• 제목/요약/키워드: Internet Use for Learning

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Reinforcement Learning-Based Intelligent Decision-Making for Communication Parameters

  • Xie, Xia.;Dou, Zheng;Zhang, Yabin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.9
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    • pp.2942-2960
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    • 2022
  • The core of cognitive radio is the problem concerning intelligent decision-making for communication parameters, the objective of which is to find the most appropriate parameter configuration to optimize transmission performance. The current algorithms have the disadvantages of high dependence on prior knowledge, large amount of calculation, and high complexity. We propose a new decision-making model by making full use of the interactivity of reinforcement learning (RL) and applying the Q-learning algorithm. By simplifying the decision-making process, we avoid large-scale RL, reduce complexity and improve timeliness. The proposed model is able to find the optimal waveform parameter configuration for the communication system in complex channels without prior knowledge. Moreover, this model is more flexible than previous decision-making models. The simulation results demonstrate the effectiveness of our model. The model not only exhibits better decision-making performance in the AWGN channels than the traditional method, but also make reasonable decisions in the fading channels.

Association Method for SCORM-based Learning Course Generation (스콤 기반 학습코스 생성을 위한 연관기법)

  • Yoon, Hyun-Nim;Kim, Yang-Woo
    • Journal of Internet Computing and Services
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    • v.9 no.6
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    • pp.141-153
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    • 2008
  • E-learning is a new paradigm of education using Internet media. E-learning is rapidly expanding, since it is not restricted by time and space. However, due to the lack of standardization in e-learning, learning contents are developed redundantly. SCORM has been proposed to address this standardization problems. The mere learning contents are shared, the higher the reusability of contents becomes. Therefore, it is needed to develop methods or tools to help educators or content producers to create a learning course easily. In this paper, we propose an association method that could help educators or content producers to efficiently generate learning courses for a subject. The association method, a learning course generation method suggested by this paper, makes use of existing learning courses and learning contents to create new learning courses suitable to a subject. The association method analyzes statistical information of leaning objects derived from existing learning courses and measures coherence between learning objects to create a learning course. The association method suggested by this paper not only supports educators or content producers for easy generation of learning course but also offers a guideline for developing learning courses.

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A Study on Design of K-12 e-Learning System for Utilization Smartphone (스마트폰 활용을 위한 초.중등 교육용 이러닝 시스템 설계에 관한 연구)

  • Kim, Yong;Shon, Jin-Gon
    • Journal of Internet Computing and Services
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    • v.12 no.4
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    • pp.135-143
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    • 2011
  • The smartphone allows learners to be involved in learning environments in which students actively study from anywhere and at anytime. Because learners can keep engaged in the environment where they can access to the internet, they can efficiently study in transit using various features and functions of smartphone. Smart learning is a unique learning based on mobility and functions of mobile digital devices including searching and sharing information and using various applications. For the effective use of smartphones in e-learning systems, the contents and learning management systems should be designed to meet effective teaching and learning principles, such as interactivity and collaborations. In smart learning, learning contents for effective learning need to be integrated with typical functions of smartphones and to develop small pieces of learning contents according to learning topics. In the case of learning management systems, it should reflect understanding of learners' environment using a PA agent program and provide personalized learning services.

The Influence of the Perceived Value of the Elderly on the Intention of Smart Device Internet Usage: A Lifelong Learning Perspective for the Elderly (고령자의 지각된 가치가 스마트 디바이스 인터넷 활용의도에 미치는 영향: 고령자 평생학습 관점)

  • Jang, HyunYong;Koh, Joon
    • Journal of Practical Engineering Education
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    • v.11 no.1
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    • pp.87-103
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    • 2019
  • The purpose of this study is to examine the factors affecting the intention of smart device internet usage from the perspective of lifelong learning of elderly people. Survey was conducted for understanding the factors affecting the internet usage intention of smart devices with 150 elderly people who visited the Gwangju Senior Technology Center (GSTC). The empirical results show that the perceived economic value and practical value of the elderly have a significant effect on the intention of utilizing the Internet of Smart Device. Although the moderating effect of the individual innovation of the elderly is not significant, Participation in social activities significantly moderated the relationship between perceived value and intention to use internet. In addition, the elderly expected that the quality of life would be improved via the use of smart devices.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

