• Title/Summary/Keyword: multimedia learning

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A Functional Game Application for Korean Words Learning Based on Smartphone Environments

  • Choi, YoungMee
    • Journal of Multimedia Information System
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    • 제6권4호
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    • pp.259-264
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    • 2019
  • In this paper, the prototyping process for developing syllable-initial consonant-based game 'Korean Guards' is described. Users may effectively learn Korean words using alphabetically sequential approaches, but the easiness of access bestowed on the smart environments and game algorithms could be fully utilized for the functional advantages for educational purposes. This functional game is developed on Android OS and the prototypical outcome is shown.

웹 기반의 기초간호자연과학 멀티미디어 콘텐츠 개발 -심장의 구조와 기능을 중심으로- (Multimedia Contents Development of Web-based Basic Nursing Physical Science -Centered on Structure and Function of Heart-)

  • 유지수;황애란;박지원;김춘자
    • Journal of Korean Biological Nursing Science
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    • 제2권2호
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    • pp.38-52
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    • 2000
  • This study was conducted to develop web-based distance learning program of basic nursing physical science which was composed of a multimedia contents such as documents, voices and pictures. This was to advance curriculum of basic nursing physical science based on a proper nursing characteristics related to other major nursing subjects and induce a new and creative method to gain a knowledge. Based on a general learning design model, distance learning program was developed centered on a structure and function of heart physical science in 1999. The stages of development were like this. Firstly, at the analytic stage, specific units and contents for developing multimedia contents were decided and presentation methods for each item were designed and then the evaluation items were developed. Secondly, at the design stage, the most effective design of multimedia construction was selected and interfaces, basic frames, and presentation elements were chosen. Thirdly, at the developmental stage, internet files were designed using Namo web editor 4.0 and this files were modified with Adobe Photoshop.

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기초 3D 그래픽 교과에 대한 플립드 러닝 적용 효과 분석 (The Effect of Flipped Learning on the 3D Computer Graphics Class)

  • 강승묵
    • 한국멀티미디어학회논문지
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    • 제19권2호
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    • pp.460-468
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    • 2016
  • The teaching method of colleges and universities is traditionally lectures then professors has described orally in class and students has listened to accompanying with papers, mid-terms, and final exams. Jon Bergmann and Aaron Sams have developed new way of teaching called flipped learning; Classwork at home and homework in class. By adapting the method, this paper researched how efficient it is and what factors tutors should consider for better results. Specifically this research examined the flipped learning applying to basic 3D graphics class of J University in Korea and students answered surveys and took a couple of tests. Since the most students of the class did not have any background of 3D graphics, it was the first time for them to work with 3 dimensional space coordinate system. As a result, the research showed positive side of flipped learning like increasing peers' interest to the class and positive attitude about video lectures watched before coming to class.

스마트카드 시스템을 활용한 스마트 E-Learning 모델에 관한 연구 (A Study on the Smart E-Learning Model using Smart Card System)

  • 윤정한;박만곤
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2012년도 춘계학술발표대회논문집
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    • pp.398-401
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    • 2012
  • 본 논문에서는 유비쿼터스 기반의 스마트카드를 이용하여 다양한 사용자의 이용과 함께, 타 시스템과 연동을 통한 사용자 인증 및 교통, 유통, 학생증 기반을 제공하는 다기능 스마트 E-Learning 시스템을 구축하여, 다양한 제휴를 제공하고, 미래교육인프라를 활용함과 동시에 첨단 IT 환경인 스마트카드를 적용할 수 있는 종합적인 정보 서비스를 제공함으로써 유비쿼터스 E-Learning 문화를 체험하고, 보다 높은 수준의 교육환경을 제공하고자 한다. 또한 미래지향적 첨단 E-Learning 생활을 유도함과 동시에 각종 시설물 이용 및 다양한 생활에 이용되어 더 나은 Smart E-Learning을 제공한다. 이는 다양한 실적 및 통계자료의 활용을 통해 현황 파악의 신속성, 정확성을 기하여 21 세기 E-Leaning로서 경쟁력 강화 및 이미지 제고를 위하여, 스마트카드 시스템을 활용한 스마트 E-Learning 모델에 대하여 제시하고자 한다.

