• Title/Summary/Keyword: u-러닝 콘텐츠

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A Study on LMS Using Effective User Interface in Mobile Environment (모바일 환경에서 효과적인 사용자 인터페이스를 이용한 LMS에 관한 연구)

  • Kim, Si-Jung;Cho, Do-Eun
    • Journal of Advanced Navigation Technology
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    • v.16 no.1
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    • pp.76-81
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    • 2012
  • With the spread of the various mobile devices, the studies on the learning management system based on the u-learning are actively proceeding. The u-learning-based learning management system is very convenient in that there are no restrictions on the various access devices as well as the access time and place. However, the judgments on the authentication for the user and whether learning is focused on are difficult. In this paper, the voice and user face capture interface rather than the common user event oriented interface was applied to the learning management system. When a user is accessing the learning management system, user's registered password is input and login as voice, and the user's learning attitude is judged through the response utterance of simple words during the process of learning through contents. As a result of evaluating the proposed learning management system, the user's learning achievement and concentration were improved, thus enabling the manager to monitor the user's abnormal learning attitude.

Exploring Pedagogical Potential of UMPC with Small Group Study in Elementary School (u-러닝 도구로서의 UMPC 활용학습에 대한 탐색적 연구 -초등교실에서의 모둠학습을 중심으로-)

  • Yi, Moon-Ho;Kim, Mi-Ryang
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.215-225
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    • 2007
  • The portability and immediate communication properties of mobile devices such as UMPC influence the learning processes in interacting with peers, accessing resources and transferring data. This study explores the pedagogical potential of UMPC, being utilized in inquiry-based learning process in elementary school setting. Inquiry-based teaming, offering a powerful option for occasional projects and lab activities, is a style particularly well-suited for out-of-school programs because they have a freer hand to complement, enhance, and expand on the work that children are doing in their K-12 classes. A set of questionnaires measuring the level of interest and class achievement were answered by the students before and after the inquiry-based science class in elementary school. Statistical results show that most of the students prefer UPMC-based class to the traditional class. Some guidelines for effective UPMC-based class are also provided.

Post-processing Algorithm Based on Edge Information to Improve the Accuracy of Semantic Image Segmentation (의미론적 영상 분할의 정확도 향상을 위한 에지 정보 기반 후처리 방법)

  • Kim, Jung-Hwan;Kim, Seon-Hyeok;Kim, Joo-heui;Choi, Hyung-Il
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.23-32
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    • 2021
  • Semantic image segmentation technology in the field of computer vision is a technology that classifies an image by dividing it into pixels. This technique is also rapidly improving performance using a machine learning method, and a high possibility of utilizing information in units of pixels is drawing attention. However, this technology has been raised from the early days until recently for 'lack of detailed segmentation' problem. Since this problem was caused by increasing the size of the label map, it was expected that the label map could be improved by using the edge map of the original image with detailed edge information. Therefore, in this paper, we propose a post-processing algorithm that maintains semantic image segmentation based on learning, but modifies the resulting label map based on the edge map of the original image. After applying the algorithm to the existing method, when comparing similar applications before and after, approximately 1.74% pixels and 1.35% IoU (Intersection of Union) were applied, and when analyzing the results, the precise targeting fine segmentation function was improved.

Recent Trends and Prospects of 3D Content Using Artificial Intelligence Technology (인공지능을 이용한 3D 콘텐츠 기술 동향 및 향후 전망)

  • Lee, S.W.;Hwang, B.W.;Lim, S.J.;Yoon, S.U.;Kim, T.J.;Kim, K.N.;Kim, D.H;Park, C.J.
    • Electronics and Telecommunications Trends
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    • v.34 no.4
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    • pp.15-22
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    • 2019
  • Recent technological advances in three-dimensional (3D) sensing devices and machine learning such as deep leaning has enabled data-driven 3D applications. Research on artificial intelligence has developed for the past few years and 3D deep learning has been introduced. This is the result of the availability of high-quality big data, increases in computing power, and development of new algorithms; before the introduction of 3D deep leaning, the main targets for deep learning were one-dimensional (1D) audio files and two-dimensional (2D) images. The research field of deep leaning has extended from discriminative models such as classification/segmentation/reconstruction models to generative models such as those including style transfer and generation of non-existing data. Unlike 2D learning, it is not easy to acquire 3D learning data. Although low-cost 3D data acquisition sensors have become increasingly popular owing to advances in 3D vision technology, the generation/acquisition of 3D data is still very difficult. Even if 3D data can be acquired, post-processing remains a significant problem. Moreover, it is not easy to directly apply existing network models such as convolution networks owing to the various ways in which 3D data is represented. In this paper, we summarize technological trends in AI-based 3D content generation.

