• Title/Summary/Keyword: use of computer technologies

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Efficiency of Learning Modes in Educational Institutions: Traditional, Electronic, and Blended learning

  • Al-Salami, Sami Ben Shamlan Bakhit
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.224-230
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    • 2022
  • The intent of this paper is to unveil the effectiveness of different learning environments (traditional, electronic, blended) in educational institutions through a set of dimensions: an introduction to traditional education and e-learning, the importance and objectives of e-learning, the difference between e-learning and traditional education and teachers' roles in e-learning, the challenges facing the use of e-learning. It also introduces blended learning, providing an account about its emergence, concept, importance, the difference between blended learning and e-learning, the advantages of blended learning, and the challenges confront using blended learning.

Real-time Face Detection and Recognition using Classifier Based on Rectangular Feature and AdaBoost (사각형 특징 기반 분류기와 AdaBoost 를 이용한 실시간 얼굴 검출 및 인식)

  • Kim, Jong-Min;Lee, Woong-Ki
    • Journal of Integrative Natural Science
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    • v.1 no.2
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    • pp.133-139
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    • 2008
  • Face recognition technologies using PCA(principal component analysis) recognize faces by deciding representative features of faces in the model image, extracting feature vectors from faces in a image and measuring the distance between them and face representation. Given frequent recognition problems associated with the use of point-to-point distance approach, this study adopted the K-nearest neighbor technique(class-to-class) in which a group of face models of the same class is used as recognition unit for the images inputted on a continual input image. This paper proposes a new PCA recognition in which database of faces.

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Android-Based E-Board Smart Education Platform Using Digital Pen and Dot Pattern

  • Cho, Young Im;Altayeva, Aigerim Bakatkaliyevna
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.15 no.4
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    • pp.260-267
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    • 2015
  • In the past, we implemented a web-based smart education platform, but this is not efficient in a smart or mobile education environment. Therefore, in this paper, we propose an Android-based e-board smart platform for a smart or mobile education system. Here, we use Anoto digital pen- and dot pattern-based technologies. This Android-based smart education platform is efficient for a smart education environment. Further, we implement the hardware and software parts of the technologies, an Anoto-based trajectory recognition algorithm, and a probabilistic neural network for handwritten digit and hand gesture recognition.

Bicubic Splines in Problems of Modeling of Multidimensional Signals

  • Bahramov, Sayfiddin;Jovliev, Sanjar
    • Journal of information and communication convergence engineering
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    • v.9 no.4
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    • pp.420-423
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    • 2011
  • The paper is devoted to problem of spline modeling of multidimensional signals. A new method of nodes location for curves and surfaces computer construction in multidimensional spaces by means of B-splines is presented. The criteria are which links a square-mean error caused by high frequency spline distortions and approximation intervals is determined and necessary theorem is proved. In this method use a theory of entire multidimensional spectra and may be extended for the spaces of three, four and more variables.

A Study on the Design of the Gateway for a Strong and Safe Mobile Agent System (강하고 안전한 이동 에이전트 시스템을 위한 게이트웨이 설계에 관한 연구)

  • Kim Hyo-Nam
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.3
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    • pp.183-188
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    • 2004
  • In the course of Internet proliferation. many network-related technologies are examined for possible growth and evolution. The use of Internet-based technologies in private networks has further fuelled the demand for network-based applications. The most Promising among the new paradigms is use of mobile agents. It also however, suffers from a major drawback, namely the potential for malicious attacks, abuse of resources pilfering of information, and other security issues. These issues are significantly hampering the acceptance of the mobile-agent paradigm. This paper proposed the design of strong and safe mobile agent gateway that split and merge the agent code with security policy database. This mechanism will promote the security in mobile agent systems and mobile agent itself.

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SVG를 이용한 지리정보 활용에 대한 연구

  • 김희원
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2003.11a
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    • pp.15-20
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    • 2003
  • As an emerging technology in Computer graphics areas, SVG(Scalable Vector Graphic) makes it possible to make use of Vector graphics for servicing maps in basic internet browsing environment. SVG based thematic map Internet GIS system implemented by this research is free of special server side GIS mapping system and client side extra technology. It provides high-quality vector map which can interact with the user, template map which can be used for other purpose, glance the future map based on Webservices technologies. Many good characteristics of SVG in mapping at computer screen and reusability of SVG document provide new era of visualzation of geographic information.

