• Title/Summary/Keyword: Text Concept

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Effective teaching using textbooks and AI web apps (교과서와 AI 웹앱을 활용한 효과적인 교육방식)

  • Sobirjon, Habibullaev;Yakhyo, Mamasoliev;Kim, Ki-Hawn
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.211-213
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    • 2022
  • Images in the textbooks influence the learning process. Students often see pictures before reading the text and these pictures can enhance the power of imagination of the students. The findings of some researches show that the images in textbooks can increase students' creativity. However, when learning major subjects, reading a textbook or looking at a picture alone may not be enough to understand the topics and completely realize the concepts. Studies show that viewers remember 95% of a message when watching a video than reading a text. If we can combine textbooks and videos, this teaching method is fantastic. The "TEXT + IMAGE + VIDEO (Animation)" concept could be more beneficial than ordinary ones. We tried to give our solution by using machine learning Image Classification. This paper covers the features, approaches and detailed objectives of our project. For now, we have developed the prototype of this project as a web app and it only works when accessed via smartphone. Once you have accessed the web app through your smartphone, the web app asks for access to use the camera. Suppose you bring your smartphone's camera closer to the picture in the textbook. It will then display the video related to the photo below.

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The Effect of the Types of Learning Material and Epistemological Beliefs in an Ill-structured Problem Solving

  • OH, Suna;KIM, Yeonsoon;KANG, Sungkwan
    • Educational Technology International
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    • v.16 no.2
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    • pp.183-200
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    • 2015
  • This study investigated the effect of learning achievements and cognitive load according to different types of presenting learning materials and epistemological beliefs (EB). Learning achievements in this study were composed by retention and transfer of ill-structured problem. A total of 80 college students participated in the study. Prior to the learning, students were guided to fill out a questionnaire regarding epistemological beliefs and a prior knowledge test. The students of each group studied with a different type of reading material: full text (FT), full text including key questions (KeyFT) and full text including a concept map (CmFT). After a session of study was finished, they were asked to complete the posttest: retention and transfer. The results showed that there was a significant difference in transfer achievements. CmFT outperformed higher scores than the other types. There was no significant difference in retention among the groups. It is strongly believed that the types of presenting learning materials may have affected the understanding of ill-structured problem solving skills. Students with sophisticated EB showed higher achievements on retention and transfer than naive-EB and mixed-EB. Even though the data showed decrease of the cognitive load on the type of materials and EB, there were no significant differences on the cognitive load. We should consider a positive effect of types of presenting learning materials and EB enhancing capabilities of solving ill-structured problems in real life.

A Semantic Analysis of Children's Clothing Advertisement in Magazines (잡지광고에 나타난 아동복 의미분석)

  • 이경화;나수임
    • The Research Journal of the Costume Culture
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    • v.11 no.1
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    • pp.135-152
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    • 2003
  • The purpose of this study is to analyze the symbolic meaning which is immanent in the children´s clothing advertisement text. For the purpose of this research, this study used the semiotic method which are in parallel. Namely, rearranged the R. Barthes´theory and S. Chapman's analysing frame in order to decode meaning which is immanent in the advertisement text, and 1 coded children's clothing advertisement according to the market fractionation cause (age. sex and brand image), and analysed the paradigmatic meaning and socio-cultural meaning- As a result, to carry on the effective children's clothing advertisements. the discriminate paradigmatic system which corresponds with the concept of company brand and the quality of the target consumer should be selected, and the purchaser volition considering desire of target consumer's self image and brand image should be made. Futhermore it should be the social-cultural product reflecting a phenomenon in the social-cultural actual condition. Therefore we must understand the social-cultural meaning in the children's clothing advertisement and then have to establish an advertisement strategy.

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Improved Concept-base Search System Using HITS algorithm on Conceptual Graph (HITS알고리즘을 적용한 개념그래프 기반검색시스템의 성능개선)

  • 배환국;박호성;이상준;김기태
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.470-472
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    • 2003
  • 본 논문에서는 개념 그래프 기반 검색 시스템의 검색의 성능을 개선시키고자 Hits 알고리즘을 적용하였다. 기존 개념 그래프 기반 검색 시스템의 anchor text분석을 통하여 개념을 추출하고 있는 시스템에서 더 나아가 하이퍼 링크의 선호도의 특성을 살려 하이퍼링크에 문서가 얼마나 연결되어 있는지, 참조하고 있는지에 따라 해당 검색된 문서들의 중요도를 찾아서 순위를 매기는 실험을 하였다. 종래에는 해당 검색어의 빈도순으로 개념의 결과를 나타내 주었는데, 본 시스템 구현 후에 랭킹알고리즘을 적용하여 해당검색에 유용한 정보를 가지고 있는 페이지들(authorities)과 유용한 정보를 보유하고 있는 페이지의 링크를 보유하고 있는 페이지들(hubs)를 각각 순위 순으로 보여주게 되었다. 그리하여 사용자는 실제 검색시에 개념상으로 분류된 문서 중에 중요도가 높은 문서를 사용자에게 우선으로 접하게 되었으며, hub어 의해서 중요도가 높은 문서를 한눈에 볼 수도 있을 뿐 아니라, anchor text 어서 나타나지 않은 중요한 정보를 가진 문서도 검색할 수 있었다.

