• Title/Summary/Keyword: Computer Instruction Method

Search Result 181, Processing Time 0.024 seconds

Investigation of H model blended e-learning technique in enhanced effectiveness of class learning (대학 강의실 수업의 효과성 향상을 위한 H형 블렌디드 이러닝 적용 효과 분석)

  • Choi, Byongsu;Yoo, Sang-Mi
    • The Journal of Korean Association of Computer Education
    • /
    • v.16 no.3
    • /
    • pp.49-60
    • /
    • 2013
  • This study is aimed to investigate that the blended e-learning could enhance the effectiveness compared to the conventional lecture performed in classroom. At first, both the CbE(Class based E-learning) and the EbC(E-learning based Class) mode have been generated in blended e-learning operation method following the process which analyze the various studies of interest. In addition, the instruction structures of Z Type(Zigzag model) and H-Type(Ladder model) were established as proposed model. The H-Blended e-learning based on CbE mode was introduced in the Excel Spread Sheet subject which held in A University to achieve the goal of this study. Learners were categorized and belonged to either the group 1(over 50% of attendance in cyber lecture) or the group 2(the rest of them). The data analysis was performed with $x^2$-test, t -test to compare the achievement of study between groups. The t -test result showed that the academic achievement in learning with group 1 was statistically significant than the learner in group 2. The effectiveness of the blended e-learning has been proved as the logistic regression analysis showed that the rate of the attendance in the cyber lecture functioned as indicator that enable to predict the acceptance.

  • PDF

Effective brain-wave DB building system using the five senses stimulation (오감자극을 활용한 효율적인 뇌파 DB구축 시스템)

  • Shin, Jeong-Hoon;Jin, Sang-Hyeon
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.8 no.4
    • /
    • pp.227-236
    • /
    • 2007
  • Ubiquitous systems have grown explosively over the few years. Nowadays users' needs for high qualify service lead a various type of user terminals. One of various type of user interface, various types of effective human computer interface methods have been developed. In many researches, researchers have focused on using brain-wave interface, that is to say, BCI. Nowadays, researches which are related to BCI are under way to find out effective methods. But, most researches which are related to BCI are not centralized and not systematic. These problems brought about ineffective results of researches. In most researches related in HCI, that is to say - pattern recognition, the most important foundation of the research is to build correct and sufficient DB. But there is no effective and reliable standard research conditions when researchers are gathering brain-wave in BCI. Subjects as well as researchers do not know effective methods for gathering DB. Researchers do not know how to instruct subjects and subjects also do not know how to follow researchers' instruction. To solve these kinds of problems, we propose effective brain-wave DB building system using the five senses stimulation. Researcher instructs the subject to use the five senses. Subjects imagine the instructed senses. It is also possible for researchers to distinguish whether brain-wave is right or not. In real time, researches verify gathered brain-wane data using spectrogram. To verify effectiveness of our proposed system, we analyze the spectrogram of gathered brain-wave DB and pattern. On the basis of spectrogram and pattern analysis, we propose an effective brain-wave DB building method using the five senses stimulation.

  • PDF

A Study on the Pixel-Paralled Image Processing System for Image Smoothing (영상 평활화를 위한 화소-병렬 영상처리 시스템에 관한 연구)

  • Kim, Hyun-Gi;Yi, Cheon-Hee
    • Journal of the Institute of Electronics Engineers of Korea SD
    • /
    • v.39 no.11
    • /
    • pp.24-32
    • /
    • 2002
  • In this paper we implemented various image processing filtering using the format converter. This design method is based on realized the large processor-per-pixel array by integrated circuit technology. These two types of integrated structure are can be classify associative parallel processor and parallel process DRAM(or SRAM) cell. Layout pitch of one-bit-wide logic is identical memory cell pitch to array high density PEs in integrate structure. This format converter design has control path implementation efficiently, and can be utilize the high technology without complicated controller hardware. Sequence of array instruction are generated by host computer before process start, and instructions are saved on unit controller. Host computer is executed the pixel-parallel operation starting at saved instructions after processing start. As a result, we obtained three result that 1)simple smoothing suppresses higher spatial frequencies, reducing noise but also blurring edges, 2) a smoothing and segmentation process reduces noise while preserving sharp edges, and 3) median filtering, like smoothing and segmentation, may be applied to reduce image noise. Median filtering eliminates spikes while maintaining sharp edges and preserving monotonic variations in pixel values.

