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2023 IEEE 6th Eurasian Conference on Educational Innovation (ECEI)最新文献

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Two-Hand Gesture Recognition for User Information Interaction based on Internet of Educational Things 基于教育物联网用户信息交互的双手手势识别
Pub Date : 2023-02-03 DOI: 10.1109/ECEI57668.2023.10105366
P. Netinant, Apichaya Mingkhwan, Meennapa Rakhiran
With the increasing prevalence of computer technology, interaction through the computer has become a significant challenge for certain groups, such as the elderly, disabled, and students. Hand sign recognition has emerged as a promising solution in recent years, as it offers a natural and adaptable means of human-machine interaction, particularly in educational contexts. However, real-time hand gesture recognition is a complex system development task that requires advanced technology and expertise. To address this issue, we propose a system architecture and software configuration for developing hand sign recognition based on the internet of things (IoT). In the experiment, a Raspberry Pi with a camera, Python programming, and Open-Source Computer Vision (OpenCV) software were used to develop an accurate system for detecting, recognizing, and interpreting two-hand gesture recognition in the context of human-IoT interaction. The project's primary focus is improving the accuracy of hand sign gesture recognition in real-time systems. The proposed system contributes to facilitating friendly and adaptable human-computer interaction, especially in educational services. In addition, the research result enables better computer interactions for the elderly and disabled, thus promoting greater inclusivity and accessibility in the technology industry.
随着计算机技术的日益普及,通过计算机进行交互已成为某些群体(如老年人、残疾人和学生)面临的重大挑战。近年来,手语识别已经成为一种很有前途的解决方案,因为它提供了一种自然且适应性强的人机交互方式,特别是在教育环境中。然而,实时手势识别是一项复杂的系统开发任务,需要先进的技术和专业知识。为了解决这个问题,我们提出了一种基于物联网(IoT)的手势语识别系统架构和软件配置。在实验中,使用带有摄像头的树莓派,Python编程和开源计算机视觉(OpenCV)软件开发了一个精确的系统,用于检测,识别和解释人类物联网交互背景下的双手手势识别。该项目的主要重点是提高实时系统中手势识别的准确性。拟议的系统有助于促进友好和适应性强的人机交互,特别是在教育服务方面。此外,研究成果使老年人和残疾人能够更好地进行计算机交互,从而促进科技行业的包容性和可及性。
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引用次数: 0
Design and Application of Landscape Design Space Perception Teaching Based on VR Virtual Environment Technology 基于VR虚拟环境技术的景观设计空间感知教学设计与应用
Pub Date : 2023-02-03 DOI: 10.1109/ECEI57668.2023.10105359
Qingtian Liu, Yuanyuan Li
The course of spatial sense of scale is the main part of the basic course of landscape planning and design. The project is included in the course module on the spatial sense of the scale of landscape design with immersive VR. The content describes the design, function, use, and teaching of an environmental design application to evaluate the students' sense of spatial scale and their feelings about different scale spatial structures. The experimental results show that this course can realistically simulate the spatial characteristics of real scenes, thus creating a VR environment for the experience of different indoor and outdoor 3D scenes and helping students develop an accurate sense of spatial scale. The results also show that the participant's evaluation of the vertical distance of the spatial structure is relatively accurate, while the evaluation of the user's density distance is relatively inaccurate. In the sense of spatial scale, the above squares need more open air, while the length of the trails below 4 m needs to be concentrated. For parks and hiking trails, the density of 10 m2/person is easy to feel congested, and the density of 15 m2/person is relatively suitable. Finally, the advantages and disadvantages of this design model are discussed on how to provide the opportunities and problems in the immersive virtual immersion design for the application of planning and design courses.
空间尺度感课程是景观规划设计基础课的重要组成部分。该项目被纳入沉浸式VR景观设计的尺度空间感课程模块。内容描述了一个环境设计应用程序的设计、功能、用途和教学,以评估学生的空间尺度感和他们对不同尺度空间结构的感受。实验结果表明,本课程可以真实地模拟真实场景的空间特征,从而为体验不同的室内和室外3D场景创造一个VR环境,帮助学生培养准确的空间尺度感。结果还表明,参与者对空间结构垂直距离的评价相对准确,而对用户密度距离的评价相对不准确。在空间尺度上,上述广场需要更多的开放空间,而4米以下的步道长度需要集中。对于公园和徒步小径,10 m2/人的密度容易感到拥挤,15 m2/人的密度比较合适。最后讨论了这种设计模式的优缺点,探讨了如何为规划设计课程的应用提供沉浸式虚拟沉浸式设计的机会和问题。
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引用次数: 0
Development and Application of Spoken French Corpus Based on AI Speech Recognition 基于AI语音识别的法语口语语料库开发与应用
Pub Date : 2023-02-03 DOI: 10.1109/ECEI57668.2023.10105317
Xi Luan
Spoken authentic corpus is of great practical significance for the dynamic research of language and teaching and acquisition of spoken French. Recently, the establishment of the spoken French corpus and empirical research based on spoken authentic corpus has become the direction of language research. Thus, we introduce the establishment and application of AI speech recognition technology in a small French spoken corpus in detail as a platform to conduct an empirical study on the phenomenon of code-switching in French classroom teachers' discourse. In the research, we find that the corpus is objective and effective in revealing the types, motivations, and functions of code-switching in French classroom teachers' discourse. The corpus also provides a reference for future research on the teaching of spoken French based on the corpus.
