• Title/Summary/Keyword: Video-integrated

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An Intelligent Moving Wireless Camera Surveillance System with Motion sensor and Remote Control (무선조종과 모션 센서를 이용한 지능형 이동 무선감시카메라 구현)

  • Lee, Young Woong;Kim, Jong-Nam
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.661-664
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    • 2009
  • Recently, intelligent surveillance camera systems are needed popularly. However, current researches are focussed on improvement of a single module rather than implementation of an integrated system. In this paper, we implemented a moving wireless surveillance camera system which is composed of face detection, and using motion sensor. In our implementation, we used a camera module from SHARP, a pair of wireless video transmission module from ECOM, body of moving robot used for A4WD1 Combo kit for RC, a pair of ZigBee RF wireless transmission module from ROBOBLOCK, and a motion sensor module (AMN14111) from PANASONIC. We used OpenCV library for face dection and MFC for implement software. We identified real-time operations of face detection, PTT control, and motion sensor detecton. Thus, the implemented system will be useful for the applications of remote control, human detection, and using motion sensor.

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Multimodal Interaction Framework for Collaborative Augmented Reality in Education

  • Asiri, Dalia Mohammed Eissa;Allehaibi, Khalid Hamed;Basori, Ahmad Hoirul
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.268-282
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    • 2022
  • One of the most important technologies today is augmented reality technology, it allows users to experience the real world using virtual objects that are combined with the real world. This technology is interesting and has become applied in many sectors such as the shopping and medicine, also it has been included in the sector of education. In the field of education, AR technology has become widely used due to its effectiveness. It has many benefits, such as arousing students' interest in learning imaginative concepts that are difficult to understand. On the other hand, studies have proven that collaborative between students increases learning opportunities by exchanging information, and this is known as Collaborative Learning. The use of multimodal creates a distinctive and interesting experience, especially for students, as it increases the interaction of users with the technologies. The research aims at developing collaborative framework for developing achievement of 6th graders through designing a framework that integrated a collaborative framework with a multimodal input "hand-gesture and touch", considering the development of an effective, fun and easy to use framework with a multimodal interaction in AR technology that was applied to reformulate the genetics and traits lesson from the science textbook for the 6th grade, the first semester, the second lesson, in an interactive manner by creating a video based on the science teachers' consultations and a puzzle game in which the game images were inserted. As well, the framework adopted the cooperative between students to solve the questions. The finding showed a significant difference between post-test and pre-test of the experimental group on the mean scores of the science course at the level of remembering, understanding, and applying. Which indicates the success of the framework, in addition to the fact that 43 students preferred to use the framework over traditional education.

Qualitative Content Analysis of Forest Healing Experience in Forest Life

  • Kang, Hee Won;Lee, Geo Lyong
    • Journal of People, Plants, and Environment
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    • v.24 no.3
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    • pp.301-309
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    • 2021
  • Background and objective: The purpose of this study is to analyze the case of healing experience for lifestyle and environmental diseases through life and activities in the forest from the perspecitive of critical realism, and how the causal power and mechanism of the healing experience relate to forest healing factors and programs. Methods: 93 video data of people who started living in the forest for disease treatment were analyzed using a qualitative content analysis method from the perspective of critical realism. Categories for analysis include general categories (age, duration, occupation, disease name), forest therapy categories (climate therapy, plant therapy, water therapy, diet therapy, kinesiotherapy, psychotherapy), and other categories (ecology, learning and management, life tools), etc., and the unit of analysis is the context unit. Results: 1) The diseases that motivated life in the forest were digestive system diseases, lung diseases, cardiovascular diseases, endocrine system diseases, and various lifestyle-related diseases and environmental diseases in similar proportions. This indicates that forest life does not have specificity to respond to specific diseases, but provides treatment and recovery for all lifestyle and environmental diseases. 2) Among the forest therapies, climate therapy and plant therapy are related to the climatic and residential environment in the forest where 'natural persons' live. And others such as water therapy, diet therapy, kinesiotherapy, psychotherapy indicate the change from the lifestyle that caused the disease to the lifestyle for treatment and recovery. Conclusion: Life and activities in the forest provide an environment for treatment and recovery in which the healing principles such as aromatherapy, nutritional and dietary therapy, kinesiotherapy, and emotional psychotherapy are integrated in the 'real world'.