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Machine Learning Techniques for Speech Recognition using the Magnitude

  • Krishnan, C. Gopala;Robinson, Y. Harold;Chilamkurti, Naveen
    • Journal of Multimedia Information System
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    • 제7권1호
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    • pp.33-40
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    • 2020
  • Machine learning consists of supervised and unsupervised learning among which supervised learning is used for the speech recognition objectives. Supervised learning is the Data mining task of inferring a function from labeled training data. Speech recognition is the current trend that has gained focus over the decades. Most automation technologies use speech and speech recognition for various perspectives. This paper demonstrates an overview of major technological standpoint and gratitude of the elementary development of speech recognition and provides impression method has been developed in every stage of speech recognition using supervised learning. The project will use DNN to recognize speeches using magnitudes with large datasets.

Intra-class Local Descriptor-based Prototypical Network for Few-Shot Learning

  • Huang, Xi-Lang;Choi, Seon Han
    • 한국멀티미디어학회논문지
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    • 제25권1호
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    • pp.52-60
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    • 2022
  • Few-shot learning is a sub-area of machine learning problems, which aims to classify target images that only contain a few labeled samples for training. As a representative few-shot learning method, the Prototypical network has been received much attention due to its simplicity and promising results. However, the Prototypical network uses the sample mean of samples from the same class as the prototypes of that class, which easily results in learning uncharacteristic features in the low-data scenery. In this study, we propose to use local descriptors (i.e., patches along the channel within feature maps) from the same class to explicitly obtain more representative prototypes for Prototypical Network so that significant intra-class feature information can be maintained and thus improving the classification performance on few-shot learning tasks. Experimental results on various benchmark datasets including mini-ImageNet, CUB-200-2011, and tiered-ImageNet show that the proposed method can learn more discriminative intra-class features by the local descriptors and obtain more generic prototype representations under the few-shot setting.

멀티미디어 사례기반학습이 예비교사의 비판적 사고 성향과 수행능력에 미치는 효과 (The effects of Multimedia Case-based Learning on Preservice Teachers' Critical Thinking and Practices)

  • 박성희
    • 컴퓨터교육학회논문지
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    • 제14권5호
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    • pp.19-28
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    • 2011
  • 본 연구에서는 멀티미디어 사례기반학습이 예비교사의 비판적 사고 성향과 수행능력에 미치는 효과를 검증하는데 그 목적이 있다. '특수아동의 이해' 수업을 수강하는 75명의 예비교사들 중 49명이 본 연구에 참가하였다. 실험집단에서는 실험 전 비판적 사고 성향 사전 검사 및 사전문제 분석을 실시하였으며, 13차시에 걸쳐 4개의 특수교육 관련 사례와 함께 현장 교사 동영상 인터뷰 등과 같은 멀티미디어 학습 자료를 제공하였다. 또한, 소그룹 및 전체 토론을 통해 각 사례에 대하여 다양한 의견을 공유하였다. 실험 후 비판적 사고 성향 사후 검사와 함께 새로운 관련 사례를 제시하여 이에 대한 분석 및 해결안을 제시하도록 하였다. 연구결과, 비판적 사고 성향에서는 집단 간 유의미한 차이가 나타나지 않는 반면, 새로운 문제 사례의 분석과 해결안을 통해 제시된 예비교사들의 수행에서는 멀티미디어 사례기반학습을 실시한 실험집단의 분석과 해결안 내용 및 완성도가 통제 집단보다 우수한 것으로 나타났다. 이를 통해 교사교육기간동안 멀티미디어 사례기반학습의 적용에 대한 시사점을 제시하였다.

