• Title/Summary/Keyword: 2 phase learning

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Analysis of Genetics Problem-Solving Processes of High School Students with Different Learning Approaches (학습접근방식에 따른 고등학생들의 유전 문제 해결 과정 분석)

  • Lee, Shinyoung;Byun, Taejin
    • Journal of The Korean Association For Science Education
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    • v.40 no.4
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    • pp.385-398
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    • 2020
  • This study aims to examine genetics problem-solving processes of high school students with different learning approaches. Two second graders in high school participated in a task that required solving the complicated pedigree problem. The participants had similar academic achievements in life science but one had a deep learning approach while the other had a surface learning approach. In order to analyze in depth the students' problem-solving processes, each student's problem-solving process was video-recorded, and each student conducted a think-aloud interview after solving the problem. Although students showed similar errors at the first trial in solving the problem, they showed different problem-solving process at the last trial. Student A who had a deep learning approach voluntarily solved the problem three times and demonstrated correct conceptual framing to the three constraints using rule-based reasoning in the last trial. Student A monitored the consistency between the data and her own pedigree, and reflected the problem-solving process in the check phase of the last trial in solving the problem. Student A's problem-solving process in the third trial resembled a successful problem-solving algorithm. However, student B who had a surface learning approach, involuntarily repeated solving the problem twice, and focused and used only part of the data due to her goal-oriented attitude to solve the problem in seeking for answers. Student B showed incorrect conceptual framing by memory-bank or arbitrary reasoning, and maintained her incorrect conceptual framing to the constraints in two problem-solving processes. These findings can help in understanding the problem-solving processes of students who have different learning approaches, allowing teachers to better support students with difficulties in accessing genetics problems.

A Robustness Performance Improvement of MMA Adaptive Equalization Algorithm in QAM Signal Transmission (QAM 신호 전송에서 MMA 적응 등화 알고리즘의 Robustness 성능 개선)

  • Lim, Seung-Gag
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.85-90
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    • 2019
  • This paper related with the M-CMA adaptive equalization algorithm which is possible to improve the residual isi and robustness performance compare to the current MMA algorithm that is reduce the intersymbol interference occurs in channel when transmitting the QAM signal. The current MMA algorithm depend on the cost function and error function using fixed signal dispersion constant, but the M-CMA algorithm depend on the new proposed cost function and error function using multiple dispersion constant. By this, it is possible to having robustness of the CMA and simultaneous compensation of amplitude and phase of MMA. The computer simulation was performed in the same channel and noise environment for compare the proposed M-CMA and current MMA algorithm. The equalizer output signal constellation, residual isi, MD, MSE learning courves and SER, represents the robustness were used for performance index. As a result of simulation, the M-CMA has more superior to the MMA in robustness and other performance index.

TAKTAG: Two phase learning method for hybrid statistical/rule-based part-of-speech disambiguation (TAKTAG: 통계와 규칙에 기반한 2단계 학습을 통한 품사 중의성 해결)

  • Shin, Sang-Hyun;Lee, Geun-Bae;Lee, Jong-Hyeok
    • Annual Conference on Human and Language Technology
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    • 1995.10a
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    • pp.169-174
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    • 1995
  • 품사 태깅은 형태소 분석 이후 발생한 모호성을 제거하는 것으로, 통계적 방법과 규칙에 기 반한 방법이 널리 사용되고 있다. 하지만, 이들 방법론에는 각기 한계점을 지니고 있다. 통계적인 방법인 은닉 마코프 모델(Hidden Markov Model)은 유연성(flexibility)을 지니지만, 교착어(agglutinative language)인 한국어에 있어서 제한된 윈도우로 인하여, 중의성 해결의 실마리가 되는 어휘나 품사별 제대로 참조하지 못하는 경우가 있다. 반면, 규칙에 기반한 방법은 차체가 품사에 영향을 받으므로 인하여, 새로운 태그집합(tagset)이나 언어에 대하여 유연성이나 정확성을 제공해 주지 못한다. 이러한 각기 서로 다른 방법론의 한계를 극복하기 위하여, 본 논문에서는 통계와 규칙을 통합한 한국어 태깅 모델을 제안한다. 즉 통계적 학습을 통한 통계 모델이후에 2차적으로 규칙을 자동학습 하게 하여, 통계모델이 다루지 못하는 범위의 규칙을 생성하게 된다. 이처럼 2단계의 통계와 규칙의 자동 학습단계를 거치게 됨으로써, 두개 모델의 단점을 보강한 높은 정확도를 가지는 한국어 태거를 개발할 수 있게 하였다.

