• Title/Summary/Keyword: Complement Learning

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XML-based Retrieval System for E-Learning Contents using mobile device PDA (모바일기기 PDA를 이용한 E-Learning Contents에 대한 XML기반 검색 시스템)

  • Park, Yong-Bin;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.4
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    • pp.818-823
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    • 2009
  • Web is greatly contributing in providing a variety of information. Especially, as media for the purpose of development and education of human resources, the role of web is important. Furthermore, E-Learning through web plays an important role for each enterprise and an educational institution. Also, above all, fast and various searches are required in order to manage and search a great number of educational contents in web. Therefore, most of present information is composed in HTML, so there are lots of restrictions. As a solution to such restriction, XML a standard of Web document, and its various search functions is being extended and studied variously. Moreover, any technology, AJAX, and the old and new technology has two sides. The technology already exists, and it was not even considered before, because new technology is combined technologies. AJAX is a lot of Web 2.0 and Web technologies complement are combined. This paper proposes a search system able to search XML, AJAX in E-Learning or various contents of non-XML.

Educaction program development applying capstone design for convergence talent development in the fashion field (패션분야 융합인재 육성을 위한 캡스톤 디자인 교육프로그램 학습 모형 개발 - NCS 패션분야 중심으로 -)

  • Kim, Shin Woo;Kim, Young In
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.4
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    • pp.195-211
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    • 2019
  • In this paper, Capstone Design Education Program Learning Model was developed and recommended in order to foster convergent talents armed with practical competences and real cooperative capabilities. In this era of convergence and creativity, the fashion world needs human resources with cooperative skills and true professional abilities. A case analysis, an in-depth interview, and 1,2 test method were used for data acquisition and analysis. The summary of this study is described below. First, this program needs to complement the NCS fashion design learning module. Second, material changes to creativity and practical competencies - knowledge, skills, and attitudes - of the students are assessed after applying Capstone Design to the NCS fashion design learning model. Third, the process of converging fashion curriculum with IT and electronic technology, developing a fashion design learning program, and applying the Capstone Design was tested to prove the effectiveness of convergent fashion design education. Among the changes observed between the trial and control groups, it was confirmed that sub-factors of creative personality, i.e. self-assurance and openness, were increased along with knowledge, core competences including communication capability, and self-directed learning capability. The greatest improvement on the technological side was observed in IT literacy while ability to respond to changes was also increased. Besides, effects were demonstrated in behavioral factors such as initiative, spirit of challenge, experience, and openness. Lastly, the Capstone Design Education Program Learning Model was proposed in order to foster convergent talents in the fashion world.

Application Plan of Flip Learning Using Practical Instruction in Algorithm Theory (알고리즘 이론과목에서 실기수업을 적용한 플립러닝 활용방안)

  • Jang, Seong-jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.662-665
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    • 2017
  • Recently, the rapid development and development of the industrial environment has changed the talent that companies need. As the educational paradigm changes, the university education should complement the problems of the lecture education method (the existing knowledge transfer method) in order to cultivate the talents needed for the corporation. In order to improve self - directed and creative problem - solving ability, new teaching and learning methods are needed. In this study, we apply flip learning in the algorithm class which is an essential curriculum of computer engineering. This group is divided into groups that are combined with theoretical and practical lessons, and groups that have applied theoretical lessons by applying flip learning, and groups that employ traditional lecture techniques. To improve learner's learning motivation and academic achievement, we propose a flip learning teaching method suitable for the algorithm subject and apply it directly to the class. Based on the results, we compare and analyze the academic achievement and learning satisfaction of learners.

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Development and Application of Blended Learning Strategy for Collaborative Learning (협력학습을 위한 혼합학습 전략 개발 및 적용)

