• Title/Summary/Keyword: Internet Based Learning

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Multi-Agent Deep Reinforcement Learning for Fighting Game: A Comparative Study of PPO and A2C

  • Yoshua Kaleb Purwanto;Dae-Ki Kang
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.192-198
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    • 2024
  • This paper investigates the application of multi-agent deep reinforcement learning in the fighting game Samurai Shodown using Proximal Policy Optimization (PPO) and Advantage Actor-Critic (A2C) algorithms. Initially, agents are trained separately for 200,000 timesteps using Convolutional Neural Network (CNN) and Multi-Layer Perceptron (MLP) with LSTM networks. PPO demonstrates superior performance early on with stable policy updates, while A2C shows better adaptation and higher rewards over extended training periods, culminating in A2C outperforming PPO after 1,000,000 timesteps. These findings highlight PPO's effectiveness for short-term training and A2C's advantages in long-term learning scenarios, emphasizing the importance of algorithm selection based on training duration and task complexity. The code can be found in this link https://github.com/Lexer04/Samurai-Shodown-with-Reinforcement-Learning-PPO.

학생 주도적 학습을 위한 수학 교수 학습법

  • 김창일;전영주
    • Journal for History of Mathematics
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    • v.14 no.2
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    • pp.125-148
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    • 2001
  • For this purpose, most of all, we thought over the theoretical background for the application of Web-resources to the teaching and learning program at the school mathematics. Second, we looked into the applied class and the class pattern with the internet. And then, we arranged the cases using the internet web materials. The last, we mentioned what the matters of learning based on the web are and what the teacher's roles are.

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Development and implementation of a project-based learning model using CMC and situated evaluation with message analysis (통신망을 활용한 프로젝트 학습 모형의 개발 및 적용과 메시지 분석을 이용한 상황적 평가)

  • Jun, Youngcook;Kim, Junghack;Park, Hongjune
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.57-69
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    • 2005
  • In this study we try to design and develop a mixed model of project-based learning with internet. In order to support the developed model, we separately developed a web-based tool, called Project Learning BBS. The classroom teaching for advertisement-photo production with the model has been carried out during May-July in 2002 and March-July in 2003 respectively with 40 students each. The overall activities of group collaborative work done during the teaching periods have been formatively evaluated with classroom observation, interviews and students' portfolios that were related to the processes of photo planning, video shooting and editing. It has also investigated how the students involved the web-based group discussion activities. In short, data analysis indicated that the participants accepted the proposed project-based learning model for their learning events in a positive way in order to increase the utilization of CMC.

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An Implementation of Web-Based Chinese Letters Learning System Using Edutainment System

  • Lee, Eun-Ah;Kim, Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.7 no.6
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    • pp.806-813
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    • 2004
  • Internet users are increasingly depending on acquiring and spreading a variety of information from home pages and they are also making use of education systems based on the internet. This study suggests an efficient method to make learners study Chinese Letters with ease and fun through the internet. The detailed methods of attaining Chinese letters Using Edutainment system are divided into 5 elements as follows. Utilizing the transition process of the letters, using games, applying animation and through switching over from Chinese letters to Korean letters and vice versa including making use of the sound of letters and their meanings.

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Development of An Intelligent G-Learning Virtual Learning Platform Based on Real Video (실 화상 기반의 지능형 G-러닝 가상 학습 플랫폼 개발)

  • Jae-Yeon Park;Sung-Jun Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.79-86
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    • 2024
  • In this paper, we propose a virtual learning platform based on various interactions that occur during real class activities, rather than the existing content delivery-oriented learning metaverse platform. In this study, we provide a learning environment that combines AI and a virtual environment to solve problems by talking to real-time AI. Also, we applied G-learning techinques to improve class immersion. The Virtual Edu platform developed through this study provides an effective learning experience combining self-directed learning, simulation of interest through games, and PBL teaching method. And we propose a new educational method that improves student participation learning effectiveness. Experiment, we test performance on learninng activity based on real-time video classroom. As a result, it was found that the class progressing stably.

Attendance Appraisal for Learner Participation Degree Based Virtual Lecture (학습자 참여도 정보기반 가상강좌 출석평가 모델)

  • Kim, Hyun-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.4
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    • pp.119-129
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    • 2009
  • In The increasing use of computers and high-speed Internet network has greatly influenced education, causing a veering away from the typical and traditional way of delivering instruction. Specifically, the various kinds of Web-based multimedia technology, the interactive activities on the Internet, and satellite broadcasting technology are accelerating the emergence of a virtual-lectures-based educational model, which transcends time and space. Such virtual lectures make it possible for the entire teaching-learning process to be done in a virtual learning environment, thus giving rise to problem regarding learning guidance, feedback, and appraisal. In this paper, we propose a system for attendance appraisal for learner participation degree based virtual lecture, an appraisal element in virtual learning environments. This appraisal model can set the elements of virtual learning environments in such a way as to reflect in the attendance appraisal of the opened virtual learning environment information regarding the learner's participation in class. In addition, this model motivates the learners to actively participate in the virtual learning environment and to support instructors by accomplishing the activities that are needed for attendance appraisal.

