• Title/Summary/Keyword: 직관 학습

Search Result 268, Processing Time 0.023 seconds

A Study on Effective Interpretation of AI Model based on Reference (Reference 기반 AI 모델의 효과적인 해석에 관한 연구)

  • Hyun-woo Lee;Tae-hyun Han;Yeong-ji Park;Tae-jin Lee
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.33 no.3
    • /
    • pp.411-425
    • /
    • 2023
  • Today, AI (Artificial Intelligence) technology is widely used in various fields, performing classification and regression tasks according to the purpose of use, and research is also actively progressing. Especially in the field of security, unexpected threats need to be detected, and unsupervised learning-based anomaly detection techniques that can detect threats without adding known threat information to the model training process are promising methods. However, most of the preceding studies that provide interpretability for AI judgments are designed for supervised learning, so it is difficult to apply them to unsupervised learning models with fundamentally different learning methods. In addition, previously researched vision-centered AI mechanism interpretation studies are not suitable for application to the security field that is not expressed in images. Therefore, In this paper, we use a technique that provides interpretability for detected anomalies by searching for and comparing optimization references, which are the source of intrusion attacks. In this paper, based on reference, we propose additional logic to search for data closest to real data. Based on real data, it aims to provide a more intuitive interpretation of anomalies and to promote effective use of an anomaly detection model in the security field.

The Design of Dashboard for Instructor Feedback Support Based on Learning Analytics (학습분석 기반 교수자 피드백 제공을 위한 대시보드 설계)

  • Lim, SungTae;Kim, EunHee
    • The Journal of Korean Association of Computer Education
    • /
    • v.20 no.6
    • /
    • pp.1-15
    • /
    • 2017
  • The purpose of this study is to design a LMS(Learning Management System) dashboard for instructor feedback support based on learning analytics and to apply a LMS dashboard incorporating such taxonomy which allows an instructor to give a student personalized feedback according to the class content and a student's traits. In the dashboard design phase, usable instructional data were selected from LMS based on feedback taxonomy in terms of learning analytics. Two validity tests were conducted with 8 instructional technologists over 8 years of experience, and were revised accordingly. The final dashboard screen has three parts: A comprehensive analysis screen to provide appropriate feedback based on instructor feedback taxonomy analysis, a summary screen for learner analysis, and a recommended feedback guide screen. Detailed analysis information are provided through other dashboards that are displayed in eight screens: login analysis, learning information confirmation analysis, teaching materials learning analysis, assignment/tests, and posts analysis. All of these dashboards were represented by analysis information and data based on learner analytics through visualization methods including graphs and tables. The implications of educational utilization of the dashboard for instructor feedback support based on learning analytics and the future researches were suggested based on these results.

A Study on Teaching and Learning for Math Education at Elementary School with Scratch Programing (스크래치 프로그래밍을 활용한 초등학교 수학 교수.학습에 관한 연구)

  • Shin, Seung-Ki;Park, Phan-Woo
    • 한국정보교육학회:학술대회논문집
    • /
    • 2011.01a
    • /
    • pp.7-13
    • /
    • 2011
  • Scratch programming comes into the spotlight as Education Programming Language. Especially, it is made better use at educational class by accessibility and visuality in elementary school. But most of latest research is just focus on effective for programming education and prove effectiveness once more. In this study, possibility about curriculum using Scratch programming and specific applicable methods were suggested. This research suggested that how to study with scratch programming through lesson "Make a pattern" in 5th grade Math curriculum at elementary school. And there was reflected that we can verify programming procedure visually and improve creativity.

  • PDF

Embedded System Software Testing Tool Using XML Test Script (XML 테스트 스크립트를 이용한 내장형 시스템 소프트웨어 테스팅 도구)