  • Ku, Jin-Hui;Choi, Won-Sik
    • 대한공업교육학회지
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    • v.34 no.2
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    • pp.267-285
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    • 2009
  • The collaborative learning has been considered as an efficient teaching model and under the recent basic learning environment, even face-to-face classroom circumstance rapidly increases the courses of blended learning which utilize the merits of e-learning environment. Nonetheless, the study on the strategy for systematic blended learning is quite scarce. In this study, the survey was done for developing the blended learning strategy, based on the collaborative learning model at the face-to-face environment and judging the satisfaction on the courses which the model was applied to. The survey consists of demographic questions, satisfaction in the whole courses, satisfaction in the collaborative learning under the blended learning environment and satisfaction in the blended learning strategy and support tools applied to each step of the learning. The result of this study is as follows. First, in response to the question that the blended learning can complement the face-to-face classroom courses, the respondents represented average 4.09 at 5-point Likert scale. And to the question whether the collaborative learning is more efficient under the blended learning environment than the face-to-face classroom, the response corresponds to 4.06 scale on the average. Second, as for the satisfaction in the blended learning strategy and support tools applied to the each step of the blended learning, the satisfaction degree is analyzed as high as over 4.0 on the average toward all the questions. Third, regarding the support tools used for the blended learning strategy, the learners consider the tools as most helpful in order of chatting, team community, mail & note and archive. Lastly, I would like to suggest that the study result should be highly reflected in constructing the collaborative learning module of learning control system in the future.

Scene-based Nonuniformity Correction for Neural Network Complemented by Reducing Lense Vignetting Effect and Adaptive Learning rate

  • No, Gun-hyo;Hong, Yong-hee;Park, Jin-ho;Jhee, Ho-jin
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.7
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    • pp.81-90
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    • 2018
  • In this paper, reducing lense Vignetting effect and adaptive learning rate method are proposed to complement Scribner's neural network for nuc algorithm which is the effective algorithm in statistic SBNUC algorithm. Proposed reducing vignetting effect method is updated weight and bias each differently using different cost function. Proposed adaptive learning rate for updating weight and bias is using sobel edge detection method, which has good result for boundary condition of image. The ordinary statistic SBNUC algorithm has problem to compensate lense vignetting effect, because statistic algorithm is updated weight and bias by using gradient descent method, so it should not be effective for global weight problem same like, lense vignetting effect. We employ the proposed methods to Scribner's neural network method(NNM) and Torres's reducing ghosting correction for neural network nuc algorithm(improved NNM), and apply it to real-infrared detector image stream. The result of proposed algorithm shows that it has 10dB higher PSNR and 1.5 times faster convergence speed then the improved NNM Algorithm.

A Survey of Students' Satisfaction on Participation Learning Using Role-play in Clerkship (의사-환자 역할극을 통한 참여형 임상실습 만족도 조사)

  • Song, Min-Kyung;Hong, Seung-Ug
    • The Journal of Korean Medicine Ophthalmology and Otolaryngology and Dermatology
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    • v.25 no.3
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    • pp.65-77
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    • 2012
  • Objectives : The purpose of this study is to evaluate students' satisfaction on participation learning using role-play in clerkship of Oriental Ophthalmology & Otolaryngology department. Methods : In 2012, 93 sixth grade students undergoing Oriental Ophthalmology & Otolaryngology clerkship were included in this study. The students listened to a lecture on nasal disease. And three days later, Students were randomly divided into two groups, doctor or patient, and performed role-play in their role. After role- play, they completed the questionnaire, the questionnaire was composed of 16 items. Results : Mean of total satisfaction score was 4.14. Mean of interest and appropriacy score was 4.48, mean of usefulness satisfaction was 3.93. There was no significant difference in mean scores by the role groups. Students evaluated the role-play in clerkship positively. Conclusions : Students evaluated the role-play that it was interesting and useful educational tool in clerkship. It is necessary to undergo further trials and complement programs to upgrade the quality of Oriental medical clerkship.

Image Translation of SDO/AIA Multi-Channel Solar UV Images into Another Single-Channel Image by Deep Learning

  • Lim, Daye;Moon, Yong-Jae;Park, Eunsu;Lee, Jin-Yi
    • The Bulletin of The Korean Astronomical Society
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    • v.44 no.2
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    • pp.42.3-42.3
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    • 2019
  • We translate Solar Dynamics Observatory/Atmospheric Imaging Assembly (AIA) ultraviolet (UV) multi-channel images into another UV single-channel image using a deep learning algorithm based on conditional generative adversarial networks (cGANs). The base input channel, which has the highest correlation coefficient (CC) between UV channels of AIA, is 193 Å. To complement this channel, we choose two channels, 1600 and 304 Å, which represent upper photosphere and chromosphere, respectively. Input channels for three models are single (193 Å), dual (193+1600 Å), and triple (193+1600+304 Å), respectively. Quantitative comparisons are made for test data sets. Main results from this study are as follows. First, the single model successfully produce other coronal channel images but less successful for chromospheric channel (304 Å) and much less successful for two photospheric channels (1600 and 1700 Å). Second, the dual model shows a noticeable improvement of the CC between the model outputs and Ground truths for 1700 Å. Third, the triple model can generate all other channel images with relatively high CCs larger than 0.89. Our results show a possibility that if three channels from photosphere, chromosphere, and corona are selected, other multi-channel images could be generated by deep learning. We expect that this investigation will be a complementary tool to choose a few UV channels for future solar small and/or deep space missions.

