• Title/Summary/Keyword: 시각화 능력

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Artificial Intelligence(AI) Fundamental Education Design for Non-major Humanities (비전공자 인문계열을 위한 인공지능(AI) 보편적 교육 설계)

  • Baek, Su-Jin;Shin, Yoon-Hee
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.285-293
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    • 2021
  • With the advent of the 4th Industrial Revolution, AI utilization capabilities are being emphasized in various industries, but AI education design and curriculum research as universal education is currently lacking. This study offers a design for universal AI education to further cultivate its use in universities. For the AI basic education design, a questionnaire was conducted for experts three times, and the reliability of the derived design contents was verified by reflecting the results. As a result, the main competencies for cultivating AI literacy were data literacy, AI understanding and utilization, and the main detailed areas derived were data structure understanding and processing, visualization, word cloud, public data utilization, and machine learning concept understanding and utilization. The educational design content derived through this study is expected to increase the value of competency-centered AI universal education in the future.

Improving Adversarial Robustness via Attention (Attention 기법에 기반한 적대적 공격의 강건성 향상 연구)

  • Jaeuk Kim;Myung Gyo Oh;Leo Hyun Park;Taekyoung Kwon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.33 no.4
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    • pp.621-631
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    • 2023
  • Adversarial training improves the robustness of deep neural networks for adversarial examples. However, the previous adversarial training method focuses only on the adversarial loss function, ignoring that even a small perturbation of the input layer causes a significant change in the hidden layer features. Consequently, the accuracy of a defended model is reduced for various untrained situations such as clean samples or other attack techniques. Therefore, an architectural perspective is necessary to improve feature representation power to solve this problem. In this paper, we apply an attention module that generates an attention map of an input image to a general model and performs PGD adversarial training upon the augmented model. In our experiments on the CIFAR-10 dataset, the attention augmented model showed higher accuracy than the general model regardless of the network structure. In particular, the robust accuracy of our approach was consistently higher for various attacks such as PGD, FGSM, and BIM and more powerful adversaries. By visualizing the attention map, we further confirmed that the attention module extracts features of the correct class even for adversarial examples.

Design and Implementation of Game Server using the Efficient Load Balancing Technology based on CPU Utilization (게임서버의 CPU 사용율 기반 효율적인 부하균등화 기술의 설계 및 구현)

  • Myung, Won-Shig;Han, Jun-Tak
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.11-18
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    • 2004
  • The on-line games in the past were played by only two persons exchanging data based on one-to-one connections, whereas recent ones (e.g. MMORPG: Massively Multi-player Online Role-playings Game) enable tens of thousands of people to be connected simultaneously. Specifically, Korea has established an excellent network infrastructure that can't be found anywhere in the world. Almost every household has a high-speed Internet access. What made this possible was, in part, high density of population that has accelerated the formation of good Internet infrastructure. However, this rapid increase in the use of on-line games may lead to surging traffics exceeding the limited Internet communication capacity so that the connection to the games is unstable or the server fails. expanding the servers though this measure is very costly could solve this problem. To deal with this problem, the present study proposes the load distribution technology that connects in the form of local clustering the game servers divided by their contents used in each on-line game reduces the loads of specific servers using the load balancer, and enhances performance of sewer for their efficient operation. In this paper, a cluster system is proposed where each Game server in the system has different contents service and loads are distributed efficiently using the game server resource information such as CPU utilization. Game sewers having different contents are mutually connected and managed with a network file system to maintain information consistency required to support resource information updates, deletions, and additions. Simulation studies show that our method performs better than other traditional methods. In terms of response time, our method shows shorter latency than RR (Round Robin) and LC (Least Connection) by about 12%, 10% respectively.

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A Study on GUI Design about Tablet PC: Focused on Shopping Application of China (태블릿 PC의 GUI 디자인 연구 -중국의 쇼핑 애플리케이션을 중심으로-)

  • Lu, Han-Yi;Seo, Han-Sok
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.158-169
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    • 2017
  • In the context of the number of Tablet PC users which increases rapidly, online shopping application has also been a corresponding rapid development. However, as a practical matter, the differences among the consumers' ability will affect the purchase of application for the realization of user needs. Therefore, shopping application in the GUI design to improve consumers use needs to be improved to meet the demands of different users. In view of this problem, this paper has carried on the related research on the GUI design of Tablet PC application, and fully considers the visualization image elements of information transmission, then analyzed the top five shopping application in Chinese market via three visual elements - icon, label and color. In addition, it conducted a questionnaire which based on the object of Tablet PC shopping application Chinese users. Consequently, what obtained is, based on the survey findings, the GUI design proposal which reasonable reflects the shopping application with functionality and designability. Through the research results of this paper, we can get the conclusion that the three kinds of visual GUI elements-icon, label and color- have the influence on the user's usability. In addition, this study can be expected as a reference in the shopping software GUI design.

