The purpose of this study was to examine the impacts of AI-integrated MALL on Korean students’ TOEIC preparation, by comparing with AI-integrated CALL. A total of 496 freshmen students participated in this study. They were arbitrarily assigned to AI CALL (n = 190), AI MALL (n = 164), and the control (n = 132) groups. During a 2021 academic semester, the two experimental groups studied TOEIC through computers or mobile phones, integrated with AI technology. The control group was taught by a human teacher, in a traditional classroom setting. Before and after the treatment, TOEIC listening and reading tests were administered. Paired samples t-tests and one-way ANOVAs, were used to analyze collected data. Findings show that all groups significantly increased listening and reading test scores. Group comparison results show that the AI CALL group outperformed the control group for both tests. This group also outperformed the AI MALL group for the reading test. Based on this, pedagogical implications are invaluable
This paper proposes a method to reduce the pose error and to solve the dead reckoning issue which occurs when the mobile robot with continuous-tracks travels in the unstructured environments. When the continuous-track type mobile platform travels on terrain such as sand, gravel, stairs and etc., slippage occurs and thus the driving state of the mobile robot cannot be recognized normally. To compensate for this pose error, the proposed method utilizes optical flow estimation detected by camera. This method is tested through experiment. Finally, This method reduces the pose error detected on inertia measurement unit within some limit, while the pose error of without compensation increases without limit during robot move.
This study was concerned about mobile web-service of a VMI in the SCM system. The VMI would be a main module part of the SCM and regarded as very important thing on supply chain. Therefore, it was essential to react in real time of materials production
최근 컴퓨터 기술의 발전과 함께 Mobile 컴퓨터 환경도 함께 급속히 발전하고 있다. 이로 인해 오프라인 컴퓨팅 및 네트워킹을 이용하던 사용자들이 Mobile 컴퓨팅 환경을 자주 이용하게 되고, Mobile 솔루션에 대한 사용자의 요구도 다양화되고 있는 추세이다. 이 중 Mobile 지도 서비스는 휴대하기 편한 Pocket PC라고도 불리는 PDA(Personal Digital Assistants)는 자신의 현재 위치를 확인할 수 있는 GPS(Glob
최근 VR(Virtual Reality) 기술을 기반으로 하는 다양한 형태의 가상현실 콘텐츠가 개발되고 있 다. 하지만 빠른 속도로 발전하고 있는 가상현실 디바이스 기술에 비해 이러한 디바이스를 적극적 으로 활용하는 가상현실 기반 게임 콘텐츠 개발은 부진한 편이다. 본 논문에서는 가상현실 기술을 기반으로 하는 디바이스 중 사용자의 접근성이 높은 HMD(Head Mounted Display) 부착형 모바일 기기를 활용하여 가상현실 노래방을 두 가지 형태의 서로 다른 가상현실 재현방법론(실사기반의 3D 가상현실 공간 생성과 실사기반의 360˚ 영상 방식)으로 개발하고 이에 대한 사용자의 사실감과 몰 입감에 대하여 사용자 테스트를 통해 비교 결과를 제시한다. 본 연구진은 논문의 비교 결과가 향후 모바일 기반 가상현실 콘텐츠 개발시 개발 지침으로 활용될 것으로 기대한다.
A gradient method can provide a global optimal path in indoor environments. However, the optimal path can be often generated in narrow areas despite a sufficient wide area which lead to safe navigation. This paper presents a novel approach to path planning for safe navigation of a mobile robot. The proposed algorithm extracts empty regions using a ray-casting method and then generates temporary waypoints in wider regions in order to reach the goal fast and safely. The experimental results show that the proposed method can generate paths in the wide regions in most cases and the robot can reach the goal safely at high speeds.
We present the initial results of on-going research for building a novel Mobile Haptic Interface (MHI) that can provide an unlimited haptic workspace in large immersive virtual environments. When a user explores a large virtual environment, the MHI can sense the position and orientation of the user, place itself to an appropriate configuration, and deliver force feedback, thereby enabling a virtually limitless workspace. Our MHI (PoMHI v0.5) features with omnidirectional mobility, a collision-free motion planning algorithm, and force feedback for general environment models. We also provide experimental results that show the fidelity of our mobile haptic interface.