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Dynamic Signature Verification System for the User Authentication Security (사용자 인증 보안을 위한 동적 서명인증시스템)

  • 김진환;조혁규;차의영
    • Proceedings of the IEEK Conference
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    • 2002.06c
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    • pp.131-134
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    • 2002
  • As the increased use of computer, wired/wireless/mobile Internet, security in using Internet becomes a more important problem. Thus, biometric technology using physical and behavior characteristics of a person is hot issue. Many different types of biometric technologies of a person such as fingerprint, face, iris, vein, DNA, brain wave, palm, voice, dynamic signature, etc. had already been studied but remained unsuccessful because they do not meet social demands. However, recently many of these technologies have been actively revived and researchers have developed new products on various commercial fields. Dynamic signature verification technology is to verify the signer by calculating his writing manner, speed, angle, and the number of strokes, order, the down/up/movement of pen when the signer input his signature with an electronic pen for his authentication. Then signature verification system collects mentioned above various feature information and compares it with the original one and simultaneously analyzes to decide whether signature is forgery or true. The prospect of signature verification technology is very promising and its use will be wide spread in terms of economy, security, practicality, stability and convenience.

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Practical Guidelines for Successful Application of Simulation Technologies (시뮬레이션 기법의 성공적인 적용을 위한 실무 가이드라인)

  • Choi Seong-Hoon
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.27 no.4
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    • pp.125-132
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    • 2004
  • Computer simulation is widely known as a very powerful and practical tool to understand behaviors of considered systems and evaluate design alternatives. However, to use simulation technologies, one should acquire simulation languages, statistics, etc. Also, lots of resources such as time and money are necessary to develop models and analyze statistical data. These obstacles prevent one from adopting simulation tools easily. This paper presents practical guidelines for successful application of simulation. Firstly, we propose how to acquire simulation tools to help one who is going to use simulation techniques. Next guidelines are for introducing simulation software set including simulation and support softwares. Lastly, guidelines for simulation project management are presented.

A Study on Factors Affecting the Use Intention of Virtual Reality(VR) Devices: Based on UTAUT and VAM Model

  • Li, Zhou-Yang;Yoon, Sung-Joon;Liu, Zi-Yang
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.35-43
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    • 2019
  • The purposes of this study is to derive the influence factors of Virtual Reality(VR) technologies acceptance based on the study of unified theory of acceptance and use of technology and value-based acceptance model to test the use and acceptance of VR devices. The survey methods were used for this study, and the data from a total of 400 consumers were used for the analysis. And the structural equation model was used to analyze the data. The results of the study are as follows: First, benefit components perceived enjoyment(EN) and sacrifice components personal innovative(PI) of VR devices were positively related to perceived values and use intention of VR devices, although the benefit components performance expectancy(PE) was positively related to perceived values(PV) but was not positively related to the use intention of VR devices. Second, sacrifice components perceived cost(PC) and anxiety(ANX) of VR devices were negatively related to perceived value(PV), but were not negatively related to the use intention of VR devices. Third, perceived values was not obvious related to the use intention(UI) of VR devices. The results of this study contribute to the literature as a new attempt to examining the effect on consumer use intention in VR technology areas.

A Systematic Mapping Study on Artificial Intelligence Tools Used in Video Editing

  • Bieda, Igor;Panchenko, Taras
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.312-318
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    • 2022
  • From the past two eras, artificial intelligence has gained the attention of researchers of all research areas. Video editing is a task in the list that starts leveraging the blessing of Artificial Intelligence (AI). Since AI promises to make technology better use of human life although video editing technology is not new yet it is adopting new technologies like AI to become more powerful and sophisticated for video editors as well as users. Like other technologies, video editing will also be facilitated by the majestic power of AI in near future. There has been a lot of research that uses AI in video editing, yet there is no comprehensive literature review that systematically finds all of this work on one page so that new researchers can find research gaps in that area. In this research we conducted a statically approach called, systematic mapping study, to find answers to pre-proposed research questions. The aim and objective of this research are to find research gaps in our topic under discussion.