• Title/Summary/Keyword: learning through the communication

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A Model of Strawberry Pest Recognition using Artificial Intelligence Learning

  • Guangzhi Zhao
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.133-143
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    • 2023
  • In this study, we propose a big data set of strawberry pests collected directly for diagnosis model learning and an automatic pest diagnosis model architecture based on deep learning. First, a big data set related to strawberry pests, which did not exist anywhere before, was directly collected from the web. A total of more than 12,000 image data was directly collected and classified, and this data was used to train a deep learning model. Second, the deep-learning-based automatic pest diagnosis module is a module that classifies what kind of pest or disease corresponds to when a user inputs a desired picture. In particular, we propose a model architecture that can optimally classify pests based on a convolutional neural network among deep learning models. Through this, farmers can easily identify diseases and pests without professional knowledge, and can respond quickly accordingly.

Active Learning Environment for the Heritage of Korean Modern Architecture: a Blended-Space Approach

  • Jang, Sun-Young;Kim, Sung-Ah
    • International Journal of Contents
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    • v.12 no.4
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    • pp.8-16
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    • 2016
  • This research proposes the composition logic of an Active Learning Environment (ALE), to enable discovery by learning through experience, whilst increasing knowledge about modern architectural heritage. Linking information to the historical heritage using Information and Communication Technology (ICT) helps to overcome the limits of previous learning methods, by providing rich learning resources on site. Existing field trips of cultural heritages are created to impart limited experience content from web resources, or receive content at a specific place through humanities Geographic Information System (GIS). Therefore, on the basis of the blended space theory, an augmented space experience method for overcoming these shortages was composed. An ALE space framework is proposed to enable discovery through learning in an expanded space. The operation of ALE space is needed to create full coordination, such as a Content Management System (CMS). It involves a relation network to provide knowledge to the rule engine of the CMS. The application is represented with the Deoksugung Palace Seokjojeon hall example, by describing a user experience scenario.

The Effects of Project based Action Learning in Web-based SMEs : ALPACO Case

  • Kwon, Soo-Ra
    • Journal of Information Technology Applications and Management
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    • v.16 no.3
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    • pp.113-124
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    • 2009
  • How can action learning program promote organizational learning performance and especially project based team performance in Web-based small and medium-sized enterprises (SMEs)? This article discusses the association between project based team in action learning program and the performance of Web-based SME to be learning organization. In the case of ALPACO, action learning program that promote employee communication behavior, knowledge sharing, and organizational learning are found to be positively associated with the project based team performance and organizational learning, The results indicate that action learning program in SMEs indeed associated with greater knowledge sharing, learning communication skills and changing organizational culture. Learning organization can be, in turn, positively developed by project based team through action learning program for creating competitive advantage, Also, this study offers further support for the practical perspective on learning organization performance. The evidence from this case study suggests that the project team in action learning program playa significant role in team performance and the development of learning organization of the firm. Therefore, in the future, Web-based SMEs should consider making investments in action learning program that encourage project team's effective management in decision making, knowledge sharing, and organizational learning.

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Educational usage of Web 2.0-tool for Cooperative Learning (협동학습을 위한 Web 2.0도구의 교육적 활용 방안)

  • Kim, Heejin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.1
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    • pp.9-14
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    • 2018
  • In this paper, I introduce web 2.0 tool with which cooperative learning is possible based on C4LPT, and suggest educational application plan of web 2.0 tool by offering briefly the teaching-learning process plan for application class of web 2.0 tool. The class through the suggested teaching-learning process plan encouraged participation so that the common goal of a small group could be achieved and provided a web base where free communication could be possible. Futhermore, by using the collaboration space of web 2.0 tool, I could attract learners' study interest and maintain learning atmosphere. Based on teaching-learning process plan, I have taught university freshmen from 2012 to the present, and I could confirm the possibility of education application and the satisfaction of education application of web 2.0 tool through students' learning results and a survey.

