• 제목/요약/키워드: Interactive Leaning

검색결과 8건 처리시간 0.022초

Robotics Projects at Pusan National University

  • Kwak, Seung-Chul;Sung, Ji-Hoon;Shim, In-Bo;Yoon, Joong-Sun
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.814-819
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    • 2004
  • Soft engineering, based on symbiotic coexistence of human, machines and environment, is a new engineering field to explore the proper technology and the proper way of engineering. To explore soft engineering intents easily, various robot projects at Pusan National University conducted are presented. Thought experiment, interactive e-leaning, rapid prototyping engineering, biomimciry, tangibility, and ubiquity are concepts to be explored. Thought experiments projects are organized and performed, which include robot assembly game, Turing test, and robotics in science fiction. "Junk robot project" and "ubiquitous Pusan National University (u-PNU) project" have been organized. Also, bug robot project, interactive robot project, and interactive emotional robot projects are introduced. Weekly science fiction films are shown and discussed.

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MCY-Mentoring Activities by Creating and Communicating Mathematical Objects

  • Cho, Han-Hyuk;Lee, Ji-Yoon;Shin, Dong-Jo;Woo, Ahn-Sung
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제15권2호
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    • pp.141-158
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    • 2011
  • In recent years, an increasing number of viewpoints hold that students should be engaged in a learning environment where understanding and knowledge transfer take place. This study introduces Mathematics Created by You (MCY)-mentoring program, which allows students to construct artefacts that are required to learn. This program is online-based and so can be shared by several people and mathematics leaning takes place through interactions within this carefully designed environment. Also, MCY intends to provide students a series of sequential activities related to creative play, creative learning and creative inquiry based on a Constructive and interactive environment. Furthermore, a creative activity- constructing a creative product using building blocks- was presented as an example. Finally, we investigate the pedagogical implications and suggest directions for the further development.

Developing Geometry Software for Exploration-Geometry Player

  • Yuan, Yuan;Lee, Chun-Yi;Huang, Jiung-Rong
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제11권3호
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    • pp.209-218
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    • 2007
  • The purpose of this study is to create an interactive tool Geometry Player for geometric explorations. In designing this software, we referred to van Hiele's geometric learning theory of and Duval's cognitive comprehension theory of geometric figures. With Geometry Player, it is easy to construct and manipulate dynamic geometric figures. Teachers can easily present the dynamic process of geometric figures in class, and students can use it as a leaning tool to construct geometric concepts by themselves. It is hoped that Geometry Player can be a useful assistant for teachers and a nice partner for students. A brief introduction to Geometry Player and some application examples are included in this paper.

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A Study on Real Time Control of Moving Stuff Action Through Iterative Learning for Mobile-Manipulator System

  • Kim, Sang-Hyun;Kim, Du-Beum;Kim, Hui-Jin;Im, O-Duck;Han, Sung-Hyun
    • 한국산업융합학회 논문집
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    • 제22권4호
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    • pp.415-425
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    • 2019
  • This study proposes a new approach to control Moving Stuff Action Through Iterative Learning robot with dual arm for smart factory. When robot moves object with dual arm, not only position of each hand but also contact force at surface of an object should be considered. However, it is not easy to determine every parameters for planning trajectory of the an object and grasping object concerning about variety compliant environment. On the other hand, human knows how to move an object gracefully by using eyes and feel of hands which means that robot could learn position and force from human demonstration so that robot can use learned task at variety case. This paper suggest a way how to learn dynamic equation which concern about both of position and path.

인간의 비언어적 행동 특징을 이용한 다중 사용자의 상호작용 의도 분석 (Interaction Intent Analysis of Multiple Persons using Nonverbal Behavior Features)

  • 윤상석;김문상;최문택;송재복
    • 제어로봇시스템학회논문지
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    • 제19권8호
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    • pp.738-744
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    • 2013
  • According to the cognitive science research, the interaction intent of humans can be estimated through an analysis of the representing behaviors. This paper proposes a novel methodology for reliable intention analysis of humans by applying this approach. To identify the intention, 8 behavioral features are extracted from the 4 characteristics in human-human interaction and we outline a set of core components for nonverbal behavior of humans. These nonverbal behaviors are associated with various recognition modules including multimodal sensors which have each modality with localizing sound source of the speaker in the audition part, recognizing frontal face and facial expression in the vision part, and estimating human trajectories, body pose and leaning, and hand gesture in the spatial part. As a post-processing step, temporal confidential reasoning is utilized to improve the recognition performance and integrated human model is utilized to quantitatively classify the intention from multi-dimensional cues by applying the weight factor. Thus, interactive robots can make informed engagement decision to effectively interact with multiple persons. Experimental results show that the proposed scheme works successfully between human users and a robot in human-robot interaction.

