• Title/Summary/Keyword: 자기학습유도

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A study on Induction Motor Servo System using Self-learning Neural-Fuzzy Networks (자기학습형 뉴럴-퍼지 제어기에 의한 유도전동기 서어보시스템)

  • Yang, Seung-Ho;Kim, Se-Chan;Won, Chung-Yuen;Kim, Duk-Heon
    • Proceedings of the KIEE Conference
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    • 1993.11a
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    • pp.142-144
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    • 1993
  • In this study, a Self-learning Neural-Fuzzy Networks is presented, Because of the fuzzy controller property, the designing problems of fuzzy if-then rules, membership functions and inference methods are very complex task. Thus in this paper we proposed the Neural-Fuzzy Networks composed by Sugeno and Takagi's fuzzy inference method and learned by using temporal back propagation algorithm. The proposed method can refine automatically the fuzzy if-then rules without human expert's knowledges. The induction motor servo system is used to demonstrate the effectiveness of the proposed control scheme and the feasibility of the acquired fuzzy controller. All results are supported by simulation.

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Design of Game Programming Classes for Improving Computational Thinking in Elementary School Students (초등학생의 컴퓨팅 사고력 향상을 위한 게임 프로그래밍 수업 설계)

  • Kim, Eun Ji;Lee, Tae Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.265-268
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    • 2018
  • 컴퓨팅 사고력의 함양을 위해서는 알고리즘을 설계하는 단계가 선행되어야 한다. 그러나 알고리즘 설계와 프로그래밍 구현 활동으로 이루어지는 소프트웨어 교육에서 구체적 조작기에 해당하는 초등학생들에게 추상적인 개념을 필요로 하는 알고리즘은 어려울 수밖에 없다. 학습자들의 흥미를 유도하기 위한 전략 중 하나로 게임 프로그래밍을 활용할 수 있다. 게임 프로그래밍은 또한 문제해결력, 학업성취도, 자기효능감을 향상시킨다. 따라서 본 연구에서는 엔트리와 자연어 알고리즘을 활용하여 초등학생의 컴퓨팅 사고력 향상을 위한 게임 프로그래밍 수업을 설계하고자 한다.

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Neural Networks based on Cellular Automata (셀룰라 오토마아에 기반한 신경망)

  • Cho, Yong-Goon;Shin, Suk-Young;Kang, Hoon
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.03a
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    • pp.57-60
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    • 1998
  • Darwin Machine은 자기 자신의 구조를 전자적인 속도로 진화해 나가는 하드웨어로서 복잡한 구조와 성질으 진화 기법을 사용하여 만들어 나가는 진화공학(Evolutionary Engineering)의 한 예이다. 하드웨어가 전자적인 속도로 진화하기 위해서는 각각으리 하드웨어 구성요소들이 병렬적으로 작동해햐 하는데 셀룰라 오토마타는 이러한 문제를 해결하는 적합한 구조이며, 하드췌어에 쉽게 이식할 수 있는 장점이 있다. 신경망의 학습 능력과 진한 연산을 이용하면 효율적인 진화를 유도할 수 있다. 본 논문에서는 이러한 하드웨어 구현을 위한 셀룰라 오토마타에 기반한 신경망을 보이고자 한다.

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The Effect of Mobile Phone Use on University Students' English Reading Achievement (모바일 폰 활용이 대학생들의 영어 독해 학습 성취도에 미치는 영향)

  • Kim, Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.183-189
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    • 2019
  • The purpose of this study is to investigate the effects of mobile phone use on university students' English reading achievement and consider the value and effectiveness of mobile phones as a learning tool. The study's subjects were students from a university in Seoul, who were divided into an experimental group (n=37) and a control group (n=43). The experimental group used various mobile phone functions-such as searching, recording, taking photos, using mobile apps, and community uploads-in reading class. The control group, on the other hand, focused on students' presentations and the professor's explanations. Two achievement tests and an open-ended questionnaire were administered. The results revealed that the experimental group scored higher than the control group, which showed a significant difference. In addition, the positive impacts of mobile phone use as reported in the questionnaire were interest and motivation, self-directed learning, and continuous learning beyond time and space. In order to foster efficient second language teaching and learning, learners and also teachers must be aware of the potential value of mobile phones as a learning tool. To encourage more active mobile phone use in the classroom, diverse and interesting class activities using mobile phones should be developed.

The Effect of Promoting Motivation through Effort-inducing Instructions and Positive Feedback on Task Performance (노력 유도와 긍정 피드백을 통한 동기 활성화가 과제수행에 미치는 영향)

  • Kwon, Eunjin;Kim, Taehoon;Lee, Yoonhyoung
    • Korean Journal of School Psychology
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    • v.17 no.3
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    • pp.287-306
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    • 2020
  • The purpose of this study was to investigate the effect of motivation promotion on task performance. Unlike most previous studies that have used survey methods, this study examined the effects of motivation promotion on arithmetic and linguistic task performances under experimental conditions. Effort-inducing instructions and positive feedbacks were used to promote participants' motivation. Experiments 1 and 2 examined the effect of effort-inducing instructions and positive feedback on participants' autonomous selection of task difficulty when performing arithmetic and linguistic tasks. The results of the both experiments showed that the experimental group which received effort-inducing instructions and positive feedback chose more difficult task than the control group did. Experiment 3 examined whether motivation promotion enhances task performance and task persistence. The experimental group was more accurate and persistent than the control group. The results of the current study offer experimental evidence suggesting that activating intrinsic motivation through motivation promotion improves attitudes toward tasks and task performance.