Optimal-synchronous Parallel Simulation for Large-scale Sensor Network (대규모 센서 네트워크를 위한 최적-동기식 병렬 시뮬레이션)

  • Kim, Bang-Hyun;Kim, Jong-Hyun
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.35 no.5
    • /
    • pp.199-212
    • /
    • 2008
  • Software simulation has been widely used for the design and application development of a large-scale wireless sensor network. The degree of details of the simulation must be high to verify the behavior of the network and to estimate its execution time and power consumption of an application program as accurately as possible. But, as the degree of details becomes higher, the simulation time increases. Moreover, as the number of sensor nodes increases, the time tends to be extremely long. We propose an optimal-synchronous parallel discrete-event simulation method to shorten the time in a large-scale sensor network simulation. In this method, sensor nodes are partitioned into subsets, and each PC that is interconnected with others through a network is in charge of simulating one of the subsets. Results of experiments using the parallel simulator developed in this study show that, in the case of the large number of sensor nodes, the speedup tends to approach the square of the number of PCs participating in the simulation. In such a case, the ratio of the overhead due to parallel simulation to the total simulation time is so small that it can be ignored. Therefore, as long as PCs are available, the number of sensor nodes to be simulated is not limited. In addition, our parallel simulation environment can be constructed easily at the low cost because PCs interconnected through LAN are used without change.

Hardware Approach to Fuzzy Inference―ASIC and RISC―

  • Watanabe, Hiroyuki
    • Proceedings of the Korean Institute of Intelligent Systems Conference
    • /
    • 1993.06a
    • /
    • pp.975-976
    • /
    • 1993
  • This talk presents the overview of the author's research and development activities on fuzzy inference hardware. We involved it with two distinct approaches. The first approach is to use application specific integrated circuits (ASIC) technology. The fuzzy inference method is directly implemented in silicon. The second approach, which is in its preliminary stage, is to use more conventional microprocessor architecture. Here, we use a quantitative technique used by designer of reduced instruction set computer (RISC) to modify an architecture of a microprocessor. In the ASIC approach, we implemented the most widely used fuzzy inference mechanism directly on silicon. The mechanism is beaded on a max-min compositional rule of inference, and Mandami's method of fuzzy implication. The two VLSI fuzzy inference chips are designed, fabricated, and fully tested. Both used a full-custom CMOS technology. The second and more claborate chip was designed at the University of North Carolina(U C) in cooperation with MCNC. Both VLSI chips had muliple datapaths for rule digital fuzzy inference chips had multiple datapaths for rule evaluation, and they executed multiple fuzzy if-then rules in parallel. The AT & T chip is the first digital fuzzy inference chip in the world. It ran with a 20 MHz clock cycle and achieved an approximately 80.000 Fuzzy Logical inferences Per Second (FLIPS). It stored and executed 16 fuzzy if-then rules. Since it was designed as a proof of concept prototype chip, it had minimal amount of peripheral logic for system integration. UNC/MCNC chip consists of 688,131 transistors of which 476,160 are used for RAM memory. It ran with a 10 MHz clock cycle. The chip has a 3-staged pipeline and initiates a computation of new inference every 64 cycle. This chip achieved an approximately 160,000 FLIPS. The new architecture have the following important improvements from the AT & T chip: Programmable rule set memory (RAM). On-chip fuzzification operation by a table lookup method. On-chip defuzzification operation by a centroid method. Reconfigurable architecture for processing two rule formats. RAM/datapath redundancy for higher yield It can store and execute 51 if-then rule of the following format: IF A and B and C and D Then Do E, and Then Do F. With this format, the chip takes four inputs and produces two outputs. By software reconfiguration, it can store and execute 102 if-then rules of the following simpler format using the same datapath: IF A and B Then Do E. With this format the chip takes two inputs and produces one outputs. We have built two VME-bus board systems based on this chip for Oak Ridge National Laboratory (ORNL). The board is now installed in a robot at ORNL. Researchers uses this board for experiment in autonomous robot navigation. The Fuzzy Logic system board places the Fuzzy chip into a VMEbus environment. High level C language functions hide the operational details of the board from the applications programme . The programmer treats rule memories and fuzzification function memories as local structures passed as parameters to the C functions. ASIC fuzzy inference hardware is extremely fast, but they are limited in generality. Many aspects of the design are limited or fixed. We have proposed to designing a are limited or fixed. We have proposed to designing a fuzzy information processor as an application specific processor using a quantitative approach. The quantitative approach was developed by RISC designers. In effect, we are interested in evaluating the effectiveness of a specialized RISC processor for fuzzy information processing. As the first step, we measured the possible speed-up of a fuzzy inference program based on if-then rules by an introduction of specialized instructions, i.e., min and max instructions. The minimum and maximum operations are heavily used in fuzzy logic applications as fuzzy intersection and union. We performed measurements using a MIPS R3000 as a base micropro essor. The initial result is encouraging. We can achieve as high as a 2.5 increase in inference speed if the R3000 had min and max instructions. Also, they are useful for speeding up other fuzzy operations such as bounded product and bounded sum. The embedded processor's main task is to control some device or process. It usually runs a single or a embedded processer to create an embedded processor for fuzzy control is very effective. Table I shows the measured speed of the inference by a MIPS R3000 microprocessor, a fictitious MIPS R3000 microprocessor with min and max instructions, and a UNC/MCNC ASIC fuzzy inference chip. The software that used on microprocessors is a simulator of the ASIC chip. The first row is the computation time in seconds of 6000 inferences using 51 rules where each fuzzy set is represented by an array of 64 elements. The second row is the time required to perform a single inference. The last row is the fuzzy logical inferences per second (FLIPS) measured for ach device. There is a large gap in run time between the ASIC and software approaches even if we resort to a specialized fuzzy microprocessor. As for design time and cost, these two approaches represent two extremes. An ASIC approach is extremely expensive. It is, therefore, an important research topic to design a specialized computing architecture for fuzzy applications that falls between these two extremes both in run time and design time/cost. TABLEI INFERENCE TIME BY 51 RULES {{{{Time }}{{MIPS R3000 }}{{ASIC }}{{Regular }}{{With min/mix }}{{6000 inference 1 inference FLIPS }}{{125s 20.8ms 48 }}{{49s 8.2ms 122 }}{{0.0038s 6.4㎲ 156,250 }} }}