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Extended Technology Acceptance Model for Enhanced Distribution Strategies to Online Learning: Application of Phantom Approach

  • Izzat ISMAIL;Asyraf AFTHANORHAN;Noor Aina Amirah MOHAMAD NOOR;Nurul Aisyah Awanis A RAHIM;Sheikh Ahmad Faiz Sheikh Ahmad TAJUDDIN;Muhammad Takiyuddin Abdul GHANI
    • Journal of Distribution Science
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    • v.22 no.4
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    • pp.1-10
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    • 2024
  • Purpose: This study is aimed to introduce the application of phantom approach with structural equation modelling method for online learning. By integrating these innovative methodologies, the research seeks to advance the understanding of how the phantom approach can effectively complement and augment structural equation modeling techniques. Research design, data and methodology: A theoretical framework of Technology Acceptance Model (TAM) was modified and updated. A questionnaire was developed and used to extract information from 189 instructors who used online learning as their primary medium. The Covariance Based Structural Equation Modelling (CBSEM) was applied to test the direct effects and the phantom approach is used to handle the 2 mediators in the model. Results:social influence, perceived usefulness, and perceived ease of use exerted discernible impacts on instructors' intentionsto engage in online learning. These findings illuminate the intricate dynamics influencing instructor behavior within the realm of online education, underscoring the significance of various factors in shaping their intentions. Conclusions: In additions, the perceived usefulness and perceived ease of use had mediated the effect of social influence and instructor intention using phantom approach. Therefore, one can have concluded that this modified model was also confirmed, thereby reinforcing distribution strategies to online learning and overall education presence.

A Study on Design Education Method for Development of Self-Directed Learning Ability (자기주도학습 능력 개발을 위한 설계교육 방법에 관한 연구)

  • Han, Ji-Young;Lee, Min-Young;Jung, Bo-Ra
    • Journal of Engineering Education Research
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    • v.12 no.4
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    • pp.115-125
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    • 2009
  • The purpose of this study was to suggest efficient method for development of learner's self-directed learning ability through literature review on self-directed learning, component of self-directed learning, development of self-directed learning ability, design education steps adopting problem based learning and project based learning. This study was conducted through literature review on self-directed learning and development of self-directed learning, design education. Design education and project based learning process and problem based learning to extract the items that are common to bring out five steps, and differences in levels of learners based on self-learning led to Grow(1991) model to connect the lessons of 9 steps present the design education steps, that is, the learners ready for learning, the definition of problem and recognition of necessity, team building, related data collection, team learning about real problem with the teacher, select optimal solution, student-centered discussion, models and product creation, testing and evaluation, complement.

Q-learning Using Influence Map (영향력 분포도를 이용한 Q-학습)

  • Sung Yun-Sick;Cho Kyung-Eun
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.649-657
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    • 2006
  • Reinforcement Learning is a computational approach to learning whereby an agent take an action which maximize the total amount of reward it receives among possible actions within current state when interacting with a uncertain environment. Q-learning, one of the most active algorithm in Reinforcement Learning, is consist of rewards which is obtained when an agent take an action. But it has the problem with mapping real world to discrete states. When state spaces are very large, Q-learning suffers from time for learning. In constant, when the state space is reduced, many state spaces map to single state space. Because an agent only learns single action within many states, an agent takes an action monotonously. In this paper, to reduce time for learning and complement simple action, we propose the Q-learning using influence map(QIM). By using influence map and adjacent state space's learning result, an agent could choose proper action within uncertain state where an agent does not learn. When this paper compares simulation results of QIM and Q-learning, we show that QIM effects as same as Q-learning even thought QIM uses 4.6% of the Q-learning's state spaces. This is because QIM learns faster than Q-learning about 2.77 times and the state spaces which is needed to learn is reduced, so the occurred problem is complemented by the influence map.

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