• Title/Summary/Keyword: 강화보드

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A Study on the Effect of Reading Education Program on Self-Esteem and Reading Attitude: the Case of M High School Students (독서교육프로그램의 자아존중감 및 독서태도에 대한 영향 - M고등학교 학생을 대상으로 -)

  • Kang, Sun-Sook;Oh, Eui-Kyung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.27 no.3
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    • pp.235-253
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    • 2016
  • The purpose of this study is to investigate the effect of reading education program for high school on students' self-esteem and reading attitude and satisfaction of students through the whole reading education process. The program that consists of 10 classes was developed and reading education was conducted. Through analysis of pre-post variance in self-esteem and reading attitude, effects of reading education has been proved. Also, satisfaction as evaluation about the whole reading education process was surveyed. As a result, it was found that reading education that uses program based on board game affects high school students' self-esteem and reading attitude, enhances reading attitude and promotes reading motivation.

A Study on the Web-based Greenhouse Automation (웹기반의 온실자동화에 관한 연구)

  • Heo, Weon-Seog;Lee, Seung-Joon;Park, Byeong-Hun;Lee, Gang-Hwa;Lee, Suk-Gyu
    • Proceedings of the KIEE Conference
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    • 2001.07d
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    • pp.2479-2481
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    • 2001
  • 오프라인에서만 가능했던 일들이 인터넷 속도의 향상으로 온라인을 통한 실시간 제어가 가능해지고 있다. TCP/IP를 기반으로 이루어지는 경우 대개 소켓을 이용한 PC기반에서 해석되어 지고 처리되어 진다. 본 논문에서는 PC기반의 원격제어 시스템을 임베디드화하여 온실시스템에 적용해 봄으로써 시스템의 안정성과 효율성에서 우수한 시스템을 구현하려고 한다. 이를 위하여 임베디드 시스템은 웹서버의 기능을 가진 HelloDevice 1300보드를 이용하였다. 실질적인 제어물의 제어를 위해서 제어기를 HelloDevice 1300보드와 시리얼을 통하여 통신하였다. 이와 같은 시스템을 구현하여 온실시스템의 자동화에 관한 실효성을 검증하였다.

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Development of Interior Self-driving Service Robot Using Embedded Board Based on Reinforcement Learning (강화학습 기반 임베디드 보드를 활용한 실내자율 주행 서비스 로봇 개발)

  • Oh, Hyeon-Tack;Baek, Ji-Hoon;Lee, Seung-Jin;Kim, Sang-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.537-540
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    • 2018
  • 본 논문은 Jetson_TX2(임베디드 보드)의 ROS(Robot Operating System)기반으로 맵 지도를 작성하고, SLAM 및 DQN(Deep Q-Network)을 이용한 목적지까지의 이동명령(목표 선속도, 목표 각속도)을 자이로센서로 측정한 현재 각속도를 이용하여 Cortex-M3의 기반의 MCU(Micro Controllor Unit)에 하달하여 엔코더(encoder) 모터에서 측정한 현재 선속도와 자이로센서에서 측정한 각속도 값을 이용하여 PID제어를 통한 실내 자율주행 서비스 로봇.

아그로 보드 - 배 검은별무늬병 방제관련 '농약안전사용기준 준수' 요청

  • 한국작물보협회 교육홍보부
    • Life and Agrochemicals
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    • s.280
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    • pp.41-41
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    • 2012
  • 농촌진흥청(청장 박현출)은 최근 배 검은별무늬병 방제와 관련하여 농약안전사용기준을 철저히 준수해 줄 것을 당부하며 주의사항을 마련, 행정기관 및 관련 단체에 배포했다. 이는 최근 일부지역 배 재배농기에서 배 검은별무늬병 방제를 위하여 안전사용기준이 정해지지 않은 수도용 살균제 등을 오남용한다는 언론보도에 따른 것으로써, 관련기관 및 단체에 각종 농약안전산용 교육 홍보를 강화해 줄 것을 요청한 것이다.

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Single Wheel Vehicle controlled Reinforcement (인공지능 강화학습을 통한 일륜전동차 제어)

  • Shi-Hyeon Cheon;Byoung-Jin Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.577-578
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    • 2023
  • 외발자전거는 서커스 곡예의 소재로 사용될 정도로 일반인이 타기 어렵다. 하지만, 구조가 단순하고 부피가 작고 가벼워 개인용 이동 수단으로 장점이 많다. 바퀴가 하나이므로 자유도가 높아서 좁거나 곡선반지름이 작은 길에서도 유리하다. 최근 전기자전거뿐만 아니라 전동보드, 전동휠 등 다양한 형태의 전력 구동형 개인 이동 수단들이 많이 등장하고 이용되고 있는데 스스로 균형을 유지하여 안전하고 쉽게 탈 수 있는 외발 전동차를 개발을 위해 인공지능 강화학습을 적용한 자동제어장치를 시뮬레이션을 통해 구현하고자 한다.

