• Title/Summary/Keyword: 이러닝 플랫폼

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A Study on Security Authentication Vector Generation of Virtualized Internal Environment using Machine Learning Algorithm (머신러닝 알고리즘이 적용된 가상화 내부 환경의 보안 인증벡터 생성에 대한 연구)

  • Choi, Do-Hyeon;Park, Jung Oh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.6
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    • pp.33-42
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    • 2016
  • Recently, the investment and study competition regarding machine running is accelerating mainly with Google, Amazon, Microsoft and other leading companies in the field of artificial intelligence. The security weakness of virtualization technology security structure have been a serious issue continuously. Also, in most cases, the internal data security depend on the virtualization security technology of platform provider. This is because the existing software, hardware security technology is hard to access to the field of virtualization and the efficiency of data analysis and processing in security function is relatively low. This thesis have applied user significant information to machine learning algorithm, created security authentication vector able to learn to provide with a method which the security authentication can be conducted in the field of virtualization. As the result of performance analysis, the interior transmission efficiency of authentication vector in virtualization environment, high efficiency of operation method, and safety regarding the major formation parameter were demonstrated.

Application of Variant Game Elements System for Phonics Education (파닉스 적용 사례로 본 게임 요소 가변 시스템)

  • Seo, Eun-Hye;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.113-121
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    • 2010
  • This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.

Deriving adoption strategies of deep learning open source framework through case studies (딥러닝 오픈소스 프레임워크의 사례연구를 통한 도입 전략 도출)

  • Choi, Eunjoo;Lee, Junyeong;Han, Ingoo
    • Journal of Intelligence and Information Systems
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    • v.26 no.4
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    • pp.27-65
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    • 2020
  • Many companies on information and communication technology make public their own developed AI technology, for example, Google's TensorFlow, Facebook's PyTorch, Microsoft's CNTK. By releasing deep learning open source software to the public, the relationship with the developer community and the artificial intelligence (AI) ecosystem can be strengthened, and users can perform experiment, implementation and improvement of it. Accordingly, the field of machine learning is growing rapidly, and developers are using and reproducing various learning algorithms in each field. Although various analysis of open source software has been made, there is a lack of studies to help develop or use deep learning open source software in the industry. This study thus attempts to derive a strategy for adopting the framework through case studies of a deep learning open source framework. Based on the technology-organization-environment (TOE) framework and literature review related to the adoption of open source software, we employed the case study framework that includes technological factors as perceived relative advantage, perceived compatibility, perceived complexity, and perceived trialability, organizational factors as management support and knowledge & expertise, and environmental factors as availability of technology skills and services, and platform long term viability. We conducted a case study analysis of three companies' adoption cases (two cases of success and one case of failure) and revealed that seven out of eight TOE factors and several factors regarding company, team and resource are significant for the adoption of deep learning open source framework. By organizing the case study analysis results, we provided five important success factors for adopting deep learning framework: the knowledge and expertise of developers in the team, hardware (GPU) environment, data enterprise cooperation system, deep learning framework platform, deep learning framework work tool service. In order for an organization to successfully adopt a deep learning open source framework, at the stage of using the framework, first, the hardware (GPU) environment for AI R&D group must support the knowledge and expertise of the developers in the team. Second, it is necessary to support the use of deep learning frameworks by research developers through collecting and managing data inside and outside the company with a data enterprise cooperation system. Third, deep learning research expertise must be supplemented through cooperation with researchers from academic institutions such as universities and research institutes. Satisfying three procedures in the stage of using the deep learning framework, companies will increase the number of deep learning research developers, the ability to use the deep learning framework, and the support of GPU resource. In the proliferation stage of the deep learning framework, fourth, a company makes the deep learning framework platform that improves the research efficiency and effectiveness of the developers, for example, the optimization of the hardware (GPU) environment automatically. Fifth, the deep learning framework tool service team complements the developers' expertise through sharing the information of the external deep learning open source framework community to the in-house community and activating developer retraining and seminars. To implement the identified five success factors, a step-by-step enterprise procedure for adoption of the deep learning framework was proposed: defining the project problem, confirming whether the deep learning methodology is the right method, confirming whether the deep learning framework is the right tool, using the deep learning framework by the enterprise, spreading the framework of the enterprise. The first three steps (i.e. defining the project problem, confirming whether the deep learning methodology is the right method, and confirming whether the deep learning framework is the right tool) are pre-considerations to adopt a deep learning open source framework. After the three pre-considerations steps are clear, next two steps (i.e. using the deep learning framework by the enterprise and spreading the framework of the enterprise) can be processed. In the fourth step, the knowledge and expertise of developers in the team are important in addition to hardware (GPU) environment and data enterprise cooperation system. In final step, five important factors are realized for a successful adoption of the deep learning open source framework. This study provides strategic implications for companies adopting or using deep learning framework according to the needs of each industry and business.