  • Kwak Dong-Gyu;Cho Yong-Yoon;Kim Sang-Heon;Yoo Chea-Woo
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2005.11b
    • /
    • pp.463-465
    • /
    • 2005
  • 내장형 시스템의 요구사항이 복잡해짐에 따라 신뢰성이 높은 소프트웨어 생산이 어려워지고 있다. 본 논문은 신뢰성 높은 내장형 시스템의 소프트웨어를 생산을 위해 교차 컴파일 환경에서 사용 가능한 소프트웨어 테스팅 도구를 제안한다. 일반적으로 테스팅 도구는 독자적인 테스트 스크립트를 사용한다. 그러므로 테스팅을 하고자하는 개발자는 테스팅 도구에서 사용하는 테스트 스크립트를 학습하여야한다. 즉, 개발자가 기존의 테스트 도구를 사용하기 위해서는 새로운 스크립트 언어를 학습해야 하는 부담을 가지고 있다. 본 논문에서 제안하는 시스템은 이러한 단점을 극복하기 위해서 개발자에게 친숙한 XML을 이용하여 테스트 스크립트를 설계한다. XML은 마크 업 언어의 표준으로 다양한 응용을 가지고 있고 다른 형태의 포맷으로 쉽게 변환 가능하다는 장점을 가지고 있다. 또한, GUI 기반의 테스트 스크립트 생성기를 제공하여 개발자에게 직관적인 테스트 스크립트 작성을 할 수 있도록 제안한다. 그리고 기존의 테스트 스크립트와 달리 테스트 스크립트 언어 레벨에서의 테스트 분기를 제공하고 있어 테스트 결과에 따른 다양한 테스트를 실시할 수 있다. 본 테스팅 도구는 개발자에게 테스트 드라이버 작성을 위한 노력을 줄여 더욱 질 좋은 프로그램을 생성하는데 기여할 것으로 기대된다.

  • PDF

Hand Gesture Recognition Method based on the MCSVM for Interaction with 3D Objects in Virtual Reality (가상현실 3D 오브젝트와 상호작용을 위한 MCSVM 기반 손 제스처 인식)

  • Kim, Yoon-Je;Koh, Tack-Kyun;Yoon, Min-Ho;Kim, Tae-Young
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2017.11a
    • /
    • pp.1088-1091
    • /
    • 2017
  • 최근 그래픽스 기반의 가상현실 기술의 발전과 관심이 증가하면서 3D 객체와의 자연스러운 상호작용을 위한 방법들 중 손 제스처 인식에 대한 연구가 활발히 진행되고 있다. 본 논문은 가상현실 3D 오브젝트와의 상호작용을 위한 MCSVM 기반의 손 제스처 인식을 제안한다. 먼저 다양한 손 제스처들을 립모션을 통해 입력 받아 전처리를 수행한 손 데이터를 전달한다. 그 후 이진 결정 트리로 1차 분류를 한 손 데이터를 리샘플링 한 뒤 체인코드를 생성하고 이에 대한 히스토그램으로 특징 데이터를 구성한다. 이를 기반으로 MCSVM 학습을 통해 2차 분류를 수행하여 제스처를 인식한다. 실험 결과 3D 오브젝트와 상호작용을 위한 16개의 명령 제스처에 대해 평균 99.2%의 인식률을 보였고 마우스 인터페이스와 비교한 정서적 평가 결과에서는 마우스 입력에 비하여 직관적이고 사용자 친화적인 상호작용이 가능하다는 점에서 게임, 학습 시뮬레이션, 설계, 의료분야 등 많은 가상현실 응용 분야에서의 입력 인터페이스로 활용 될 수 있고 가상현실에서 몰입도를 높이는데 도움이 됨을 알 수 있었다.

Implementation of Sports Video Clip Extraction Based on MobileNetV3 Transfer Learning (MobileNetV3 전이학습 기반 스포츠 비디오 클립 추출 구현)

  • YU, LI
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.17 no.5
    • /
    • pp.897-904
    • /
    • 2022
  • Sports video is a very critical information resource. High-precision extraction of effective segments in sports video can better assist coaches in analyzing the player's actions in the video, and enable users to more intuitively appreciate the player's hitting action. Aiming at the shortcomings of the current sports video clip extraction results, such as strong subjectivity, large workload and low efficiency, a classification method of sports video clips based on MobileNetV3 is proposed to save user time. Experiments evaluate the effectiveness of effective segment extraction. Among the extracted segments, the effective proportion is 97.0%, indicating that the effective segment extraction results are good, and it can lay the foundation for the construction of the subsequent badminton action metadata video dataset.

Development and Application of Convergence Education about Support Vector Machine for Elementary Learners (초등 학습자를 위한 서포트 벡터 머신 융합 교육 프로그램의 개발과 적용)

  • Yuri Hwang;Namje Park
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.95-103
    • /
    • 2023
  • This paper proposes an artificial intelligence convergence education program for teaching the main concept and principle of Support Vector Machines(SVM) at elementary schools. The developed program, based on Jeju's natural environment theme, explains the decision boundary and margin of SVM by vertical and parallel from 4th grade mathematics curriculum. As a result of applying the developed program to 3rd and 5th graders, most students intuitively inferred the location of the decision boundary. The overall performance accuracy and rate of reasonable inference of 5th graders were higher. However, in the self-evaluation of understanding, the average value was higher in the 3rd grade, contrary to the actual understanding. This was due to the fact that junior learners had a greater tendency to feel satisfaction and achievement. On the other hand, senior learners presented more meaningful post-class questions based on their motivation for further exploration. We would like to find effective ways for artificial intelligence convergence education for elementary school students.

