Fast-paced advancements in technology demand swift adaptation and presents new opportunities and challenges for the optimization of communication, especially for advertisers. Digitalization and new developments in ICT have brought significant changes to the ways in which information, especially promotional messages, is disseminated to consumers. Additionally, with explosive interests in anticipation of fully autonomous vehicles, this study identifies and addresses the potential to optimize communication in an under examined digital media environment – in-vehicle infotainment system. Therefore, this study proposes a text-image embedding method recommender system for the personalization of multimedia contents and advertisements for in-vehicle infotainment systems. Unlike most previous research, which focuses on textual-only or image-only analyses, the current study explores the understanding, development and application of text embedding models and image feature extraction methods simultaneously in the context of target advertisement research. Overall, this study highlights the need to adapt to the ever-evolving technological landscape to optimize communication in various digital media environments. With the proposed text-image embedding method, this study offers a unique approach to personalizing multimedia content and advertisements in the under-explored digital media environment of in-vehicle infotainment systems.
In the following years, technology has progressed in so many ways that it has provided the cyber society with a resource that only computers can excel at, such as the art of counterfeit of media, which was before unavailable. Deepfakes are a term used to describe this kind of deception. The majority of well-documented Deep Fakes are produced using Generative Adversarial Network (GAN) Models, which are essentially two distinct Machine Learning Models that perform the roles of attack and defence. These models create and identify deepfakes until they reach a point where the morphing no longer detects the deepfakes anymore. Using this algorithm/model, it is possible to discover and create new media that has a similar demographic to the training set, resulting in the development of the ideal Deep Fake media. Because the alterations are carried out utilising advanced characteristics, they cannot be seen with the human eye. However, it is completely feasible to develop an algorithm that can automatically identify this kind of tampering carried out via the internet. This not only enables us to broaden the scope of our search beyond a single media item, but also beyond a large library of mixed media. The more it learns, the better it becomes as artificial intelligence takes over in full force with automation. In order to create better deep fakes, new models are being developed all the time, making it more difficult to distinguish between genuine and morphing material.
This study attempted to examine what changes of creative play characteristics occur when having education experience using multimedia in the field of early childhood education. In order to conduct the study, 15 infants at H day care center and 15 infants at S day care center, both located in Seoul, were selected as the subjects. The program processing was composed of extension activities using multimedia after listening to fairy tales using multimedia. For study instrument, the behavior test for creative play developed by Hwang Yoon Sae (2008) was used. This instrument consisted of total 5 subfactors: intrinsic motivation – imagination; sensitivity – curiosity; durability – immersion; various interests – challenge; and initiative – independence. For statistical analysis, SPSS 17.0 was used, and t-test was used for the statistic process. As a result of the experiment, it was concluded that the education experience using multimedia has positive effect on overall characteristics of creative behavior of infants; in detail, behavior characteristics of infants in the aspects of intrinsic motivation – imagination, sensitivity – curiosity, and durability – immersion were remarkably improved, whereas the characteristics in the aspects of interests – challenge and initiative-independence did not show any particular changes. In other words, the infants who receive a lot of multimedia materials have more creative thinking than those who do not receive a lot of multimedia materials, and this thinking ability is also reflected in play activities.
This study investigates the effectiveness of a teaching and learning strategy called Multimedia Project-Based Learning (MPBL) on pre-service teachers in a university setting. The main focus of this teaching and learning strategy is to enhance teachers’ communication, technology, collaborative and thinking skills. A total of 82 pre-service teachers enrolled in a semester long technology-oriented course at the College of Education at Kuwait University were involved in a pre-post assessment of skills acquisition using a survey instrument. A second survey instrument was administered to examine the pre-service teachers’ perceptions about the effectiveness of MPBL. The analysis indicates significant differences between groups in relation to the assigned indicators. Positive perceptions were expressed by pre-service teachers as a result of learning using the MPBL approach. Suggestions for designing of effective MPBL in a university setting are included.
본 연구에서는 중학교 및 고등학교의 지구과학 내용에 대한 멀티미디어 학습 프로그램을 개발하였다. 개발된 학습프로그램은 HTML 형식이며 텍스트, 사진, 그림, 동영상 등 다양한 내용물들로 구성되어 있다. 그리고 크게 학습 내용, 용어사전, 생활 과학, 탐구 활동, 영상 자료, 형성 평가 등 6가지 데이터베이스 요소들로 구성되어 있다. 본 연구에서 개발된 멀티미디어 학습 프로그램을 교사와 학생들에게 적용해본 결과 긍정적인 반응을 보였다. 이 프로그램은 현재 공주대학교 과학교육연구소 인터넷 흠페이지에서 무료로 제공하고 있다.
본 연구의 목적은 고등학교 3학년을 대상으로 ‘대기 중의 수증기’ 단원에 대한 멀티미디어 교수자료 개발과 과학 관련 태도 및 학습 동기에 관한 효과 및 멀티미디어 활용 수업에 대한 인식을 알아보는 것이다. 이를 위해, 이질집단 사전사후 검사로 본 연구를 설계하였다. 5가지 주제의 실험으로 동영상자료를 개발하였으며, 개발된 6차시에 걸쳐 실험집단에 적용하였다. 수업 이후, 멀티미디어 교수자료를 활용한 교수학습에서 과학 관련 태도, 과학 학습 동기에 모두 통계적으로 유의미하게 상승한 것으로 나타났다. 멀티미디어 활용한 수업에 대한 학생들의 인식을 조사한 결과, 대다수의 학생들이 멀티미디어를 활용한 수업에 대해 긍정적으로 생각하고 있었고, 다른 강의식 수업과 비교하여 지구과학의 개념을 쉽게 이해 할 수 있다고 답했다.