Experience Way of Artificial Intelligence PLAY Educational Model for Elementary School Students

  • Lee, Kibbm;Moon, Seok-Jae
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.232-237
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    • 2020
  • Given the recent pace of development and expansion of Artificial Intelligence (AI) technology, the influence and ripple effects of AI technology on the whole of our lives will be very large and spread rapidly. The National Artificial Intelligence R&D Strategy, published in 2019, emphasizes the importance of artificial intelligence education for K-12 students. It also mentions STEM education, AI convergence curriculum, and budget for supporting the development of teaching materials and tools. However, it is necessary to create a new type of curriculum at a time when artificial intelligence curriculum has never existed before. With many attempts and discussions going very fast in all countries on almost the same starting line. Also, there is no suitable professor for K-12 students, and it is difficult to make K-12 students understand the concept of AI. In particular, it is difficult to teach elementary school students through professional programming in AI education. It is also difficult to learn tools that can teach AI concepts. In this paper, we propose an educational model for elementary school students to improve their understanding of AI through play or experience. This an experiential education model that combineds exploratory learning and discovery learning using multi-intelligence and the PLAY teaching-learning model to undertand the importance of data training or data required for AI education. This educational model is designed to learn how a computer that knows only binary numbers through UA recognizes images. Through code.org, students were trained to learn AI robots and configured to understand data bias like play. In addition, by learning images directly on a computer through TeachableMachine, a tool capable of supervised learning, to understand the concept of dataset, learning process, and accuracy, and proposed the process of AI inference.

Real time instruction classification system

  • Sang-Hoon Lee;Dong-Jin Kwon
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.212-220
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    • 2024
  • A recently the advancement of society, AI technology has made significant strides, especially in the fields of computer vision and voice recognition. This study introduces a system that leverages these technologies to recognize users through a camera and relay commands within a vehicle based on voice commands. The system uses the YOLO (You Only Look Once) machine learning algorithm, widely used for object and entity recognition, to identify specific users. For voice command recognition, a machine learning model based on spectrogram voice analysis is employed to identify specific commands. This design aims to enhance security and convenience by preventing unauthorized access to vehicles and IoT devices by anyone other than registered users. We converts camera input data into YOLO system inputs to determine if it is a person, Additionally, it collects voice data through a microphone embedded in the device or computer, converting it into time-domain spectrogram data to be used as input for the voice recognition machine learning system. The input camera image data and voice data undergo inference tasks through pre-trained models, enabling the recognition of simple commands within a limited space based on the inference results. This study demonstrates the feasibility of constructing a device management system within a confined space that enhances security and user convenience through a simple real-time system model. Finally our work aims to provide practical solutions in various application fields, such as smart homes and autonomous vehicles.

The Impact of Characteristics of Communication Media and Instruction Behavior on Collaborative Interaction and Project Performance (커뮤니케이션매체 특성과 교수행위 특성이 협력적 상호작용과 프로젝트 성과에 미치는 영향)

  • Ko, Yun-Jung;Chung, Kyung-Soo;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.18 no.4
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    • pp.83-103
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    • 2008
  • In the new web based learning environment which has recently emerged, a variety of new learning objectives and teaching methods suited to this learning environment have been adopted. Recently, web based project-based learning methods have received a great deal of attention from those wishing to improve learning performance. The objective of this study is to identify the impact of characteristics of communication media and instruction behavior on collaborative interaction and project performance through web based group projects. The characteristics of communication media were divided into richness, flexibility, and ease of use, and the characteristics of instruction behavior were divided into support and expression, which are independent variables. Collaborative interaction as a mediate variable, was divided into information sharing and negotiation. Project performance was the dependent variable. To verify the proposed research model empirically, an experiment was conducted in which learners participated in on-line and off-line courses with group projects. The group project was conducted virtual product development(VPD), and designed a web-site about the VPD. At the end of the project, a survey was conducted. Of the 270 students, 239 responded. The students were assigned to groups of 3 or 4 members, and represented different genders and levels of computer competence. The reliability, validity, and correlation of research variables were analyzed using SPSS 14.0, and the measurement model and the structural goodness-of-fit of the research model were verified through SEM analysis using Lisrel 8.54. We found important results as follows; First, richness and ease of use has positive impacts on each of sharing information and negotiation. This suggests that richness and ease of use are useful in sharing information which is related to the task and agreeing in opinions among group members. However, flexibility has not positive impacts on sharing information and negotiation. This implies that there is no great difference in performance of PC and information literacy of user. Second, support and expression of instructor have positive impacts on sharing information and negotiation. This indicates that instructors play an important role in encouraging learners to participate in the project and communicating with them, sharing information related to the project, making a resonable decision and finally leading them to improve a project performance. Third, collaborative interaction has a positive impact on project performance. This result shows that if the ability to share information and negotiate among students was improved then a project performance would be improved as well. Recently, in the state of revitalized web based learning, it is opportune that web-based group project is practically conducted, and the impact of characteristics of communication media and characteristics of instruction behavior on sharing information, negotiating among group members and improving a project performance is verified. On the basis of these results, we propose that forms of learning, such as web based project, could be one of solution which is to enforce interaction among learners, and ultimately improve learning performance. Moreover web-based group project is able to make up for a weakness which makes it difficult to make interpersonal relations or friendship among learners in computer mediated communication or web based learning.

