• Title/Summary/Keyword: 맞춤형 학습 지도

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ADHD Simple Examination Using an OSGi Base USB Terminal System (OSGi 기반 USB 단말기 시스템을 이용한 ADHD 간편검사)

  • Han, Sang-Seok;Lee, Chang-Goo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.3
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    • pp.664-673
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    • 2008
  • Recently, the ubiquitous is handled by maximum topic. New knowledge information and ubiquitous computing evolution have promoted new paradigm transfer and grand change. Also, need technology as powerful engineering approached fairly system and educational guidance side examination necessarily to overcome u-Learning base situation and studying obstacle situations. This treatise embodied handiness examination about attention shortage and excess obstacle (Attention Deficit Hyperactivity Disorder, low ADHD) who must solve so as to be square and level being increase trend in primary school using USB (Universal Serial Bus) terminal system that allow fetters to OSGi (Open Service Gateway Initiative). That OSGi base USB terminal system is easy preservation of information, safety of network, cost-cutting and maintenance by various ubiquitous system that server that load many USB terminals and OSGi uses an USB bus of high speed and construct network, there is advantage of concentration elevation and so on of week and ADHD handled in this treatise because early diagnosis and treatment are serious. The confirmed system application that can supplement paper and pens examination's shortcoming and could solve examination's problem which use computer, and help in student guidance through ADHD simpleexamination who utilize OSGi base USB terminal system. Is available by game system that system for human nature examination or intelligence test and general exam explaining and level studying, order style question investigation program, studying system for disabled person, majority that enforce in public in school this study finding does together.

The Development of E-learning Competency Modeling and Education Roadmap for Human Resource in Science & Technology (과학기술인력 이러닝 역량모델링 및 교육로드맵 개발)

  • Kwak, Jin Sun;Ko, Eun-Joung;Kim, Seongcheol
    • The Journal of Korean Association of Computer Education
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    • v.20 no.1
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    • pp.75-86
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    • 2017
  • E-learning has become one of the popular educational method in these day. In recognition of the growing e-learning, numerous researchers of S&T have utilized for the training aimed at enhancing competency. In the circumstances, previous studies have yield interesting results regarding certain factors that competency based programs may increase effectiveness of education. Therefore this research described here contributes to design competency modeling and education roadmap for human resource in S&T. The study uses survey, FGI, delphi technique, and expert workshop for selecting the main competencies. In particular, the results are including training roadmap of 5 level in each of two groups as researchers and S&T managers. These findings can be possible to develop customized programs and supported long-term career development path plan for human resource in S&T.

Personalized Mobile Junk Message Filtering System (사용자 맞춤형 스팸 문자 필터링 시스템)

  • Lee, Seung-Jae;Choi, Deok-Jai
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.122-135
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    • 2011
  • Mobile spam message is a harmful factor which makes receivers to be annoyed and leads to unnecessary social cost. Unwanted junk messages flowing to a smart phone ruin main purpose of the smart work system to enhance the productivity, so we need to study on this area. In this paper, we proposed a novel spam filter on the smartphone in order to reduce computing process and improve the accuracy rate by feedback of error results to a training sample set. As the spam classifier operates on the smartphone independently with training on only user's received data, it could reflect user preference. The authorized personal computer takes on heavy works, such as preprocessing, feature selecting and training process, and the smartphone takes on light works to block junk messages. Experimental results showed reasonable accuracy rate of over 95%, and we found that the application occupied constant computing resources while running on the phone.

A Method of Selecting Layered File System Based on Learning Block I/O History for Service-Customized Container (서비스 맞춤형 컨테이너를 위한 블록 입출력 히스토리 학습 기반 컨테이너 레이어 파일 시스템 선정 기법)

  • Yong, Chanho;Na, Sang-Ho;Lee, Pill-Woo;Huh, Eui-Nam
    • KIPS Transactions on Computer and Communication Systems
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    • v.6 no.10
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    • pp.415-420
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    • 2017
  • Virtualization technique of OS-level is a new paradigm for deploying applications, and is attracting attention as a technology to replace traditional virtualization technique, VM (Virtual Machine). Especially, docker containers are capable of distributing application images faster and more efficient than before by applying layered image structures and union mount point to existing linux container. These characteristics of containers can only be used in layered file systems that support snapshot functionality, so it is required to select appropriate layered file systems according to the characteristics of the containerized application. We examine the characteristics of representative layered file systems and conduct write performance evaluations of each layered file systems according to the operating principles of the layered file system, Allocate-on-Demand and Copy-up. We also suggest the method of determining a appropriate layered file system principle for unknown containerized application by learning block I/O usage history of each layered file system principles in artificial neural network. Finally we validate effectiveness of artificial neural network created from block I/O history of each layered file system principles.