口语真实语料库对于语言动态研究和法语口语教学与习得具有重要的现实意义。近年来,法语口语语料库的建立和基于口语真实语料库的实证研究已成为语言研究的方向。因此,我们详细介绍了人工智能语音识别技术在一个小型法语口语语料库中的建立和应用,并以此为平台对法语课堂教师话语中的语码转换现象进行实证研究。在研究中,我们发现语料库在揭示法语课堂教师语篇中语码转换的类型、动机和功能方面是客观有效的。该语料库也为今后基于语料库的法语口语教学研究提供了参考。
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引用次数: 0
Extraction of STEM Knowledge Relationship in Physical Education Course Textbooks Based on KNN 基于KNN的体育教材STEM知识关系提取
Pub Date : 2023-02-03 DOI: 10.1109/ECEI57668.2023.10105373
Zhouxiang Shan, Feng Liang
Using different ways of correlation, the characteristics based on the differences between knowledge points, core predicates, and discourse characters are investigated. The relevant content of sports textbooks is used to train the word2vec relationship model with the similarity between the statistical knowledge points. As a result, the features are obtained based on the noun vector along with in-depth meaning-related information. The extracted features are used to train the sorter method of support vector machine (SVM) and K-nearest neighbor (KNN) for the analysis of the relationship between knowledge points. According to the experimental data, the specific content of the physical education textbook is selected. Compared with the traditional methods, the refined method can effectively improve the F score of the correlation. Finally, the new association extraction method is used to establish the knowledge image of sports discipline. The experimental results show that this method can effectively extract the knowledge points from the physical education curriculum textbooks.
利用不同的关联方式,研究了基于知识点、核心谓词和话语特征差异的特征。利用体育教材的相关内容,利用统计知识点之间的相似度来训练word2vec关系模型。因此,特征是基于名词向量和深度意义相关信息得到的。提取的特征用于训练支持向量机(SVM)和k近邻(KNN)的分类方法,用于分析知识点之间的关系。根据实验数据,选择了体育教材的具体内容。与传统方法相比,改进后的方法能有效提高相关性的F值。最后,利用新的关联提取方法建立体育学科的知识形象。实验结果表明,该方法可以有效地从体育课程教材中提取知识点。
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引用次数: 0
Gradient Boost Decision Tree-based Research on Kindergarten Children's Cognitive Law of Mathematical Knowledge 基于梯度促进决策树的幼儿园儿童数学知识认知规律研究
Pub Date : 2023-02-03 DOI: 10.1109/ECEI57668.2023.10105259
Ye Yang, Xuebing Li
Using the Gradient boost decision tree (GBDT) algorithm, the classification problem of children's cognitive level of mathematical knowledge is transformed into the classification problem in machine learning. Kindergarten children's cognitive difficulty with different mathematical knowledge modules is different. Each knowledge module can be abstracted into several basic skill points, and all knowledge modules and basic skill points form a knowledge skill matrix. In this study, based on the teaching textbooks of a large class in a kindergarten, all mathematical knowledge modules are decomposed into several basic skill points, and the knowledge skill matrix is constructed. Then, based on the children's learning data collected in the actual teaching activities, two classification models of children's mathematical knowledge and skills are constructed by using the GBDT algorithm. The two models can be applied to practical teaching. Mining children's cognitive law of mathematical knowledge help teachers design reasonable psychological intervention mechanisms and improve children's cognition level.
