International Journal of Computer Science & Network Security
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v.22
no.6
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pp.230-240
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2022
Sharing of online videos via internet is an emerging and important concept in different types of applications like surveillance and video mobile search in different web related applications. So there is need to manage personalized web video retrieval system necessary to explore relevant videos and it helps to peoples who are searching for efficient video relates to specific big data content. To evaluate this process, attributes/features with reduction of dimensionality are computed from videos to explore discriminative aspects of scene in video based on shape, histogram, and texture, annotation of object, co-ordination, color and contour data. Dimensionality reduction is mainly depends on extraction of feature and selection of feature in multi labeled data retrieval from multimedia related data. Many of the researchers are implemented different techniques/approaches to reduce dimensionality based on visual features of video data. But all the techniques have disadvantages and advantages in reduction of dimensionality with advanced features in video retrieval. In this research, we present a Novel Intent based Dimension Reduction Semi-Supervised Learning Approach (NIDRSLA) that examine the reduction of dimensionality with explore exact and fast video retrieval based on different visual features. For dimensionality reduction, NIDRSLA learns the matrix of projection by increasing the dependence between enlarged data and projected space features. Proposed approach also addressed the aforementioned issue (i.e. Segmentation of video with frame selection using low level features and high level features) with efficient object annotation for video representation. Experiments performed on synthetic data set, it demonstrate the efficiency of proposed approach with traditional state-of-the-art video retrieval methodologies.
In this research, in order to obtain teaching/learning implications for effective use of questions when teaching number and operation area, the types of questions presented in chapters of number and operation area of 2015 revised elementary math textbooks and the function of questions were compared and analyzed by grade cluster. As a result of this research, the types of questions presented in chapters of number and operation area showed a high percentage of occurrences in the order of reasoning questions, factual questions, and open questions not calling for reasoning in common by grade cluster. And reasoning questions were predominant in all grade clusters. In addition, in all grade clasters, the proportion of questions acting as a function to help guess, invention, and solving problems and questions acting as a function to help mathematical reasoning were relatively high. As such, it can be inferred that the types and functions of the questions presented in chapters of number and operation area are related to the characteristics of the learning content by grade cluster. This research will be able to contribute to the preparation of advanced teaching/learning plans by providing reference materials in the questions when teaching number and operation area.
With the advancement of wireless technology and the rapid growth of the infrastructure of mobile communication technology, systems applying AI-based platforms are drawing attention from users. In particular, the system that understands users' tastes and interests and recommends preferred items is applied to advanced e-commerce customized services and smart homes. However, there is a problem that these recommendation systems are difficult to reflect in real time the preferences of various users for tastes and interests. In this research, we propose a Fuzzy-AHP-based movies recommendation system using the Gated Recurrent Unit (GRU) language model to address a problem. In this system, we apply Fuzzy-AHP to reflect users' tastes or interests in real time. We also apply GRU language model-based models to analyze the public interest and the content of the film to recommend movies similar to the user's preferred factors. To validate the performance of this recommendation system, we measured the suitability of the learning model using scraping data used in the learning module, and measured the rate of learning performance by comparing the Long Short-Term Memory (LSTM) language model with the learning time per epoch. The results show that the average cross-validation index of the learning model in this work is suitable at 94.8% and that the learning performance rate outperforms the LSTM language model.
Olena M. Galynska;Nataliia V. Shkoliar;Zoriana I. Dziubata;Svitlana V. Kravets;Nataliia S. Levchyk
International Journal of Computer Science & Network Security
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v.24
no.7
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pp.157-169
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2024
The article presents an analysis of innovative teaching technologies as a way to increase students' competitiveness. The author found that innovative technologies in education are information and communication technologies relying on computer-based learning. The structure, content of educational software, organization of Web-space are important when using innovative teaching technologies in English classes. We conducted the study in several stages: comparative analysis, synthesis, classification and systematization of the results of psychological and pedagogical, educational and methodological research; study of legislative acts, periodicals in order to identify the state of the research issue, and determining the directions of its solution, as well as subject, goal and objectives of the study. We used modelling to create situations of foreign language professional communication of future IT specialists. Empirical methods involved questionnaires used for identifying the motives of professional development and determining the features of the educational activities of future IT specialists in the process of training. The methods of mathematical statistics allowed to scientifically describe and systematize the obtained data, to identify the quantitative relationship between the studied phenomena, to analyse and summarize the results. We conducted a socio-psychological study during 2016 - 2019. It involved 255 first- and fourth-year students of National Technical University of Ukraine "Igor Sikorsky Kyiv Poly-technic Institute." Innovative information and communication technologies that improve the educational and cognitive activity of students, as well as increase the level of their knowledge have become important in teaching a foreign language in higher educational institutions. These technologies include MOODLE - Modular Object-Oriented Dynamic Learning Environment, business game, integrated pedagogical technology, case study technology. Thus, the information-rich learning process in combination with the use of innovative technologies, well-organized e-learning, interactive training courses, multimedia tools improves the program of teaching and learning foreign languages in general, and English in particular, improves the level of knowledge of future IT specialists and motivation to study and learn foreign languages, allows students to use a variety of authentic materials. We state that all these factors influence the process of individualization of learning and contribute to the successful mastery of a foreign language.
