• Title/Summary/Keyword: 가상학습공간

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Implementation of A Web-based Virtual Laboratory For Digital Logic Circuits Using Multimedia (멀티미디어를 이용한 웹기반 디지털 논리회로 가상실험실의 구현)

  • Kim Dong-Sik;Choi Kwan-Sun;Lee Sun-Heum
    • Journal of Engineering Education Research
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    • v.5 no.1
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    • pp.27-33
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    • 2002
  • Recently, according to the appearance of various virtual websites using multimedia technologies, the internet applications in engineering education have drawn muchinterests. But unidirectional communication, simple text/image-based webpages and tedious learning process without motivation, etc. have made the lowering of educational efficiency in cyberspace. This paper presents a virtual laboratory system which can be creating efficiencies in the learning process. The proposed virtual laboratory system for digital logic circuits provides interactive learning environment under which the multimedia capabilities of world-wide web can be enhanced. The virtual laboratory system is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. The virtual laboratory system is composed of four important components : principle classroom, simulation classroom, virtual experiment classroom and management system. Learning efficiencies as well as faculty productivity are increased in this innovative teaching and learning environment.

Implementation of Historic Educational Contents Using Virtual Reality (가상현실 기술을 활용한 역사학습 콘텐츠의 구현)

  • Ryu, In-Young;Ahn, Eun-Young;Kim, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.32-40
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    • 2009
  • This research provides a new approach for implementing an educational content for Historic Education in order to provide an effective learning environment. From historic educational point of view, it is important to comprehend a historical fact in the context of the situation at that time. So, this paper suggests that the historic content should describe not only information about various relics and ruins but also historical relationship and background. In this system, we provide versatile type of contents to help learners for collecting manifold informations about their interesting era. And this system proffers natural and residential 3D environments, which give learners to understand conceivably and to think collectively. Using the interactions, the learners navigating this virtual world are able to construct their own information system through selecting a interested one among the offered contents in the system and consequently they are getting a scientific thinking power and a creative imagination.

Fuzzy Approach of Learning Evaluation Model in Intelligent E-Learning Systems (지능형 가상 학습 시스템에서 학습 평가 모델의 퍼지적 접근)

  • Weon, Sung Hyun
    • The Journal of Korean Association of Computer Education
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    • v.8 no.1
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    • pp.55-63
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    • 2005
  • Recently, web-based E-learning systems have entered the spotlight by providing new learning environments that break down spatial and temporal limitations. The key to building the web-based E-learning system is in determining how to effectively use the system and to evaluate the degree of learning achieved by the students that use it. In traditional off-line learning systems, we can evaluate students by counting how many questions, designed to evaluate their learning achievement, he or she answers correctly within a predetermined time limit. But this method would make individualized learning, a strong point of E-learning systems, impossible because these systems provide same learning strategy to all students even though they achieve a different level of learning. Therefore, in this paper, I will find any relationships between given test answers using fuzzy implication theory, I call these fuzzy correlations, and then generate evaluation results that are reflected in those relationships. I will compare the differences between this evaluation method and a traditional evaluation method where a student takes a test to evaluate his or her learning achievement after some learning period. Finally, I will discuss how we can use these results in individualized learning.

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A Study on the Types of Future Teaching-Learning and Space (미래 교수-학습 및 공간의 유형에 관한 연구)

  • Cho, Jin-Il;Choi, Hyeong-Ju;Hong, Sun-Joo;Ahn, Tae-Youn
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.19 no.1
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    • pp.13-24
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    • 2020
  • The purpose of this study is to analyze and match future teaching-learning methods with learning-space types as customized not only by school grade or grade groups, but also by learning modality. As a result, the following six teaching-learning methods were identified as future teaching-learning methods: flipped learning, deeper learning, collaborative learning, learning through immersive virtual reality, playful learning, and learning through OER(Open Educational Resources). There were also six learning-space types that were identified: playing and discovering space, a making and placement space, a presentation and sharing space, a space for independent study, space as a stage, and space as content(See Tables 8 and 11). Learning-space types and future teaching-learning methods were matched with 22 different types of learning modalities based on the presented degree of utilization by school grade or grade groups(See Table 13).

Object Detection Based on Virtual Humans Learning (가상 휴먼 학습 기반 영상 객체 검출 기법)

  • Lee, JongMin;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.376-378
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    • 2022
  • Artificial intelligence technology is widely used in various fields such as artificial intelligence speakers, artificial intelligence chatbots, and autonomous vehicles. Among these AI application fields, the image processing field shows various uses such as detecting objects or recognizing objects using artificial intelligence. In this paper, data synthesized by a virtual human is used as a method to analyze images taken in a specific space.