  • PDF

Improved Original Entry Point Detection Method Based on PinDemonium (PinDemonium 기반 Original Entry Point 탐지 방법 개선)

  • Kim, Gyeong Min;Park, Yong Su
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.7 no.6
    • /
    • pp.155-164
    • /
    • 2018
  • Many malicious programs have been compressed or encrypted using various commercial packers to prevent reverse engineering, So malicious code analysts must decompress or decrypt them first. The OEP (Original Entry Point) is the address of the first instruction executed after returning the encrypted or compressed executable file back to the original binary state. Several unpackers, including PinDemonium, execute the packed file and keep tracks of the addresses until the OEP appears and find the OEP among the addresses. However, instead of finding exact one OEP, unpackers provide a relatively large set of OEP candidates and sometimes OEP is missing among candidates. In other words, existing unpackers have difficulty in finding the correct OEP. We have developed new tool which provides fewer OEP candidate sets by adding two methods based on the property of the OEP. In this paper, we propose two methods to provide fewer OEP candidate sets by using the property that the function call sequence and parameters are same between packed program and original program. First way is based on a function call. Programs written in the C/C++ language are compiled to translate languages into binary code. Compiler-specific system functions are added to the compiled program. After examining these functions, we have added a method that we suggest to PinDemonium to detect the unpacking work by matching the patterns of system functions that are called in packed programs and unpacked programs. Second way is based on parameters. The parameters include not only the user-entered inputs, but also the system inputs. We have added a method that we suggest to PinDemonium to find the OEP using the system parameters of a particular function in stack memory. OEP detection experiments were performed on sample programs packed by 16 commercial packers. We can reduce the OEP candidate by more than 40% on average compared to PinDemonium except 2 commercial packers which are can not be executed due to the anti-debugging technique.

The Comparison of the learning achievement and learning satisfaction Between in the Blended Class and Online Class and Offline Class (블렌디드 학습, 온라인 학습, 오프라인 학습의 학업성취도와 학습만족도 비교)

  • Kim, Miyoung;Ahn, Kwangsik;Choi, Won-Sik
    • 대한공업교육학회지
    • /
    • v.30 no.1
    • /
    • pp.106-119
    • /
    • 2005
  • Many problems with the offline class, which is the traditional education type in corporations or universities, were indicated and people hoped that e-learning, which is web-based instruction, would solve these problems. However, e-learning also has weak points in that it should be self-paced and media-based in many ways. Therefore, when considering the good and weak points of offline classes and e-learning, blended learning seems to be necessary. Until now, blended learning has usually been used in corporations, and there have been almost no studies on the effectiveness or management of blended learning in universities. Thus, in this study, I would like to design blended classes, manage them at the level of university classes, and verify the effectiveness of blended classes, by comparing academic achievement, student participation, and student satisfaction. The subject students who signed up for Computer & Technology at C University in 2005 were divided into three study groups: offline class, online class, and blended class. The offline class was taught using the traditional class teaching method. For the online class and the blended class, multimedia contents were developed and a different LMS was used. The results of 13 weeks of teaching are as follows. For the academic achievement in the offline, online and blended classes, there was no statistically significant difference (f=2.387, p=.096). But when comparing the average achievement, the average of the blended class was higher than that of the other classes, so that it can be said that the blended class has positive effects on academic achievement. Second, when comparing the learners' participation in the online class and the blended class, the total posts were 85 and 138 respectively, which shows a considerable difference. The hit counts for each post in the online class and the blended class are 10 and 20, respectively. Moreover, the login counts for subjects are 3 in the online class and 4 in the blended class. In the questionnaire for the students' academic satisfaction in the online class and the blended class, all of the 15 items showed higher satisfaction in the blended class. Considering all these results, if adequate media are properly combined, the blended class is better than either the pure online class or the pure offline class.