Realization of single supply to reduce power on portable radiation detection device (소모전력 감소를 위한 단일 전원 휴대용 방사선 검출장치 구현)

  • Oh, Jae-Kyun;Nam, Hye-Jin;Kim, Young-Kil
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.4
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    • pp.1024-1030
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    • 2015
  • Safety and security system have been internationally enhanced in a field of shipping logistics. Accordingly, techniques for safety and security have been studied steadily. The need of portable radiation detection device is increasing by the search of the container is enhanced. In this paper, we propose a study to improve the life of the system and the realization of portable radiation detection device based on Cortex-A9. Configuration of a portable radiation detection device is configured largely to an analog board and the digital platform and the sensor module. The power used in each stage of the analog board is varied. Uses a switching regulator to use various power supply thereby to generate an error result and cause the switching noise. It is proposed to reduce the power consumption reducing technique for the study.

An Improvement of the Learning Speed through Considered Distance on Jul-Gonu Game (거리를 고려한 줄고누게임의 학습속도 개선)

  • Shin, Yong-Woo;Chung, Tae-Choong
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.105-113
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    • 2010
  • It takes quite amount of time to study a board game because there are many game characters and different stages are exist for board games. Also, the opponent is not just a single character that means it is not one on one game, but group vs. group. That is why strategy is needed, and therefore applying optimum learning is a must. If there were equal result that both are considered to be best ones during the course of learning stage, Heuristic which utilizes learning of problem area of Jul-Gonu was used to improve the speed of learning. To compare a normal character to an improved one, a jul-gonu game was created, and then they fought against each other. Improved character considered distance and attacked other one. As a result, improved character's ability was improved on learning speed.

Q-learning to improve learning speed using Minimax algorithm (미니맥스 알고리즘을 이용한 학습속도 개선을 위한 Q러닝)

  • Shin, YongWoo
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.99-106
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    • 2018
  • Board games have many game characters and many state spaces. Therefore, games must be long learning. This paper used reinforcement learning algorithm. But, there is weakness with reinforcement learning. At the beginning of learning, reinforcement learning has the drawback of slow learning speed. Therefore, we tried to improve the learning speed by using the heuristic using the knowledge of the problem domain considering the game tree when there is the same best value during learning. In order to compare the existing character the improved one. I produced a board game. So I compete with one-sided attacking character. Improved character attacked the opponent's one considering the game tree. As a result of experiment, improved character's capability was improved on learning speed.

Development of Test Software Program and Digital Signal Processing Board for Array Module Signal Processing System (Array 검출 모듈 신호처리 시스템의 테스트 소프트웨어 프로그램 개발 및 디지털 신호처리 보드 개발)

  • Park, Geo;Kim, Young-kil;Lee, Jean
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.3
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    • pp.499-505
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    • 2018
  • Shipping and logistics safety, security system is strengthening worldwide, the development of shipping and logistics safety security core technology for national security logistics system construction has been carried out. In addition, it is necessary to localize the Array Detection System, which is a core component of the container search machine, to cope with the 100% pre-inspection of the container scheduled for 2018 in the United States. In this research, we propose a test software program developed by using TI-RTOS (Texas Instruments - Real Time Operating System) with a test digital signal processing board which is developed self development. We have developed a program that can test GPIO, SRAM, TCP/IP, and SDcard using M4 MCU. Also we propose a study on a self-developed Digital Signal Processing Board among the array detection systems that replace foreign products. We have developed a test board that can test M4 MCU and developed an X-Ray Detector Digital Signal Processing Board that combines MCU and FPGA.

Development of a board game-based gamification learning model for training on the principles of artificial intelligence learning in elementary courses (초등과정 인공지능 학습원리 이해를 위한 보드게임 기반 게이미피케이션 교육 실증)

  • Kim, Jinsu;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.229-235
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    • 2019
  • By combining the elements of the game or game in education, it improves the interest of the students and improves academic achievement by creating an environment where they can participate directly. We propose a curriculum that can learn the core principles of the elementary curriculum through fusion. The proposed curriculum helps students to understand the principles of the elementary curriculum by learning the artificial intelligence method in board game form. Learning methods that incorporate such elements of the game will enable learners to learn the principles of IT so that they can develop their ability to understand objects from various perspectives and enhance their thinking skills. It is expected that the elementary artificial intelligence curriculum that incorporates the proposed gamification will contribute to the development of the information science curriculum, which has been highlighted recently from the 2015 curriculum.