• Title/Summary/Keyword: Web-based Multimedia

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Fundamental study on the technology and application for the Next Generation Digital Textbook (차세대 디지털교과서를 위한 기반기술 및 적용에 관한 연구)

  • Sohn, Won-Sung;Han, Jae-Hyeop;Choy, Jin-Yong;Seo, Jong-Hoon;Choy, Yoon-Chul;Han, Tack-Don;Lim, Soon-Bum
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.165-174
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    • 2010
  • The digital textbook project which embarked by the Ministry of Education, Science and Technology has focused on experiments and practices from the school designated by the government. However the previous research about digital textbook provides static interaction models and teaching-learning models analogous to web-based learning based desktop PC even the framework of the digital textbook is based of Tablet PC. This paper provides learning and teaching models for next generation digital textbook which based digital inking techinques for sketcth interface and AR(augmented reality) interactions between teacher and learner. The proposed method of this paper is applied to educational contents and we found positive effect which is supported by statistical experiments. The results of this study in the future and the future development of digital textbooks in effect will be an effective development plan.

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Modeling User Preference based on Bayesian Networks for Office Event Retrieval (사무실 이벤트 검색을 위한 베이지안 네트워크 기반 사용자 선호도 모델링)

  • Lim, Soo-Jung;Park, Han-Saem;Cho, Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.6
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    • pp.614-618
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    • 2008
  • As the multimedia data increase a lot with the rapid development of the Internet, an efficient retrieval technique focusing on individual users is required based on the analyses of such data. However, user modeling services provided by recent web sites have the limitation of text-based page configurations and recommendation retrieval. In this paper, we construct the user preference model with a Bayesian network to apply the user modeling to video retrieval, and suggest a method which utilizes probability reasoning. To do this, context information is defined in a real office environment and the video scripts acquired from established cameras and annotated the context information manually are used. Personal information of the user, obtained from user input, is adopted for the evidence value of the constructed Bayesian Network, and user preference is inferred. The probability value, which is produced from the result of Bayesian Network reasoning, is used for retrieval, making the system return the retrieval result suitable for each user's preference. The usability test indicates that the satisfaction level of the selected results based on the proposed model is higher than general retrieval method.

A Study on the effectiveness of computers and mobile devices on learning foreign languages

  • Chi-Woon Joo
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.5
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    • pp.189-196
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    • 2023
  • This study aims to show that "Computer-assisted language learning (CALL)" and "Mobile-based language learning (MALL)" actually influence education, deviating from the traditional "drill and practice" method in foreign language education and learning due to the development of information and communication technology (IT). Specifically, for first-year college students who have relatively poor English skills and do not feel enough motivation for English learning, I will produce educational video content using multimedia authoring tools and upload it to the e-learning system. Video content is configured to be accessed and utilized through various media such as computers, smartphones, tablets, laptops, etc. Ultimately, an exploration of educational value behind the utilization of IT devices in English language Teaching(ELT) and the Second Language Acquisition (SLA) theory behind effective instructional use of such technology are presented. That is to say, the effectiveness of language learning using information and communication technology (IT) is introduced. The article closes by suggesting how to use computers and mobile media for 'Flipped Learning'.

Attendance Appraisal for Learner Participation Degree Based Virtual Lecture (학습자 참여도 정보기반 가상강좌 출석평가 모델)

  • Kim, Hyun-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.4
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    • pp.119-129
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    • 2009
  • In The increasing use of computers and high-speed Internet network has greatly influenced education, causing a veering away from the typical and traditional way of delivering instruction. Specifically, the various kinds of Web-based multimedia technology, the interactive activities on the Internet, and satellite broadcasting technology are accelerating the emergence of a virtual-lectures-based educational model, which transcends time and space. Such virtual lectures make it possible for the entire teaching-learning process to be done in a virtual learning environment, thus giving rise to problem regarding learning guidance, feedback, and appraisal. In this paper, we propose a system for attendance appraisal for learner participation degree based virtual lecture, an appraisal element in virtual learning environments. This appraisal model can set the elements of virtual learning environments in such a way as to reflect in the attendance appraisal of the opened virtual learning environment information regarding the learner's participation in class. In addition, this model motivates the learners to actively participate in the virtual learning environment and to support instructors by accomplishing the activities that are needed for attendance appraisal.