The Importance of Multimedia for Professional Training of Future Specialists

  • Plakhotnik, Oleh;Strazhnikova, Inna;Yehorova, Inha;Semchuk, Svitlana;Tymchenko, Alla;Logvinova, Yaroslava;Kuchai, Oleksandr
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.43-50
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    • 2022
  • For high-quality education of the modern generation of students, forms of organizing the educational process and the latest methods of obtaining knowledge that differ from traditional ones are necessary. The importance of multimedia teaching tools is shown, which are promising and highly effective tools that allow the teacher not only to present an array of information in a larger volume than traditional sources of information, but also to include text, graphs, diagrams, sound, animation, video, etc. in a visually integrated form. Approaches to the classification of multimedia learning tools are revealed. Special features, advantages of multimedia, expediency of use and their disadvantages are highlighted. A comprehensive analysis of the capabilities of multimedia teaching tools gave grounds for identifying the didactic functions that they perform. Several areas of multimedia application are described. Multimedia technologies make it possible to implement several basic methods of pedagogical activity, which are traditionally divided into active and passive principles of student interaction with the computer, which are revealed in the article. Important conditions for the implementation of multimedia technologies in the educational process are indicated. The feasibility of using multimedia in education is illustrated by examples. Of particular importance in education are game forms of learning, in the implementation of which educational elements based on media material play an important role. The influence of the game on the development of attention by means of works of media culture, which are very diverse in form and character, is shown. The importance of the role of multimedia in student education is indicated. In the educational process of multimedia students, a number of educational functions are implemented, which are presented in the article. Recommendations for using multimedia are given.

Enhancing the digitization of cultural heritage: State-of-Practice

  • Nguyen, Thu Anh;Trinh, Anh Hoang;Pham, Truong-An
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1075-1084
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    • 2022
  • The use of Hi-Tech in cultural heritage preservation and the promotion of cultural heritage values in general, particularly artifacts, opens new opportunities for attracting tourists while also posing a challenge due to the need to reward high-quality excursions to visitors historical and cultural values. Building Information Modeling (BIM) and Hi-Tech in new building management have been widely adopted in the construction industry; however, Historic Building Information Modeling (HBIM) is an exciting challenge in 3D modeling and building management. For those reasons, the Scan-to-HBIM approach involves generating an HBIM model for existing buildings from the point cloud data collected by Terrestrial 3D Laser Scanner integrated with Virtual Reality (VR), Augmented Reality (AR), contributes to spatial historic sites simulation for virtual experiences. Therefore, this study aims to (1) generate the application of Virtual Reality, Augmented Reality to Historic Building Information Modeling - based workflows in a case study which is a monument in the city; (2) evaluate the application of these technologies to improve awareness of visitors related to the promotion of historical values by surveying the experience before and after using this application. The findings shed light on the barriers that prevent users from utilizing technologies and problem-solving solutions. According to the survey results, after experiencing virtual tours through applications and video explanations, participant's perception of the case study improved. When combined with emerging Hi-Tech and immersive interactive games, the Historic Building Information Modeling helps increase information transmission to improve visitor awareness and promote heritage values.

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Improving the Functions of Digital Textbooks to Prepare for the post COVID-19 (포스트 코로나를 대비한 디지털교과서의 기능 개선)

  • Kim, Hong-sun;Jeong, Young-sik
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.283-288
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    • 2021
  • In the COVID-19 situation, digital textbooks have been used in many schools. In order for digital textbooks to become active even in the post COVID-19 era, the functions of digital textbooks must be improved. Digital textbooks are traditional book-type textbooks with glossaries, video materials, and evaluation questions added. Recently, they are being used usefully for practical education by providing realistic contents such as Augmented Reality, Virtual Reality, and 360 images. Therefore, in this study, in order to prepare for the post COVID-19, we found the functional problems of digital textbooks and suggested a way to improve them. First, the layout of digital textbooks should be developed as a responsive layout, deviating from the same form as a book-type textbook. Second, digital textbooks and learning management systems must be integrated. Third, by developing a digital textbook for teachers, teachers should be able to directly reorganize the contents or add external materials. Fourth, learning analysis should be possible using data recorded in digital textbooks. Fifth, in the 2022 revised curriculum, various subjects should be developed as digital textbooks.