The Development and Effect Analysis of an Internet Based Nursing Program: Application to Nursing Informatics (인터넷을 이용한 간호학 교육 프로그램 개발 및 효과분석 -간호정보학을 중심으로-)

  • Yom, Young-Hee
    • Journal of Korean Academy of Nursing
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    • v.30 no.4
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    • pp.1035-1044
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    • 2000
  • The purpose of this study was to develop and evaluate an internet based program for nursing informatics. The course subject, Nursing Informatics, was made by a computerized instructional module using the internet. The program was developed after taking into consideration the level of competence and knowledge in the subjects. It was based on 10 steps of the CAI module developed by Alessi and Trollip. The subjects consisted of 76 junior nursing students taking a Nursing Informatics course. Two sets of questionnaires were used for this study. First, a questionnaire was administered to 76 students to collect general information on their experience while using computers and the internet. Secondly, another questionnaire was administrated to 76 students after they took the course. They were asked to evaluate the program in terms of easiness of use, precision of contents, freshness of contents, motivation in learning, effectiveness of learning, enhancement of communication, precision of screen, and interest in the contents. IDs and passwords were given to the students. The students were asked to write their IDs and passwords when they connected to Nursing Informatics (http://hallym.ac.kr/~yhyom/ inform.html). They were led the menu page which was categorized into 8 icons (i. e., syllabus, lecture notes, quick test, Q & A board, assignment, on-line test, related web sites and mailing lists) after confirming their IDs and passwords. The students' responses were very positive. This program was a very useful in increasing the effectiveness of learning and motivation in the students. Suggest to be use for other nursing courses.

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A Self-Learning based Adaptive Clustering in a Wireless Internet Proxy Server Environment (무선 인터넷 프록시 서버 환경에서 자체 학습 기반의 적응적 클러스터렁)

  • Kwak Hu-Keun;Chung Kyu-Sik
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.7
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    • pp.399-412
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    • 2006
  • A clustering based wireless internet proxy server with cooperative caching has a problem of minimizing overall performance because some servers become overloaded if client request pattern is Hot-Spot or uneven. We propose a self-learning based adaptive clustering scheme to solve the poor performance problems of the existing clustering in case of Hot-Spot or uneven client request pattern. In the proposed scheme, requests are dynamically redistributed to the other servers if some servers supposed to handle the requests become overloaded. This is done by a self-learning based method based dynamic weight adjustment algorithm so that it can be applied to a situation with even various request pattern or a cluster of hosts with different performance. We performed experiments in a clustering environment with 16 PCs and a load balancer. Experimental results show the 54.62% performance improvement of the proposed schemes compared to the existing schemes.

A Study of Video-Based Abnormal Behavior Recognition Model Using Deep Learning

  • Lee, Jiyoo;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • v.9 no.4
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    • pp.115-119
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    • 2020
  • Recently, CCTV installations are rapidly increasing in the public and private sectors to prevent various crimes. In accordance with the increasing number of CCTVs, video-based abnormal behavior detection in control systems is one of the key technologies for safety. This is because it is difficult for the surveillance personnel who control multiple CCTVs to manually monitor all abnormal behaviors in the video. In order to solve this problem, research to recognize abnormal behavior using deep learning is being actively conducted. In this paper, we propose a model for detecting abnormal behavior based on the deep learning model that is currently widely used. Based on the abnormal behavior video data provided by AI Hub, we performed a comparative experiment to detect anomalous behavior through violence learning and fainting in videos using 2D CNN-LSTM, 3D CNN, and I3D models. We hope that the experimental results of this abnormal behavior learning model will be helpful in developing intelligent CCTV.

A Learning Automata-based Algorithm for Area Coverage Problem in Directional Sensor Networks

  • Liu, Zhimin;Ouyang, Zhangdong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.10
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    • pp.4804-4822
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    • 2017
  • Coverage problem is a research hot spot in directional sensor networks (DSNs). However, the major problem affecting the performance of the current coverage-enhancing strategies is that they just optimize the coverage of networks, but ignore the maximum number of sleep sensors to save more energy. Aiming to find an approximate optimal method that can cover maximum area with minimum number of active sensors, in this paper, a new scheduling algorithm based on learning automata is proposed to enhance area coverage, and shut off redundant sensors as many as possible. To evaluate the performance of the proposed algorithm, several experiments are conducted. Simulation results indicate that the proposed algorithm have effective performance in terms of coverage enhancement and sleeping sensors compared to the existing algorithms.