Discussions about Expanded Fests of Cartoons and Multimedia Comics as Visual Culture: With a Focus on New Technologies (비주얼 컬처로서 만화영상의 확장된 장(場, fest)에 대한 논의: 뉴 테크놀로지를 중심으로)

  • Lee, Hwa-Ja;Kim, Se-Jong
    • Cartoon and Animation Studies
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    • s.28
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    • pp.1-25
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    • 2012
  • The rapid digitalization across all aspects of society since 1990 led to the digitalization of cartoons. As the medium of cartoons moved from paper to the web, a powerful visual culture emerged. An encounter between cartoons and multimedia technologies has helped cartoons evolve into a video culture. Today cartoons are no longer literate culture. It is critical to pay attention to cartoons as an "expanded fest" and as visual and video culture with much broader significance. In this paper, the investigator set out to diagnose the current position of cartoons changing in the rapidly changing digital age and talk about future directions that they should pursue. Thus she discussed cases of changes from 1990 when colleges began to provide specialized education for cartoons and animation to the present day when cartoon and Multimedia Comics fests exist in addition to the digitalization of cartoons. The encounter between new technologies and cartoons broke down the conventional forms of cartoons. The massive appearance of artists that made active use of new technologies in their works, in particular, has facilitated changes to the content and forms of cartoons and the expansion of character uses. The development of high technologies extends influence to the roles of appreciators beyond the artists' works. Today readers voice their opinions about works actively, build a fan base, promote the works and artists they favor, and help them rise to stardom. As artist groups of various genres were formed, the possibilities of new stories and texts and the appearance of diverse styles and world views have expanded the essence of cartoon texts and the overall cartoon system of cartoon culture, industry, education, institution, and technology. It is expected that cartoons and Multimedia Comics will continue to make a contribution as a messenger to reflect the next generation of culture, mediate it, and communicate with it. Today there is no longer a distinction between print and video cartoons. Cartoons will expand in every field through a wide range of forms and styles, given the current situations involving installation concept cartoons, blockbuster digital videos, fancy items, and characters at theme parks based on a narrative. It is therefore necessary to diversify cartoon and Multimedia Comics education in diverse ways. Today educators are faced with a task to bring up future generations of talents who are capable of leading the culture of overall senses based on literate and video culture by incorporating humanities, social studies, and new technology education into their creative artistic abilities.

Analysis of Internet Biology Study Sites and Guidelines for Constructing Educational Homepages (인터넷상의 고등학교 생물 학습사이트 비교분석 및 웹사이트 구축방안에 관한 연구)

  • Kim, Joo-Hyun;Sung, Jung-Hee
    • Journal of The Korean Association For Science Education
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    • v.22 no.4
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    • pp.779-795
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    • 2002
  • Internet, a world wide network of computers, is considered as a sea of information because it allows people to share information beyond the barriors of time and space. However, in spite of the unmeasurable potential applications of the internet, its use in the field of biology education has been extremely limited mainly due to the scarcity of good biology-related sites. In order to provide useful guidelines for constructing user-friendly study sites, which can help high school students with different intellectual levels to study biology, comparative studies were performed on selected educational sites. Initially, hundreds of related sites were examined, and, subsequently, four distinct sites were selected not only because they are well organized, but also because each is unique in its contents. Also, a survey was carried out against the users of each site. The survey results indicated that the high school students regard the web-based biology study tools as effective teaching methods although there might be some bias in criteria for selecting target sites. In addition to the detailed biology topics and the related biology informations, multimedia data including pictures, animations and movies are found to be one of the important ingredients for desirable biology study sites. Thus, the inclusion of multimedia components should also be considered when developing a systematic biology study site. Overall, the role of the cyber space is expected to become more and more important. Since the development of the user-satisfied and self-guided sites require interdisciplinary collaborational efforts which should be made to promote extensive communication among teachers, education professionals, and computer engineers. Furthermore, the introduction of good biology study sites to the students by their teachers is also important factor for the successful web-based education.

Object Modeling for Mapping from XML Document and Query to UML Class Diagram based on XML-GDM (XML-GDM을 기반으로 한 UML 클래스 다이어그램으로 사상을 위한 XML문서와 질의의 객체 모델링)

  • Park, Dae-Hyun;Kim, Yong-Sung
    • The KIPS Transactions:PartD
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    • v.17D no.2
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    • pp.129-146
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    • 2010
  • Nowadays, XML has been favored by many companies internally and externally as a means of sharing and distributing data. there are many researches and systems for modeling and storing XML documents by an object-oriented method as for the method of saving and managing web-based multimedia document more easily. The representative tool for the object-oriented modeling of XML documents is UML (Unified Modeling Language). UML at the beginning was used as the integrated methodology for software development, but now it is used more frequently as the modeling language of various objects. Currently, UML supports various diagrams for object-oriented analysis and design like class diagram and is widely used as a tool of creating various database schema and object-oriented codes from them. This paper proposes an Efficinet Query Modelling of XML-GL using the UML class diagram and OCL for searching XML document which its application scope is widely extended due to the increased use of WWW and its flexible and open nature. In order to accomplish this, we propose the modeling rules and algorithm that map XML-GL. which has the modeling function for XML document and DTD and the graphical query function about that. In order to describe precisely about the constraint of model component, it is defined by OCL (Object Constraint Language). By using proposed technique creates a query for the XML document of holding various properties of object-oriented model by modeling the XML-GL query from XML document, XML DTD, and XML query while using the class diagram of UML. By converting, saving and managing XML document visually into the object-oriented graphic data model, user can prepare the base that can express the search and query on XML document intuitively and visually. As compared to existing XML-based query languages, it has various object-oriented characteristics and uses the UML notation that is widely used as object modeling tool. Hence, user can construct graphical and intuitive queries on XML-based web document without learning a new query language. By using the same modeling tool, UML class diagram on XML document content, query syntax and semantics, it allows consistently performing all the processes such as searching and saving XML document from/to object-oriented database.

