• Title/Summary/Keyword: game-based learning

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A Study on Method to Develop Mobile Contents for G-learning Using the Presidential Archives Based on Digital Storytelling Method (디지털 스토리텔링 기반 대통령기록물을 활용한 G-learning 모바일 콘텐츠 개발방법론에 관한 연구)

  • Choi, Min Hui;Choi, Jung Won;Han, Hye Won;Kim, Yong
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.1
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    • pp.261-284
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    • 2016
  • Presidential archives have higher historical value than other public documentaries. It is a reliable documentary reflecting aspects of contemporary life and has high value and availability in the education field. This study suggests how to intensify the role as an intelligence service of presidential archives and how to develop the utilized-Presidential Archives mobile education contents in G-learning environments to lead the positive awareness on Presidential archives. After suggesting the 7 levels methods about the development of mobile education contents using presidential archives in G-learning environments, This study shows the case of the applied educational contents on the subject of $5^{th}$ grade at the elementary school. 7 levels methods include pre-planning, pre-design, selecting presidential records, presidential records story-telling, making the storyboard, implementing a game, sharing and assess.

L-CAA : An Architecture for Behavior-Based Reinforcement Learning (L-CAA : 행위 기반 강화학습 에이전트 구조)

  • Hwang, Jong-Geun;Kim, In-Cheol
    • Journal of Intelligence and Information Systems
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    • v.14 no.3
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    • pp.59-76
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    • 2008
  • In this paper, we propose an agent architecture called L-CAA that is quite effective in real-time dynamic environments. L-CAA is an extension of CAA, the behavior-based agent architecture which was also developed by our research group. In order to improve adaptability to the changing environment, it is extended by adding reinforcement learning capability. To obtain stable performance, however, behavior selection and execution in the L-CAA architecture do not entirely rely on learning. In L-CAA, learning is utilized merely as a complimentary means for behavior selection and execution. Behavior selection mechanism in this architecture consists of two phases. In the first phase, the behaviors are extracted from the behavior library by checking the user-defined applicable conditions and utility of each behavior. If multiple behaviors are extracted in the first phase, the single behavior is selected to execute in the help of reinforcement learning in the second phase. That is, the behavior with the highest expected reward is selected by comparing Q values of individual behaviors updated through reinforcement learning. L-CAA can monitor the maintainable conditions of the executing behavior and stop immediately the behavior when some of the conditions fail due to dynamic change of the environment. Additionally, L-CAA can suspend and then resume the current behavior whenever it encounters a higher utility behavior. In order to analyze effectiveness of the L-CAA architecture, we implement an L-CAA-enabled agent autonomously playing in an Unreal Tournament game that is a well-known dynamic virtual environment, and then conduct several experiments using it.

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A Classification of Medical and Advertising Blogs Using Machine Learning (머신러닝을 이용한 의료 및 광고 블로그 분류)

  • Lee, Gi-Sung;Lee, Jong-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.730-737
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    • 2018
  • With the increasing number of health consumers aiming for a happy quality of life, the O2O medical marketing market is activated by choosing reliable health care facilities and receiving high quality medical services based on the medical information distributed on web's blog. Because unstructured text data used on the Internet, mobile, and social networks directly or indirectly reflects authors' interests, preferences, and expectations in addition to their expertise, it is difficult to guarantee credibility of medical information. In this study, we propose a blog reading system that provides users with a higher quality medical information service by classifying medical information blogs (medical blog, ad blog) using bigdata and MLP processing. We collect and analyze many domestic medical information blogs on the Internet based on the proposed big data and machine learning technology, and develop a personalized health information recommendation system for each disease. It is expected that the user will be able to maintain his / her health condition by continuously checking his / her health problems and taking the most appropriate measures.

Unlicensed Band Traffic and Fairness Maximization Approach Based on Rate-Splitting Multiple Access (전송률 분할 다중 접속 기술을 활용한 비면허 대역의 트래픽과 공정성 최대화 기법)

  • Jeon Zang Woo;Kim Sung Wook
    • KIPS Transactions on Computer and Communication Systems
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    • v.12 no.10
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    • pp.299-308
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    • 2023
  • As the spectrum shortage problem has accelerated by the emergence of various services, New Radio-Unlicensed (NR-U) has appeared, allowing users who communicated in licensed bands to communicate in unlicensed bands. However, NR-U network users reduce the performance of Wi-Fi network users who communicate in the same unlicensed band. In this paper, we aim to simultaneously maximize the fairness and throughput of the unlicensed band, where the NR-U network users and the WiFi network users coexist. First, we propose an optimal power allocation scheme based on Monte Carlo Policy Gradient of reinforcement learning to maximize the sum of rates of NR-U networks utilizing rate-splitting multiple access in unlicensed bands. Then, we propose a channel occupancy time division algorithm based on sequential Raiffa bargaining solution of game theory that can simultaneously maximize system throughput and fairness for the coexistence of NR-U and WiFi networks in the same unlicensed band. Simulation results show that the rate splitting multiple access shows better performance than the conventional multiple access technology by comparing the sum-rate when the result value is finally converged under the same transmission power. In addition, we compare the data transfer amount and fairness of NR-U network users, WiFi network users, and total system, and prove that the channel occupancy time division algorithm based on sequential Raiffa bargaining solution of this paper satisfies throughput and fairness at the same time than other algorithms.

