• Title/Summary/Keyword: Video Learning

Search Result 1,098, Processing Time 0.03 seconds

A Study on the Usability of University Remote Lecture -Focusing on Zoom and Webex Meetings- (대학 원격강의 프로그램의 사용성 연구 -Zoom과 Webex Meetings를 중심으로-)

  • Shin, Jun;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.18 no.10
    • /
    • pp.403-408
    • /
    • 2020
  • This paper is to evaluate the usability of two representative video meeting services currently used by university for research to improve the quality of university remote lecture. questionnaires based on Kano Model were designed and in-depth interviews were conducted to provide qualitative approaches. Screen-sharing functions, the one-dimensional functions was the most important function. and attractive functions had relatively diverse directions. For essential functions, there was a wide gap in quality due to user-specific equipment. The function in which other platforms exist or business-related was not important. Webex reacted negatively to the aging UI, while Zoom responded negatively to the unilateral mute function. In addition, the development direction was presented in five ways as a result of analysis of these results. under Corona-19 situation, I hope this study will lead to continuous research to make stepping stone for remoted educational development.

Comparison of Breakfast and Nutritional Attitudes in Elementary School Students by Obesity Level in Chungnam Area (충남 일부지역 초등학생의 비만도에 따른 아침식사와 영양태도 비교)

  • Lee, Soen Yong;Lee, Je-Hyuk;Kim, Myung Hee
    • Journal of the Korean Society of Food Culture
    • /
    • v.29 no.5
    • /
    • pp.390-405
    • /
    • 2014
  • The aim of this study was to investigate the actual conditions underlying frequency of eating breakfast and nutritional attitudes in elementary school students in Chungnam area. Students had the highest ratio for eating breakfast everyday and spent 10-20 minutes eating breakfast. Students went to bed at 10-11 PM and woke up at 7-7:30 AM in the morning on average. The biggest reason for skipping breakfast was insufficient time in the morning. Additionally, favorite breakfast menu of subjects was a Korean style meal. The number of elementary students that recognized necessity of nutritional education was highest among subjects. Favorite educational method of subjects was education by teachers. Additionally, number of female students that recognized effect of breakfast on health status was significantly higher than boy students. Ratio of eating breakfast everyday was dependent on BMI value. Most subjects preferred video learning materials as the main nutritional education method. Overweight subjects showed the highest ratio for eating with loss of willpower compared to other students when they skipped the breakfast. Female subjects ate a greater variety of foods compared to male students, and showed better nutritional attitudes towards a desirable dietary life than male subjects. To prevent undesirable food habits and improve intake of various nutrients, systematic nutrition education is required to regulate breakfast of elementary students.

The Effect of Dance Educational of Physical and Emotional on Experience Dance Game (댄스게임 체험에 따른 신체적·정서적 무용교육효과)

  • Lee, Ji-Seol;An, Byong-Ju
    • Journal of Korea Game Society
    • /
    • v.12 no.4
    • /
    • pp.65-75
    • /
    • 2012
  • This study aims at identifying the physical, emotional effect on dance education by using "Dance Central" among Xbox-360 Games. In order to achieve the target, this study adopts case study methodology through Dance Central program among qualitative methods. The participants of this study were 8 adults who do not have experienced dance games from a homogeneous group composed of persons into who are called the Net Generation. The period of this study was from July 18, 2011 to August 14, 2011, during which the observation was conducted for 5 weeks. In total, 15 times of participant observation were made. Dance game experience Through data collection and analysis Participatory Video, self-reports, un-Structured interview, Observations. As a result of the study, the educational effect of aspects physical, emotional and the of dance game was analyzed into dance educational aspect. Educational effect on physical aspect was divided into subjects of 'preceded rhythm and familiarity of dance moves', 'changes by type of moves' and 'dance game requiring active physical activities'. Emotional learning effect was divided into subjects including, 'alleviation of stress'. 'changes of fun by stage and concentration' and 'dance game which has no risk of addiction'.

