• 제목/요약/키워드: Video education

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원격로봇학습과 원격화상학습에 대한 아동 반응 비교 (Is a Robot better than Video for Initiating Remote Social Connections among Children?)

  • 김누리;한정혜
    • 제어로봇시스템학회논문지
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    • 제20권5호
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    • pp.513-519
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    • 2014
  • Videoconferencing technology is increasingly used in classrooms to introduce children to people from other countries and cultures in order to provide a wider learning experience. However, with traditional screen-based video conferencing technology, research has shown that it is easy for students to miss non-verbal cues that play a key role in developing human relationships. To investigate how children interact differently when their interactions are mediated through screen-based video communication versus robot-mediated communication, we conducted a study with elementary students in Korea, comparing the use of both technologies to introduce classroom students with peer-aged individuals in America. Our findings show that the children displayed more positive emotions during certain tasks and exhibited more interest and intimacy to remote participants in the context of robot-mediated communication than with video-mediated communication.

Higher-Order Conditional Random Field established with CNNs for Video Object Segmentation

  • Hao, Chuanyan;Wang, Yuqi;Jiang, Bo;Liu, Sijiang;Yang, Zhi-Xin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권9호
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    • pp.3204-3220
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    • 2021
  • We perform the task of video object segmentation by incorporating a conditional random field (CRF) and convolutional neural networks (CNNs). Most methods employ a CRF to refine a coarse output from fully convolutional networks. Others treat the inference process of the CRF as a recurrent neural network and then combine CNNs and the CRF into an end-to-end model for video object segmentation. In contrast to these methods, we propose a novel higher-order CRF model to solve the problem of video object segmentation. Specifically, we use CNNs to establish a higher-order dependence among pixels, and this dependence can provide critical global information for a segmentation model to enhance the global consistency of segmentation. In general, the optimization of the higher-order energy is extremely difficult. To make the problem tractable, we decompose the higher-order energy into two parts by utilizing auxiliary variables and then solve it by using an iterative process. We conduct quantitative and qualitative analyses on multiple datasets, and the proposed method achieves competitive results.

과학교육 관련 유튜브 동영상 콘텐츠 이용자들의 시청 특징 분석 (Analysis of the Users' Viewing Characteristics of YouTube Video Contents Related to Science Education)

  • 정은주;손정우
    • 과학교육연구지
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    • 제45권1호
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    • pp.118-128
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    • 2021
  • 본 연구에서는 과학교육 관련 유튜브 동영상 콘텐츠 이용자의 시청 특징으로 학습자와 시스템의 상호작용을 알아보기 위해 '유입과 접속'을, 학습자와 콘텐츠의 상호작용을 알아보기 위해 '반응과 구독'으로 구분하여 분석하였다. 이를 위해 초등과학 교과서 내용과 융합·영재교육이 주된 동영상인 유튜브 채널 '초등과학TV'를 연구 대상으로 선정하여, 유튜브 스튜디오의 데이터를 분석하였다. 데이터 분석을 통해 다음과 같은 결과를 얻었다. 첫째, '유입과 접속' 분석 결과 과학교육 관련 유튜브 동영상 콘텐츠는 외부 링크를 통해 유입되는 경우가 가장 많았으며, 접속기기는 주로 컴퓨터였다. 둘째, '반응과 구독' 분석 결과 동영상에 대한 반응으로 수행하는 '좋아요'와 댓글 작성 등이 조회 수 대비 모두 1% 미만으로 반응을 거의 하지 않았으며, 대부분 이용자는 구독하지 않은 상태에서 시청하며 자발적으로 이용할 때 더 오래 시청하였다. 비록 이번 연구가 '초등과학TV'라는 한정된 채널을 통해서 분석되었지만, 과학교육 관련 유튜브 동영상 콘텐츠 이용자들의 시청 특징을 조금이라도 알아볼 수 있었다. 향후 원격수업을 위한 과학교육 관련 동영상 제작, 과학교육 동영상 플랫폼 구축의 기초자료로 활용될 수 있기를 기대한다.

Anterior Cervical Discectomy and Fusion YouTube Videos as a Source of Patient Education

  • Ovenden, Christopher Dillon;Brooks, Francis Michael
    • Asian Spine Journal
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    • 제12권6호
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    • pp.987-991
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    • 2018
  • Study Design: Cross sectional study. Purpose: To assess the quality of anterior cervical discectomy and fusion (ACDF) videos available on YouTube and identify factors associated with video quality. Overview of Literature: Patients commonly use the internet as a source of information regarding their surgeries. However, there is currently limited information regarding the quality of online videos about ACDF. Methods: A search was performed on YouTube using the phrase 'anterior cervical discectomy and fusion.' The Journal of the American Medical Association (JAMA), DISCERN, and Health on the Net (HON) systems were used to rate the first 50 videos obtained. Information about each video was collected, including number of views, duration since the video was posted, percentage positivity (defined as number of likes the video received, divided by the total number of likes or dislikes of that video), number of comments, and the author of the video. Relationships between video quality and these factors were investigated. Results: The average number of views for each video was 96,239. The most common videos were those published by surgeons and those containing patient testimonies. Overall, the video quality was poor, with mean scores of 1.78/5 using the DISCERN criteria, 1.63/4 using the JAMA criteria, and 1.96/8 using the HON criteria. Surgeon authors' videos scored higher than patient testimony videos when reviewed using the HON or JAMA systems. However, no other factors were found to be associated with video quality. Conclusions: The quality of ACDF videos on YouTube is low, with the majority of videos produced by unreliable sources. Therefore, these YouTube videos should not be recommended as patient education tools for ACDF.