Analysis of Serious Game Elements of the Contents for Smart Device Based First-Aid Education (스마트 기기 기반 응급 처치 교육 콘텐츠의 기능성 게임 요소 분석 연구)

  • Suh, Dong-hee
    • Cartoon and Animation Studies
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    • s.47
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    • pp.273-294
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    • 2017
  • Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.

VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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Development of an Item Based Learning System In Mobile Environment (모바일 환경에서 문제은행에 기반한 학습 시스템의 개발)

  • Jang Moo-Soo;Song Hee-Heon;Kang Oh-Han
    • Journal of Korea Society of Industrial Information Systems
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    • v.9 no.3
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    • pp.46-54
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    • 2004
  • As a consequence of expansion in information technology, various services continually have been provided us through the internet in these days. Since the beginning of the mobile service, contents for its service actively have been developing now; there fore, the existing internet service system is gradually changing into the wireless mobile service system. However, mobile service now in use is mostly for entertainment such as bell sound, game and so on. The existing contents are very insufficient to satisfy the education. In this thesis, we have developed new mobile contents that are combined with Item Pool System. Students can connect to the learning contents by using the mobile device in anywhere and anytime in order to promote the efficiency of study.

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User-oriented Adaptive English Typing Program Implementation using Python (파이썬을 이용한 사용자 중심의 적응적 영문 타이핑 프로그램 구현)

  • Kim, Hye-Suk;Lee, Ho-Jun;Tak, Dong-Kil
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1575-1584
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    • 2018
  • In this paper, we implemented a user - oriented adaptive English typing program using class and function structure provided by Python to get English learning effect while effectively typing English on PC. The user of the implemented English typing program creates a text file of required English example sentences and links them to use it for direct English typing exercise. In addition, based on the English sentence used in the English typing exercise, it is possible to obtain the English learning effect by providing the ability to perform the memorization test. The interface of the program is structured in the form of a game so that it can be accessed interestingly, and the ranking among the users is disclosed to provide a positive function. We expect that the implemented program will improve the user's English typing speed and improve the English learning effect.

EcoBlog: 4d Spatial Framework for Ecological Virtual Community (EcoBlog: 생태학적 가상 커뮤니티 구현을 위한 4 차원 공간 프레임워크)

  • Lertlakkhanakul, Jumphon;Bae, Nu-Ri;Choi, Jin-Won;Chun, Chung-Yoon
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.937-944
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    • 2006
  • Although people's anxiety about the environmental problem has been getting higher, they are not provided good quality of knowledge about the environment. Based on this situation, Ecoblog can be a new type of online community to educate the public in ecological knowledge. Especially, Ecoblog can be utilized as a method of "preventive education", and it will contribute to reduce great amounts of environmental budget to restore contaminated environment to previous condition. Ecoblog also utilizes the concept of blog which user can create and append their site with chosen themes. A weblog or a blog is a non-commercial webpage regularly updated through the use of a blogging software which allows the user to "publish" kinds of amalgamations of text and graphics to the page as posts. The technology offered in Ecoblog is utilizing the concept of 4D place and game metaphor in order to provide users the sense of participation, interaction and immersion among them and the growing community. Thus, it requires applying the CAAD technology by implementing semantically well-defined building data model as a core database to create a 4D virtual community. This research focuses on defining a 4d spatial framework suitable for developing an online ecological community. Through our study, the state-of-the-art of online community has been studied at the first step. Second, the scenario of using EcoBlog described with content, visualization and navigation are defined based on the critical features derived at the first step. Finally, a 4d spatial framework composed of semantic building data model, content and rule database is constructed to propose factors that are necessary to establish an ecological virtual community. In conclusion, our framework could enhance the comprehension and interaction between users and virtual buildings in the ecological community by integrating the concept of game design, 4D CAD and semantic data model. Such framework can be applied to any online community for an educational purpose.

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Analysis of Research Trends and Learners' Preference for Subject Area of SW Education Content (SW 교육 콘텐츠의 주제 영역에 대한 연구 동향과 학습자 선호 분석)

  • Jun, SooJin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.1
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    • pp.39-47
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    • 2017
  • The purpose of this study is to analyze research trends and the learners' preference for subject area of SW education content. First, we analyzed trends in the subject areas of various SW education contents in recent research literature, textbooks, and textbooks. Based on this, we defined six subject areas as storytelling, game, media art, educational learning contents, simulation. Also, we analyzed the case of college students based on the reason of SW implementation theme selection, selection method, and preference theme. As a result, the students were mainly influenced by their interests and teachers in the reason of topic selection, and they showed higher preference in game and storytelling subject area. We hope that this research will be reflected in balanced SW education contents design according to learner level in the future.