Design of Web-Based Digital Contents for Cyber University (Cyber 대학을 위한 Web 기반 컨텐츠 설계)

  • Cho Sae-Hong;Park Hwa-Jin
    • Journal of Digital Contents Society
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    • v.2 no.2
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    • pp.191-197
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    • 2001
  • The cyber university, which authoring systems for digital contents using multimedia technologies ate used for its courses, is highlighted to be a promising alternative for the current off-line education system. As the demand for the authoring system is constantly increasing, many systems, which emphasize the developers' convenience only, are currently used. Since the generated digital contents using these systems are failed to draw the learners' active interaction with contents, the new authoring system is expected to be existed. This paper presents, develops, and implements the new contents authoring system by using programing languages and/or software tools based on the storyboard. The presented, developed, and implemented system mimics the face-to-face education in off-line system, induces the users' active interaction with contents, and the effective evaluation system to the users.

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The Effect of Science-centered STEAM Program on Science Positive Experience: Focused on the "Earth and Moon" Unit In Elementary School Science (과학중심 STEAM 프로그램이 과학긍정 경험에 미치는 효과: 초등학교 과학 "지구와 달" 단원을 중심으로)

  • Mun, Juyoung;Shin, Youngjoon
    • Journal of Science Education
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    • v.42 no.2
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    • pp.214-229
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    • 2018
  • The purpose of this study was to investigate the effect of science-based STEAM program on the positive science experience of elementary school students. The participants of this study were 64 fourth graders of S elementary school located in Gyeonggi-do. They were divided into the experimental group of 30 students and the comparative group of 34 students. The program was reorganized into the STEAM program, which emphasized communication with students in the second semester of 4th grade, centered on 'Earth and Moon' unit which were carried out in total 16 times. The experimental group was giving the science-centered STEAM program, and the comparative group was giving the general instruction model based on the instructional book guidelines. The results of the study are as follows. The science-centered STEAM program showed a further influence on the positive science experience of elementary school students. Based on these results, it can be confirmed that the class using the science-centered STEAM program positively influenced the improvement of students' positive science experience.

Qualitative Analysis of Chinese University Students' Online Learning Experience in Korea During the Covid-19 Pandemic (코로나19 시기 재한 중국인 유학생들의 온라인 수업경험에 대한 질적 분석)

  • Kim, Joo-yeong;Koo, Yesung;Bai, Chunai;Park, Junghwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.633-642
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    • 2021
  • This study explores the online learning experiences of Chinese foreign students in Korea by using the CQR process and method. To gather data, researchers conducted online, in-depth interviews with 15 Chinese university students in Korea who were enrolled in the spring and fall semesters in 2020. After compiling the research, the data were segmented into four domains and 13 categories, with 36 subcategories identified from among foreign students' online learning experiences. The results show that Chinese students perceived the convenience of online classes and personalized learning as its strength, but considered lowered motivation and lack of concentration as weaknesses. Also, they experienced an increase in the amount of learning, spending more time studying online, using personal learning strategies, and getting help from friends and the university's online learning system. Moreover, they experienced difficulties related to class notifications, guidance, and interactions with the instructors. Foreign students studying in Korea need their instructor's facilitation in order to understand and participate in online classes, reinforcing a student's self-directed learning ability, and need appropriate guidance and support in terms of the online class environment.

A Study on the High Performance Speed Control of Induction Motor Using Self-Learning Fuzzy Controller (자기학습형 퍼지제어기에 의한 유도전동기 고성능 속도제어에 관한 연구)

  • Park, Y.M.;Kim, Y.C.;Kim, J.M.;Won, C.Y.;Kim, Y.R.;Kim, H.S.
    • Proceedings of the KIEE Conference
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    • 1997.11a
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    • pp.505-508
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    • 1997
  • In this paper, an auto-tuning method for fuzzy controller based on the neural network is presented. The backpropagated error of neural emulator offers the path which reforms the fuzzy controller's membership functions and fuzzy rule, and used for speed control of induction motor. For the torque control method, an indirect vector control scheme with slip calculation is used because of its stable characteristics regardless of speed. Motor input current is regulated by a current controlled voltage source PWM inverter using space voltage vector technique. Also, the scheme of current control fuzzy controller is synchronous reference frame with decoupling term. DSP(TMS320C31) is used to achieve the high speed calculation of the space voltage vector PWM and to build the self-learning fuzz. control algorithm. An IPM is used to simplify hardware design.

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Promoting Teaching Efficacy of Pre-service Teachers with Reflective Thinking using e-portfolio (e-포트폴리오 활용한 성찰활동에 대한 예비교사의 인식과 교수효능감 변화)

  • Lee, Sooyeon;Hong, Seongyoun
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.968-978
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    • 2013
  • The purpose of this study is to explore the strategies for application of e-portfolio for improving teaching efficacy of pre-service teachers. 35 pre-service teachers wrote reflection papers and uploaded their data to their personal e-portfolio during 10 weeks. They participated in two teaching efficacy surveys which were conducted before and after using e-portfolio. Twelve participants were interviewed regarding their experience and perceptions of e-portfolio. As the result of compared-sample tests, teaching efficacy increased statistically significantly. According to the students' interview, the pros and cons of e-portfolio were identified and the strategies for application of e-portfolio were suggested for improving teaching efficacy of pre-service teachers.