• 제목/요약/키워드: Electronic Learning

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전자건반악기를 이용한 악기 자율학습기 개발 (Development of a Self Instrument Learning Tool Using an Electronic Keyboard and PC Software)

  • 임기정;이정철
    • 한국멀티미디어학회논문지
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    • 제15권1호
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    • pp.51-62
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    • 2012
  • 본 논문에서는 초등학교 저학년 학생들이 쉽고 효율적으로 건반악기 연주 방법을 학습할 수 있도록 개발한 악기 자율학습기를 설명한다. 개발한 악기 자율학습기는 PC기반의 학습 소프트웨어와 외장 전자건반악기 모듈로 구성된다. 우리는 USB 인터페이스를 적용한 전자건반악기와 PC용 S/W를 연동하여 악기 연주에 필요한 정보를 PC 화면에 제공하는 기능과 타자연습과 유사한 형식의 게임을 통해 학습내용을 재미있게 복습하는 기능을 구현하였다. 개발한 외장 전자건반모듈은 USB 인터페이스를 통하여 PC로부터 선택적으로 악기연주 안내정보를 수신하여 LED 및 7-세그먼트에 표시해줌으로써 초보자들이 쉽게 악보 내 음계와 건반의 상관관계를 숙지할 수 있도록 하였다. 또한 사용자가 건반을 잘못 눌렀을 때 이를 감지하여 LED와 PC 화면에 안내정보를 출력하도록 구현하였다. 구현된 악기 자율학습기를 이용한 악보 연주 실험을 통하여 학습효율이 향상됨을 확인하였다.

Teaching Switching Converter Design Using Problem-Based Learning with Simulation of Characterization Modeling

  • Wang, Shun-Chung;Chen, Yih-Chien;Su, Juing-Huei
    • Journal of Power Electronics
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    • 제10권6호
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    • pp.595-603
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    • 2010
  • In this paper, teaching in a "switching converter (SC) design" course using problem-based learning (PBL) with dynamicbehavior- model simulation, given at Lunghwa University of Science and Technology (LHU), Taiwan, is proposed. The devised methodology encourages students to design and implement the SCs and regulate the controller's parameters in frequency domain by using 'sisitool' ('bode') in the MATLAB toolbox. The environment of PBL with converter characterization modeling and simulation reforms the learning outcome greatly and speeds up the teaching-learning process. To qualify and evaluate the learning achievements, a hands-on project cooperated with the continuous assessment approach is performed to modulate the teaching pace and learning direction in good time. Results from surveys conducted in the end of the course provided valuable opinions and suggestions for assessing and improving the learning effect of the proposed course successively. Positive feedbacks from the examinations, homework, questionnaires, and the answers to the lecturer's quizzes during class indicated that the presented pedagogy supplied more helpfulness to students in comparisons with conventional teaching paradigm, their learning accomplishments were better than expected as well.

Adaptive Fuzzy Neural Control of Unknown Nonlinear Systems Based on Rapid Learning Algorithm

  • Kim, Hye-Ryeong;Kim, Jae-Hun;Kim, Euntai;Park, Mignon
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 2003년도 추계 학술대회 학술발표 논문집
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    • pp.95-98
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    • 2003
  • In this paper, an adaptive fuzzy neural control of unknown nonlinear systems based on the rapid learning algorithm is proposed for optimal parameterization. We combine the advantages of fuzzy control and neural network techniques to develop an adaptive fuzzy control system for updating nonlinear parameters of controller. The Fuzzy Neural Network(FNN), which is constructed by an equivalent four-layer connectionist network, is able to learn to control a process by updating the membership functions. The free parameters of the AFN controller are adjusted on-line according to the control law and adaptive law for the purpose of controlling the plant track a given trajectory and it's initial values are off-line preprocessing, In order to improve the convergence of the learning process, we propose a rapid learning algorithm which combines the error back-propagation algorithm with Aitken's $\delta$$\^$2/ algorithm. The heart of this approach ls to reduce the computational burden during the FNN learning process and to improve convergence speed. The simulation results for nonlinear plant demonstrate the control effectiveness of the proposed system for optimal parameterization.

