• Title/Summary/Keyword: Computing Achievement

Search Result 70, Processing Time 0.024 seconds

A comparative study of multi-objective evolutionary metaheuristics for lattice girder design optimization

  • Talaslioglu, Tugrul
    • Structural Engineering and Mechanics
    • /
    • v.77 no.3
    • /
    • pp.417-439
    • /
    • 2021
  • The geometric nonlinearity has been successfully integrated with the design of steel structural system. Thus, the tubular lattice girder, one application of steel structural systems have already been optimized to obtain an economic design following the completion of computationally expensive design procedure. In order to decrease its computing cost, this study proposes to employ five multi-objective metaheuristics for the design optimization of geometrically nonlinear tubular lattice girder. Then, the employed multi-objective optimization algorithms (MOAs), NSGAII, PESAII, SPEAII, AbYSS and MoCell are evaluated considering their computing performances. For an unbiased evaluation of their computing performance, a tubular lattice girder with varying size-shape-topology and a benchmark truss design with 17 members are not only optimized considering the geometrically nonlinear behavior, but three benchmark mathematical functions along with the four benchmark linear design problems are also included for the comparison purpose. The proposed experimental study is carried out by use of an intelligent optimization tool named JMetal v5.10. According to the quantitative results of employed quality indicators with respect to a statistical analysis test, MoCell is resulted with an achievement of showing better computing performance compared to other four MOAs. Consequently, MoCell is suggested as an optimization tool for the design of geometrically nonlinear tubular lattice girder than the other employed MOAs.

Design of Learning Achievement Evaluation Module of Intelligent Computer Assisted Instruction with Various Fuzzy Environment (다양한 퍼지 환경을 갖는 지능형 교수 시스템의 학습 성취도 평가 모듈 설계)

  • Won Sung-Hyun
    • Management & Information Systems Review
    • /
    • v.2
    • /
    • pp.311-334
    • /
    • 1998
  • By decreasing in CPU price and development of computer assembling technology, personal computer fake a good chance to accelerate its supply. Recently, as being introduced new computing technology so called multi media, teaming assist system which is based on single media such as studying book, cassette tape, video tape, or something else is rapidly being replaced by new assist education system based on multi media in which it is operated by the personal computer. In the computer assist education system, there is an evaluation module which appraise learner's study level into the next study strategy. At the view of this point, this part is very important. In this part, there are some factors like Importance, complexity, or difficulty which commonly include fuzzy factors in our surrounding. But until now, we are still out of the level to handle the evaluation module adequately among the some studies. In this study, we would like to suggest a new module that evaluate learning achievement of ICAI which have a variety of fuzzy environment. We combine Independent fuzzy environment like importance, complexity, difficulty into making total evaluation of learner's achievement. By the result, with expressing by linguistic form, this study can provide the theoretical basis in which we will be able to carry out sentence toward evaluation among elementary school.

  • PDF

Two-year Follow-Up Study on Effects of STEAM Education Program Based on Physical Computing (2년간의 추적 연구를 통한 Physical Computing 기반의 STEAM 프로그램의 효과)

  • Kim, Sug Hee;Yu, Heon Chang
    • The Journal of Korean Association of Computer Education
    • /
    • v.17 no.2
    • /
    • pp.77-86
    • /
    • 2014
  • By PISA 2007, TIMSS 2011, Korean high school students had high academic achievement to science and mathematics, while they had low attitude. Prospective college students are increasingly avoiding natural science and engineering. Moreover, the opportunities to learn to computer science in middle and high school are disappeared rapidly. The necessity of STEAM program based on Physical computing arise under these situation. Therefore, we developed STEAM program and studied the effects of the program in 2012. The result showed that students' scientific interests and attitude, scientific problem solving ability, scientific creative problem solving ability, personality test for children, and satisfaction of school life were enhanced. This study is follow-up study for the same students who improved every domain of the measurements. They were administerd pre-test at start of 2012, post-test at end of 2012, and delayed post-test at the end of 2013, on same test. The result of the study showed that only attitude to Scientific Inquiry was enhanced, but there was no significant result on the other domain of the test in comparison with start of 2012. But this result demonstrate the effect of STEAM education conversely.