The Stream Environmental Education u-Learning Contents Development for Elementary School Students (초등학생을 위한 실개천 체험 유러닝 콘텐츠 개발)

  • Seo, Woo-Seok;Jyung, Chyul-Young;Lee, Jae-Ho;Kim, Jae-Ho;Lee, Yoon-Jo
    • Hwankyungkyoyuk
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    • v.22 no.4
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    • pp.95-110
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    • 2009
  • The purpose of the study was to develop The Stream Environmental education u-learning contents for elementary school students. For the development of content, the researchers commissioned detailed examination to experts to confirm validity, did a literature review and hosted expert forums. In addition, to enhance accessibility, they asked fairytale writers to develop easier and more valid scenarios and narrations of u-learning contents for elementary school students. The development content is for 18 hours of education and has three sections: i) Preparation, ii) Exploration, and iii) Arrangement. Since the content has been developed based on SCROM, it is expected to have re-usability, accessibility, compatibility and durability. Based on evaluation criteria of u-learning contents suggested in the research methods, the research group commissioned evaluation to ten experts in environmental education of each school level. Recommendations for applying the content developed in this study and further research are as follows: First, the developed content should be actively promoted and provided both online and offline so that elementary school students can fully utilize them. To this end, the website of the Ministry of Environment and u-learning training centers of universities of education should be used. Since content requires interaction not only between learners of the content but also between learners and operators, additional administrative and financial support should be provided. Second, this study focuses on the development of u-learning contents for elementary school students. Further studies are needed to develop content for secondary school students.

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Design and Implementation of The Ubiquitous Computing Environment-Based on Dynamic Smart on / off-line Learner Tracking System (유비쿼터스 환경 기반의 동적인 스마트 온/오프라인 학습자 추적 시스템 설계 및 구현)

  • Lim, Hyung-Min;Lee, Sang-Hun;Kim, Byung-Gi
    • Journal of Korea Multimedia Society
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    • v.14 no.1
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    • pp.24-32
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    • 2011
  • In ubiquitous environment, the analysis for student's learning behaviour is essential to provide students with personalized education. SCORM(Sharable Contents Object Reference Model), IMS LD (Instructional Management System Learning Design) standards provide the support function of learning design such as checking the progress. However, in case of applying these standards contain many problem to add or modify the contents. In this paper, We implement the system that manages the learner behaviour by hooking the event of web browser. Through all of this, HTML-based content can be recycled without any additional works and the problems by applying the standard can be improved because the store and analysis of the learning result is possible. It also supports the ubiquitous learning environment because of keeping track of the learning result in case of network disconnected.

Violence Recognition using Deep CNN for Smart Surveillance Applications (스마트 감시 애플리케이션을 위해 Deep CNN을 이용한 폭력인식)

  • Ullah, Fath U Min;Ullah, Amin;Muhammad, Khan;Lee, Mi Young;Baik, Sung Wook
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.5
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    • pp.53-59
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    • 2018
  • Due to the recent developments in computer vision technology, complex actions can be recognized with reasonable accuracy in smart cities. In contrast, violence recognition such as events related to fight and knife, has gained less attention. The capability of visual surveillance can be used for detecting fight in streets or in prison centers. In this paper, we proposed a deep learning-based violence recognition method for surveillance cameras. A convolutional neural network (CNN) model is trained and fine-tuned on available benchmark datasets of fights and knives for violence recognition. When an abnormal event is detected, an alarm can be sent to the nearest police station to take immediate action. Moreover, when the probabilities of fight and knife classes are predicted very low, this situation is considered as normal situation. The experimental results of the proposed method outperformed other state-of-the-art CNN models with high margin by achieving maximum 99.21% accuracy.

A Study on Development of Information Literacy Services in a Library for Female Users in Ubiquitous Environment (유비쿼터스 환경에서의 여성을 위한 도서관 정보활용교육 서비스 개발에 관한 연구)

  • Song, Su-Hee;Han, Hee-Jung;Chang, Jun-Kab;Kim, Yong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.2
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    • pp.97-124
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    • 2014
  • As the ubiquitous society has come, users' demand for information and education from the library has changed and finally the necessity of change in the traditional information literacy that libraries have provided is on the rise. Based on the pre-judgement that women relatively have weak access to information in the knowledge information society and are in more special environment compared to other user groups, this study aimed to suggest u-Learning information literacy service for women. To this end, literature study, case analysis and questionnaire survey were conducted so that female users' demand for information and education was understood. Based on the results of these performances above, the requirements to develop programs for information literacy education service for female and contents in addition to models were suggested.

Multimedia Application and Ubiquitous English Education Environment (멀티미디어 기기 활용과 유비쿼터스 영어 교육환경)

  • Choi, Michelle Mi-Hee
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.393-399
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    • 2012
  • New and creative skills must be developed, and adapted into a lesson, to motivate learners to acquire a second language easily and enjoyment, Multimedia tools which are of interest to learners, such as; smart phones, computers, and notebooks with wireless internet compatability, will provide learners opportunities to study, and do their work practically anywhere and anytime. Recently, podcasts, which are a type of digital media, consisting of a series of audio episodes or video files, subscribed to and downloaded through web syndication, or streamed online to a computer or mobile device, are used to facilitate ESL (English as a Second Language) learning. Development of a variety of teaching methods, using multimedia tools, is needed. There are advantages and disadvantages to using a variety of multimedia tools. The current research aims to study its characteristics and application, in order to maximize their effective use, in English education. The current study suggests a ubiquitous learning environment using multimedia content tools, internet media, video teleconferencing, cyber-learning, and one-to-one videos used in conjunction with, or as a digital textbook for the English lesson. This study also investigates future educational changes, using state-of-the-art equipment for the self-learning experience, and will present a new direction in English education, through a variety of instructional devices and a marginalized class system model.