• Title/Summary/Keyword: mobile learning content

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Cloth Product Recognition based on Siamese Network with Body Region Extraction method

  • Budiman, Sutanto Edward;Kurniawan, Edwin;Lee, Seung Heon;Lee, Jae Seung;Lee, Suk-Ho
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.128-134
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    • 2022
  • Nowadays, people consume a lot of content such as web dramas or K-pop videos through mobile devices such as smartphones, and the market for indirect advertisements through these web dramas or K-pop videos is also increasing every year. In order to lead to the immediate purchase of indirect products in web dramas, a system that allows consumers to purchase immediately at the time the products appear in the drama is needed. In this paper, we propose a system to allow viewers to purchase products worn by celebrities immediately when viewers see and click on them. When a user clicks on a video, it recognizes the product worn by the celebrity, and displays information on the screen on the most similar product corresponding to the recognized product, allowing them to go to the seller's site where they can purchase it. In order for such a system to operate stably, a pose estimation and siamese network-based system is proposed. The proposed system will primarily be released as a streaming service in the form of an app or web page that connects the products in web dramas or other K-pop video contents screened on the mobile with e-commerce. Furthermore, in the future, the technology is expected to be used globally in various industries such as smart mobility and display kiosks.

Study Curation Service Utilizing th Learner Pattern Information from the Smart Learning (스마트러닝에서의 학습자 패턴 정보를 활용한 큐레이션 서비스 제공 방안 연구)

  • Yun, Jun-soo;Hwang, Hyun-seo;Park, Jin-tae;Seo, Kyoung-teak;Moon, Il-young;Kwon, Oh-young;Kim, Byeong-jun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.903-906
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    • 2015
  • Over the recent industry -wide virtual world and the real world, broadcasting and telecommunications, IT technology and traditional industries, such as the fusion research has been conducted in a variety of fields. And training in the field of education is changing the paradigm of creativity to break the intrusive training center. In addition, the quality of interactive educational content technology to foster self-directed future talent is a situation that is required. The market has already surpassed the smartphone PC, smart devices and e-learning technologies are appearing new service called 'smart learning' as a new form of convergence of the educational system. In this paper, based on the direct development of a content authoring applications and Web sites, and cloud environments to the students collect and analyze patterns. Utilizing this information, we studied the curation service plans that recommend the appropriate content to fit the tastes of the learner.

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Strategies for Revitalizing E-Learning Through Investigating the Characteristics of E-Learning and the Needs of Distance Learners in the Domestic Universities in Korea (국내 대학 e-러닝의 운영 특징 및 수강자 요구 조사를 통한 활성화 방안)

  • Min, Kyung-Bae;Shin, Myoung-Hee;Yu, Tae-Ho;Kwak, Sun-Hye
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.30-39
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    • 2014
  • The purpose of this study is to suggest the feasible strategies to vitalize e-learning through investigating the characteristics of e-learning and the evaluations of distance learners on online courses in the domestic universities in Korea. First, in order to accomplish this, 10 Universities and 17 Cyber Universities were selected to explore their characteristics and main projects of e-learning for the administration level investigation. Secondly, content analysis of the bulletin board systems(BBS) and in-depth interviews on distance learners in Cyber Universities were conducted for the user level investigation. The results revealed that Universities in Korea were focused on establishing mobile or smart campuses, diversifying online educational contents, enhancing online interactive systems, and educating e-learning system and smart device utilization. However, distance learners reported that mobile e-learning lacked stability when taking online courses despite its convenience for purpose of academic administration. In addition, distance learners requested the social application workshops to improve on their learning experience as well as the interactions among peers. Therefore, it is important to focus more on how to establish the education-oriented e-learning environment rather than how to implement the administrative projects to animate e-learning in the domestic universities in Korea.

Method Research For Contents Express Ratio Of Display To Improve Learning Effect Of Smart Phone education media contents (스마트폰 교육미디어콘텐츠의 학습효과 향상용 콘텐츠 표출 비율 제고 방안에 관한 연구)

  • Lee, Jaewoo;Cha, Jaesang;Choi, Seongjhin;Lee, Seonhee
    • Journal of Satellite, Information and Communications
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    • v.9 no.2
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    • pp.91-95
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    • 2014
  • We could use a social networking service such as data communication, personalized service through smart devices as Tablet computers and smart phones. Because of these characteristics, suitable lectures are provided to mobile device. especially, in Korea Cyber University already had built a lot of infrastructures. But, many mobile devices are used in a small display environment. it could effect on reduce Students' efficiency from taking courses. Therefore, we need effectively in a small display content layout for overcome these problems. In this paper, proposed the platform for Improve learning effect in smartphone education. It studied based on golden section and golden spiral theory. and also, we developed layout for content development using vector method illustration program.

An Ensemble Method for Latent Interest Reasoning of Mobile Users (모바일 사용자의 잠재 관심 추론을 위한 앙상블 기법)

  • Choi, Yerim;Park, Jonghun;Shin, Dong Wan
    • KIISE Transactions on Computing Practices
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    • v.21 no.11
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    • pp.706-712
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    • 2015
  • These days, much information is provided as a list of summaries through mobile services. In this regard, users consume information in which they are interested by observing the list and not by expressing their interest explicitly or implicitly through rating content or clicking links. Therefore, to appropriately model a user's interest, it is necessary to detect latent interest content. In this study, we propose a method for reasoning latent interest of a user by analyzing mobile content consumption logs of the user. Specifically, since erroneous reasoning will drastically degrade service quality, a unanimity ensemble method is adopted to maximize precision. In this method, an item is determined as the subject of latent interest only when multiple classifiers considering various aspects of the log unanimously agree. Accurate reasoning of latent interest will contribute to enhancing the quality of personalized services such as interest-based recommendation systems.