利用梯度提升决策树(GBDT)算法,将儿童数学知识认知水平的分类问题转化为机器学习中的分类问题。不同数学知识模块的幼儿园幼儿认知难度不同。每个知识模块可以抽象为几个基本技能点,所有的知识模块和基本技能点组成一个知识技能矩阵。本研究以某幼儿园大班教学教材为基础,将所有数学知识模块分解为几个基本技能点,构建知识技能矩阵。然后,基于实际教学活动中收集到的儿童学习数据,利用GBDT算法构建了儿童数学知识和技能的两个分类模型。这两种模式都可以应用到实际教学中。挖掘幼儿对数学知识的认知规律,有助于教师设计合理的心理干预机制,提高幼儿的认知水平。
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引用次数: 0
Learning Effect Evaluation of Online Course Based on Linear Regression Analysis 基于线性回归分析的网络课程学习效果评价
Pub Date : 2023-02-03 DOI: 10.1109/ECEI57668.2023.10105417
Peijiang Chen, Hu Han, Mei Zhang
Online courses have been developed rapidly due to their advantages of being free from time and space constraints and sharing, and have been widely used in higher education. Improving the learning effect of online courses is also one of the difficulties of research in the era of big data. Taking the automobile theory online course on the Zhihuishu platform as an example, we analyze the influencing factors of online courses learning and establish a linear regression prediction model with correlation analysis and linear regression methods by selecting and extracting the data of students' main learning behaviors in the learning process. The results show that the number of student online course logins, the number of interactions. and test scores are the key indicators to predict their learning performance. On this basis, countermeasures and suggestions are put forward to improve the learning effect of online courses.
网络课程以其不受时间和空间限制、共享性强等优点得到迅速发展,在高等教育中得到广泛应用。提高网络课程的学习效果也是大数据时代研究的难点之一。以知会书平台的汽车理论在线课程为例,通过选取和提取学生在学习过程中的主要学习行为数据,运用相关分析和线性回归方法,分析在线课程学习的影响因素,建立线性回归预测模型。结果表明,学生在线课程登录次数、互动次数。而考试成绩是预测他们学习成绩的关键指标。在此基础上,提出了提高网络课程学习效果的对策建议。
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引用次数: 0
Public Comment Analysis Model of Network Media Based on Big Data Mining and Implementation Plans 基于大数据挖掘的网络媒体舆情分析模型及实施方案
Pub Date : 2023-02-03 DOI: 10.1109/ECEI57668.2023.10105382
Xinge Zhang
With the rapid increase of Internet application, a large volume of public comment data is accrued on the network platform and brings a great opportunity to the public comment analysis using big data technology. Similar to the new network applications such as cloud computing, the Internet of Things (IoT), the mobile Internet, and big data technology attract research interest based on computer and network advancements. However, the research on big data-driven online media public comment is still in the initial stage, and the relevant analysis model and its implementation plans remain to be further clarified. In this context, this study is put forward to clarify the dimensional model of network media public comment information based on big data and its action mechanism, and then express the implementation plans of the network media public comment analysis model based on big data. The model includes information collection technology, text clustering technology, and information preprocessing technology. The research results of this work is helpful to efficiently mine and identify the public comment information from the massive data in the era of big data and is referable for the public comment supervision and guidance in the network media.
随着互联网应用的快速增长,网络平台上积累了大量的公众意见数据,为利用大数据技术进行公众意见分析带来了巨大的机遇。与云计算等新的网络应用类似,基于计算机和网络的进步,物联网(IoT)、移动互联网和大数据技术吸引了人们的研究兴趣。然而,关于大数据驱动的网络媒体公众评论的研究还处于起步阶段,相关的分析模型及其实施方案还有待进一步明确。在此背景下,提出本研究旨在厘清基于大数据的网络媒体公众评论信息维度模型及其作用机制,进而表达基于大数据的网络媒体公众评论分析模型的实施方案。该模型包括信息收集技术、文本聚类技术和信息预处理技术。本工作的研究成果有助于在大数据时代从海量数据中高效挖掘和识别公众评论信息,对网络媒体的公众评论监督和指导具有借鉴意义。
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引用次数: 0
Research and Countermeasures on Changes in Employment Trends of College Students in Post-epidemic Era under Big Data Mining 大数据挖掘下后疫情时代大学生就业趋势变化研究及对策
Pub Date : 2023-02-03 DOI: 10.1109/ECEI57668.2023.10105265
Ning Fang
After the outbreak of the epidemic, the employment situation has undergone tremendous changes, and college students have encountered many difficulties in finding jobs. This study is conducted to understand the employment trends of college students across the country in the post-epidemic era. We take Shandong Province as a sample to conduct a questionnaire survey. Data is collected to analyze how to use big data technology to guide college graduates in employment. By establishing big data platforms, a standardized response system for the employment of college students is constructed and a model is built to guide the employment, and find out the countermeasures of employment.
