• Title/Summary/Keyword: Video Learning

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Elementary Teacher's Science Class Analysis using Mobile Eye Tracker (이동형 시선추적기를 활용한 초등교사의 과학 수업 분석)

  • Shin, Won-Sub;Kim, Jang-Hwan;Shin, Dong-Hoon
    • Journal of Korean Elementary Science Education
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    • v.36 no.4
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    • pp.303-315
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    • 2017
  • The purpose of this study is to analyze elementary teachers' science class objectively and quantitatively using Mobile Eye Tracker. The mobile eye tracker is easy to wear in eyeglasses form. And experiments are collected in video form, so it is very useful for realizing objective data of teacher's class situation in real time. Participants in the study were 2 elementary teachers, and they are teaching sixth grade science in Seoul. Participants took a 40-minute class wearing a mobile eye tracker. Eye movements of participants were collected at 60 Hz, and the collected eye movement data were analyzed using SMI BeGaze 3.7. In this study, the area related to the class was set as the area of interest, we analyzed the visual occupancy of teachers. In addition, we analyzed the linguistic interaction between teacher and students. The results of the study are as follows. First, we analyze the visual occupancy of meaningful areas in teaching-learning activities by class stage. Second, the analysis of eye movements when teachers interacted with students showed that teacher A had a high percentage of students' faces, while teacher B had a high visual occupation in areas not related to classes. Third, the linguistic interaction of the participants were analyzed. Analysis areas include questions, attention-focused language, elementary science teaching terminology, daily interaction, humor, and unnecessary words. This study shows that it is possible to analyze elementary science class objectively and quantitatively through analysis of visual occupancy using mobile eye tracking. In addition, it is expected that teachers' visual attention in teaching activities can be used as an index to analyze the form of language interaction.

A Case Study on Application of Linear Function using Excel (엑셀을 통한 일차함수의 활용에 대한 사례연구)

  • Lee, Kwang-Sang
    • School Mathematics
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    • v.10 no.1
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    • pp.1-22
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    • 2008
  • The purpose of this study is to search the effective teaching-learning program by considering how affect on formation of linear function using Excel. This study was based on qualitative case study. The teaching experiment using Excel executed with five 8th graders' students for second research content. Teaching experiment was performed for two classes. Collecting the data was conducted via observations and interviews with students. The data include audio and video recording of the students' work, students' worksheets and detailed field notes. The conclusions drawn from teaching experiment are as follows: First, when students explored relevancy content of function in Excel environment, formation of concept of function was facilitated by experiencing operation of algebraic formulas, tables and graphs. We could infer that formation of concept was effected by conjecture activity and iterative process of feedback through Excel environment. Second, the students explored the changes very interestingly making algebraic formulas and presenting tables and graphs. The students were familiarized with observation on algebraic formulas, graphs and tables concurrently. Also, they tried to look for general rules through inductive observation. According to this study, we noticed that exploration teaming environment using Excel could supplement paper-and-pencil environment.

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Design, Development and Testing of the Modular Unmanned Surface Vehicle Platform for Marine Waste Detection

  • Vasilj, Josip;Stancic, Ivo;Grujic, Tamara;Music, Josip
    • Journal of Multimedia Information System
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    • v.4 no.4
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    • pp.195-204
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    • 2017
  • Mobile robots are used for years as a valuable research and educational tool in form of available open-platform designs and Do-It-Yourself kits. Rapid development and costs reduction of Unmanned Air Vehicles (UAV) and ground based mobile robots in recent years allowed researchers to utilize them as an affordable research platform. Despite of recent developments in the area of ground and airborne robotics, only few examples of Unmanned Surface Vehicle (USV) platforms targeted for research purposes can be found. Aim of this paper is to present the development of open-design USV drone with integrated multi-level control hardware architecture. Proposed catamaran - type water surface drone enables direct control over wireless radio link, separate development of algorithms for optimal propulsion control, navigation and communication with the ground-based control station. Whole design is highly modular, where each component can be replaced or modified according to desired task, payload or environmental conditions. Developed USV is planned to be utilized as a part of the system for detection and identification of marine and lake waste. Cameras mounted to the USV would record sea or lake surfaces, and recorded video sequences and images would be processed by state-of-the-art computer vision and machine learning algorithms in order to identify and classify marine and lake waste.

A Study Mode of Synchronous & Asynchronous for Multimedia Distance Education System (동기 및 비동기 겸용모드의 멀티미디어 원격교육 시스템 개발에 관한 연구)

  • Kim, Sang-Jin;Kim, Seok-Soo;Park, Gil-Cheol;Hwang, Dae-Joon
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.12
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    • pp.2985-2995
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    • 1997
  • In this paper, we proposed the "synchronous & asynchronous distance education system" which is able to interact among teachers and students for open education in cyberspace, and it is based telecommunication technology and multimedia technology. Specially, This system gets rid of the nufamiliarity and inconvenient feeling during the distance education. Also it supports the mediation of floor mode, for a group lecture and supports the synchronous mode for face-to-face effective and asynchronous mode for self-learning. The asynchronous mode has the down load function and the consultant mode (between teacher and student). The element technologies of this system consists of application sharing technique, whiteboard, various video window display, audio support, user interface, environment setup, session management, access control, network control and media control for collaborative distance education.