Yu, Jonathan S;Manzi, Joseph E;Apostolakos, John M;Carr II, James B;Dines, Joshua S
Clinics in Shoulder and Elbow
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v.25
no.2
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pp.145-153
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2022
Background: While online orthopedic resources are becoming an increasingly popular avenue for patient education, videos on YouTube are not subject to peer review. The purpose of this cross-sectional study was to evaluate the quality of YouTube videos for patient education in ulnar collateral ligament (UCL) injuries of the elbow. Methods: A search of keywords for UCL injury was conducted through the YouTube search engine. Each video was categorized by source and content. Video quality, reliability, and accuracy were assessed by two independent raters using five metrics: (1) Journal of American Medical Association (JAMA) benchmark criteria (range 0-4) for video reliability; (2) modified DISCERN score (range 1-5) for video reliability; (3) Global Quality Score (GQS; range 1-5) for video quality; (4) ulnar collateral ligament-specific score (UCL-SS; range 0-16), a novel score for comprehensiveness of health information presented; and (5) accuracy score (AS; range 1-3) for accuracy. Results: Video content was comprised predominantly of disease-specific information (52%) and surgical technique (33%). The most common video sources were physician (42%) and commercial (23%). The mean JAMA score, modified DISCERN score, GQS, UCL-SS, and AS were 1.8, 2.4, 1.9, 5.3, and 2.7 respectively. Conclusions: Overall, YouTube is not a reliable or high-quality source for patients seeking information regarding UCL injuries, especially with videos uploaded by non-physician sources. The multiplicity of low quality, low reliability, and irrelevant videos can create a cumbersome and even inaccurate learning experience for patients.
Proceedings of the Korea Contents Association Conference
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2006.11a
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pp.218-222
/
2006
In making 3D animation with digital technology, it is necessary to increase productivity and reusability by managing production pipeline systematically through standardization of animation content. For this purpose, we try to develop the animation content management system that can manage all kind of information on the production pipeline, based on SCORM of e-teaming by considering production, publication and re-editing. A scene as the unit of visual semantics is standardize into an object that contains meta-data of place, cast, weather, season, time and viewpoint about the scene. The meta-data of content includes a lot of information of copyright, publication, description, etc, so that it plays an important role on the management and the publication. If an effective management system of meta-data such as ontology will be implemented, it is possible to search multimedia contents powerfully. Hence, it will bring on production and publication of UCC. Using the meta-data of content object, user and producer can easily search and reuse the contents. Hence, they can choose the contents object according to their preference and reproduce their own creative animation by reorganizing and packaging the selected objects.
Journal of The Korean Association For Science Education
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v.35
no.3
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pp.343-352
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2015
This study is to discover the diverse issues related to Self-Directed Learning Screening (SDLS) and draw implications by analyzing its critical points. Using content analysis and interviews with admission officers, tentative issues were finalized and reviewed by researchers and educators. A Survey was developed based on the 96 issues after having evidence of content validity using the Delphi method. To conduct survey, e-mails were sent to admissions officers in twenty science specialized high schools. They were asked to response to questions about perceptions of critical issues and if there are any issues in their schools. Using mean scores of two factors based on its critical issues and frequencies, a two-dimensional classification table for each type was presented. Four critical issues for each type were discovered. The first type indicates minor issues that include 28 items that were less than the overall mean scores in terms of critical issues and its frequencies. The second type indicates tentative issues that include 29 items that were greater than the mean score in critical issues but less in its frequencies. The third type indicates general issues that include 17 items that were less than the mean score in critical issues but greater in its frequencies. The last type indicates critical issues that include 22 items that were greater than the mean scores in two factors. The discovered results of critical issues and its types in this study can be considered a core part of the screening process in schools, especially, critical issues should play an important role in the process of admission screening planning.
