• Title/Summary/Keyword: Computer Experiment

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Efficient Multicasting Mechanism for Mobile Computing Environment (증강현실 기반 협업형 화학 실험 시스템)

  • Cho, Seung-Il;Kim, Jong-Chan;Ban, Kyeong-Jin;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.369-371
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    • 2011
  • Since users can experience new type of experiment system using augmentation technology and its data visibility, it is a media that is suited to educational purpose application. This paper developed an augmentation-based experimentation that excludes risks and ehnances immersion in chemical experiment. This virtual chemistry experiment system utilizes users' hands to control 3D objects in experiment through interface that interacts virtual objects without markers that are the cause of losing immersion in existing augmentation system. To maximize immersion effect, we propose a virtual chemistry experiment system that enables collaborative work.

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The Effects of Response Cost Technique in the Computer Training for the Mentally Retarded Person (정신지체인의 컴퓨터 교육에서 반응대가 기법의 효과)

  • Song, Mi-Kyung;Kang, Oh-Han
    • The Journal of Korean Association of Computer Education
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    • v.5 no.4
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    • pp.147-154
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    • 2002
  • In this paper, we investigated the effects of response technique which uses free tokens in the computer training for the mentally retarded person. We set wrong line entering. wrong space number entering, wrong line-type designation and wrong cell merger as the target behaviors in the research. The experiment period of the research was 36 sessions altogether, and the period was divided into four steps such as basic period I. treatment period I, basic period II, and treatment period II. We also conducted a follow up experiment to identify whether the experiment's effect is still maintained two weeks after the experiment finished. We know that the response cost technique which uses free tokens to the mentally retarded person is efficient in the computer training.

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A Study on Optical Experiments using Computer Interface (컴퓨터 인터페이스를 이용한 광학실험에 관한 연구)

  • Kang, Sung Soo
    • Journal of Korean Ophthalmic Optics Society
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    • v.7 no.2
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    • pp.73-77
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    • 2002
  • Applying the computer interface cards installed to old-fashioned, used PENTIUM I for the basic optical experiment makes students to have more attention and interests in the experiment, and enhanced the accuracy of the optical experiment. When applied for the light diffraction experiment, the above way of results made the experiment more accurate comparing with those of other experiments operated in advance. In addition, they turned out to be as same as the data in theory. Applying the above way not only for the basic optical experiments to recycle old-fashioned PCs being abandoned but also for the automation of optical experiments in manual could enhance the efficiency of the experiment a lot.

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Series Voltage Compensator using State Feedback Control

  • Lee Eun-Woo;Lee Sang-Joon;Sul Seung-Ki
    • Proceedings of the KIPE Conference
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    • 2001.10a
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    • pp.508-511
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    • 2001
  • This paper deals with the control algorithm of series voltage compensator that is used to maintain the load voltage when the supply voltage deviates from its nominal voltage. The two reference frame-based controllers using the state feedback algorithm are proposed and verified in the simulation and the experiment The simulation and the experiment show the effectiveness of the proposed control algorithm.

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A Study of the Performance on EJB Entity Bean with Value Object

  • Park, Eun-Hee;Jung, Doe-Kyun;Lee, Nam-Yong
    • Proceedings of the CALSEC Conference
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    • 2001.08a
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    • pp.637-649
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    • 2001
  • ㆍ Research Method - Experimental Design ㆍWhen Entity Bean is deployed and Client request to inquire a specific information of Doctor Table, we experiment Total Time for Query Execution according to Time Measurement Operation in Client code. ㆍWe can apply the statistics for the experiment to the design of Entity Beans.(omitted)

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Effective Teaching of Deflation using Computer Practice (실습을 통한 수축방법의 효과적인 이해)

  • Lee, Gyou-Bong
    • Communications of Mathematical Education
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    • v.20 no.4 s.28
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    • pp.575-586
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    • 2006
  • Both theory and experiment are very important parts in sciences. Especially in mathematics, theory seems to be very important, but experiment or practice doesn't. Numerical analysis of many parts in mathematics needs practice in computer. In this paper, I suggest that computer-practicing in teaching power method, inverse power method and deflation to calculate eigenvalues and eigenvectors is good in understanding the theory. It also makes students sure that mathematics is helpful.