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Development of a Vision Based Fall Detection System For Healthcare (헬스케어를 위한 영상기반 기절동작 인식시스템 개발)

  • So, In-Mi;Kang, Sun-Kyung;Kim, Young-Un;Lee, Chi-Geun;Jung, Sung-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.6 s.44
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    • pp.279-287
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    • 2006
  • This paper proposes a method to detect fall action by using stereo images to recognize emergency situation. It uses 3D information to extract the visual information for learning and testing. It uses HMM(Hidden Markov Model) as a recognition algorithm. The proposed system extracts background images from two camera images. It extracts a moving object from input video sequence by using the difference between input image and background image. After that, it finds the bounding rectangle of the moving object and extracts 3D information by using calibration data of the two cameras. We experimented to the recognition rate of fall action with the variation of rectangle width and height and that of 3D location of the rectangle center point. Experimental results show that the variation of 3D location of the center point achieves the higher recognition rate than the variation of width and height.

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Behavior Pattern Analysis and Design of Retrieval Descriptor based on Temporal Histogram of Moving Object Coordinates (이동 객체 좌표의 시간적 히스토그램 기반 행동패턴 분석 및 검색 디스크립터 설계)

  • Lee, Jae-kwang;Lee, Kyu-won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.4
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    • pp.811-819
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    • 2017
  • A behavior pattern analysis algorithm based on descriptors consists of information of a moving object and temporal histogram is proposed. Background learning is performed first for detecting, tracking and analyzing moving objects. Each object is identified using an association of the center of gravity of objects and tracked individually. A temporal histogram represents a motion pattern using positions of the center of gravity and time stamp of objects. The characteristic and behavior of objects are figured out by comparing each coordinates of a position history in the histogram. Behavior information which is comprised with numbers of a start and end frame, and coordinates of positions of objects is stored and managed in the linked list. Descriptors are made with the stored information and the video retrieval algorithm is designed. We confirmed the higher retrieval accuracy compare with conventional methods.

Relationship of mathematical knowledge for teaching and mathematical quality in instruction: Focus on high schools (수업을 위한 수학적 지식과 수업의 수학적 질 사이의 관계: 고등학교를 중심으로)

  • Kim, Yeon
    • The Mathematical Education
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    • v.59 no.3
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    • pp.237-254
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    • 2020
  • The current study investigated the relationships between mathematical knowledge for teaching and the mathematical quality in instruction in order to gain insight about teacher education for secondary teachers in South Korea. We collected and analyzed twelve high school teachers' scores of the multiple-choice assessment for mathematical knowledge for teaching developed by the Measures of Effective Teaching project. Their instruction was video recorded and analyzed with the mathematical quality in instruction developed by the Learning Mathematics for Teaching project. We also interviewed the teachers about how they planned and assessed their instruction by themselves in order to gain information about their intention and interpretation about instruction. There was a statistically significant and positive association between the levels of mathematical knowledge for teaching and the mathematical quality in instruction. Among three dimensions of the mathematical quality in instruction, mathematical richness seemed most relevant to mathematical knowledge for teaching because subject matter knowledge plays an important role in mathematical knowledge for teaching. Furthermore, working with students and mathematics as well as students participation were critical to decide the quality of instruction. Based on these findings, the current study discussed offering opportunities to learn mathematical knowledge for teaching and philosophy about how teachers need to consider students in high schools particularly in terms of constructivism.

A study on counting number of passengers by moving object detection (이동 객체 검출을 통한 승객 인원 개수에 대한 연구)

  • Yoo, Sang-Hyun
    • Journal of Internet Computing and Services
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    • v.21 no.2
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    • pp.9-18
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    • 2020
  • In the field of image processing, a method of detecting and counting passengers as moving objects when getting on and off the bus has been studied. Among these technologies, one of the artificial intelligence techniques, the deep learning technique is used. As another method, a method of detecting an object using a stereo vision camera is also used. However, these techniques require expensive hardware equipment because of the computational complexity of used to detect objects. However, most video equipments have a significant decrease in computational processing power, and thus, in order to detect passengers on the bus, there is a need for an image processing technology suitable for various equipment using a relatively low computational technique. Therefore, in this paper, we propose a technique that can efficiently obtain the number of passengers on the bus by detecting the contour of the object through the background subtraction suitable for low-cost equipment. Experiments have shown that passengers were counted with approximately 70% accuracy on lower-end machines than those equipped with stereo vision camera.

Design of Pedestrian Detection and Tracking System Using HOG-PCA and Object Tracking Algorithm (HOG-PCA와 객체 추적 알고리즘을 이용한 보행자 검출 및 추적 시스템 설계)

  • Jeon, Pil-Han;Park, Chan-Jun;Kim, Jin-Yul;Oh, Sung-Kwun
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.66 no.4
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    • pp.682-691
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    • 2017
  • In this paper, we propose the fusion design methodology of both pedestrian detection and object tracking system realized with the aid of HOG-PCA based RBFNN pattern classifier. The proposed system includes detection and tracking parts. In the detection part, HOG features are extracted from input images for pedestrian detection. Dimension reduction is also dealt with in order to improve detection performance as well as processing speed by using PCA which is known as a typical dimension reduction method. The reduced features can be used as the input of the FCM-based RBFNNs pattern classifier to carry out the pedestrian detection. FCM-based RBFNNs pattern classifier consists of condition, conclusion, and inference parts. FCM clustering algorithm is used as the activation function of hidden layer. In the conclusion part of network, polynomial functions such as constant, linear, quadratic and modified quadratic are regarded as connection weights and their coefficients of polynomial function are estimated by LSE-based learning. In the tracking part, object tracking algorithms such as mean shift(MS) and cam shift(CS) leads to trace one of the pedestrian candidates nominated in the detection part. Finally, INRIA person database is used in order to evaluate the performance of the pedestrian detection of the proposed system while MIT pedestrian video as well as indoor and outdoor videos obtained from IC&CI laboratory in Suwon University are exploited to evaluate the performance of tracking.

A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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