• Title/Summary/Keyword: Interactive Leaning

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Robotics Projects at Pusan National University

  • Kwak, Seung-Chul;Sung, Ji-Hoon;Shim, In-Bo;Yoon, Joong-Sun
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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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
    • Research in Mathematical Education
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    • v.15 no.2
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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
    • Research in Mathematical Education
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    • v.11 no.3
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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
    • Journal of the Korean Society of Industry Convergence
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    • v.22 no.4
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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.

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

  • Yun, Sang-Seok;Kim, Munsang;Choi, Mun-Taek;Song, Jae-Bok
    • Journal of Institute of Control, Robotics and Systems
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    • v.19 no.8
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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.

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

  • Kim, Mi-Shil;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.19 no.6
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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.

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

  • Park, Jong-Won;Kim, Dong-Sam;Kim, Jun-Ho;Song, Moo Kyoung
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.139-145
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    • 2020
  • Due to the rapid development of computer technology, online learning using ICT technology is already quickly settling in our lives. Music education was conducted mainly in an offline-based environment, but research is being conducted to switch to online because there is no time and space constraint of online education and interactive education led by learners is possible. In this study, we propose design and implement an adaptive learning system to enable adaptive learning online among music education. This system has the following advantages. First, by providing an LMS-based platform, one can solve the social education problem corresponding to economic and geographical factors. Second, both objective learning feedback provided automatically by the online adaptive harmony learning system and teaching feedback. Third, learners can be provided with recommended answers to given harmony exercises. The adaptive online learning system of harmony will lead professors and learners to effectively teach and study.

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

  • Lee, Jun-Ki;Lee, Tae-Kyong;Shin, Sein;Chung, Duk-Ho;Oh, Sang-Wook
    • Journal of The Korean Association For Science Education
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    • v.33 no.7
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    • pp.1486-1509
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    • 2013
  • This study aims to identify the image types of secondary school students' perception about the talented person in convergence and to find the differences in drawing images of the talented person in convergence among the students who have taken STEAM class and the ones who haven't. One hundred and eighty seven students in middle and high schools located in the southern part of South Korea participated in this study and they were asked to draw a picture of the talented person in convergence with a brief explanation. Based on students' pictures, researchers categorized their perception about convergence and talented person in convergence by using an inductive method. The result indicated that secondary school students' perceptions were categorized into convergence as individual cognitive processing and collective cognitive processing and convergence as outcomes. The image of the convergence in a talented person leaning toward individual cognitive processing was divided into the following seven types: idea banker type, various talented celebrity type, multi-tasking master type, multi-talented career type, active problem-solver type, creative developer type, and unrealistic ideal man type. Another image of collective cognitive processing was split into expert group type and interactive-mates group type. The other image was transformer type which is the subcategory of convergence as outcomes. From this study, it can be suggested that secondary school students express the various images of the talented person in convergence depending on experiencing STEAM or not.