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Analyzing Studies on Teacher Professional Vision: A Literature Review ('수업을 보는 눈'으로서 교사의 전문적 시각에 대한 기존 연구의 특징과 쟁점 분석)

  • Yoon, Hye-Gyoung;Park, Jisun;Song, Youngjin;Kim, Mijung;Joung, Yong Jae
    • Journal of The Korean Association For Science Education
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    • v.38 no.6
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    • pp.765-780
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    • 2018
  • The purpose of this study is to synthesize the theoretical perspectives, research methods, and research results of teachers' professional vision by reviewing and analyzing previous research papers and to suggest implications for science teacher education and research. Three databases were used to search peer reviewed journal articles published between 1997-2017, which include 'teachers' and 'professional vision' explicitly in abstracts and empirical studies only. 21 articles in total were analyzed and review results are as follows. First, researchers regarded professional vision as a new concept of teacher professionalism. Previous research viewed professional vision as integrated structure of teachers' knowledge or ability activated at specific moment. Second, the analytical framework of professional vision included two aspects; 'selective attention' and 'reasoning'. Several aspects of lessons or the desirable teaching and learning factors are suggested as the subcategories of selective attention. Hierarchical levels or independent reasoning ability factors are suggested as the subcategories of reasoning process. Third, research on teachers' professional vision focused more on middle school teachers than elementary teachers and on various subject areas. Most studies used video clips and more cases of using videos of non-participants were found. In case of measurement of professional vision, most quantitative scoring methods were whether the responses of experts and teachers on video clips were consistent. Last, most studies examined or assessed teachers' professional vision. It is reported that in-service teachers' professional vision was evaluated higher than novice teachers' and using video clips were effective to examine and improve teachers' professional vision.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Performance Evaluation of Wireless Sensor Networks in the Subway Station of Workroom (지하철 역사내 기능실에 대한 무선 센서 네트워크 성능 분석)

  • An, Tea-Ki;Shin, Jeong-Ryol;Kim, Gab-Young;Yang, Se-Hyun;Choi, Gab-Bong;Sim, Bo-Seog
    • Proceedings of the KSR Conference
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    • 2011.05a
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    • pp.1701-1708
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    • 2011
  • A typical day in the subway transportation is used by hundreds of thousands are also concerned about the safety of the various workrooms with high underground fire or other less than in the subway users could be damaging even to be raised and there. In 2010, in fact, room air through vents in the fire because smoke and toxic gas accident victims, and train service suspended until such cases are often reported. In response to these incidents in subway stations, even if the latest IT technology, wireless sensor network technology and intelligent video surveillance technology by integrating fire and structural integrity, such as a comprehensive integrated surveillance system to monitor the development of intelligent urban transit system and are under study. In this study, prior to the application of the monitoring system into the field stations, authors carried out the ZigBee-based wireless sensor networks performance analyzation in the Chungmuro station. The test results at a communications room and ventilation room of the station are summarized and analyzed.

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A Calibration-Free 14b 70MS/s 0.13um CMOS Pipeline A/D Converter with High-Matching 3-D Symmetric Capacitors (높은 정확도의 3차원 대칭 커패시터를 가진 보정기법을 사용하지 않는 14비트 70MS/s 0.13um CMOS 파이프라인 A/D 변환기)

  • Moon, Kyoung-Jun;Lee, Kyung-Hoon;Lee, Seung-Hoon
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.43 no.12 s.354
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    • pp.55-64
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    • 2006
  • This work proposes a calibration-free 14b 70MS/s 0.13um CMOS ADC for high-performance integrated systems such as WLAN and high-definition video systems simultaneously requiring high resolution, low power, and small size at high speed. The proposed ADC employs signal insensitive 3-D fully symmetric layout techniques in two MDACs for high matching accuracy without any calibration. A three-stage pipeline architecture minimizes power consumption and chip area at the target resolution and sampling rate. The input SHA with a controlled trans-conductance ratio of two amplifier stages simultaneously achieves high gain and high phase margin with gate-bootstrapped sampling switches for 14b input accuracy at the Nyquist frequency. A back-end sub-ranging flash ADC with open-loop offset cancellation and interpolation achieves 6b accuracy at 70MS/s. Low-noise current and voltage references are employed on chip with optional off-chip reference voltages. The prototype ADC implemented in a 0.13um CMOS is based on a 0.35um minimum channel length for 2.5V applications. The measured DNL and INL are within 0.65LSB and l.80LSB, respectively. The prototype ADC shows maximum SNDR and SFDR of 66dB and 81dB and a power consumption of 235mW at 70MS/s. The active die area is $3.3mm^2$.