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SCORM 표준 확장을 이용한 실시간 멀티미디어 e-Learning 시스템 연구 (Realtime Multimedia e-Learning system research by using expanded SCORM)

  • 김정현;황두홍;이주환;김원일
    • 전자공학회논문지CI
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    • 제48권1호
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    • pp.51-59
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    • 2011
  • 본 논문에서는 기존의 수동적인 이러닝 학습환경의 한계를 극복하기 위해 웹 2.0에서 도래된 이러닝 2.0 학습환경을 위한 표준안을 제시한다. 이러닝 체제를 관리하는 기존의 LMS/LCMS는 동영상 학습 시 다양한 인터렉티브 요소 제공에 한계가 느껴지는 점이 있어 동영상에 있는 콘텐츠 운영시 교수자-학습자, 학습자-학습자 사이에 실시간성 및 상호작용성이 부족하고, 교수-학습간에 학습자의 정확한 진도율 측정이 힘든 점 등이 있었다. 때문에 이러한 이러닝의 한계를 극복하고 학습효과를 극대화 시킬 수 있는 방법으로 학습자와 교수자간 실시간으로 상호작용할 수 있는 멀티미디어 콘텐츠(양방향 학습요소)를 설계한다. 이를 위해 현재 LMS/LCMS 제작 시 사용되고 있는 SCORM 표준을 확장한 표준안을 설계하고, 제시한 내용을 바탕으로 이러닝 멀티미디어 환경을 구현한다.

Use of Multimedia Technologies in Extra-Curricular Works in Order to Improve the Quality of Training of Future Specialists

  • Tverezovska, Nina;Kovbasa, Tetiana;Pryhalinska, Tetiana;Mykhniuk, Serhii;Lopushan, Tetiana;Radionova, Olena;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • 제22권9호
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    • pp.35-42
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    • 2022
  • The article deals with the role of extra-curricular work by means of multimedia technologies in order to improve the quality of training of future specialists. An important condition for achieving high results in training specialists is the optimal combination of classroom and independent extra-curricular work of students by means of multimedia technologies. Very significant is the development of student independence, the formation of skills of independent search activity, the ability to take responsibility, independently solve a problem, find constructive solutions, a way out of a crisis situation, and so on. Extra-curricular work forms students' ability to master the techniques of analysis, synthesis, generalization, comparison; develops flexibility of thinking; opens up opportunities for the development and stabilization of positive learning motives to activate the process of mastering knowledge by means of multimedia technologies as a means of forming the personality of a highly qualified specialist. The concept of multimedia as one of the priority areas of Information Technology, which plays a particularly important role in the process of informatization of education, is revealed, and its advantages in education are shown. The advent of multimedia systems optimizes transformations in education, in many areas of professional activity, science, art, etc. The necessity of distance learning to improve the quality of training of future specialists using multimedia technologies in extra-curricular work is justified. The effectiveness of pedagogical support in the process of distance learning is achieved by the following conditions, which is revealed in the article. Various forms and types of extra-curricular work of students that are used in the modern practice of the educational environment of a higher education institution are described. Scientific and informational activity is considered a key area of information activity. The analysis of scientific and information activities in the field of education allows us to identify its main functions, which emphasize the growing role of scientific information in the education system, in particular, extra-curricular work using multimedia technologies. Operational, complete, accurate, targeted information that meets objective and subjective needs becomes an important link between the field of management, science and practice.

골 성숙도 판별을 위한 심층 메타 학습 기반의 분류 문제 학습 방법 (Deep Meta Learning Based Classification Problem Learning Method for Skeletal Maturity Indication)

  • 민정원;강동중
    • 한국멀티미디어학회논문지
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    • 제21권2호
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    • pp.98-107
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    • 2018
  • In this paper, we propose a method to classify the skeletal maturity with a small amount of hand wrist X-ray image using deep learning-based meta-learning. General deep-learning techniques require large amounts of data, but in many cases, these data sets are not available for practical application. Lack of learning data is usually solved through transfer learning using pre-trained models with large data sets. However, transfer learning performance may be degraded due to over fitting for unknown new task with small data, which results in poor generalization capability. In addition, medical images require high cost resources such as a professional manpower and mcuh time to obtain labeled data. Therefore, in this paper, we use meta-learning that can classify using only a small amount of new data by pre-trained models trained with various learning tasks. First, we train the meta-model by using a separate data set composed of various learning tasks. The network learns to classify the bone maturity using the bone maturity data composed of the radiographs of the wrist. Then, we compare the results of the classification using the conventional learning algorithm with the results of the meta learning by the same number of learning data sets.