한국 가정과 교육과정의 현황과 과제

  • 윤인경
    • Proceedings of the KHEEA Conference
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    • 2002.08a
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    • pp.5-19
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    • 2002
  • 재한국, 1995년제일차출대국가제정적가정과교육과정. 지후, 한국적가정과교육과정경마료7차적수정여개혁과정. 재차과정중, 가정과정불단지추극출신, 기과목명칭재변화, 필수자선 등 선과성질야재변화, 과치함축, 여기술과정합. 이차, 가정과변위남녀생공수적과목, 저취순응료사회발전적수요. 종한국적교육과정래간, 1년급도10년급시국민공용기본교육계단, 11년급도12년급시자선교육계단. 거차, 가정과교육과정적접배위여하 : 소학(5~6학년)위실과, 중학화고중(7~10학년)위"기술.가정", 고중(11~12학년)위"가전과학". 장종2003년개시실시적가정과과시안배위여하 : 소학각2과시, 7~12학년시각2.3.3.3과시, 11~12학년위6개등차. 최근, 청소년문제, 교육환경, 상시인성, 가정파양, 소비과잉, 학대아동, 등사회문제도근가정생활유착밀절적연계, 인차, 재반지교육중, 가정교육응수중시. 단시, 실제상병불시여차. 작위교육주체적교사화부모도몰유인식도저개실정. 인차, 가정학자여교사유심요주근지거연구가정교육. 우기시, 유필요근중국, 일본, 등저사아주국가호상교류화합작적과정중거탐색가정교육적안정발전. 하면파미래가정학육발전적방향건의여하 : 1) "가정" 과시이가정과위연구대상적가정학적독립적연구요영역. 가정경적연구감상시 "가정", 타이가정생활질량적제고위기연구목적. 인차, 재가정교육중, 과목적명칭명명위 "기술. 가정", "가정일반". "가사" 시부합리적. 이응위 "가정" 2) 가정교육웅사중시성각색적변환, 직업적인직변고적각도출발, 사소학도고중분개위필수화선수과, 유남녀생공수. 3) 가정과과시재축점축단. 도시유우교육과정적축단이인기적피면불료적현상. 단시고 여가정과시실천, 실험성과목응보장기최저적과시, 최기마필수유지현재적과시. 4) 향래, 한국적가정교육과정기이가정과위기본철학배경화리념, 우급시파국가교육과정적배경화이념, 가정학적발전동태반영재교육과정중, 즉강조즘요교. 단시, 경력료반복적변혁지후, 최근, 각중시즘양거배양학생적십 요 양적능력여가치. 인차, 가정교육파교육목라방재즘루거제고가정생활적질량, 즘루거호조화가정생활화직업생활, 즘양거개발합리지해결화실천가정생활적가치관. 5) 최근, 가정교육파교육방향화목라방재거배양학생작위독립적개인, 작위가족적성원, 작위사회성원래주인생도로적능력. 인차, 가정교육이인적생활위중심. 우거섭급학생재성장과정중소우도적문제,재거포괄재가정화사회생활중소우도적문제. 즉거배양해결가정생활중소우도적소유적 문종적종합능력. 6) 가정과재교학방법화교학평개상, 응채용실험, 실습, 관찰 등방식, 응반체험성, 실천성경험. 위차, 응필편기험적실험, 실습설비. 7) 확정교육과정편제적치후, 응제고일반교육학자적참여율, 가정교육학자응적극참여 제정교청정책적유관교육적각종위원회. 재제정정책적과정중각진소능, 적극제출건고성적의황. 8) 한, 중, 일 삼국권원층립가정교육과정도작사, 위삼국교육과정적량호발전주공헌.

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Real-time Alert Service for Infant Location Management Using Beacon Technology (비콘 기술을 적용한 유아 위치관리 실시간 알림 서비스)

  • Baek, Yu-Jin;Lee, Hyo-Seung;Oh, Jae-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.1
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    • pp.205-210
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    • 2020
  • Children should be provided with the right to be protected by adults, related organizations, or countries because they lack power, situation recognition ability, and situation judgment ability compared to adults. Also, children's accidents and accidents caused by neglect of management occur every year. Currently, there are about 3 to 20 children managed by one teacher in a daycare center, and it is very difficult for teachers to care for all children as many children have to be managed. Especially, when outdoor activities are conducted in open space, children's activities are expanded compared to the in-house, and children who do not follow the control of the in-house teacher may occur, so there is a limit to the control and management of children depending on the viewpoint of teachers. In this study, we designed and implemented IoT terminal and system to provide safety to children and to provide convenience to guardians and teachers by systemizing the location or interval between children and in-service teachers using portable devices that can communicate with each other. It is hoped that this will contribute to the safety of infants.

Idea Effect of Product Design Class Using Scamper (스캠퍼 기법을 활용한 제품 디자인 수업의 발상 효과)

  • Hwang, Hae-Jung;Huh, Yoon-Jung
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.133-141
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    • 2020
  • This study aims to conduct product design class using scamper technique and to verify its creative effectiveness. Therefore, this study conducted a product design class using SCAMPER to 52 students in the second year of specialized high school, analyzed the results, and verified the effectiveness of idea generation through SCAMPER with a survey. As a result, most of the students used the 'combine' and 'modify' techniques most often to combine other products with existing products or to find and correct problems of existing products. Second, when using SCAMPER, 'flexibility' and 'reconstruction' were used among the creative components. It turned out to provide the ability to see objects from a new perspective. Third, the results of the post-class survey showed that students' satisfaction with the class using SCAMPER was high, which helped them to develop creative ideas.

