• Title/Summary/Keyword: Voice learning

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Optimal Algorithm and Number of Neurons in Deep Learning (딥러닝 학습에서 최적의 알고리즘과 뉴론수 탐색)

  • Jang, Ha-Young;You, Eun-Kyung;Kim, Hyeock-Jin
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.389-396
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    • 2022
  • Deep Learning is based on a perceptron, and is currently being used in various fields such as image recognition, voice recognition, object detection, and drug development. Accordingly, a variety of learning algorithms have been proposed, and the number of neurons constituting a neural network varies greatly among researchers. This study analyzed the learning characteristics according to the number of neurons of the currently used SGD, momentum methods, AdaGrad, RMSProp, and Adam methods. To this end, a neural network was constructed with one input layer, three hidden layers, and one output layer. ReLU was applied to the activation function, cross entropy error (CEE) was applied to the loss function, and MNIST was used for the experimental dataset. As a result, it was concluded that the number of neurons 100-300, the algorithm Adam, and the number of learning (iteraction) 200 would be the most efficient in deep learning learning. This study will provide implications for the algorithm to be developed and the reference value of the number of neurons given new learning data in the future.

Design and Development of Adaptive Online Learning Management System for Harmony (온라인 적응형 화성학 학습을 위한 학습관리시스템 설계 및 개발)

  • Park, Jong-Won;Kim, Dong-Sam;Kim, Jun-Ho;Song, Moo Kyoung
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.139-145
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    • 2020
  • Due to the rapid development of computer technology, online learning using ICT technology is already quickly settling in our lives. Music education was conducted mainly in an offline-based environment, but research is being conducted to switch to online because there is no time and space constraint of online education and interactive education led by learners is possible. In this study, we propose design and implement an adaptive learning system to enable adaptive learning online among music education. This system has the following advantages. First, by providing an LMS-based platform, one can solve the social education problem corresponding to economic and geographical factors. Second, both objective learning feedback provided automatically by the online adaptive harmony learning system and teaching feedback. Third, learners can be provided with recommended answers to given harmony exercises. The adaptive online learning system of harmony will lead professors and learners to effectively teach and study.

Development of Case-based Multimedia Learning Contents for Preventing Malpractice in Operating Room (수술실 간호오류 예방을 위한 사례중심 멀티미디어 학습콘텐츠 개발)

  • Park, Ji Myung;Hwang, Seon Young
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.522-532
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    • 2016
  • Purpose: This study was conducted to develop case-based self-learning multimedia contents for preventing malpractice that frequently occurred among nurses working in the operating room. Methods: Based on the learning needs of operating room nurses, real case reports, and literature reviews, the case-based multimedia learning contents were developed according to the instructional design procedure. The assessment of learning needs was performed by the combination of surveys using structured questionnaire and of interviews for 40 operating room nurses. Results: The learning contents included four learning modules with real malpractice cases from the areas of operating preparation, nursing skills during operation, environmental management of operating room, and patient safety and observation-related. The 80 minute long case-based multimedia learning contents were finally developed after content validity tests from clinical experts. Each module contained photos, sounds and flash animation with voice recording on the contents of nursing error cases and standardized protocols. Conclusion: The developed multimedia learning contents based on real error cases in this study can be utilized as an educational hands-on training materials for nurses to prevent malpractice in the operating room.

A Study on the Design of Cyber lecture Component (가상강의 Component 설계에 관한 연구)

  • 강정배;김선경
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.3
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    • pp.42-50
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    • 2003
  • E-Learning is a modern main teaching method starting from the concept of remote education. This research is aimed for proposing cyber lecture library system and designing a cyber lecture component that becomes a basis for e-Learning system Cyber lecture library is a storage system of cyber lectures that can supply high quality data to the needed developers. Component consists of 5 categories and those are text voice, image, animation, and flash. By using this system the developers can save the necessary time and effort in education development. This system also helps students. The students can access various lecture data on a given subject and select the best fit for them.

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Ship s Maneuvering and Winch Control System with Voice Instruction Based Learning (음성지시에 의한 선박 조종 및 윈치 제어 시스템)

  • Seo, Ki-Yeol;Park, Gyei-Kark
    • Journal of the Korean Institute of Intelligent Systems
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    • v.12 no.6
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    • pp.517-523
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    • 2002
  • In this paper, we propose system that apply VIBL method to add speech recognition to LIBL method based on human s studying method to use natural language to steering system of ship, MERCS and winch appliances and use VIBL method to alternate process that linguistic instruction such as officer s steering instruction is achieved via ableman and control steering gear, MERCS and winch appliances. By specific method of study, ableman s suitable steering manufacturing model embodies intelligent steering gear controlling system that embody and language direction base studying method to present proper meaning element and evaluation rule to steering system of ship apply and respond more efficiently on voice instruction of commander using fuzzy inference rule. Also we embody system that recognize voice direction of commander and control MERCS and winch appliances. We embodied steering manufacturing model based on ableman s experience and presented rudder angle for intelligent steering system, compass bearing arrival time, evaluation rule to propose meaning element of stationary state and correct steerman manufacturing model rule using technique to recognize voice instruction of commander and change to text and fuzzy inference. Also we apply VIBL method to speech recognition ship control simulator and confirmed the effectiveness.