Design and Implementation of Collaborative Learning Tool Using LTI in Smart Devices (Smart Devices에서 LTI(Learning Tool Interoperability)를 활용한 협력학습 도구의 설계 및 구현)

  • Chang, Kun-Won;Park, Sang-Yun
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06d
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    • pp.28-31
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    • 2011
  • 최근 이러닝의 연구방향의 변화는 기존의 Courseware를 중심으로 한 LMS(Learning Management System)기반의 학습관리 위주의 기능에서 학습자의 학습행위를 보조하고 지원하기 위한 학습 환경의 제공으로 관심이 옮겨지고 있다. 기존 LMS에서는 여러 가지 문제점이 존재하고 있는데 학습자의 만족도를 높이기 위한 다양한 콘텐츠 수의 부족, 이종의 시스템간의 콘텐츠 재활용의 불가, 콘텐츠 단가의 하락으로 인한 고급의 콘텐츠 부재, 학습몰입도의 저하 등이 핵심이슈로 떠오르고 있다. 제안하는 시스템은 학습자들의 자기주도적인 학습을 가능하게 하는 다양한 학습도구를 제공하고 더불어 기반 플랫폼에 상관없이 이종의 시스템에서 모두 실행이 가능한 LTI 기반의 학습환경을 제공함으로써 학습자 스스로 학습계획과 교육 분야를 선택할 수 있어 스마트한 학습을 지원할 수 있다.

Performance Comparison Analysis of Deep Learning-based Web Application Services on Cloud Platforms (클라우드 플랫폼에서의 딥러닝 기반 웹 어플리케이션 서비스 성능 비교 분석)

  • Kim, Ju-Chan;Bum, Junghyun;Choo, Hyun-Seung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.05a
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    • pp.224-226
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    • 2021
  • 최근 코로나바이러스감염증-19(COVID-19)가 확산됨에 따라 화상회의, 온라인 게임, 스트리밍 등과 같은 다양한 온라인 서비스들의 트래픽이 크게 증가하면서 원활한 서비스 제공을 위한 서버 자원 관리의 중요성이 강조되고 있다. 이에 따라 서버 자원을 전문적으로 관리해주는 클라우드 서비스의 수요도 증가하는 추세이다. 하지만 대다수의 국내 기업들은 성능의 불확실성, 보안, 정서적 이질감 등을 이유로 클라우드 서비스 도입에 어려움을 겪고 있다. 따라서 본 논문에서는 클라우드 서비스의 성능의 불확실성을 해소하기 위해 클라우드 시장 BIG3 기업(아마존, 마이크로소프트, 구글)의 클라우드 서비스의 성능을 비교하였다.

Member Verification Service Architecture based on Multiple Microservices for Edge Devices (엣지 마이크로서비스 기반 멤버 분석 및 컨텐츠 제공 서비스 설계)

  • Moon, Jaewon;Kum, Seungwoo;Kim, Youngkee;Yu, Miseon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.26-27
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    • 2020
  • 본 논문에서는 서로 다른 특성을 갖기 때문에 표준화가 어려운 엣지 플랫폼에서 동일한 머신 러닝 모델로도 확장 가능한 분석 서비스를 하기 위해, 마이크로서비스 기반으로 협업 분석 하는 설계 방법을 소개한다. 이를 위해 실제 사용자 분석 결과 적응적인 컨텐츠 서비스 시나리오를 고려하였다. 서로 다른 성능을 갖는 엣지가 협업하기 위해서 클라우드에서 제공 받는 어플리케이션을 마이크로 서비스화 하고 다수의 엣지에 해당 서비스를 분산 분포하여 연결한다. 해당 방법은 전체 서비스를 상호 독립적인 최소 구성 요소로 분할하고 모든 요소가 독립적으로 연동되어 타스크를 수행하게 하며 유사한 프로세스는 공유함으로서 상대적으로 성능이 떨어지는 엣지들간 협력으로 효율적인 분석 서비스 제공이 가능하도록 할 것이다.

