• Title/Summary/Keyword: 심층강화학습 라이브러리

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A Survey on Deep Reinforcement Learning Libraries (심층강화학습 라이브러리 기술동향)

  • Shin, S.J.;Cho, C.L.;Jeon, H.S.;Yoon, S.H.;Kim, T.Y.
    • Electronics and Telecommunications Trends
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    • v.34 no.6
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    • pp.87-99
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    • 2019
  • Reinforcement learning is a type of machine learning paradigm that forces agents to repeat the observation-action-reward process to assess and predict the values of possible future action sequences. This allows the agents to incrementally reinforce the desired behavior for a given observation. Thanks to the recent advancements of deep learning, reinforcement learning has evolved into deep reinforcement learning that introduces promising results in various control and optimization domains, such as games, robotics, autonomous vehicles, computing, industrial control, and so on. In addition to this trend, a number of programming libraries have been developed for importing deep reinforcement learning into a variety of applications. In this article, we briefly review and summarize 10 representative deep reinforcement learning libraries and compare them from a development project perspective.

A Study on the Implementation of a Community-based LIS Capstone Course: Developing the 21st Century Skills of Preservice Librarians through Human Library Projects (지역사회협력 기반 문헌정보학 캡스톤 교과목 개발과 운영에 관한 연구 - 휴먼라이브러리 프로젝트 수행을 통한 21세기 학습 기술 강화를 중심으로 -)

  • Jisue Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.379-408
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    • 2023
  • This case study reports on the redevelopment of a course, Local Culture Information Theory offered by the Department of Library and Information Science at C University, into a capstone design course using a project-based learning approach. In collaboration with a local community youth organization, the redesigned course provided an opportunity for LIS students to develop and implement a digital literacy program that enabled high school students to use a variety of digital multimedia technologies to complete a project of digital Human Library featuring video, audio, and digital are such as webtoons. Through semi-structured interviews with 5 students and 3 staff from partner organizations, this study reports on course development process, the establishment of local partnerships, project outcome, as well as suggestions for improvements. In addition, a qualitative analysis of the participating students' interview responses using the Framework for 21st Century Learning (P21) found they developed and improved 11 skills across three core areas: life and career skills including self-direction, project management, collaboration with diverse teams, flexibility, responsibility, leadership; learning and innovation skills including communication and collaboration, problem-solving, creativity, and critical thinking; and information, media, and technology skills through media creation. Lessons learned and recommendations from this case study may be useful for other LIS programs and faculty interested in implementing project-based learning or developing capstone design courses.