proposes an alternative way to reduce simulation times and labor by exploiting machine learning algorithm trained with data set from simulation results. Through comparing each machine learning algorithm, Gaussian Process Regression showed the best performance with under 100 training data and how similar results can be achieved through machine-learning without a complex simulation process. Given trained machine learning algorithm, it's possible to predict the result after changing some features of the simulation model just in a few second. This new method will be helpful to effectively reduce simulation times and labor because it can predict the results before more simulation.

A Study on Content Layers Format Development for Smart Device using Golden Ratio (황금비율을 이용한 스마트 디바이스용 컨텐츠 레이어 포맷 개발을 위한 연구)

  • Kang, Joonsang;Lee, Jaewoo;Cha, Jaesang;Lee, Seonhee
    • Journal of Satellite, Information and Communications
    • /
    • v.9 no.3
    • /
    • pp.5-8
    • /
    • 2014
  • Recently, smart devices can be used with a variety of programs. Because of these characteristics, suitable lectures are provided to mobile device in Korea educational facilities. However, it is possible to reduce the learning efficiency from taking courses. because of many smart devices are using in a small display. Therefore, we need effectively in a small display content layout for overcome these problems. In this paper, we proposed content layer format for smart devices by Illustrated Programs based on Golden Ratio.