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Gait-Event Detection for FES Locomotion (FES 보행을 위한 보행 이벤트 검출)

  • Heo Ji-Un;Kim Chul-Seung;Eom Gwang-Moon
    • Journal of the Korean Society for Precision Engineering
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    • v.22 no.3 s.168
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    • pp.170-178
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    • 2005
  • The purpose of this study is to develop a gait-event detection system, which is necessary for the cycle-to-cycle FES control of locomotion. Proposed gait event detection system consists of a signal measurement part and gait event detection part. The signal measurement was composed of the sensors and the LabVIEW program for the data acquisition and synchronization of the sensor signals. We also used a video camera and a motion capture system to get the reference gait events. Machine learning technique with ANN (artificial neural network) was adopted for automatic detection of gait events. 2 cycles of reference gait events were used as the teacher signals for ANN training and the remnants ($2\sim5$ cycles) were used fur the evaluation of the performance in gait-event detection. 14 combinations of sensor signals were used in the training and evaluation of ANN to examine the relationship between the number of sensors and the gait-event detection performance. The best combinations with minimum errors of event-detection time were 1) goniometer, foot-switch and 2) goniometer, foot-switch, accelerometer x(anterior-posterior) component. It is expected that the result of this study will be useful in the design of cycle-to-cycle FES controller.

Strategies for Increasing the Value and Sustainability of Archaeological Education in the Post-COVID-19 Era (포스트 코로나 시대 고고유산 교육의 가치와 지속가능성을 위한 전략)

  • KIM, Eunkyung
    • Korean Journal of Heritage: History & Science
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    • v.55 no.2
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    • pp.82-100
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    • 2022
  • With the crisis of the COVID-19 pandemic and the era of the 4th industrial revolution, archaeological heritage education has entered a new phase. This article responds to the trends in the post-COVID-19 era, seeking ways to develop archaeological heritage education and sustainable strategies necessary in the era of the 4th industrial revolution. The program of archaeological heritage education required in the era of the 4th industrial revolution must cultivate creative talent, solve problems, and improve self-efficacy. It should also draw attention to archaeological heritage maker education. Such maker education should be delivered based on constructivism and be designed by setting specific learning goals in consideration of various age-specific characteristics. Moreover, various ICT-based contents applying VR, AR, cloud, and drone imaging technologies should be developed and expanded, and, above all, ontact digital education(real-time virtual learning) should seek ways to revitalize communities capable of interactive communication in non-face-to-face situations. The development of such ancient heritage content needs to add AI functions that consider learners' interests, learning abilities, and learning purposes while producing various convergent contents from the standpoint of "cultural collage." Online archaeological heritage content education should be delivered following prior learning or with supplementary learning in consideration of motivation or field learning to access the real thing in the future. Ultimately, archaeological ontact education will be delivered using cutting-edge technologies that reflect the current trends. In conjunction with this, continuous efforts are needed for constructive learning that enables discovery and question-exploration.

The role of research in the creation of athletic footwear

  • Lafortune, Mario A.
    • Korean Journal of Applied Biomechanics
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    • v.12 no.2
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    • pp.407-415
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    • 2002
  • Athletic products must meet the needs of athletes and the demands imposed by sports through innovative design. These needs of athletes and requirements of sports are performance, protection and comfort related. In depth knowledge of anatomy and physiology, etiology of commonly reported injuries, and lower extremity mechanics form the basis of product creation/engineering. Game analysis which entails time and frequency surveys of the skills performed during a game, interviews with athletes and coaches, and discussions with medical staffs are used to identify the skills that are critical to the needs of athletes. In lab full biomechanical analyses of these skills and/or physiological responses of the athletes lead to clear functional criterions that serve as guidelines to be met by the design team. The concepts created by the design team are in turns subjected to the same battery of biomechanical analyses. The learning gathered through this pluridisciplinary process is used to further evolve design concepts. The evolution-testing loop is repeated until biomechanical and/or physiological, mechanical and perceptual tests indicate that the design concept meets the established functional design criterions. At that time, the design concepts is ready for manufacturing research and development. Additional biomechanical and physical tests are performed through that phase to confirm that the manufacturing processes preserve the functionality of the design concept. Durability and long term performance of production samples are evaluated through a final three month long weartest program. A rigorous research/testing program is crucial to create and engineer sport products that meet the performance, protection.