청소년 흡연 예방을 위한 자기주장 훈련 비디오 개발과 효과검증연구 (Development and the Effect of Adolescent Smoking Prevention Video)

  • 신성례;하나선
    • 대한간호학회지
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    • 제32권3호
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    • pp.336-343
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    • 2002
  • Recently the rate of adolescent smoking in Korea has increased rapidly, and various health problems related to smoking can be expected to increase in the future. Studies on smoking behavior report that assertiveness is important factor influencing on the adolescent smoking. Purpose: This study was conducted to develope a educational video for the purpose of adolescent's smoking prevention. Method: The 533 participating subjects, 269 in experimental group and 264 control group, in the study were 7th grade students. The content of video introduces three smoke tempting situations. The experimental group received 17 minute video education, and the control group did not receive any treatments. Result: The results show that the student's assertiveness was increased significantly in the experimental group after the video education. Student's attitude on smoking became more negative in the experimental group. However, in the control group, the intention, assertiveness, attitude was not changed. Conclusion: This assertiveness video can be useful educational resource for the smoking prevention program for adolescents. Also further study on longitudinal effect and application on drinking, drug abuse are needed.

원격 전기안전 교육을 위한 모바일 에이전트 시스템 설계 (Design of Mobile Agent System for Remote Electric Safety Education)

  • 조현섭;유인호;장성환;유기수
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2006년도 제37회 하계학술대회 논문집 D
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    • pp.1951-1952
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    • 2006
  • To effectively deal with video data, a semantic-based retrieval scheme that allows for processing diverse user queries and saving them on the database is required. In this regard, this paper proposes a semantic-based video retrieval system that allows the user to search diverse meanings of video data for electrical safetyrelated educational purposes by means of automatic annotation processing. If the user inputs a keyword to search video data for electrical safety-related educational purposes, the mobile agent of the proposed system extracts the features of the video data that are afterwards learned in a continuous manner, and detailed information on electrical safety education is saved on the database. The proposed system is designed to enhance video data retrieval efficiency for electrical safety-related educational purposes.

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중.고등학교 남학생의 전자오락행동과 관련변인간의 관계 (A Relationship Analysis between Video Game Behaviors and Related Variables in Middle and High School Boys)

  • 양남희;홍은실
    • 한국가정과교육학회지
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    • 제12권1호
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    • pp.1-9
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    • 2000
  • The purpose of this study was to analyse the relationship between behaviors of the video game(frequency, time career) and related variables in middle and high school boys. The data were collected using questionnaires from 342 boys. The major results of this study are summarized as follows : (1) A correlation between the frequency and the time of video game was significant. but correlations between the career and the frequency. the time of video game were not significant. (2) The frequency of video game showed significant relationship with place. preference formation, relative preference. and parents involvement. The time of video game showed significant relationships with place. preference formation, relative preference, and cost. The career showed significant relationship with place and cost.

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영상 기초 교육 방법론에 관한 연구 - 단계별 프로젝트 중심의 영상 기초 교육과정 제시 - (A Proposed Curriculum for the Basic Education of Video Image Design)

  • 원경아
    • 디자인학연구
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    • 제11권1호
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    • pp.269-278
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    • 1998
  • 국내외적으로 영상 사업에 대한 관심이 날로 커짐에 따라 영상 기술과 영상 관련 소프트웨어의 발전도 계속적으로 확대되어 가고 있다. 이에 따라 영상 관련 분야에서 더욱 세분화되고 체계화된 영상 디자이너 교육이 요구되고 있다. 따라서, 영상 분야가 국제적인 경쟁 시대를 맞아 경쟁력 있는 분야로 발전하기 위해서는 단순한 기술 도입보다는 체계적인 영상 디자이너 교육이 정착되어 wu야 한다. 이 논문은 국내 교육기관의 영상 교육 정착의 일환으로 영상 기초 교육과정에 있어 구체적인 교과과정을 제시하고 있다. 특히 체계적인‘단계별 프로젝트 중심’의 기초 교육 과정과 학습 계획서를 제시하여 창의력을 개발시킬 수 있는 영상 디자이너 교육 방법론을 강조하고 있다.

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The Effectiveness of Streaming Video with Web Based Text in Online Course: Comparative Study on Three Types of Online Instruction for Korean College Students

  • HEO, JeongChul;HAN, Su-Mi
    • Educational Technology International
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    • 제14권1호
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    • pp.1-26
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    • 2013
  • This study is to identify whether three types of online instruction (text-based, video-based, and video-based instruction without text) and age category have a different influence on students' comprehension and motivation. Online students were randomly assigned to one of six groups, and they attended two-week online lectures via Course Management System. The comprehension test and the short form of IMMS were implemented when 114 participants accomplished two-week online lectures. The results revealed that using instructional video in online instruction is more effective instructional medium than text only in order to promote learner's motivation. Besides, older adults aged 41-60 are significantly different from younger adults (21-40 years old) in terms of students' comprehension. Furthermore, three types of online instructions are likely to be influenced by age category.

Action Recognition Method in Sports Video Shear Based on Fish Swarm Algorithm

  • Jie Sun;Lin Lu
    • Journal of Information Processing Systems
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    • 제19권4호
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    • pp.554-562
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    • 2023
  • This research offers a sports video action recognition approach based on the fish swarm algorithm in light of the low accuracy of existing sports video action recognition methods. A modified fish swarm algorithm is proposed to construct invariant features and decrease the dimension of features. Based on this algorithm, local features and global features can be classified. The experimental findings on the typical sports action data set demonstrate that the key details of sports action can be successfully retained by the dimensionality-reduced fusion invariant characteristics. According to this research, the average recognition time of the proposed method for walking, running, squatting, sitting, and bending is less than 326 seconds, and the average recognition rate is higher than 94%. This proves that this method can significantly improve the performance and efficiency of online sports video motion recognition.