Non-face-to-face classes continue due to Covid-19. There have been e-learning classes since the past, but the difference is that the current non-face-to-face classes are blended classes that combine real-time and recording classes or combine face-to-face and non-face classes. It is also characterized by being able to self-filmed or choose various lecture platforms in a place other than a dedicated studio. The advantages of non-face-to-face classes can be learned beyond time and space, and repetitive viewing and learning speed can be adjusted. Greening classes have no time and place constraints, and real-time classes have the advantage of high communication effects with learners. Evaluating whether non-face-to-face classes provide sufficient quality compared to face-to-face classes or e-learning will be necessary if branded classes are considered for post Covid. In this paper, for the evaluation of the service quality of non-face-to-face classes, the essential attributes desired by the instructors were derived from the viewpoint of Kano quality attributes and a quality improvement plan was proposed. After expressing the degree of functions that non-face-to-face classes should have on the X-axis and the satisfaction of learners on the Y-axis, 23 quality attributes were classified into 6 quality dimensions. In addition, satisfaction coefficient, dissatisfaction coefficient, and customer satisfaction improvement index were derived. As a result, 50% of learners were satisfied with non-face-to-face classes, but the preference was slightly higher than satisfaction, suggesting the sustainability of non-face-to-face classes. In terms of the customer satisfaction improvement index, the ranking of attributes with the largest increase in satisfaction when improving class quality was as follows. Professors' quick answers to learners' questions, content that can fully explain the subject, what the professor explains easily, develop high-quality content that can be learned on mobile phones, fairness of attendance checks, and real-time classes should start on time.
This study is necessary for the stable settlement of the 2022 revised mathematics curriculum 'data and possibility' area. This study was conducted centering on literature analysis. The purpose of this study is to realize statistics education in line with the 2022 revised mathematics curriculum. This purpose was achieved by examining the statistics learning contents of the 2022 revised curriculum, analyzing Chinese mathematics curriculum, and analyzing Chinese mathematics textbooks. In this study, the following studies were conducted. First, five elements were extracted through the analysis of the 'statistics and probability' area of the Chinese mathematics curriculum. The extracted elements are the 4th grade goals, synthesis and practice content areas, achievement standards for statistics and probability (6), (9), and (11). Second, examples presented in Chinese mathematics textbooks and Chinese curriculum appendices related to the extracted elements were analyzed. Regarding the 4th grade goal, the statistical problem-solving process of the 7th grade 2nd semester mathematics textbook was analyzed. Regarding the synthesis and practice content area, the data analysis unit of the 8th grade 2nd semester mathematics textbook was analyzed. In relation to the achievement standard (6), Example 85 of the curriculum appendix was analyzed, in relation to the achievement standard (9), Example 86 was analyzed, and in relation to the achievement standard (11), Example 87 was analyzed. Third, based on the analysis results, implications for the development of new curriculum and 'textbook development, teaching and learning methods' according to the 2022 revised middle school mathematics curriculum were derived. Through the results of this study, we expect the successful realization of the 2022 revised middle school mathematics and curriculum statistics education.
This study is a case study of STEAM education. We have developed teaching and learning materials, suggested teaching method, and analysed the result for exploring the potential and effect of STEAM. The content of this study is based on the history of mathematics. Science (S) is related to the 24 divisions of the year, the height of the sun, the movement of heavenly bodies. Technology (T) is related to the exploration with graphic calculators. Engineering (E) is related to design sundial and research on the design principles. Art (A) is related to literature review about mathematical history, the understanding of the value of the mathematics. Mathematics (M) is related to the trigonometric functions. We have considered that Project-Based Learning is proper teaching and learning for STEAM education, we have designed the STEAM PBL and analysed the results focused on the developing integrative knowledge, mathematical attitude including mathematical value, the competencies of 21 century. The result of this study is as follows. We find that STEAM education activates students' collaboration, communication skills and improves representation and critical thinking skills. Also STEAM education makes positive changes of students' mathematical attitudes including the values of the mathematics.
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