Perceptions of preservice teachers on AI chatbots in English education

  • Yang, Jaeseok
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.44-52
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    • 2022
  • With recent scientific advances and growing interest in AI technologies, AI-based chatbots have been viewed as a practical learning aid for English language development. The purpose of this study is to examine preservice teachers' perceptions on the potential benefits of employing AI chatbots in English instruction and its pedagogical aspects. 28 preservice teachers majoring in English education were asked to use Kuki chatbots for a week with a guidance of a researcher and then report on their perceptions of AI chatbots in terms of perceived usefulness after use, applicability, and educational benefits and drawbacks. Emerging codes and themes were identified and evaluated using Thematic Analysis(TA) based on qualitative data from surveys and interviews. The findings show that six emerging themes were identified, encompassing perspectives on teacher, learner, communication, linguistic, affective, and assessment. The overall findings of this study revealed that AI-based chatbots can play a significant role as learning tools for stimulating interactive communication in a target language. Most preservice primary teachers acknowledge that AI chatbots can be useful as teaching and learning aids for both teachers and students. Furthermore, when applying various learner data to chatbot technology, such as learner assessment and diagnosis, a guided approach is necessary to perform a conversation appropriate for the learner's level and characteristics. Finally, as chatbots have a variety of benefits in terms of affective aspects, they may improve EFL learners' confidence in speaking English and learning motivation.

Development of an Internet-based Robot Education System

  • Hong, Soon-Hyuk;Jeon, Jae-Wook
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.616-621
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    • 2003
  • Until now, many networked robots have been connected to the Internet for the various applications. With these networked robots, very long distance teleoperation can be possible through the Internet. However, the promising area of the Internet-based teleoperation may be distance learning, because of several reasons such as the unpredictable characteristics of the Internet. In robotics class, students learn many theories about robots, but it is hard to perform the actual experiments for all students due to the rack of the real robots and safety problems. Some classes may introduce the virtual robot simulator for students to program the virtual robot and upload their program to operate the real robot through the off-line programming method. However, the students may also visit the laboratory when they want to use the real robot for testing their program. In this paper, we developed an Internet-based robot education system. The developed system was composed of two parts, the robotics class materials and the web-based Java3d robot simulator. That is, this system can provide two services for distance learning to the students through the Internet. The robotics class materials can be provided to the student as the multimedia contents on the web page. As well, the web-based robot simulator as the real experiment tool can help the students get good understanding about certain subject. So, the students can learn the required robotics theories and perform the real experiments from their web browser when they want to study themselves at any time.

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Why Did They Choose ICT Materials?

  • Heo, Shin-hye
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.47-51
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    • 2022
  • The purpose of this study is to investigate the views on utilizing ICT material, especially the reasons for ICT material choice. Numerous recent studies have demonstrated increased use of electronic devices including smartphones in educational settings. But the reasons for using it as a learning tool have not been relatively researched from the point of view of pre-service teachers. Therefore, this study analyzed the pre-service teachers' thinking about utilizing ICT material and their learning experience. In that regard, data was collected in various ways such as surveys, interviews, and brief writings of participants. According to the study result, pre-service teachers were motivated in utilizing ICT material rather than text material. That is the reason why, as adult learners, especially pre-service teachers could be more motivated in self-directed learning environments. This study will be useful in considering ideas for the instructional design of pre-service teachers.

Realization of Online System Considering the Lecture Intelligibility of University Student

  • Han, ChangPyoung;Hong, YouSik
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.108-115
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    • 2020
  • Blended learning is a teaching method utilizing all the advantages in 'on and off-line' learning circumstances in order to enhance the learning effect and efficiency, more than the simple use of online factors in the classroom education. In this paper, we present the realization and simulation of algorithm for the realtime evaluation of low-grade and high-grade subjects in order to implement smart e-learning system, considering a lecture intelligibility. In order to grasp the levels of student's intelligibility, we simulated a function that automatically summarizes the study contents of class given by a lecturer. Especially, in administrator mode of smart e-learning system, we suggested and simulated a system in order to help the lecturer to easily manage the student's grades, and we have provided software to tell the student's intelligibility of lecture, analyzed the rate of incorrect answers, automatic judgment of lecture intelligibility and judge the weakest subject.

Comparison of Learning Immersion Experiences According to Cognitive Style in Online Edu-games (온라인 교육용 게임에서의 인지양식에 따른 학습 몰입경험 비교)

  • Kang, Eun-Kyougn;Kim, Han-Il
    • The Journal of Korean Association of Computer Education
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    • v.13 no.4
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    • pp.61-68
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    • 2010
  • One often thinks that those doing any activity on the Internet are likely to be addicted to it so that they tend to rather restrain the educational use of what the Internet can provide. However, the online edu-games deserve a good learning material which can not only provoke learners' interest but also draw out a smoother interaction between teachers and learners. Even the preliminary study on immersion verified that the Internet could work positively for the learners. Considering that online edu-games can be a useful tool for individual learning, more studies on immersion should be conducted focusing on the individualization in the future. This paper shows the differences among the components of learning immersion depending on the different individual cognitive styles in the online edu-games.

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