A Study on the Variables That Predict Science Teaching Efficacy of Teachers of 0 to 2-year-olds and 3 to 5-year-olds in Childcare Center (어린이집 영아반 및 유아반 교사의 과학교수효능감에 영향을 미치는 변인 연구)

  • Kim, Min Jeong;Kim, Ji Hyun
    • Korean Journal of Childcare and Education
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    • v.11 no.6
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    • pp.97-114
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    • 2015
  • This study is aimed to determine whether there is any meaningful correlation between predictors and is intended to examine the relative influences that the pedagogical content knowledge of science teaching, scientific attitudes, science teaching intentions have on their science teaching efficacy. The results, showed that the childcare center teachers' pedagogical content knowledge of science teaching, scientific attitudes, science teaching intentions, and science teaching efficacy are all correlated with each other. The teachers' science teaching efficacy are predicted by their scientific attitudes, science teaching intentions, and pedagogical content knowledge of science teaching-learning methods. Specifically, for teachers of 0 to 2-year-olds, their science teaching efficacy is predicted by their science teaching intentions and scientific attitudes. For teachers of 3 to 5-year-olds, their science teaching is affected by their scientific attitudes and their pedagogical content knowledge.

The Effect of Power Distance in School on Instructor-Student Interaction, Help Seeking, Critical Thinking, and Convergence Thinking (학교 내 권력거리가 교수-학생 상호작용, 도움요청, 비판적 사고, 융합적 사고에 미치는 영향)

  • Kim, Hannah
    • Journal of Convergence for Information Technology
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    • v.10 no.4
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    • pp.89-97
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    • 2020
  • The study aims to enhance the understanding of Korean learners concerning globalization and localization of educational contents. The study explores power distance in school, and examines its effects on instructor-student interaction, help-seeking, critical thinking, and convergence thinking. Four hundred sixteen students participated. Power distance in school is analyzed as aspects of course driver, instructor's role, and instructor-student equality. It is found that students have tendencies for large power distance and it has significant effects on instructor-student interaction, help-seeking, critical thinking, and convergence thinking. Considerations to localize international educational contents for Korean learners are discussed. Lastly, study limitations and future research direction are addressed.

A Study on Application of Machine Learning Algorithms to Visitor Marketing in Sports Stadium (기계학습 알고리즘을 사용한 스포츠 경기장 방문객 마케팅 적용 방안)

  • Park, So-Hyun;Ihm, Sun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.27-33
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    • 2018
  • In this study, we analyze the big data of visitors who are looking for a sports stadium in marketing field and conduct research to provide customized marketing service to consumers. For this purpose, we intend to derive a similar visitor group by using the K-means clustering method. Also, we will use the K-nearest neighbors method to predict the store of interest for new visitors. As a result of the experiment, it was possible to provide a marketing service suitable for each group attribute by deriving a group of similar visitors through the above two algorithms, and it was possible to recommend products and events for new visitors.

Lip-reading System based on Bayesian Classifier (베이지안 분류를 이용한 립 리딩 시스템)

  • Kim, Seong-Woo;Cha, Kyung-Ae;Park, Se-Hyun
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.4
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    • pp.9-16
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    • 2020
  • Pronunciation recognition systems that use only video information and ignore voice information can be applied to various customized services. In this paper, we develop a system that applies a Bayesian classifier to distinguish Korean vowels via lip shapes in images. We extract feature vectors from the lip shapes of facial images and apply them to the designed machine learning model. Our experiments show that the system's recognition rate is 94% for the pronunciation of 'A', and the system's average recognition rate is approximately 84%, which is higher than that of the CNN tested for comparison. Our results show that our Bayesian classification method with feature values from lip region landmarks is efficient on a small training set. Therefore, it can be used for application development on limited hardware such as mobile devices.

Design and Implentation of Body Fat Percentage Analysis Model using K-means and CNN (K-means와 CNN을 활용한 체지방율 분석 모델 설계 및 구현)

  • Lee, Taejun;Park, Chanmyeong;Kim, Changsu;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.329-331
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    • 2021
  • Recently, as various cases of using deep learning in the health-care field are increasing, functions such as electrocardiogram examination and body composition analysis through wearable device can be provided to provide rational decision-making and a process tailored to the individual. In order to utilize deep learning, it it most important to secure refined data, and this data is being made through human intervention or unsupervised learning. In this paper, we propose a model that conducts unsupervised learning by clusters according to gender and age using human body data such as chest and waist circumferences, which are easy to measure, and classifies them with CNN. For data, the 7th human body data provided by Korean Agency for Technology and Standards was used. Through this, it it thought that it can be applied to various application cases such as personalized body shape management service and obesity analysis.

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Game Application System Development for improving the Symmetry of the Left/Right Brain Activity (좌/우뇌 활성도 대칭 향상을 위한 게임 활용 시스템 개발연구)

  • Ahn, So-Young;Shin, Dong-Kyoo;Shin, Dong-Il
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.123-130
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    • 2015
  • In this paper, we present the research result related to a game application system which improves the symmetry of the left and right brain activity for alleviating the emotional disorders such as anxiety and depression. Since the characteristics of patients with affective disorders are less willing to therapy. obvious motivation is needed in general. To provide a strong incentive for these patients, we propose a customized game system through game-oriented content of enjoyment. After the experiments conducted for 5 days, it was found that the symmetry of left and right brain activity is enhanced. The proposed functional game system can be applied to a wide range of applications such as healthcare or education.