The effectiveness of learning cycle approach to the construction of the concept of density and development of transformation ability of INRC group related to the concept of density (밀도개념과 밀도개념에 관련된 INRC 군 변환 능력의 형성에 미치는 순환학습의 효과)

  • Choi, Byung-Soon;Kim, Chung-Ho
    • Journal of The Korean Association For Science Education
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    • v.12 no.2
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    • pp.31-42
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    • 1992
  • The purposes of this study were to find out the degree of formation of the concept of density for the junior high students. The changing pattern of concept in acquiring the concept of density and the degree of development of INRC transformation ability related to the concept of density were also analyzed according to cognitive level and teaching method. The results of this study were as follows. 1) The experimental group were more effective than control group in the formation of the concept of density. 2) Even though students had been taught the concept of density, the various types of preconception were remained and persisted. Especially, the students at concrete level had persisted misconceptions and these misconceptions had been changed to the other misconceptions. 3) In the degree of the formation of the transformation ability of INRC group related to the concept of density in solid phase, the experimental group developed much better on both the abilities of Reciprocal transformation, Correlative transformation and the abilities to manipulate two variables such as volume and mass than control group. 4) The correlation coefficient between GALT score and achivement of the concept of density was 0.67. The correlation coefficient between achivement of the concept of density and the formation the transformation of INRC group related to the concept of density was 0.78.

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Application of the Public Buildings for the Korean-style houses in the availability of R&D technologies - Focused on Drawings of Agricultural Education and Experience Center in Na-Ju, Korea

  • Kim, Young-Hoon;Peck, Yoo-Jung;Park, Joon-Young;Chun, Kuk-Chun
    • KIEAE Journal
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    • v.16 no.3
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    • pp.13-23
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    • 2016
  • Purpose: In this paper, based on the design drawings of Naju Agricultural Technology Learning Center by focusing on features of New-Hanok applied technology in the design and construction process of New-Hanok Type Public buildings by looking at the characteristics of the whole building is planned to be presented in the future development direction and value of public architecture applied to public buildings. Method: we first review the Phase 1 study results of technology development and application technology to look at the type and characteristics of the technologies applied in Naju Hanok Experience Agriculture Learning Center. As construction designs through the consultation suggestions reflect changes were seven times. By analyzing the changes in the basic design and conduct design in the process were organized for the new technologies applied and whether the application of existing technology hanok. Result: (1) Complements the shortcomings of technology and R & D to offer an alternative to the reinforcement was omitted modify the construction method or irrational process. (2) Implementation of a technique aiming to apply new-hanok workability and economic efficiency is based on a combination of the modern construction techniques and materials. (3) The use of modern materials to the extent that can assist in the purpose and function of the building are to be accommodated. (4) There is sufficient historical study and design plan for establishing identity is necessary in order to reflect the history and tradition of new-hanok public buildings.

A Study on an Inductive Motion Edit Methodology using a Uniform Posture Map (균등 자세 지도를 이용한 귀납적 동작 편집 기법에 관한 연구)

  • 이범로;정진현
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.2C
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    • pp.162-171
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    • 2003
  • It is difficult to reuse the captured motion data, because the data has a difficulty in editing it. In this paper, a uniform posture mar (UPM) algorithm, one of unsupervised learning neural network is proposed to edit the captured motion data. Because it needs much less computational cost than other motion editing algorithms, it is adequate to apply in teal-time applications. The UPM algorithm prevents from generating an unreal posture in learning phase. It not only makes more realistic motion curves, but also contributes to making more natural motions. Above of all, it complements the weakness of the existing algorithm where the calculation quantity increases in proportion to increase the number of restricted condition to solve the problems of high order articulated body. In this paper, it is shown two applications as a visible the application instance of UPM algorithm. One is a motion transition editing system, the other is a inductive inverse kinematics system. This method could be applied to produce 3D character animation based on key frame method, 3D game, and virtual reality, etc.

Augmented Reality-based Surgical Nursing Practice Application Development and Evaluation (증강현실 기반의 수술간호 실습교육 애플리케이션 개발 및 평가)

  • Ko, Jung-Yon;Jung, Ae-Ri
    • Journal of Convergence for Information Technology
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    • v.11 no.2
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    • pp.47-56
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    • 2021
  • The purpose of this research was to develop an augmented reality-based surgical nursing practice education application. The research proceeded in ADDIE order of analysis, design, development, implementation, and evaluation stages. In the analysis phase, we analyzed the surgical nursing learning needs of the expert group and nursing student group. As a result of the analysis, the demand for surgical instruments was generally high. We selected 51 surgical instruments of the 7 categories most frequently used in the operating room based on the needs, and produced them as AR Book. The augmented reality application was created based on the Unity 3D engine, and the application was built with Android OS so that the target person could use it. Expert assessment of application for augmented reality-based surgical nursing practice education application showed 73.4±4.3 out of 80. This study is significant in the part that first developed a new method of learning tools for surgical instruments. We determined that an augmented reality-based application has reality, portability, accessibility and simplicity.