• Title/Summary/Keyword: immersive learning

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Effects of the Direction of Online Reviews on Information Reliability and Product Attitude - Base on the Moderating Role of Shopping Experience and Product Type - (학습성과에 영향을 미치는 스마트러닝 속성에 관한 연구 - 몰입(Flow)과 상호작용성의 매개효과를 중심으로 -)

  • Park, Dong-Cheul
    • Management & Information Systems Review
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    • v.34 no.5
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    • pp.127-148
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    • 2015
  • The results indicate that direction of online reviews have a significant effect on both information reliability and product attitude. In addition, consumers' shopping experience also shows a moderating effect between the direction of online reviews and the dependent variables. Furthermore, product type also shows a moderating effect on the information reliability, yet not on the product attitude. In clarify the relationship between the satisfaction and success of smart-learning smart learning and learner analyzes the main factors that affect the learning flow results, The smart learning variety of properties, personalization, complexity affects the learning flow variety, personalization, ubiquity affects the interaction, It was analyzed by a useful impact on the learner interactivity and immersive learning outcomes. This gives the implications of the smart learning attributes are important in order to maximize the learning experience for smart learning.

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Developing & Applying a Template-based Game-type Learning Contents Authoring Tool (템플릿 기반 게임형 학습콘텐츠 저작 도구의 구현 및 적용)

  • Kim, Hye Sun;Kim, Cheol Min;Kim, Seong Baeg
    • The Journal of Korean Association of Computer Education
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    • v.10 no.1
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    • pp.41-53
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    • 2007
  • Recently, there has been much research to improve immersiveness and learning achievement using the edutainment that combines learning with game. However, from the viewpoint of instructors, there has been little research to solve technical difficulties and to reduce the authoring time in tailoring a game-type learning content. Therefore, in this paper, we propose an authoring tool, which enable instructors to tailor game-type learning contents reflecting their own preferences in spite of no backgrounds of technical skills. The authoring tool proposed has key features to hide authoring handicaps and reduce authoring time by providing the overall template for customized game-type learning contents based on template concept. To evaluate the effectiveness of the authoring tool, we applied it to teachers and elementary school students. From the evaluation, the result represented that instructors can make their own learning contents without being aware of technical problems within a short time. Also, the result showed that the learning achievement degree and immersive depth of students have been significantly improved.

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Performance Analysis of Object Detection Neural Network According to Compression Ratio of RGB and IR Images (RGB와 IR 영상의 압축률에 따른 객체 탐지 신경망 성능 분석)

  • Lee, Yegi;Kim, Shin;Lim, Hanshin;Lee, Hee Kyung;Choo, Hyon-Gon;Seo, Jeongil;Yoon, Kyoungro
    • Journal of Broadcast Engineering
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    • v.26 no.2
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    • pp.155-166
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    • 2021
  • Most object detection algorithms are studied based on RGB images. Because the RGB cameras are capturing images based on light, however, the object detection performance is poor when the light condition is not good, e.g., at night or foggy days. On the other hand, high-quality infrared(IR) images regardless of weather condition and light can be acquired because IR images are captured by an IR sensor that makes images with heat information. In this paper, we performed the object detection algorithm based on the compression ratio in RGB and IR images to show the detection capabilities. We selected RGB and IR images that were taken at night from the Free FLIR Thermal dataset for the ADAS(Advanced Driver Assistance Systems) research. We used the pre-trained object detection network for RGB images and a fine-tuned network that is tuned based on night RGB and IR images. Experimental results show that higher object detection performance can be acquired using IR images than using RGB images in both networks.

A study of effective contents construction for AR based English learning (AR기반 영어학습을 위한 효과적 콘텐츠 구성 방향에 대한 연구)

  • Kim, Young-Seop;Jeon, Soo-Jin;Lim, Sang-Min
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.10 no.4
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    • pp.143-147
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    • 2011
  • The system using augmented reality can save the time and cost. It is verified in various fields under the possibility of a technology by solving unrealistic feeling in the virtual space. Therefore, augmented reality has a variety of the potential to be used. Generally, multimodal senses such as visual/auditory/tactile feed back are well known as a method for enhancing the immersion in case of interaction with virtual object. By adapting tangible object we can provide touch sensation to users. a 3D model of the same scale overlays the whole area of the tangible object; thus, the marker area is invisible. This contributes to enhancing immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In this paper, sound feedback is considered. By further improving immersion learning augmented reality for children with the initial step learning content is presented. Augmented reality is in the intermediate stages between future world and real world as well as its adaptability is estimated more than virtual reality.