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Object tracking algorithm of Swarm Robot System for using Polygon based Q-learning and parallel SVM

  • Seo, Snag-Wook;Yang, Hyun-Chang;Sim, Kwee-Bo
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제8권3호
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    • pp.220-224
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    • 2008
  • This paper presents the polygon-based Q-leaning and Parallel SVM algorithm for object search with multiple robots. We organized an experimental environment with one hundred mobile robots, two hundred obstacles, and ten objects. Then we sent the robots to a hallway, where some obstacles were lying about, to search for a hidden object. In experiment, we used four different control methods: a random search, a fusion model with Distance-based action making (DBAM) and Area-based action making (ABAM) process to determine the next action of the robots, and hexagon-based Q-learning, and dodecagon-based Q-learning and parallel SVM algorithm to enhance the fusion model with Distance-based action making (DBAM) and Area-based action making (ABAM) process. In this paper, the result show that dodecagon-based Q-learning and parallel SVM algorithm is better than the other algorithm to tracking for object.

An Electronic Strategy in Innovative Learning Situations and the Design of a Digital Application for Individual Learning to Combat Deviant Intellectual Currents in Light of the Saudi Vision 2030

  • Aisha Bleyhesh, Al-Amri;Khaloud, Zainaddin;Abdulrahman Ahmed, Zahid;Jehan, Sulaimani
    • International Journal of Computer Science & Network Security
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    • 제22권12호
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    • pp.217-228
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    • 2022
  • The study aimed to build an electronic strategy in innovative learning situations for the role of education in combating intellectual currents. A total of 525 Saudi university faculty members and general education teachers were surveyed using two electronic questionnaires. Arithmetic averages and standard deviations, One-way ANOVA, Scheffé's test, Pearson's correlation coefficient, and Cronbach's alpha stability coefficient were used as statistical methods. The study statistically identifies the differences between the study sample at the level of significance (0.05). and the design of a digital application for individual learning to combat deviant intellectual currents to activate them in light of Saudi Vision 2030 by combining the theoretical academic material and turning it into a learning e-game called (crosswords). The game is equipped with hyper media that supports education with entertainment to direct ideas towards the promotion of identity, the development of values towards moderation and the consolidation of intellectual security. Additionally, the learning e-game represents awareness messages in three short films to activate the role of curricula and intellectual awareness centers to apply realistically, innovatively, and effectively.

에너지 인터넷을 위한 GRU기반 전력사용량 예측 (Prediction of Power Consumptions Based on Gated Recurrent Unit for Internet of Energy)

  • 이동구;선영규;심이삭;황유민;김수환;김진영
    • 전기전자학회논문지
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    • 제23권1호
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    • pp.120-126
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    • 2019
  • 최근 에너지 인터넷에서 지능형 원격검침 인프라를 이용하여 확보된 대량의 전력사용데이터를 기반으로 효과적인 전력수요 예측을 위해 다양한 기계학습기법에 관한 연구가 활발히 진행되고 있다. 본 연구에서는 전력량 데이터와 같은 시계열 데이터에 대해 효율적으로 패턴인식을 수행하는 인공지능 네트워크인 Gated Recurrent Unit(GRU)을 기반으로 딥 러닝 모델을 제안하고, 실제 가정의 전력사용량 데이터를 토대로 예측 성능을 분석한다. 제안한 학습 모델의 예측 성능과 기존의 Long Short Term Memory (LSTM) 인공지능 네트워크 기반의 전력량 예측 성능을 비교하며, 성능평가 지표로써 Mean Squared Error (MSE), Mean Absolute Error (MAE), Forecast Skill Score, Normalized Root Mean Squared Error (RMSE), Normalized Mean Bias Error (NMBE)를 이용한다. 실험 결과에서 GRU기반의 제안한 시계열 데이터 예측 모델의 전력량 수요 예측 성능이 개선되는 것을 확인한다.