Validation of a Cognitive Task Simulation and Rehearsal Tool for Open Carpal Tunnel Release

  • Paro, John A.M.;Luan, Anna;Lee, Gordon K.
    • Archives of Plastic Surgery
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    • v.44 no.3
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    • pp.223-227
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    • 2017
  • Background Carpal tunnel release is one of the most common surgical procedures performed by hand surgeons. The authors created a surgical simulation of open carpal tunnel release utilizing a mobile and rehearsal platform app. This study was performed in order to validate the simulator as an effective training platform for carpal tunnel release. Methods The simulator was evaluated using a number of metrics: construct validity (the ability to identify variability in skill levels), face validity (the perceived ability of the simulator to teach the intended material), content validity (that the simulator was an accurate representation of the intended operation), and acceptability validity (willingness of the desired user group to adopt this method of training). Novices and experts were recruited. Each group was tested, and all participants were assigned an objective score, which served as construct validation. A Likert-scale questionnaire was administered to gauge face, content, and acceptability validity. Results Twenty novices and 10 experts were recruited for this study. The objective performance scores from the expert group were significantly higher than those of the novice group, with surgeons scoring a median of 74% and medical students scoring a median of 45%. The questionnaire responses indicated face, content, and acceptability validation. Conclusions This mobile-based surgical simulation platform provides step-by-step instruction for a variety of surgical procedures. The findings of this study help to demonstrate its utility as a learning tool, as we confirmed construct, face, content, and acceptability validity for carpal tunnel release. This easy-to-use educational tool may help bring surgical education to a new- and highly mobile-level.

A Study on Content Layers Format Development for Smart Device using Golden Ratio (황금비율을 이용한 스마트 디바이스용 컨텐츠 레이어 포맷 개발을 위한 연구)

  • Kang, Joonsang;Lee, Jaewoo;Cha, Jaesang;Lee, Seonhee
    • Journal of Satellite, Information and Communications
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    • v.9 no.3
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    • pp.5-8
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    • 2014
  • Recently, smart devices can be used with a variety of programs. Because of these characteristics, suitable lectures are provided to mobile device in Korea educational facilities. However, it is possible to reduce the learning efficiency from taking courses. because of many smart devices are using in a small display. Therefore, we need effectively in a small display content layout for overcome these problems. In this paper, we proposed content layer format for smart devices by Illustrated Programs based on Golden Ratio.

Resource Allocation for Heterogeneous Service in Green Mobile Edge Networks Using Deep Reinforcement Learning

  • Sun, Si-yuan;Zheng, Ying;Zhou, Jun-hua;Weng, Jiu-xing;Wei, Yi-fei;Wang, Xiao-jun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.7
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    • pp.2496-2512
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    • 2021
  • The requirements for powerful computing capability, high capacity, low latency and low energy consumption of emerging services, pose severe challenges to the fifth-generation (5G) network. As a promising paradigm, mobile edge networks can provide services in proximity to users by deploying computing components and cache at the edge, which can effectively decrease service delay. However, the coexistence of heterogeneous services and the sharing of limited resources lead to the competition between various services for multiple resources. This paper considers two typical heterogeneous services: computing services and content delivery services, in order to properly configure resources, it is crucial to develop an effective offloading and caching strategies. Considering the high energy consumption of 5G base stations, this paper considers the hybrid energy supply model of traditional power grid and green energy. Therefore, it is necessary to design a reasonable association mechanism which can allocate more service load to base stations rich in green energy to improve the utilization of green energy. This paper formed the joint optimization problem of computing offloading, caching and resource allocation for heterogeneous services with the objective of minimizing the on-grid power consumption under the constraints of limited resources and QoS guarantee. Since the joint optimization problem is a mixed integer nonlinear programming problem that is impossible to solve, this paper uses deep reinforcement learning method to learn the optimal strategy through a lot of training. Extensive simulation experiments show that compared with other schemes, the proposed scheme can allocate resources to heterogeneous service according to the green energy distribution which can effectively reduce the traditional energy consumption.

Implementation of Contents System using Color Marker in Mobile AR (모바일 증강현실에서 컬러마커를 이용한 콘텐츠시스템 구현)

  • Lee, Jong-Hyeok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.8
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    • pp.1811-1816
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    • 2012
  • Black marker cause unnatural problems between the existing various contents and marker. To solve this problem, we tested frequency of 3D objects according to the various colors and color placement. Based on this, infant's learning content system based NyARToolkit for the mobile-based augmented reality was implemented. By insert to color marker, We are solved the unnatural problems in the Implemented system. and infant can study seamlessly because concentration increases by the familiar character on the markers.

Perceptual Photo Enhancement with Generative Adversarial Networks (GAN 신경망을 통한 자각적 사진 향상)

  • Que, Yue;Lee, Hyo Jong
    • Annual Conference of KIPS
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    • 2019.05a
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    • pp.522-524
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    • 2019
  • In spite of a rapid development in the quality of built-in mobile cameras, their some physical restrictions hinder them to achieve the satisfactory results of digital single lens reflex (DSLR) cameras. In this work we propose an end-to-end deep learning method to translate ordinary images by mobile cameras into DSLR-quality photos. The method is based on the framework of generative adversarial networks (GANs) with several improvements. First, we combined the U-Net with DenseNet and connected dense block (DB) in terms of U-Net. The Dense U-Net acts as the generator in our GAN model. Then, we improved the perceptual loss by using the VGG features and pixel-wise content, which could provide stronger supervision for contrast enhancement and texture recovery.