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The Study of Experiential Learning on Web-Based Cyberspace for Constructive Education of Social Studies (구성주의적 사회과교육을 위한 웹기반 가상공간에서의 경험학습방안)

  • Hwang, Hong-Seop
    • Journal of the Korean association of regional geographers
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    • v.4 no.2
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    • pp.201-217
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    • 1998
  • This paper examined the strategy of experiential learning on Web-based cyberspace for constructive education of social studies. The results as follows : The first, constructivism has brought the paradigm shift in traditional principles of teaching and learning, constructivism is not a theory about teaching, it is a theory about knowledge and learning, learning is understood as a self-regulated process of resolving inner cognitive conflicts that often become apparent through experience, collaborative discourse, and reflection. It is proper for constructive education of social studies to carry out from cognitive constructivism to socio-cultural constructivism, from socio-cultural constructivism to cognitive constructivism and co-constructivism, considering the aim or objectives of social studies education. The second, Web-based Instruction(WBI) can provide learners for constructive environments which can be proper for teaching and learning. WBI was suggested as the best medium for constructive education of social studies in the information age. WBI must design teaching and learning so that may not be teacher-centered, if teacher-centered, it is not constructivism. The third, Web-based cyberspace is the proper mediated experience fields for experiential learning to effectively study regions or space because of overcoming distance fractions through the time-space convergence, it actualize the constructive education of social studies in the space age.

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Implementation of Environment Education Cyber Experience Studying Program based on 3D (3D기반의 환경교육용 사이버 체험학습 프로그램의 구현)

  • Jin, Byung-Wook;Lee, Keun-Wang
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.66-69
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    • 2009
  • 본 논문에서는 도시화, 국토개발 등을 통해 빠르게 달라지고 있는 거주 공간 및 자연환경의 원형을 사이버공간에 친환경적으로 표현하여 3D기반의 환경교육용 소프트웨어를 개발하기 위한 콘텐츠로 조선시대 마을의 거주 공간 및 자연환경의 원형기법을 이용한 3D기술(가상현실, 3D Max)을 이용하여 사이버공간에 재현하는 사이버 체험학습 프로그램을 설계 및 구현하였다.

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Implementation of Environment Education Cyber Experience Studying Program based on 3D (3D기반의 환경교육용 사이버 체험학습 프로그램의 구현)

  • Kim, Tae-Hoon
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.515-518
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    • 2010
  • 본 논문에서는 도시화, 국토개발 등을 통해 빠르게 달라지고 있는 거주 공간 및 자연환경의 원형을 사이버공간에 친환경적으로 표현하여 3D기반의 환경교육용 소프트웨어를 개발하기 위한 콘텐츠로 조선시대 마을의 거주 공간 및 자연환경의 원형기법을 이용한 3D기술(가상현실, 3D Max)을 이용하여 사이버공간에 재현하는 사이버 체험학습 프로그램을 설계 및 구현하였다.

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Research Trends on Deep Reinforcement Learning (심층 강화학습 기술 동향)

  • Jang, S.Y.;Yoon, H.J.;Park, N.S.;Yun, J.K.;Son, Y.S.
    • Electronics and Telecommunications Trends
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    • v.34 no.4
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    • pp.1-14
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    • 2019
  • Recent trends in deep reinforcement learning (DRL) have revealed the considerable improvements to DRL algorithms in terms of performance, learning stability, and computational efficiency. DRL also enables the scenarios that it covers (e.g., partial observability; cooperation, competition, coexistence, and communications among multiple agents; multi-task; decentralized intelligence) to be vastly expanded. These features have cultivated multi-agent reinforcement learning research. DRL is also expanding its applications from robotics to natural language processing and computer vision into a wide array of fields such as finance, healthcare, chemistry, and even art. In this report, we briefly summarize various DRL techniques and research directions.

Performance Improvement by a Virtual Documents Technique in Text Categorization (문서분류에서 가상문서기법을 이용한 성능 향상)

  • Lee, Kyung-Soon;An, Dong-Un
    • The KIPS Transactions:PartB
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    • v.11B no.4
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    • pp.501-508
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    • 2004
  • This paper proposes a virtual relevant document technique in the teaming phase for text categorization. The method uses a simple transformation of relevant documents, i.e. making virtual documents by combining document pairs in the training set. The virtual document produced by this method has the enriched term vector space, with greater weights for the terms that co-occur in two relevant documents. The experimental results showed a significant improvement over the baseline, which proves the usefulness of the proposed method: 71% improvement on TREC-11 filtering test collection and 11% improvement on Routers-21578 test set for the topics with less than 100 relevant documents in the micro average F1. The result analysis indicates that the addition of virtual relevant documents contributes to the steady improvement of the performance.