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The Electronic Statistical Text with Enhanced Interaction (상호작용 강화를 위한 전자교재의 개선방안과 구현사례)

  • 한범수;한경수;최숙희
    • The Korean Journal of Applied Statistics
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    • v.15 no.2
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    • pp.423-432
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    • 2002
  • Web Based electronic texts are studied on the statistics education fields. In this paper, we discuss the current problems encountered by many statistics electronic texts. We also suggest a new design concept for the Web Based interactive material. In addition, we presented several examples to demonstrate.

An Overview of Hypertext and Its Applications (하이퍼텍스트의 개념과 응용에 관한 고찰)

  • 정영미
    • Journal of the Korean Society for information Management
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    • v.6 no.2
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    • pp.3-20
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    • 1989
  • Hypertext system is a new type of electronic information system which offers users great freedom in writing and reading electronic documents. Hypertext means non-linear or non-sequential text, which consists of a collection of nodes connected by links. Nodes may contain segments of text, video images, and sound. In this paper, the concept and characteristics of hypertext are reviewed, components of hypertext are explored in detail, and Guide is illustrated with application examples.

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The Measurement of Skilled Typist's Typing Position for Developments of New Text Entry Input Device (새로운 문자입력장치 개발을 위한 숙련타이피스트의 타이핑 위치 측정)

  • 김진영;이호길;황성호;최혁렬
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2001.04a
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    • pp.125-130
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    • 2001
  • Skilled typists can type characters or words without looking at keyboard, relying on the finger's relative position. If the relative positions of the fingers can be identified, a virtual keyboard may be accomplished by applying the concept of "DataGlove" or "FingerRing". The virtual keyboard may be efficient as a new mobile input device supporting QWERTY keyboard layout. For the purpose of investigating skilled typing pattern, in this paper the touch-positions of the fingers are measured with a touchscreen while five skilled typists type a long sentence. From these measurements it can be observed that the groups of touch-positions are classified into alphabet characters. Though there are some overlapped groups we can find constant distances capable of being discriminated among the groups from investigation of the change of touch-position for touch-time. Based on the analysis, the prediction algorithm of the constant distance is proposed and evaluated, which is useful for realization of a portable virtual keyboard.le virtual keyboard.

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《原本老乞大》和《ok!비즈니스중국어》(第三版)的 对比研究 - 以国别化商务汉语教材的编写为中心

  • Yu, Cheol
    • 중국학논총
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    • no.70
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    • pp.87-108
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    • 2021
  • This paper makes a comparative analysis of and (Third Edition) textbook. In the introduction part, it puts forward the purpose, significance and research object of the text, combs the general situation of the research on the arrangement of business Chinese textbook, discusses the concept and characteristics of business Chinese, and then makes a detailed comparative analysis of and Two Business Textbooks for Korean and Chinese. Firstly, the paper compares the compiling principles, compiling purposes and applicable objects. Then, it compares the text content, vocabulary selection, grammar teaching, culture and other aspects. Business Chinese has more international teaching ideas and diversified teaching methods in textbook editing, while the former is more targeted in different countries, reflecting more contents of cultural comparison between China and Korea in textbook content. we hope to find a reasonable plan for the compilation of Korean business Chinese textbooks.

A Study on Gamification Consumer Perception Analysis Using Big Data

  • Se-won Jeon;Youn Ju Ahn;Gi-Hwan Ryu
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.332-337
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    • 2023
  • The purpose of the study was to analyze consumers' perceptions of gamification. Based on the analyzed data, we would like to provide data by systematically organizing the concept, game elements, and mechanisms of gamification. Recently, gamification can be easily found around medical care, corporate marketing, and education. This study collected keywords from social media portal sites Naver, Daum, and Google from 2018 to 2023 using TEXTOM, a social media analysis tool. In this study, data were analyzed using text mining, semantic network analysis, and CONCOR analysis methods. Based on the collected data, we looked at the relevance and clusters related to gamification. The clusters were divided into a total of four clusters: 'Awareness of Gamification', 'Gamification Program', 'Future Technology of Gamification', and 'Use of Gamification'. Through social media analysis, we want to investigate and identify consumers' perceptions of gamification use, and check market and consumer perceptions to make up for the shortcomings. Through this, we intend to develop a plan to utilize gamification.

Analysis of Laughter Therapy Trend Using Text Network Analysis and Topic Modeling

  • LEE, Do-Young
    • Journal of Wellbeing Management and Applied Psychology
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    • v.5 no.4
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    • pp.33-37
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    • 2022
  • Purpose: This study aims to understand the trend and central concept of domestic researches on laughter therapy. For the analysis, this study used total 72 theses verified by inputting the keyword 'laughter therapy' from 2007 to 2021. Research design, data and methodology: This study performed the development and analysis of keyword co-occurrence network, analyzed the types of researches through topic modeling, and verified the visualized word cloud and sociogram. The keyword data that was cleaned through preprocessing, was analyzed in the method of centrality analysis and topic modeling through the 1-mode matrix conversion process by using the NetMiner (version 4.4) Program. Results: The keywords that most appeared for last 14 years were laughter therapy, depression, the elderly, and stress. The five topics analyzed in thesis data from 2007 to 2021 were therapy, cognitive behavior, quality of life, stress, and the elderly. Conclusions: This study understood the flow and trend of research topics of domestic laughter therapy for last 14 years, and there should be continuous researches on laughter therapy, which reflects the flow of time in the future.