  • PDF

An efficient user authentication protocol for cloud computing environments (클라우드 컴퓨팅 환경에서 효과적인 사용자 인증 프로토콜)

  • Moon, Jeong-Kyung;Kim, Jin-Mook;Kim, Hwang-Rae
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.12 no.5
    • /
    • pp.2353-2359
    • /
    • 2011
  • The request of Green-IT technology and recommend of computer hardware resource are increasing explosively. So, necessity of Cloud computing is increasing rapidly. Berkeley Univ. announced teens constituent that threat Cloud computing in 2009 and problem for user authentication should be solved as is urgentest among them. So, We wish to propose effective user authentication protocol in Cloud computing environment. Secure safety for user quotation through Kerberos's ticket issue that is existent representative user authentication techniques, and defined authentication procedure of two steps that flow user authentication and service authentication through PKI's. Is uncomplicated structurally more than efficiency for certification protocol and examination result about safety, existent PKI that propose and simplify achievement procedure and system configuration more than Kerberos and reduced response time.

The Analysis of Elementary School Teacher Cognition on KAIE Computing System Curriculum (KAIE 컴퓨팅시스템 교육과정에 대한 초등교사 인식 분석)

  • Sung, Younghoon;Park, Namje
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.1
    • /
    • pp.131-140
    • /
    • 2018
  • The KAIE computing system curriculum consists of information equipment, operating systems, and information and communication fields, and covers basic understanding and principles of computer science. The role of the teacher is important to achieve the curriculum achievement standards. Therefore, we examined the factors affecting the teaching capacity of the KAIE computing system curriculum. The results of this study show that the teaching methods of teachers through the literacy of information and communication technology have a statistically significant effect on the teaching competency of the computing system curriculum. Also, male teachers perceived higher perceived factors than female teachers. The differences in teaching competency between teacher groups of less than 5 years and less than 5~10 years were significant. Based on these results, it is necessary to develop collaborate SW teaching strategies and mentor - centered training programs that can strengthen ICT and SW professors' competence and encourage participation of low - career teachers and female teachers.

A Study on the Implementation Method for the Achievement of the Korea High-Performance Computing Innovation Strategy

  • Choi, Youn Keun;Koh, Myoungju;Jung, Youg Hwan;Hur, YoungJu;Lee, Yeonjae;On, Noori;Hahm, Jaegyoon
    • Journal of Information Science Theory and Practice
    • /
    • v.10 no.spc
    • /
    • pp.76-85
    • /
    • 2022
  • At the 8th National High-Performance Computing (HPC) Committee convened in 2021, the "National High-Performance Computing Innovation Strategy (draft) for the 4th Industrial Revolution Era" was deliberated and the original draft was approved. In this proposal, the Ministry of Science and ICT in KOREA announced three major plans and nine detailed projects with the vision of "Realizing the 4th industrial revolution quantum jumping by leaping into a high-performance computing powerhouse." Thereby the most important policy about national mid-term and long-term HPC development was established and called the HPC innovation strategy (hereinafter "the innovation strategy"). The three plans of the innovation strategy proposed by the government are: Strategic HPC infrastructure expansion; Secure source technologies; and Activate innovative HPC utilization. Each of the detailed projects has to be executed nationally and strategically. In this paper, we propose a strategy for the implementation of two items ("Strategic HPC infrastructure expansion" and "activate innovative HPC utilization") among these detailed plans.

Analysis of Class Satisfaction and Perceived Learning Achievement to the Interaction Type on e-Learning in University (대학 이러닝에서 상호작용 유형에 따른 수업만족도 및 인지된 학업성취도 분석)

  • Jeon, Young-mee;Cho, Jin-suk
    • Journal of Internet Computing and Services
    • /
    • v.18 no.1
    • /
    • pp.131-141
    • /
    • 2017
  • This paper analyzed class satisfaction and perceived learning achievement to the interaction type on e-learning in university. To achieve the study's objective, one course with and another course without learner-instructor interactions were selected. A total of184 student-respondents completed the questionnaire. Accordingly, more learner-content and learning-system interactions were noted in the course with learner-instructor interactions. Moreover, a correlation was observed between interaction, class satisfaction, and learning achievement. Learner-instructor interactions indicated the highest effect on both educational satisfaction and perceived learning achievement, followed by learner-system interactions on class satisfaction, and by learner-instructor interactions on learning achievement. Recommendations were then formulated based on the foregoing findings. First, workshops or training focusing on content development and on how to present the course should be provided to the instructors. Second, learner-instructor interactions should be activated in the course through various means. In this study, although learner-learner interactions was not given focus, future studied should delve into how learner-learner interaction should be activated and considered.