The Analysis of Informatics Gifted Elementary Students' Computational Problem Solving Approaches in Puzzle-Based Learning (퍼즐 기반 학습에서 초등정보영재의 컴퓨팅적 문제 해결 접근법 분석)

  • Lee, Eunkyoung;Choi, JeongWon;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.1
    • /
    • pp.191-201
    • /
    • 2014
  • The purpose of this study is to propose strategies of puzzle-based learning for Informatics gifted education through analyzing Informatics gifted elementary students' computational problem solving approaches in puzzle-based learning contexts. Six types of educational puzzles, which are constraints, optimization, probability, statistically speaking, pattern recognition, and strategy, were used in teaching 14 Informatics gifted students for 8 sessions. The results of pre and post test and each students' answers were analyzed to identify why students were not able to solve the puzzles. We also analysed what essential computational strategies are needed to solve each type of puzzles, and what students did not know in solving puzzle problems. We identified some problems caused by puzzle representation methods, and various students' intuitions that disturb puzzle solving. Also, we identified essential computational strategies to solve puzzles: backtracking, dynamic programming, abstraction, modeling, and reduction of big problem. However, students had difficulties in applying these strategies to solve their puzzle problems. We proposed the revised puzzle-based learning strategies, which is based on the improved problem representation, just-in-time cognitive feedbacks, and web-based learning system.

Teaching and Learning of University Calculus with Python-based Coding Education (파이썬(Python) 기반의 코딩교육을 적용한 대학 미적분학의 교수·학습)

  • Park, Kyung-Eun;Lee, Sang-Gu;Ham, Yoonmee;Lee, Jae Hwa
    • Communications of Mathematical Education
    • /
    • v.33 no.3
    • /
    • pp.163-180
    • /
    • 2019
  • This study introduces a development of calculus contents which makes to understand the main concepts of calculus in a short period of time and to enhance problem solving and computational thinking for complex problems encountered in the real world for college freshmen with diverse backgrounds. As a concrete measure, we developed 'Teaching and Learning' contents and Python-based code for Calculus I and II which was used in actual classroom. In other words, the entire process of teaching and learning, action plan, and evaluation method for calculus class with Python based coding are reported and shared. In anytime and anywhere, our students were able to freely practice and effectively exercise calculus problems. By using the given code, students could gain meaningful understanding of calculus contents and were able to expand their computational thinking skills. In addition, we share a way that it motivated student activities, and evaluated students fairly based on data which they generated, but still instructor's work load is less than before. Therefore, it can be a teaching and learning model for college mathematics which shows a possibility to cover calculus concepts and computational thinking at once in a innovative way for the 21st century.

A Study on Development Strategies for Artificial Intelligence-Based Personalized Mathematics Learning Services (인공지능 기반 개인 맞춤 수학학습 서비스 개발 방향에 관한 연구)

  • Joo-eun Hyun;Chi-geun Lee;Daehwan Lee;Youngseok Lee;Dukhoi Koo
    • Journal of Practical Engineering Education
    • /
    • v.15 no.3
    • /
    • pp.605-614
    • /
    • 2023
  • In In the era of digital transition, AI-based personalized services are emerging in the field of education. This research aims to examine the development strategies for implementing AI-based learning services in school. Focusing on AI-based math learning service "Math Cell" developed by i-Scream Edu, this study surveyed the functional requirements from the perspective of an educator. The results were analyzed for importance and suitability using IPA, and expert opinions were surveyed to explore specific development directions for the service. Consequently, importance in all areas such as diagnosis, learning, evaluation, and management averaged 4.82 and performance averaged 4.56, showing excellent results in most questions, and in particular, importance was higher than performance. Among certain detailed functions, concept learning, customized task presentation, evaluation result analysis function, dashboard-related functions, and learning materials in the dashboard were not intuitive for students to understand and had to be supplemented. This study provides meaningful insights by summarizing expert opinions on AI-based personalized mathematics learning services, thereby contributing to the exploration of the development strategies for "Math Cell".