XML Web Services for Learning ContentsBased on a Pedagogical Design Model (교수법적 설계 모델링에 기반한 학습 컨텐츠의 XML 웹 서비스 구축)

  • Shin, Haeng-Ja;Park, Kyung-Hwan
    • Journal of Korea Multimedia Society
    • /
    • v.7 no.8
    • /
    • pp.1131-1144
    • /
    • 2004
  • In this paper, we investigate a problem with an e-learning system for e-business environments and introduce the solving method of the problem. To be more accurate, existing Web-hosted and ASP (Application Service Provider)-oriented service model is difficult to cooperate and integrate among the different kinds of systems. So we have produced sharable and reusable learning object, they have extracted a principle from pedagogical designs for units of reuse. We call LIO (Learning Item Object). This modeling makes use of a constructing for XML Web Services. So to speak, units of reuse from pedagogical designs are test tutorial, resource, case example, simulation, problem, test, discovery and discussion and then map introduction, fact, try, quiz, test, link-more, tell-more LIO learning object. These typed LIOs are stored in metadata along with the information for a content location. Each one of LIOs is designed with components and exposed in an interface for XML Web services. These services are module applications, which are used a standard SOAP (Simple Object Access Protocol) and locate any computer over Internet and publish, find and bind to services. This guarantees the interoperation and integration of the different kinds of systems. As a result, the problem of e-learning systems for e-business environments was resolved and then the power of understanding about learning objects based on pedagogical design was increased for learner and instruction designers. And organizations of education hope for particular decreased costs in constructing e-learning systems.

  • PDF

Development of Blended Learning Program for CPS (CPS를 위한 Blended Learning 프로그램 개발 - 고등학교 수학내용을 중심으로 -)

  • Kim Young-Mi;Kim Hyang-Sook;Im Sun-Woo
    • Communications of Mathematical Education
    • /
    • v.20 no.3 s.27
    • /
    • pp.407-423
    • /
    • 2006
  • The reason why creativity becomes the important subject in 21th century is that it does an important role which solves many problems surrounding our whole life in this internationalization, globalization, knowledge-information age. But scholars who formerly researched the creativity-field explain the necessity of creativity with the internal and fundamental reasons. That is, scholars say that creative activities produce originative products and originality itself. And it is the root of which will be able to discover meaning of life and it -creativity - is successive activities that is demanded when individual life want to obtain important value by expressing one's inner world to the outside using creative resource. Recently, with the trends of present age and the educational needs, research about creativity is actively carried out and it draws out the results that creativity can be developed and enhanced through education and training. So, now many researches have focused on how to develop the creativity. Investigating those researches, we found that the recent issues of researches on creativity were changing and now they focused on creative instruction methods and behavioral factors. Especially, they were selected as the subject related to the creative education - creative instructional method and program, atmosphere in classroom, and factors of teacher. It means that the past researches which were a little bit conceptive have been changing to material ones which will be able to enhance creativity and its effect. So, in this research, we have developed the program for CPS(Creativity Problem Solving) and verified its effect.

  • PDF

Speech Visualization of Korean Vowels Based on the Distances Among Acoustic Features (음성특징의 거리 개념에 기반한 한국어 모음 음성의 시각화)

  • Pok, Gouchol
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.12 no.5
    • /
    • pp.512-520
    • /
    • 2019
  • It is quite useful to represent speeches visually for learners who study foreign languages as well as the hearing impaired who cannot directly hear speeches, and a number of researches have been presented in the literature. They remain, however, at the level of representing the characteristics of speeches using colors or showing the changing shape of lips and mouth using the animation-based representation. As a result of such approaches, those methods cannot tell the users how far their pronunciations are away from the standard ones, and moreover they make it technically difficult to develop such a system in which users can correct their pronunciation in an interactive manner. In order to address these kind of drawbacks, this paper proposes a speech visualization model based on the relative distance between the user's speech and the standard one, furthermore suggests actual implementation directions by applying the proposed model to the visualization of Korean vowels. The method extract three formants F1, F2, and F3 from speech signals and feed them into the Kohonen's SOM to map the results into 2-D screen and represent each speech as a pint on the screen. We have presented a real system implemented using the open source formant analysis software on the speech of a Korean instructor and several foreign students studying Korean language, in which the user interface was built using the Javascript for the screen display.