An Embedded System Design of Collusion Attack Prevention for Multimedia Content Protection on Ubiquitous Network Environment (유비쿼터스 네트워크 환경의 멀티미디어 콘텐츠 보호를 위한 공모공격 방지 임베디드 시스템 설계)

  • Rhee, Kang-Hyeon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.15-21
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    • 2010
  • This paper proposes the multimedia fingerprinting code insertion algorithm when video content is distributed in P2P environment, and designs the collusion codebook SRP(Small RISC Processor) embedded system for the collusion attack prevention. In the implemented system, it is detecting the fingerprinting code inserted in the video content of the client user in which it requests an upload to the web server and in which if it is certified content then transmitted to the streaming server then the implemented system allowed to distribute in P2P network. On the contrary, if it detects the collusion code, than the implemented system blocks to transmit the video content to the streaming server and discontinues to distribute in P2P network. And also it traces the colluders who generate the collusion code and participates in the collusion attack. The collusion code of the averaging attack is generated with 10% of BIBD code v. Based on the generated collusion code, the codebook is designed. As a result, when the insert quantity of the fingerprinting code is 0.15% upper in bitplane 0~3 of the Y(luminance) element of I-frame at the video compression of ASF for a streaming service and MP4 for an offline offer of video content, the correlation coefficient of the inserted original code and the detected code is above 0.15. At the correlation coefficient is above 0.1 then the detection ratio of the collusion code is 38%, and is above 0.2 then the trace ratio of the colluder is 20%.

Efficient Film Post Production Process using Metadata on the eXtensible Markup Language (eXtensible MarkUp Language (XML) 기반 메타데이터를 활용한 효율적인 영화 후반 제작과정)

  • Lim, Young-Hoon;Kim, Chul-Hyun;Paik, Joon-Ki
    • Journal of Broadcast Engineering
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    • v.16 no.3
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    • pp.439-447
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    • 2011
  • In this paper, we present a novel method to use metadata based on the eXtensible Markup Language (XML) for efficient data transfer between visual effects (VFX) and film editing. For transferring data to the VFX process, image sequences such as Cineon DPX or TGA are currently used in Korean post productions. The use of image sequences tends to increase rendering time and the amount of data for repetitive file format conversions, and as a result causes inefficiency in the entire production process. On the other hand, the use of metadata on the XML can reduce time and data because the repetitive rendering processes are not needed. This method can also be used at a variety of editing and VFX programs, and provides content information for combining online contents. The development of XML-base methods on the web enables flexible combination with other types of media.

An AP Selection Scheme for Enhancement of Multimedia Streaming in Wireless Network Environments (무선 네트워크 환경에서 멀티미디어 서비스를 위한 AP 선정 기법)

  • Ryu, Dong-Woo;Wang, Wei-Bin;Kang, Kyung-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.3
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    • pp.997-1005
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    • 2010
  • Recently, there has been a growing interest in the use of WLAN technology due to its easy deployment, flexibility and so on. Examples of WLAN applications range from standard internet services such as Web access to real-time services with strict latency/throughput requirements such as multimedia video and voice over IP on wireless network environments. Fair and efficient distribution of the traffic loads among APs(Access Points) has become an important issue for improved utilization of WLAN. This paper focuses on an AP selection scheme for achieving better load balance, and hence increasing network resource utilization for each user on wireless network environments. This scheme makes use of active scan patterns and the network delay as main parameters of load measurement and AP selection. This scheme attempts to estimate the AP traffic loads by observing the up/down delay and utilize the results to maximize the link resource efficiency through load balancing. We compared the proposed scheme with the original SNR(Signal to Noise Ratio)-based scheme using the NS-2(Network Simulation.2). We found that the proposed scheme improves the throughput by 12.5% and lower the network up/down link delay by 36.84% and 60.42%, respectively. All in all, the new scheme can significantly increase overall network throughput and reduce up/down delay while providing excellent quality for voice and video services.