• Title/Summary/Keyword: Video Learning

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POSE-VIWEPOINT ADAPTIVE OBJECT TRACKING VIA ONLINE LEARNING APPROACH

  • Mariappan, Vinayagam;Kim, Hyung-O;Lee, Minwoo;Cho, Juphil;Cha, Jaesang
    • International journal of advanced smart convergence
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    • v.4 no.2
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    • pp.20-28
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    • 2015
  • In this paper, we propose an effective tracking algorithm with an appearance model based on features extracted from a video frame with posture variation and camera view point adaptation by employing the non-adaptive random projections that preserve the structure of the image feature space of objects. The existing online tracking algorithms update models with features from recent video frames and the numerous issues remain to be addressed despite on the improvement in tracking. The data-dependent adaptive appearance models often encounter the drift problems because the online algorithms does not get the required amount of data for online learning. So, we propose an effective tracking algorithm with an appearance model based on features extracted from a video frame.

Research on Intelligent Anomaly Detection System Based on Real-Time Unstructured Object Recognition Technique (실시간 비정형객체 인식 기법 기반 지능형 이상 탐지 시스템에 관한 연구)

  • Lee, Seok Chang;Kim, Young Hyun;Kang, Soo Kyung;Park, Myung Hye
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.546-557
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    • 2022
  • Recently, the demand to interpret image data with artificial intelligence in various fields is rapidly increasing. Object recognition and detection techniques using deep learning are mainly used, and video integration analysis to determine unstructured object recognition is a particularly important problem. In the case of natural disasters or social disasters, there is a limit to the object recognition structure alone because it has an unstructured shape. In this paper, we propose intelligent video integration analysis system that can recognize unstructured objects based on video turning point and object detection. We also introduce a method to apply and evaluate object recognition using virtual augmented images from 2D to 3D through GAN.

Automatic Generation of Video Metadata for the Super-personalized Recommendation of Media

  • Yong, Sung Jung;Park, Hyo Gyeong;You, Yeon Hwi;Moon, Il-Young
    • Journal of information and communication convergence engineering
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    • v.20 no.4
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    • pp.288-294
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    • 2022
  • The media content market has been growing, as various types of content are being mass-produced owing to the recent proliferation of the Internet and digital media. In addition, platforms that provide personalized services for content consumption are emerging and competing with each other to recommend personalized content. Existing platforms use a method in which a user directly inputs video metadata. Consequently, significant amounts of time and cost are consumed in processing large amounts of data. In this study, keyframes and audio spectra based on the YCbCr color model of a movie trailer were extracted for the automatic generation of metadata. The extracted audio spectra and image keyframes were used as learning data for genre recognition in deep learning. Deep learning was implemented to determine genres among the video metadata, and suggestions for utilization were proposed. A system that can automatically generate metadata established through the results of this study will be helpful for studying recommendation systems for media super-personalization.

Realtime Multimedia e-Learning system research by using expanded SCORM (SCORM 표준 확장을 이용한 실시간 멀티미디어 e-Learning 시스템 연구)

  • Kim, Jung-Hyun;Hwang, Doo-Hong;Lee, Joo-Hwan;Kim, Won-Il
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.1
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    • pp.51-59
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    • 2011
  • In this paper, we propose the standardized idea for learning environment of e-Learning 2.0 (originated from Web 2.0 paradigm) to overcome limitations of current passive e-Learning environment. Because current LMS/ LCMS which manages e-learning systems has the limitation of providing various interactive elements when people use video contents to study, it lacks real-timeness and interactivity between teacher-learner and learner-learner in the operation of video contents and has difficulty in measuring accurate progress rate of learners in the process of teaching-learning. Therefore, we designed multimedia contents(both-way learning requisite) to overcome limitations of current e-Learning system and to maximize the effect of learning of learners so that it makes possible to interact between learners and teachers in realtime. For this, this thesis designs the standardized idea based on expanded SCORM standard which is now used for manufacturing LMS/LCMS, and according to ideas we have proposed, it implements e-learning multimedia environment.

An Efficient Shared Loaming Scheme for Layered Video Streaming over Application Layer Multicast (응용 계층 멀티캐스트에서 계층형 비디오 스트리밍의 안정성 향상을 위한 효율적인 공유 학습 기법)

  • Park, Jong-Min;Lee, Seung-Ik;Ko, Yang-Woo;Lee, Dong-Man
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.2
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    • pp.181-185
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    • 2008
  • Layered video multicast such as RLM Receiver-driven layered multicast) is a premising technique for delivering streaming video to a set of heterogeneous receivers over ALM(Application Layer Multicast) as well as over IP multicast. However, this approach may suffer from unnecessary fluctuation of video quality due to overlapped and failed join-experiments. Though a shared teaming scheme was introduced to resolve these problems, it may cause high control overhead and slow convergence problem when used with ALM. In this paper, we propose a new shared learning scheme for ALM-based layered video multicast which reduces control overhead and convergence latency while keeping the number of fluctuation reasonably small. The simulation results show that the proposed scheme performs better than an ALM-based layered video multicast with shared learning in terms of control overhead and convergence latency.