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Twitter Sentiment Analysis for Natural Language Processing (자연어 처리를 위한 트위터 감정 분석)

  • Li, Ang;Joe, Inwhee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.457-458
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    • 2022
  • 인터넷 시대에 소셜 미디어는 사람들의 삶에 완전히 침투했다. 많은 사용자 기반을 보유한 성숙한 온라인 플랫폼 중 하나인 Twitter를 통해 사용자는 최신 뉴스, 삶의 경험 및 흥미로운 삶의 이야기를 독립적으로 게시할 수 있다. 하지만 때론 부정적인 뉘앙스를 풍기며 기업이나 개인의 브랜드에 영향을 미치며 이익을 훼손하는 경우가 있기 때문에 욕설을 식별해 트위터 발신을 차단할 필요가 있다. 이 기사의 가장 큰 혁신은 Twitter 데이터를 사용하여 다양한 방법을 동시에 비교한다는 것입니다. 더 많은 데이터를 처리할수록 딥 러닝을 시도하면 좋은 결과를 얻을 수 있다. Transformer 분류기를 통합하여 최상의 결과를 얻었다

Production Techniques for Mobile Motion Pictures base on Smart Phone (스마트폰 시장 확대에 따른 모바일 동영상 편집 기법 연구)

  • Choi, Eun-Young;Choi, Hun
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.115-123
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    • 2010
  • Because of development of information technology, moving picture can run various platforms. We should consider and apply users' attitude as well as production technique because convergence between mobile and media technology may be increased full-browsing service using mobile device. Previous research related to production technique in various platforms only focus on video quality and adjustment of screen size. However, besides of technical side, production techniques should be changed such as image production as well as image editing by point of view aesthetic. Mise-en-scene such as camera angle, composition, and lighting is changed due to HD image. Also image production should be changed to a suitable full-browsing service using mobile device. Therefore, we would explore a new suitable production techniques and image editing for smart phone. To propose production techniques for smart phone, we used E-learning production system, which are transition, editing technique for suitable converting system. Such as new attempts are leading to new paradigm and establishing their position by applying characteries such as openness, timeliness to mobile. Also it can be extended individual area and established as expression and play tool.

A Study on Development of Customized Education and Training Model Using Online Learning Platform (온라인학습플랫폼을 활용한 맞춤형 교육훈련 모델 수립방안에 관한 연구)

  • Rim, Kyung-hwa;Shin, Jung-min;Lee, Sookyoung
    • Journal of Practical Engineering Education
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    • v.11 no.1
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    • pp.75-86
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    • 2019
  • Globally, the change in higher education is gradually moving toward a trend that seeks a change in innovative higher education through the revitalization of digital-based education. Accordingly, this study designed a customized education model based on e-learning that can be used in undergraduate education and development of lifelong vocational skills. The use of online learning platforms and the expansion of education are major factors that change the overall higher education system as the form and content of curriculum changes around the world. In order to establish a customized education model using online learning platform, this study analyzed major overseas advanced education cases and selected the basic direction of customized learning as personalized learning, competency based learning, and training for talents leading the 4th Industrial Revolution. Then, FGI was conducted for undergraduate and lifelong vocational ability development experts. As a result, a customized education model using an online learning platform was derived from a degree-type model available in undergraduate education and a non-degree-type model available in the field of lifelong vocational ability development, and each operation strategy was suggested.

Development of LMS Evaluation Index for Non-Face-to-Face Information Security Education (비대면 정보보호 교육을 위한 LMS 평가지표 개발)

  • Lee, Ji-Eun
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.5
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    • pp.1055-1062
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    • 2021
  • As face-to-face education becomes difficult due to the spread of COVID-19, the use of e-learning content and virtual training is increasing. In the case of information security education, practice to learn response techniques is important, so simulation hacking and vulnerability analysis activities have been supported as virtual training for a long time. In order to increase the educational effect, contents should be designed similar to real situation, and learning activities to achieve the learning goals should be designed. In addition, excellent functions and scalability of the system supporting learning activities are required. The researcher developed an LMS evaluation index that supports non-face-to-face education by considering the key elements of non-face-to-face education and training. The developed evaluation index was applied to the information security education platform to verify its practical utility.