A Study on Availabilities of Self-evaluation and Peer-evaluation of Team Activities in Computer Science Basic Classes (컴퓨터학부 기초전공 수업에서 팀 활동에 대한 자기평가와 동료평가의 활용성 연구)

  • Cho, Soosun
    • Journal of Internet Computing and Services
    • /
    • v.23 no.2
    • /
    • pp.107-114
    • /
    • 2022
  • In this paper, availabilities of student-evaluations of team activities in the computer science basic classes were analysed. For the purpose, correlation analysis was conducted to investigate the relationships among peer-evaluation, self-evaluation, and academic achievement, and it was found that there was a statistically significant positive correlation among them. Moreover, the gap between peer-evaluation scores and self-evaluation scores was analyzed. When a one-sample t-test was performed, it was found that the gap was very significant. However, the size of the gap was not different between the two classes. That is, regardless of grade level, the students' self-evaluation scores tended to be on average higher than the evaluation scores received from peers. Finally, when analyzing the relationship between the gap in peer-evaluation and self-evaluation scores and academic achievement, there was no significant correlation between the gap in scores and academic achievement. In other words, there was no difference in the tendency of evaluation for students with high or low academic achievement. The results of the analysis shows the availability of student-evaluations of team activities in the evaluation of team-based instruction. The high correlation between self-evaluation and peer-evaluation indicates the objectivity of student-evaluation. Although it is clear that the self-evaluation score is higher on average than the score received from peers, it is more useful in terms of objectivity because it does not vary according to grade, subject, or academic achievement.

Analysis of Teaching and Learning Process in Physical Computing Class for Elementary Gifted Students in Science (코딩블록을 활용한 초등 과학영재 대상 피지컬 컴퓨팅수업의 교수·학습 과정 분석)

  • Kim, Jiye;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.6
    • /
    • pp.613-628
    • /
    • 2018
  • The purpose of this study is to analyze the teaching and learning process of physical computing using coding block for elementary gifted students in science. In order to obtain implications for teaching physical computing, we set the learning objectives from the Computer and Information Literacy Evaluation Standards developed by the International Association for the Evaluation of Educational Achievement(IEA) and developed a teaching and learning program for physical computing through collaboration between science education and computer education experts according to learning objectives. The developed program was related to the use of the coding block MODI(TM) and 32 classes of physical computing instruction were conducted for 15 students of the 4th to 6th grade who belong to an education institute for the gifted in science affiliated to the University. In the physical computing class, the teaching and learning process was analyzed by collecting data such as classroom videos, class observation logs, teacher and student questionnaires, and interviews. Based on the results of the study, the implications of the teaching and learning process of physical computing using the coded blocks in the school education field were suggested. And we also explored the strategy of expanding the computational thinking through the activities of coding instruction to realize creative ideas.

Analysis of the Difference of Tangible Programming Achievement on Learner's characteristics (초중등학습자의 특성에 따른 텐지블 프로그래밍 성취도 차이분석)

  • Shim, JaeKwoun;Lee, WonGyu;Kwon, DaiYoung
    • The Journal of Korean Association of Computer Education
    • /
    • v.19 no.1
    • /
    • pp.19-26
    • /
    • 2016
  • The main purpose of computing education is to teach the Computational Thinking which is based on Abstraction, Automation and etc. In Elementary and Secondary Education, programming activity is provided for the purpose of learning algorithm design. In this paper, the achievements of learning concepts of algorithm design are analyzed on the learner's characteristics in the programming activities using the Tangible programming tools for elementary and secondary school students. As a result, the achievement did not show the difference on grades but the usability showed the difference on genders.