Comparison of Educational Effects between Song·Video Self Study of Cardiopulmonary Resuscitation(CPR) and Video Self Instruction(VSI) of CPR by Middle School Students (일부 중학생의 심폐소생술에 관한 노래·동영상 자가 학습과 심폐소생술 동영상 자가 학습(VSI)과의 교육 효과 비교)

  • Park, Dae-Sung
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.225-235
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    • 2010
  • This study examined the educational effects by song video self study of CPR and CPR VSI with middle school students who have no CPR education experience and aimed to provide basic materials for effective CPR education method with middle school students. The subjects of the research were total 68 middle school students of S middle school in G metropolitan city and they were selected by convenience sampling into 33 experimental group and 35 control group. The period of examination was from Apr. 22 to 23, 2009 and the data were collected for two days. As a result of the research, song video self learning of CPR with middle school students was not considered as achieving better results than video self learning. But, as its educational effects were confirmed, it will be available in education of CPR with middle school students.

A Study on Factors Affecting Learner Satisfaction in Real-time Distance Video Lecture

  • Noh, Young;Lee, Kyeong-Keun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.299-307
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    • 2021
  • As the COVID-19 pandemic spread around the world, more and more universities are conducting real-time distance video lectures using ZOOM, Webex, and MS Teams. This study attempts to identify the factors influencing learner satisfaction of real-time distance video lectures. Based on the existing research, it was composed of five elements (system factor, content quality, interaction, self-direction, and learning motivation) as learner satisfaction elements of real-time distance video lectures. As a result of analyzing the structural equation model of 160 effective questionnaires by conducting a survey of college students in the metropolitan and Chungcheong areas, it was found that three factors (interaction, self-direction, and learning motivation) influence learner satisfaction. Real-time distance video lectures are expected to continue to expand in the future. Therefore, universities should continuously increase learner satisfaction through the development and evaluation of real-time distance video lecture satisfaction models.

A Suggestion on Using Animated Movie as Learning Materials for University Liberal Arts English Classes

  • Kim, HyeJeong
    • International Journal of Advanced Culture Technology
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    • v.10 no.2
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    • pp.98-105
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    • 2022
  • This study's purpose is to suggest a pedagogical method based on using animated movie in liberal arts English classes and to examine the direction that using animated movie as learning material should take. To this end, in this study, the content understanding and expression concentration stages using animated movie are presented. After students learned in class through animated movie, two tests were conducted to investigate the change in learners' acquisition of English expressions. As a result, subjects' learning of English expressions showed a significant improvement over time. An open-ended questionnaire was also conducted to ascertain learners' satisfaction level and their perceptions of classes using animated movie, with learners' satisfaction found to be high overall (77.1%). Students identified the reasons for their high satisfaction rate as the following: "fun and a touching story", "beneficial composition of textbooks", "efficient teaching methods", "sympathetic topics", and "appropriate difficulty". When using video media in class, instructors should maximize and leverage the advantages of video media, which are rich both in context and in their linguistic aspects.

Emotional Correlation Test from Binary Gender Perspective using Kansei Engineering Approach on IVML Prototype

  • Nur Faraha Mohd, Naim;Mintae, Hwang
    • Journal of information and communication convergence engineering
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    • v.21 no.1
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    • pp.68-74
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    • 2023
  • This study examines the response of users' feelings from a gender perspective toward interactive video mobile learning (IVML). An IVML prototype was developed for the Android platform allowing users to install and make use of the app for m-learning purposes. This study aims to measure the level of feelings toward the IVML prototype and examine the differences in gender perspectives, identify the most responsive feelings between male, and female users as prominent feelings and measure the correlation between user-friendly feeling traits as an independent variable in accordance with gender attributes. The feelings response could then be extracted from the user experience, user interface, and human-computer interaction based on gender perspectives using the Kansei engineering approach as the measurement method. The statistical results demonstrated the different emotional reactions from a male and female perspective toward the IVML prototype may or may not have a correlation with the user-friendly trait, perhaps having a similar emotional response from one to another.

Application Prototyping to Support Learning from Online Lectures on Building Construction (건축시공 온라인강의 학습지원용 애플리케이션 프로토타이핑)

  • Kim, Seong-Bin;Jo, Min-Jin;Kim, Jae-Yeob
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2020.06a
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    • pp.38-39
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    • 2020
  • Currently, attempts are being made to introduce innovative teaching methods in architectural engineering education. However, there is still a lack of research supporting self-directed learners. In this regard, this study sought to develop an application prototype to support learning from online lectures on architectural engineering and conduct prototyping for its evolution. Menus in the application prototype consisted of four main categories: lecture operation, video lectures, eBooks and past exam questions. The lecture operation was classified into eight sub-categories, including assignment submission and notice, so as to support interactions between instructors and learners as well as confirmation of the delivery methods. With respect to video lectures, assignment submissions and notice functions, prototyping connecting the mobile web was implemented to enhance user convenience.

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