The Impact of Dynamic Geometry Software on High School Students' Problem Solving of the Conic Sections (동적기하가 원뿔곡선 문제 해결에 미치는 영향)

  • Hong, Seong-Kowan;Park, Cheol-Ho
    • The Mathematical Education
    • /
    • v.46 no.3
    • /
    • pp.331-349
    • /
    • 2007
  • This study aims to improve the teaching and learning method on the conic sections. To do that the researcher analyzed the impact of dynamic geometry software on students' problem solving of the conic sections. Students often say, "I have solved this kind of problem and remember hearing the problem solving process of it before." But they often are not able to resolve the question. Previous studies suggest that one of the reasons can be students' tendency to approach the conic sections only using algebra or analytic geometry without the geometric principle. So the researcher conducted instructions based on the geometric and historico-genetic principle on the conic sections using dynamic geometry software. The instructions were intended to find out if the experimental, intuitional, mathematic problem solving is necessary for the deductive process of solving geometric problems. To achieve the purpose of this study, the researcher video taped the instruction process and converted it to digital using the computer. What students' had said and discussed with the teacher during the classes was checked and their behavior was analyzed. That analysis was based on Branford's perspective, which included three different stage of proof; experimental, intuitive, and mathematical. The researcher got the following conclusions from this study. Firstly, students preferred their own manipulation or reconstruction to deductive mathematical explanation or proving of the problem. And they showed tendency to consider it as the mathematical truth when the problem is dealt with by their own manipulation. Secondly, the manipulation environment of dynamic geometry software help students correct their mathematical misconception, which result from their cognitive obstacles, and get correct ones. Thirdly, by using dynamic geometry software the teacher could help reduce the 'zone of proximal development' of Vigotsky.

  • PDF

3D lattice information space for TV contents based on spatial metaphor : TV interface perspective (공간적 은유를 적용한 3D 격자구조의 TV 콘텐츠 정보공간 제안 : TV 인터페이스 사용성 관점에서)

  • Lee, Jae-Gil;Shin, Donghee
    • Journal of Digital Contents Society
    • /
    • v.15 no.5
    • /
    • pp.651-661
    • /
    • 2014
  • The complexity to search a specific content over TV platform is drastically increasing. Based on previous studies from computer data management system, we propose a new method that helps users to search and select content effectively. In general, contents over computers are represented by spatial metaphor, which replicates our physical environment and value systems about space. We suggest 3D lattice structure to construct information space for TV platform. Users can infer relevance between contents via special clue in information space, so as to select content more easily. Also, they can search contents through its temporal property that also represented in space. We make full use of our natural capability that can reduce additional overload to learning new interface. The results of this study can be significant and heuristic contributions, as they can be applied to diverse service areas utilizing video contents.

A Study on University Students' Use and Assesment with Digital Devices and Services for Realizing Smart Campus (스마트 캠퍼스 실현을 위한 대학생의 디지털 기기/서비스 활용성 및 유용성 조사)

  • Lee, Jin-Myong;Jo, Eun-Bit;Li, Hua-Yu;Rha, Jong-Youn
    • Journal of Digital Convergence
    • /
    • v.15 no.7
    • /
    • pp.27-39
    • /
    • 2017
  • To grasp the current status of smart campus and look for future directions, this study investigated the usage rate and perceived usefulness of digital devices and services by conducting online survey of 580 university students. The main results are as follows. First, smartphones have the highest ownership rate, followed by laptops, desktops, and digital cameras. Purchase intention of virtual reality devices is highest followed by smart watches/bands, and tablets. Second, mobilization in campus life is almost realized, however the usage of desktops is still high in education and administration context. Digital devices have been perceived particularly useful when searching and sharing information. Third, students use digital services such as search engines, messengers, and online libraries in their learning, and they use messengers, music and video services in their lives. Service usage rate and perceived usefulness are not proportional.

An Efficient Indoor-Outdoor Scene Classification Method (효율적인 실내의 영상 분류 기법)

  • Kim, Won-Jun;Kim, Chang-Ick
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.46 no.5
    • /
    • pp.48-55
    • /
    • 2009
  • Prior research works in indoor-outdoor classification have been conducted based on a simple combination of low-level features. However, since there are many challenging problems due to the extreme variability of the scene contents, most methods proposed recently tend to combine the low-level features with high-level information such as the presence of trees and sky. To extract these regions from videos, we need to conduct additional tasks, which may yield the increasing number of feature dimensions or computational burden. Therefore, an efficient indoor-outdoor scene classification method is proposed in this paper. First, the video is divided into the five same-sized blocks. Then we define and use the edge and color orientation histogram (ECOH) descriptors to represent each sub-block efficiently. Finally, all ECOH values are simply concatenated to generated the feature vector. To justify the efficiency and robustness of the proposed method, a diverse database of over 1200 videos is evaluated. Moreover, we improve the classification performance by using different weight values determined through the learning process.