Fostering Algebraic Reasoning Ability of Elementary School Students: Focused on the Exploration of the Associative Law in Multiplication (초등학교에서의 대수적 추론 능력 신장 방안 탐색 - 곱셈의 결합법칙 탐구에 관한 수업 사례 연구 -)

  • Choi, Ji-Young;Pang, Jeong-Suk
    • School Mathematics
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    • v.13 no.4
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    • pp.581-598
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    • 2011
  • Given the growing agreement that algebra should be taught in the early stage of the curriculum, considerable studies have been conducted with regard to early algebra in the elementary school. However, there has been lack of research on how to organize mathematic lessons to develop of algebraic reasoning ability of the elementary school students. This research attempted to gain specific and practical information on effective algebraic teaching and learning in the elementary school. An exploratory qualitative case study was conducted to the fourth graders. This paper focused on the associative law of the multiplication. This paper showed what kinds of activities a teacher may organize following three steps: (a) focus on the properties of numbers and operations in specific situations, (b) discovery of the properties of numbers and operations with many examples, and (c) generalization of the properties of numbers and operations in arbitrary situations. Given the steps, this paper included an analysis on how the students developed their algebraic reasoning. This study provides implications on the important factors that lead to the development of algebraic reasoning ability for elementary students.

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Performance Ranges of the Neurobehavioral Core Test Battery among Female Workers Occupationally Not Exposed to Neurotoxic Agents in Manufacturing Industries (신경독성 물질에 폭로되지 않은 제조업체 여성 근로자의 신경행동검사 수행능력범위)

  • Lee, Kyung-Jae;Lee, Se-Hoon;Kim, Hyoung-Ah;Lee, Won-Chul;Chang, Seong-Sil;Park, Chung-Yill;Chung, Chee-Kyung
    • Journal of Preventive Medicine and Public Health
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    • v.28 no.4 s.51
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    • pp.911-923
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    • 1995
  • With increased use of neurotoxic agents in manufacturing industries, hazardous effects of neurotoxic agents pose significant problems in protecting health of workers who work in these industries. A normal range of neurobehavioral performance is required to study hazardous effects of neurotoxic agents among workers. However, such reference for Korean population is not available yet. The objective of this study is to estimate a normal range of neurobehavioral test performance of female workers in Korea. Data for neurobehavioral test performance developed by the World Health Organization were obtained from 165 female workers. Study subjects, 140 production workers and 25 clerks, who voluntarily participated in this study were not occupationally exposed to neurotoxic agents. The mean age and the mean education years of them were 32 years and 10.9 years, respectively Santa Ana dexterity, pursuit aiming, digit symbol, simple reaction time, and Benton visual retention tests among the Neurobehavioral Core Test Battery(NCTB) were included in the evaluation. Subjects were interviewed by a trained interviewer for their detailed occupational history $Mean({\pm}SD)$ performance of the participants were: $45.7{\pm}7.1\;and\;41.9{\pm}6.4$ in the Santa Ana dexterity test of the preferred and non-preferred hands; $45.7{\pm}7.1\;and\;41.9{\pm}6.4$ in correct dot of the pursuit aiming test; $57.7{\pm}16.0$ in the digit symbol test; $274.8{\pm}44.6$ msec in the mean simple reaction time and $70.5{\pm}69.0$ msec in the mean standard deviation of it; and $7.8{\pm}1.7$ in the Benton visual retention test. Most neurobehavioral performance scores were correlated significantly with age and educational level. Educational level was found to be a significant independent variable which was associated with all test scores. Age was significantly associated with scores of pursuit aiming and digit symbol tests.

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A Study on the relationship between engineering college student's spatial visualization skills and academic achievements (공과대학생 공간시각화능력과 학업성취 간 관계 연구)

  • Choi, Sun-Mi;Lee, Jang Hoon;Jung, Joon-Oh;Sun, Bok-Kun
    • Journal of Engineering Education Research
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    • v.18 no.5
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    • pp.42-50
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    • 2015
  • In spite that spatial ability has been recognized as an important element of academic achievement in engineering studies, researches on the topic are rather limited in Korea. In this study, the relationship between spatial visualization skill and academic achievement of engineering students was investigated based on the several variables such as gender, high school education background and college course achievement. The result showed that there were significant relevance between spatial visualization skill and gender, high school type, achievement of high school level math & physics, and college course work grade of computer graphic and capstone design. According the case study, from the entry time of engineering college, support programs to reinforce spatial visualization skill are required for lower skill groups such as female and graduate from art course in high school. Also, college curriculum such as Engineering graphics, Capstone design are substantial to improve spatial visualization skill. However, more diversified sample groups and research methods are required in order to draw in depth results.