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A STUDY ON THE RECOGNITION OF SPOKEN KOREAN LOCAL-NAMES USING SPATIO TEMPORAL

  • Song, Do-Sun;Kim, Suk-Dong;Lee, Haing-Sei
    • Proceedings of the Acoustical Society of Korea Conference
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    • 1994.06a
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    • pp.1003-1008
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    • 1994
  • This paper is about an experiment of speaker-independent automation Korean spoken words recognition using Multi-Layered Perceptron and Error Back-propagation algorithm. The words were not segmented into syllables or phonemes, and some feature components extracted from the words in equal gap were applied to the neural network. This paper tried to find out the optimum conditions through various experiment which are comparison between total and pre-classified training.

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Knowledge Engineering and the use of Multimedia in Adaptive Technology: Effectiveness and Qualitative Nature of Learning

  • Poobrasert, Onintra;Maguire, Brien
    • Proceedings of the IEEK Conference
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    • 2002.07c
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    • pp.2051-2054
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    • 2002
  • In this research, we had two experiments. In the first experiment we focused on the comparison of loaming between two groups of hearing impaired students (multimedia training group and traditional print-based method group). The results from the first experiment indicated that there was no numerical difference in test scores between the two groups of students but the students enjoyed learning with computer. We then carried out the second experiment. This time, we focused more on measuring the qualitative nature of the learning using multimedia technology. The results of the second experiment indicated that the two methods of teaching and learning affected students similarly since the average scores of both groups showed no statistically significant difference. About 89% of the students in the second experiment enjoyed learning from the CD-ROM. This result was based not just on the CD-ROM Life in Saskatchewan, but included any kinds and subjects of CD-ROM used in the classroom. Although multimedia training is as good as, but no better than, the traditional print-based method, multimedia can be used as a valuable supplement in adaptive technology.

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The Effect of Computer Game-Based Learning on Computer Education Achievements of Middle Schoolers (컴퓨터 게임기반학습이 중학교 컴퓨터교과의 학업성취도에 미치는 영향)

  • Hong, Il-Soon;Kim, Sung-Wan;Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.1 s.45
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    • pp.83-88
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    • 2007
  • The goal of this research was to investigate the effect the computer game-based learning has on learning achievement in computer education for middle school students. To achieve this goal 74 middle schoolers were allocated into the experiment group(34 students) with the educational computer games class and the control group(34 students) with the traditional face-to-face class. After identifying the homogeneity of two groups through the pre-test, the experiment was carried out. As a result, the mean difference between the experiment group and the control group was statistically significant. That is, learning achievement of middle schoolers utilizing the computer games was higher than that of the face-to-face class. It is suggested that the game factors should be considered in designing the computer education.

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Design of Experiment for kriging (크리깅의 실험계획법)

  • Jung, Jae-Joon;Lee, Chang-Seob;Lee, Tae-Hee
    • Proceedings of the KSME Conference
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    • 2003.11a
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    • pp.1846-1851
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    • 2003
  • Approximate optimization has become popular in engineering field such as MDO and Crash analysis which is time consuming. To accomplish efficient approximate optimization, accuracy of approximate model is very important. As surrogate model, Kriging have been widely used approximating highly nonlinear system . Because Kriging employs interpolation method, it is adequate for deterministic computer simulation. Because there are no random errors and measurement errors in deterministic computer simulation, instead of classical DOE ,space filling experiment design which fills uniformly design space should be applied. In this work, various space filling designs such as maximin distance design, maximum entropy design are reviewed. And new design improving maximum entropy design is suggested and compared.

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