Heuiseok Lim
고려대학교 컴퓨터학과 · 컴퓨터과학
Heuiseok Lim 교수의 연구실은 인공지능 기반 교육 기술과 지능형 콘텐츠 생성 기반 학습 시스템을 핵심으로 연구를 진행하고 있습니다. 특히, 게임 기반 학습에 활용되는 프로시저럴 콘텐츠 생성(Procedural Content Generation) 기술을 활용해 개인 맞춤형 교육 게임을 자동으로 생성하고, 학습자의 능력 수준에 따라 적절히 조정 가능한 지능형 학습 콘텐츠를 개발하고 있습니다. 또한, 딥러닝 기반의 스케치 기반 패션 상품 검색 및 추천 기술 등 다양한 분야에 AI 기반의 지능형 시스템을 적용한 연구도 진행하고 있습니다.
표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.
The success of Transformer architecture has seen increased interest in machine translation (MT). The translation quality of neural network-based MT transcends that of translations derived using statistical methods. This growth in MT research has entailed the development of accurate automatic evaluation metrics that allow us to track the performance of MT. However, automatically evaluating and comparing MT systems is a challenging task. Several studies have shown that traditional metrics (e.g., B
Abstract This study analyzes the effectiveness of adding educational gaming elements into the online lecture system of the flipped classroom as a method to increase participation and interest in online preparation before class. This study held an “understanding sequence” for 20 classes during the 7‐week automation equipment class with 30 s year high school students in Incheon's specialized technical high school as target. After the class, the learning attitude of learners was measured through su
ABSTRACT Waxy maize and potato starches were dispersed in pH 6.0 and 8.0 aqueous solutions (1%) of an ionic gum (sodium alginate, sodium carboxymethylcellulose, and xanthan). The mixture was dried at 45°C overnight and then heat‐treated 2 hr at 130°C. Effects on the paste viscosity of the products in a pH 7.0 buffer were examined. Heating with sodium alginate or sodium carboxymethylcellulose (CMC) increased the paste viscosity of waxy maize starch but reduced that of potato starch. In both starc
Abstract Although game‐based learning has been increasingly promoted in education, there is a need to adapt game content to individual needs for personalized learning. Procedural content generation (PCG) offers a solution for difficulty in developing game contents automatically by algorithmic means as it can generate individually customizable game contents applicable to various objectives. In this paper, we advanced a data‐driven PCG approach benefiting from a genetic algorithm and support vecto
Automated content generation for educational games has become an emerging research problem, as manual authoring is often time consuming and costly. In this article, we present a procedural content generation framework that intends to produce educational game content from the viewpoint of both designer and user. This framework generates content by means of genetic algorithm, and thereby offers designers the ability to control the process of content generation for various learning goals according
The digitization of the fashion industry diversified consumer segments, and consumers now have broader choices with shorter production cycles; digital technology in the fashion industry is attracting the attention of consumers. Therefore, a system that efficiently supports the searching and recommendation of a product is becoming increasingly important. However, the text-based search method has limitations because of the nature of the fashion industry, in which design is a very important factor.
In learning systems and environment research, intelligent tutoring and personalisation are considered the two most important factors. An Intelligent Tutoring System can serve as an effective tool to improve problem-solving skills by simulating a human tutor’s actions in implementing one-to-one adaptive and personalised teaching. Thus, in this research, a solution-based intelligent tutoring system (SITS) is proposed. It benefits from Bayesian networks in managing uncertainty based on the probabil
Games with educational purposes usually follow a computer-assisted instruction concept that is predefined and rigid, offering no adaptability to each student. To overcome such problem, some ideas from Intelligent Tutoring Systems have been used in educational games such as teaching introductory programming. The objective of this study was to advance Online Game-based Bayesian Intelligent Tutoring System (OGITS) to enhance programming acquisition and online information searching skills, thus impr
Video scene segmentation is very important research in the field of computer vision, because it helps in efficient storage, indexing and retrieval of videos. Achieving this kind of scene segmentation cannot be done by just calculating the similarity of low-level features presented in the video; high-level features should also be considered to achieve a better performance. Even though much research has been conducted on video scene segmentation, most of these studies failed to semantically segmen
In an age overflowing with information, the task of converting unstructured data into structured data are a vital task of great need. Currently, most relation extraction modules are more focused on the extraction of local mention-level relations—usually from short volumes of text. However, in most cases, the most vital and important relations are those that are described in length and detail. In this research, we propose GREG: A Global level Relation Extractor model using knowledge graph embeddi
In this study, we qualitatively and quantitatively examine the effects of COVID-19 on classrooms, students, and educators. Using a new Twitter dataset specific to South Korea during the pandemic, we sample the sentiment and strain on students and educators using applied machine learning techniques in order to identify various topical pain points emerging during the pandemic. Our contributions include a novel and open source geo-fenced dataset on student and educator opinion within South Korea th
Language model pretraining is an effective method for improving the performance of downstream natural language processing tasks. Even though language modeling is unsupervised and thus collecting data for it is relatively less expensive, it is still a challenging process for languages with limited resources. This results in great technological disparity between high- and low-resource languages for numerous downstream natural language processing tasks. In this paper, we aim to make this technology