Convergence Development of Video and E-learning System for Education Disabled Students (장애학생의 학습을 위한 화상과 이러닝 시스템의 융합 개발)

  • Son, Yeob-Myeong;Jung, Byeong-Soo
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.113-119
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    • 2015
  • Currently, we are presenting an alternative educational environment for the normal student of education rules failure of the only that has been the school system student. The study for students with disabilities, it is designed especially to be able to use difficult disabilities the use of hand. Development objectives of the learning video e-learning system of persons with disabilities, is that to be able to capable of self-directed learning of disabled students. Configuration of e-running system, Web-based multimedia system, utilizing the system that will change the video conferencing system and voice to a character hearing impaired students through the chat system is 1:1 by communication, and teachers it is possible to perform two-way communication. A learning disability e-learning system developed in this paper between teachers and students with disabilities 1:1 training is conducted using a two-way communication algorithms.

Gamification in Smart Learning Design to Enhance Speaking Skills for EFL Young Learners (초등 학습자의 영어 말하기 능력 향상을 위한 교육 게이미피케이션 접목 스마트 러닝 설계)

  • Choi, Junghye Fran
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.7-16
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    • 2016
  • This research aims to suggest a gamified smart learning design for Korean EFL young learners' speaking proficiency. Gamification is the use of game-thinking and game mechanics in non-game contexts to engage users in solving problems. Thus, the gamified smart learning as gamification in education is designed not only to elicit students' participation but also to enhance speaking skills. Especially, this research based on the results of a pilot study is focused on easing the burden of homework as well as engaging the speaking English game for the primary students with a relatively short attention span. The game elements utilized in this study are competition, rewards, customized characterization and so on. Kakao Talk is selected for this gamified smart learning research because of its ease of accessibility, and multiple applicable functions for language learning such as voice recording, text messaging and sharing videos or photos. Gamification in smart learning can be a means of productive approach to contemporary EFL teaching and learning.

Effectiveness of Online Learning Tools in College Education: Experiments in Physical Geography (자연지리 강좌를 대상으로 한 온라인 러닝의 효과 분석)

  • Park, Sun-Yurp;Oh, Eun-Joo
    • Journal of the Korean Geographical Society
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    • v.46 no.6
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    • pp.707-723
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    • 2011
  • The purpose of this study was to quantitatively evaluate the effectiveness of learning management systems (LMS) in the physical geography class. The study adopted the experimental design and three classes participated in this study. The first class was controlled using only classroom lectures, the second class used PPT slides along with the classroom lectures, and the third class used online video clips along with the lectures. The experiments were conducted from the Spring Semester 2007 to the Spring Semester 2008 for the introductory physical geography course. The study results showed that online learning tools help students improve academic performance and their attitudes towards the class and the instructor. Compared to simple PowerPoint slides, voice recording attached to the visual lecture slide materials enhanced students' motivation. Class lectures with lecture slides did not improve students' scores. However, when the visual materials were combined with voice recording, the number of internet access to online class materials increased, and class attendance and students' final grades were improved. Based on the results, the instructional design model that combines classroom and online learning was suggested.

Separation of Single Channel Mixture Using Time-domain Basis Functions

  • Jang, Gil-Jin;Oh, Yung-Hwan
    • The Journal of the Acoustical Society of Korea
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    • v.21 no.4E
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    • pp.146-155
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    • 2002
  • We present a new technique for achieving source separation when given only a single charmel recording. The main idea is based on exploiting the inherent time structure of sound sources by learning a priori sets of time-domain basis functions that encode the sources in a statistically efficient manner. We derive a learning algorithm using a maximum likelihood approach given the observed single charmel data and sets of basis functions. For each time point we infer the source parameters and their contribution factors. This inference is possible due to the prior knowledge of the basis functions and the associated coefficient densities. A flexible model for density estimation allows accurate modeling of the observation, and our experimental results exhibit a high level of separation performance for simulated mixtures as well as real environment recordings employing mixtures of two different sources. We show separation results of two music signals as well as the separation of two voice signals.

Realization of the Language In structor Using Speech Recognition (음성 인식을 이용한 영어학습기 구현)

  • Shin, Seung-Sik;Jeon, Hyung-Joon;Chung, Chan-Soo;Yu, Bong-Sun;Cho, Kyung-Hyun;Kanng, Chang-Soo
    • Journal of the Korea Computer Industry Society
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    • v.5 no.9
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    • pp.959-964
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    • 2004
  • This study will reilize the learning device of foreign languages using voice recognition that is programmed based on three scenarios by the Conversay SDK. This device is embedd not with basic functions such as pronunciation/phrase recognition function, conversation function etc., but also with additional functions using user's voices such as timer function, alarming function, test function, learning check function etc.

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