Fast Super-Resolution Algorithm Based on Dictionary Size Reduction Using k-Means Clustering

  • Jeong, Shin-Cheol;Song, Byung-Cheol
    • ETRI Journal
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    • 제32권4호
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    • pp.596-602
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    • 2010
  • This paper proposes a computationally efficient learning-based super-resolution algorithm using k-means clustering. Conventional learning-based super-resolution requires a huge dictionary for reliable performance, which brings about a tremendous memory cost as well as a burdensome matching computation. In order to overcome this problem, the proposed algorithm significantly reduces the size of the trained dictionary by properly clustering similar patches at the learning phase. Experimental results show that the proposed algorithm provides superior visual quality to the conventional algorithms, while needing much less computational complexity.

모바일 터치스트로크 데이터를 이용한 2-class Maxtreme Learning Machine(MLM) (2-class Maxtreme Learning Machine(MLM) for Mobile Touchstroke using Sequential Fusion)

  • 최석민;테오벵진
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2018년도 춘계학술발표대회
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    • pp.362-364
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    • 2018
  • 핸드폰 사용자가 늘어나면서 이와 관련하여 개인 정보 보안에 대한 중요성이 대두되고 있다. 이에 따라 제안된 알고리즘은 Extreme learning machine 으로부터 착안하여 변형하여 고안한 Maxtreme Learning Machine(MLM) 으로, 사용자들의 터치 스트로크 특성 벡터를 제안 알고리즘으로 학습하여 사용자들을 검증한다. 또한 특성 벡터의 순차적 융합 기법을 이용하여 더 많은 정보를 바탕으로 사용자를 높은 정확도로 검증 할 수 있다.

Improved Parameter Estimation with Threshold Adaptation of Cognitive Local Sensors

  • Seol, Dae-Young;Lim, Hyoung-Jin;Song, Moon-Gun;Im, Gi-Hong
    • Journal of Communications and Networks
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    • 제14권5호
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    • pp.471-480
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    • 2012
  • Reliable detection of primary user activity increases the opportunity to access temporarily unused bands and prevents harmful interference to the primary system. By extracting a global decision from local sensing results, cooperative sensing achieves high reliability against multipath fading. For the effective combining of sensing results, which is generalized by a likelihood ratio test, the fusion center should learn some parameters, such as the probabilities of primary transmission, false alarm, and detection at the local sensors. During the training period in supervised learning, the on/off log of primary transmission serves as the output label of decision statistics from the local sensor. In this paper, we extend unsupervised learning techniques with an expectation maximization algorithm for cooperative spectrum sensing, which does not require an external primary transmission log. Local sensors report binary hard decisions to the fusion center and adjust their operating points to enhance learning performance. Increasing the number of sensors, the joint-expectation step makes a confident classification on the primary transmission as in the supervised learning. Thereby, the proposed scheme provides accurate parameter estimates and a fast convergence rate even in low signal-to-noise ratio regimes, where the primary signal is dominated by the noise at the local sensors.

The Impact of Using Some Participatory E-learning Strategies in Developing Skills of Designing and Producing Electronic Courses for A sample of Umm Al-Qura University Students and their Innovative Thinking

  • Emad Mohammed Samra
    • International Journal of Computer Science & Network Security
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    • 제23권3호
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    • pp.17-30
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    • 2023
  • The current research aims to reveal the impact of using some participatory e-learning strategies (participatory product - classroom web simulation) in developing cognitive achievement, electronic course design skills, and - skills list - Torrance test of innovative thinking). The tools of innovative thinking among a sample of Information Science students. To achieve the objectives of current research, the researcher designed an educational website to train students to produce electronic courses via the web, according to the two participatory e-learning strategies. The researcher used a set of tools represented in (achievement test research and experimental treatment were applied to a sample of the Faculty of Computer students at Umm Al-Qura University. The results found that both participatory product strategy and web simulation have an imact on developing learning aspects discussed in the research. As for which of the two strategies had a greater impact than the other, it turned out that the web simulation strategy had a greater impact than the participatory product strategy in developing these aspects.