Dynamic Hand Gesture Recognition using Guide Lines (가이드라인을 이용한 동적 손동작 인식)

  • Kim, Kun-Woo;Lee, Won-Joo;Jeon, Chang-Ho
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.47 no.5
    • /
    • pp.1-9
    • /
    • 2010
  • Generally, dynamic hand gesture recognition is formed through preprocessing step, hand tracking step and hand shape detection step. In this paper, we present advanced dynamic hand gesture recognizing method that improves performance in preprocessing step and hand shape detection step. In preprocessing step, we remove noise fast by using dynamic table and detect skin color exactly on complex background for controling skin color range in skin color detection method using YCbCr color space. Especially, we increase recognizing speed in hand shape detection step through detecting Start Image and Stop Image, that are elements of dynamic hand gesture recognizing, using Guideline. Guideline is edge of input hand image and hand shape for comparing. We perform various experiments with nine web-cam video clips that are separated to complex background and simple background for dynamic hand gesture recognition method in the paper. The result of experiment shows similar recognition ratio but high recognition speed, low cpu usage, low memory usage than recognition method using learning exercise.

The Case Study of Elementary School Teachers Who Have Experienced Teacher Participation-oriented Education Program (TPEP) for Elementary School Teachers to Improve Class Expertise in Science Classes - Focusing on Visual Attention - (교사 참여형 교육프로그램(TPEP)을 경험한 초등교사의 과학 수업 전문성 변화 사례 - 시각적 주의를 중심으로 -)

  • Kim, Jang-Hwan;Shin, Won-Sub;Shin, Dong-Hoon
    • Journal of Korean Elementary Science Education
    • /
    • v.39 no.1
    • /
    • pp.133-144
    • /
    • 2020
  • The purpose of this study is to identify the effect of Teacher Participation-oriented Education Program (TPEP) for Elementary School Teachers to Improve Class Expertise in Science Classes with a focus on visual attention. The participants were two elementary school teachers in Seoul and taught science subjects. The lesson topic applied to this study were 'Structure and Function of Our Body' in the second semester of fifth grade and 'Volcano and Earthquake' in the second semester of fourth grade. The mobile eye tracker SMI's ETG 2w, which is a binocular tracking system was used in this study. In this study, the actual practice time, participant's visual attention, visual intake time average, and visual intake time average were analyzed by class phase. The results of the study are as follows. First, as a result of analyzing the actual class execution time, the actual class execution time was almost in line with the lesson plan after the TPEP application. Second, visual attention in the areas related to teaching and learning activities was high after applying TPEP. Factors affecting the progress of the class and cognitive burdens were identified quantitatively and objectively through visual attention. Third, as a result of analyzing the visual intake time average of participants, there was a statistically significant difference in all classes. Fourth, as a result of analyzing the visual intake time average of participants, the results were statistically significant in the introduction(video), activity 1, activity 2, and activity 3 stages in the lecture type class. The Teacher Participation-oriented Education Program (TPEP) for Elementary School Teachers to Improve Class Expertise in Science Classes can extend elementary science class expertise such as self-class analysis, eye tracking, linguistic, gesture, and class design beyond traditional class analysis and consulting.

Wireless Webcam Implementation and Application Utilizing Wireless USB Technology (무선 USB 기술을 활용한 무선웹캠 구현 및 적용방법)

  • Chae, Jung-Sik;Ban, Tae-Hak;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.18 no.3
    • /
    • pp.569-575
    • /
    • 2014
  • These days as smart TVs or android set top boxes have come into wide use, VoIP(Voice over Internet Protocol) services such as the Skype which can beused on computer system, can be also accessed by smart TVs or set top boxes. and the various kinds of distance learning programs have been developed on smart TVs or set top boxes. but when users have utilized a webcam with smart TVs or set top boxes, users have to go in front of smart TVs or set top boxes In this research paper, the new technology can be solved the problem of webcam use according to chaned environment. This tech is related with the wireless webcam one which can be applicable to open spaces such as living room with some distance between user and smart TV. There are few problems in long distance the test results show high reliability in living room with some distance.