The Influence of Instructor's Non-verbal Communication on College Student's Emotional Presence, Rapport and Learning Satisfaction (교수자의 비언어적 커뮤니케이션이 대학생의 감성적 실재감, 라포 및 학습만족도에 미치는 영향)

  • Song, Yun-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.259-267
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    • 2020
  • Teaching and learning is based on communication between instructors and learners. In addition to instructor's verbal communication in the classrooms, non-verbal communication plays an important role. There is growing concerned about instructor's non-verbal communication affecting the learning process and learning outcomes. Based on the literature research student's emotional presence and rapport were used variables of learning process, and learning satisfaction was used as a variable of learning outcome to see the relationship of instructor's non-verbal communication. Data was collected from 378 students at A university in Gyeonggi-do and K university in Daejeon. The data was analyzed through structural equations modeling. As a result of the study, instructor's non-verbal communication had a positive impact on emotional presence and rapport. Emotional presence had a significant influence on rapport and learning satisfaction positively, and rapport had a positive effect on learning satisfaction. Instructors should be able to recognize the role of non-verbal communication in the classes as well as be able to use it appropriately. This study could be used as basic data onto the use of non-verbal communication in university classrooms.

Online pedagogical strategies of a fashion design CAD course - Focused on Adobe Photoshop, Illustrator, and Texpro programs - (패션디자인 CAD의 온라인 교육 방법 연구 - 포토샵, 일러스트레이터, 텍스프로 프로그램을 중심으로 -)

  • Kwon, Sang-Hee
    • The Research Journal of the Costume Culture
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    • v.30 no.5
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    • pp.717-731
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    • 2022
  • The purpose of this study is to suggest effective online pedagogical strategies for a fashion design CAD course to enhance student learning and satisfaction. The study investigated student experience of online learning and compared online learning with a face-to-face learning experience. Student concentration, participation, perceptions of effectiveness of teaching, utilization of learning materials, and satisfaction were analyzed using a 5-point Likert scale. Advantages and disadvantages of online learning as well as advantages of face-to-face learning were also analyzed both quantitatively and qualitatively. Student concentration, participation, and perception of effectiveness of teaching were greater for face-to-face learning with significantly higher concentration on individual practice. Students utilized video recording of synchronous online lectures more actively than PDF lecture notes. The advantages of face-to-face learning were plentiful communication and feedback and easy questioning process as well as high levels of understanding and concentration. Meanwhile, major disadvantages of online learning were the speed of the lecture, lower levels of understanding and concentration, limited peer interaction, and technical problems. Major advantages of online learning were flexibility and convenience, repetitive learning through videos, and instant communication and feedback. Students preferred a blended learning approach for the fashion design CAD course. For effective online learning, it is suggested that instructors frequently question and check student practice through screen share in a private online meeting room and engage activities that are demanding of student interaction. The video recording of synchronous online lectures is also suggested as a supplemental learning material for repetitive learning.

Effects of Teaching Communication with Small Group Cooperative learning on Mathematics Learning Abilities (소집단 협동 학습을 통한 의사 소통 지도가 수학 학습 능력에 미치는 효과)

  • Kim Yun Hee;Kim Seon-Yu
    • Journal of Elementary Mathematics Education in Korea
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    • v.6 no.1
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    • pp.77-96
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    • 2002
  • This study aims at checking up influences imposed on mathematics learning abilities in communication teaching through small group leaning for the sixth grade pupils of elementary schools. Results obtained through the study are as follow: The communication teaching through small group cooperative learning showed an affirmative reaction in terms of mathematics learning achievement degree and mathematical tendency. However, the pupils of the lower group showed a meager effect in terms of mathematics learning achievement degree. It means that such an effect is required to a sustained teaching for a long time by teachers.

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