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Virtual Reality based Situation Immersive English Dialogue Learning System (가상현실 기반 상황몰입형 영어 대화 학습 시스템)

  • Kim, Jin-Won;Park, Seung-Jin;Min, Ga-Young;Lee, Keon-Myung
    • Journal of Convergence for Information Technology
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    • v.7 no.6
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    • pp.245-251
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    • 2017
  • This presents an English conversation training system with which learners train their conversation skills in English, which makes them converse with native speaker characters in a virtual reality environment with voice. The proposed system allows the learners to talk with multiple native speaker characters in varous scenarios in the virtual reality environment. It recongizes voices spoken by the learners and generates voices by a speech synthesis method. The interaction with characters in the virtual reality environment in voice makes the learners immerged in the conversation situations. The scoring system which evaluates the learner's pronunciation provides the positive feedback for the learners to get engaged in the learning context.

Effects of Linguistic Immersion Synthesis on Foreign Language Learning Using Virtual Reality Agents (가상현실 에이전트 외국어 교사를 활용한 외국어 학습의 몰입 융합 효과)

  • Kang, Jeonghyun;Kwon, Seulhee;Chung, Donghun
    • Informatization Policy
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    • v.31 no.1
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    • pp.32-52
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    • 2024
  • This study investigates the effectiveness of virtual reality agents as foreign language instructors with focus on the impact of different native language backgrounds and instructional roles. The agents were first distinguished as native or non-native speakers treated as a between-subject factor, and then assigned roles as either teachers or salespersons considered within-subject factors. An immersive virtual environment was developed for this experiment, and a 2×2 mixed factorial design was carried out. In an experimental group of 72 university students, statistically significant interactions were found in learning satisfaction, memory, and recall between the native/non-native status of the agents and their roles. With regard to learning confidence and presence, however, no statistically significant differences were observed in both interaction effects and main effects. Contextual learning in a virtual environment was found to enhance learning effectiveness and satisfaction, with the nativeness and the role of agents influencing learners' memory; thus highlighting the effectiveness of using virtual reality agents in foreign language learning. This suggests that varied approaches can have positive cognitive and emotional impacts on learners, thereby providing valuable theoretical and empirical implications.

An Exploratory Study For Online Game-Based Learning Theory (온라인 게임과 학습과의 관련성 분석 연구)

  • Jo, Il-Hyun
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.59-68
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    • 2007
  • Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.

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Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-Sook;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1355-1360
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

A Study on the AI Model for Prediction of Demand for Cold Chain Distribution of Drugs (의약품 콜드체인 유통 수요 예측을 위한 AI 모델에 관한 연구)

  • Hee-young Kim;Gi-hwan Ryu;Jin Cai ;Hyeon-kon Son
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.763-768
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    • 2023
  • In this paper, the existing statistical method (ARIMA) and machine learning method (Informer) were developed and compared to predict the distribution volume of pharmaceuticals. It was found that a machine learning-based model is advantageous for daily data prediction, and it is effective to use ARIMA for monthly prediction and switch to Informer as the data increases. The prediction error rate (RMSE) was reduced by 26.6% compared to the previous method, and the prediction accuracy was improved by 13%, resulting in a result of 86.2%. Through this thesis, we find that there is an advantage of obtaining the best results by ensembleing statistical methods and machine learning methods. In addition, machine learning-based AI models can derive the best results through deep learning operations even in irregular situations, and after commercialization, performance is expected to improve as the amount of data increases.

A Study on Algorithm Selection and Comparison for Improving the Performance of an Artificial Intelligence Product Recognition Automatic Payment System

  • Kim, Heeyoung;Kim, Dongmin;Ryu, Gihwan;Hong, Hotak
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.230-235
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    • 2022
  • This study is to select an optimal object detection algorithm for designing a self-checkout counter to improve the inconvenience of payment systems for products without existing barcodes. To this end, a performance comparison analysis of YOLO v2, Tiny YOLO v2, and the latest YOLO v5 among deep learning-based object detection algorithms was performed to derive results. In this paper, performance comparison was conducted by forming learning data as an example of 'donut' in a bakery store, and the performance result of YOLO v5 was the highest at 96.9% of mAP. Therefore, YOLO v5 was selected as the artificial intelligence object detection algorithm to be applied in this paper. As a result of performance analysis, when the optimal threshold was set for each donut, the precision and reproduction rate of all donuts exceeded 0.85, and the majority of donuts showed excellent recognition performance of 0.90 or more. We expect that the results of this paper will be helpful as the fundamental data for the development of an automatic payment system using AI self-service technology that is highly usable in the non-face-to-face era.