疫情爆发后,就业形势发生了巨大变化,大学生就业遇到了诸多困难。本研究旨在了解后疫情时代全国大学生的就业趋势。本文以山东省为样本进行问卷调查。收集数据,分析如何利用大数据技术指导高校毕业生就业。通过建立大数据平台,构建大学生就业标准化响应体系,构建大学生就业指导模型,找出大学生就业对策。
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引用次数: 0
Ario Game: Learning English Game Development with Python on Raspberry Pi Ario Game:在树莓派上用Python学习英语游戏开发
Pub Date : 2023-02-03 DOI: 10.1109/ECEI57668.2023.10105395
P. Netinant, Supanut Chuencheevajaroen, Meennapa Rakhiran
Recent growth in game development has attracted the interest of software designers and developers for game development. Developing a game involves a variety of approaches and resources. Gamification-based learning is a challenging development. Thus, this research aims to demonstrate the design and development of an educational English-learning game using object-oriented techniques run on a small single-board computer. In this research, we proposed the Ario game inspired by a Mario-like game to support English language learning with an educational innovation. The Ario game was created and developed using object-oriented methodology, Python programming, and a Raspberry Pi system. Python's library for game development is extensive. Pygame is a Python module designed for the development of game applications. This benefit of Pygame is to create games with unique features. Rapid application development (RAD) is the most compatible approach with the features of game development software model design and development. The software functionality of the Ario game is decomposed into components to improve software quality.
最近游戏开发的发展吸引了软件设计师和开发者对游戏开发的兴趣。开发游戏涉及多种方法和资源。基于游戏化的学习是一个具有挑战性的发展。因此,本研究旨在演示使用面向对象技术在小型单板计算机上运行的教育英语学习游戏的设计和开发。在这项研究中,我们提出了一个马里奥游戏的启发Ario游戏,以教育创新的方式支持英语学习。Ario游戏是使用面向对象的方法、Python编程和树莓派系统创建和开发的。Python的游戏开发库非常丰富。Pygame是一个为开发游戏应用程序而设计的Python模块。Pygame的好处是可以创建具有独特功能的游戏。快速应用程序开发(RAD)是最符合游戏开发软件模型设计和开发特点的方法。Ario游戏的软件功能被分解为组件,以提高软件质量。
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引用次数: 0
Integrating 360° Virtual Learning Environment to Support Out-Of-Class Inquiry Activity for Preservice Teachers: A Preliminary Study 整合360°虚拟学习环境支持职前教师课外探究活动的初步研究
Pub Date : 2023-02-03 DOI: 10.1109/ECEI57668.2023.10105325
P. Chaipidech, N. Srisawasdi
Over the last few years, 360° virtual learning environment has been introduced as an educational tool. Educators started embedding the related technology into their classes. In general, this technology is recognized as a suitable tool to illustrate real-context experiences when the reality is hardly accessible, for instance, due to safety issues. However, the pedagogical implementation of these learning media has not been widely explored, especially in the context of higher education. In this study, we aimed to develop the 360° virtual learning environment and design the pedagogical usage to support learners before they are in the context of in-field inquiry activity. The 29 preservice science teachers were recruited in this study. After participating in the 360° virtual learning environment and the out-of-class inquiry activity, the perception questionnaire was administrated. Moreover, they were asked to provide feedback regarding their learning experiences. The quantitative and qualitative analysis, including arithmetic means, standard deviation, and content analysis, is used to analyze the learners' perceptions and self-reflection, respectively. The results and findings of this study are discussed to apply the 360° virtual learning environment to the learning domain.
在过去的几年里,360°虚拟学习环境作为一种教育工具被引入。教育工作者开始将相关技术嵌入到他们的课堂中。一般来说,这项技术被认为是一种合适的工具,可以在现实难以接近的情况下(例如,由于安全问题)展示真实情境体验。然而,这些学习媒体的教学实施并没有得到广泛的探索,特别是在高等教育的背景下。在本研究中,我们旨在开发360°虚拟学习环境,并设计教学用法,以便在学习者进入实地探究活动之前为他们提供支持。本研究招募了29名职前科学教师。在参与360°虚拟学习环境和课外探究活动后,进行感知问卷调查。此外,他们还被要求就自己的学习经历提供反馈。定量分析和定性分析,包括算术平均数、标准差和内容分析,分别用于分析学习者的感知和自我反思。讨论了本研究的结果和发现,以将360°虚拟学习环境应用于学习领域。
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引用次数: 0
期刊
2023 IEEE 6th Eurasian Conference on Educational Innovation (ECEI)
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