디지털 학습콘텐츠 공간특성 분석과 디자인 방향 제시 (A Study on Characteristics of Digital Learning Contents Space and Suggestion on Design Directions)

  • 김미실;문정민
    • 한국실내디자인학회논문집
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    • 제19권6호
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    • pp.11-19
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    • 2010
  • Technological development of information and communication have brought sharp changes to every sector such as society, culture, economy and education because of knowledge and information-oriented society. The number of classes has decreased, and some schools are closed or incorporated due to decrease of the population. Such phenomenon has brought changes to learning using digital technology and space. A change called digital innovation is characterized by interactive communication centering on the internet network. Therefore, it is very important to predict educational environment to be changed according to digital environment and to note how real learning space is changed. The development of digital technology in society in general presents two concepts of digital and contents, digitalized information. Such technology is recognized as a new paradigm in education sector and a new space is created through participation of instructors and learners in learning space. This study analysed cases of learning space of elementary schools based on bibliographical examination and related bibliography including data from academic presentations and news release to present developed leaning space. To present healthy and creative learning environment which can lead knowledge and information-based society in the future, the preface described the background, purpose, methods and range of the study, and analysed transitional processes of society and culture, digital learning contents, and learning space in education of elementary schools. Finally the study identified trends and cases of research on learning space and suggested digital learning contents space.

온라인 적응형 화성학 학습을 위한 학습관리시스템 설계 및 개발 (Design and Development of Adaptive Online Learning Management System for Harmony)

  • 박종원;김동삼;김준호;송무경
    • 한국융합학회논문지
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    • 제11권8호
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    • pp.139-145
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    • 2020
  • 컴퓨터 기술의 급속한 발전으로 인해 ICT 기술을 이용한 온라인 학습은 이미 우리 생활에 빠르게 정착하고 있다. 음악 교육은 오프라인 기반의 환경을 중심으로 진행되었으나, 온라인 교육에 시공간 제약이 없다는 점, 학습자 주도의 쌍방향 교육이 가능하다는 점에서 그 교육 방식을 온라인으로 전환하는 연구가 활발히 진행되고 있다. 본 연구는 온라인에서 적응형 학습이 가능하도록 '화성학' 학습 시스템을 제안, 설계, 구현하는 일련의 과정을 담는다. 이 시스템은 다음과 같은 긍정적 효과를 기대할 수 있다. 첫째, LMS 기반의 플랫폼을 제공하여, 경제적·지리적 요인에 해당하는 사회적 교육 문제를 해결할 수 있다. 둘째, 온라인 적응형 화성학 학습 시스템이 자동으로 제공하는 객관적인 학습 피드백과 교수자의 학습 피드백을 모두 제공한다. 셋째, 학습자가 자신이 학습한 화성학 문제에 대한 추천 답안을 받을 수 있다. 이러한 이점을 활용한 온라인 적응형 화성학 학습 시스템은 교수자와 학습자 간의 효과적인 교수 학습을 증진시킬 수 있을 것으로 기대한다.

중등학생들이 생각하는 융합인재에 대한 이미지 유형 탐색 (Exploring the Image Types of Secondary School Students' Perception about the Talented Person in Convergence)

  • 이준기;이태경;신세인;정덕호;오상욱
    • 한국과학교육학회지
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    • 제33권7호
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    • pp.1486-1509
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    • 2013
  • 이 연구의 목적은 중등학생들의 융합인재에 대한 이미지는 어떤 유형으로 형성되어있는지 알아보고, 융합인재교육(STEAM)을 경험한 학생과 그렇지 못한 학생들 간에 융합인재 이미지 유형에 있어 어떠한 차이가 나타나는지 파악하는 것이다. 연구목적의 달성을 위하여 남부권 소재 중등학생 187명이 이 연구에 참여하였으며, 이들로 하여금 자신이 생각하는 융합인재에 대해 그림을 그리고 간략한 설명을 적도록 하였다. 이렇게 수집된 자료를 귀납적으로 범주화하여 중등학생들의 '융합' 및 '융합인재'에 대한 인식을 탐색적으로 알아보았다. 그 결과, 중등학생들의 융합에 대한 인식은 크게 '개인인지과정으로서의 융합', '집단인지과정으로서의 융합', '산물로서의 융합'으로 크게 범주화되었다. 융합인재에 대한 이미지는 '개인인지과정으로서의 융합'의 하위유형으로 '두뇌수준 사고융합형', '누구나 아는 유명 인사형', 생활의 달인형', '다양한 직업인형', '문제해결자형', '창조적 개발자형', '실존하지 않는 이상적 인간형'이 있었으며, '집단인지과정으로서의 융합'의 하위단계로는 '전문가 집단형'과 '학생 집단형'이 있었고, '산물로서의 융합'의 하위단계에는 '단순 융합체형'이 나타났다. 중등학생들은 융합인재교육의 경험유무에 따라서 서로 다른 유형의 이미지가 형성되고 있음을 확인할 수 있었다.