• Title/Summary/Keyword: Intuitive Learning

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The Effects on Problem Solving of Linear Function Using Excel (엑셀의 활용이 일차함수 문제해결에 미치는 효과)

  • Lee, Kwang-Sang;Cho, Min-Shik;Lew, Hee-Chan
    • School Mathematics
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    • v.8 no.3
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    • pp.265-290
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    • 2006
  • The purpose of this study is to search an effective teaching & learning program by examining how much does Excel affect on problem solving of linear function. This study was based on qualitative case study. Teaching experiment was performed for seven periods with five students in 8th graders. Pre and posts tests were attempted to analyze the changes of student's ability on problem solving of linear function. The analysis of tests were performed in category with correct process-object perspective, near process-object perspective, incorrect process-object perspective. According to this study, the subjects showed an improvement on problem solving perspective of linear function. This meant that lessons using Excel had influenced on the problem solving of linear function. We noticed that exploring the learning environment with Excel could supplement paper-and-pencil environment. We believed that Excel with an intuitive dynamic and explorative skills can play a role in scaffolding to support problem solving of linear function.

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Humanity mathematics education: revealing and clarifying ambiguities in mathematical concepts over the school mathematics curriculum (인간주의 수학교육: 수학적 개념의 모호성을 드러내고 명확히 하기)

  • Park, Kyo-Sik;Yim, Jae-Hoon;Nam, Jin-Young
    • Journal of Educational Research in Mathematics
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    • v.18 no.2
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    • pp.201-221
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    • 2008
  • This study discusses how the humanity mathematics education can be realized in practice. The essence of mathematical concept is gradually disclosed revealing the ambiguities in the concept currently accepted and clarifying them. Historical development of mathematical concepts has progressed as such, exemplified with the group-theoretical thought and continuous function. In learning of mathematical concepts, thus, students have to recognize, reveal and clarify the ambiguities that intuitive and context-dependent definitions in school mathematics have. We present the process of improvement of definitions of a tangent and a polygon in school mathematics as examples. In the process, students may recognize the limitations of their thoughts and reform them with feelings of humility and satisfaction. Therefore this learning process would contribute to cultivating students' minds as the humanity mathematics education pursues.

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Visual System in Typograph education (타이포그라피 교육을 위한 Visual System 연구)

  • 박효신
    • Archives of design research
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    • v.12 no.4
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    • pp.273-282
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    • 1999
  • Typography is a subject of fundamental principle and considerable importance to the practice of design and visual language. In Typography education, we need to teach student with systematic, logic and holistic view prior to intuitive way. It must be emphasized as a foundation to all graphic design students who are familiar with digital media. despite the fact that high technology has invaded th design profession and the importance of learning how to deal with these new possibilities has grown, technological processes are not substituted nor are they excuses for not learning basic principles of Typography. Technology is merely and extension of these skills. The logic is objective and the intuition is subjective. Visual system exercises the student's ability to work objectively in thought and in method. Visual system presents the idea that logic and intuition can work together to give stronger results in problem solving than either can alone. I critically analyzed that what is system and how can we develop visual system which can be adapted to Typography education. I also have investigated visual system to find the possibility and flexibility in Typography education.

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An Extended Generative Feature Learning Algorithm for Image Recognition

  • Wang, Bin;Li, Chuanjiang;Zhang, Qian;Huang, Jifeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.3984-4005
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    • 2017
  • Image recognition has become an increasingly important topic for its wide application. It is highly challenging when facing to large-scale database with large variance. The recognition systems rely on a key component, i.e. the low-level feature or the learned mid-level feature. The recognition performance can be potentially improved if the data distribution information is exploited using a more sophisticated way, which usually a function over hidden variable, model parameter and observed data. These methods are called generative score space. In this paper, we propose a discriminative extension for the existing generative score space methods, which exploits class label when deriving score functions for image recognition task. Specifically, we first extend the regular generative models to class conditional models over both observed variable and class label. Then, we derive the mid-level feature mapping from the extended models. At last, the derived feature mapping is embedded into a discriminative classifier for image recognition. The advantages of our proposed approach are two folds. First, the resulted methods take simple and intuitive forms which are weighted versions of existing methods, benefitting from the Bayesian inference of class label. Second, the probabilistic generative modeling allows us to exploit hidden information and is well adapt to data distribution. To validate the effectiveness of the proposed method, we cooperate our discriminative extension with three generative models for image recognition task. The experimental results validate the effectiveness of our proposed approach.

Design and Performance Analysis of ML Techniques for Finger Motion Recognition (손가락 움직임 인식을 위한 웨어러블 디바이스 설계 및 ML 기법별 성능 분석)

  • Jung, Woosoon;Lee, Hyung Gyu
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.2
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    • pp.129-136
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    • 2020
  • Recognizing finger movements have been used as a intuitive way of human-computer interaction. In this study, we implement an wearable device for finger motion recognition and evaluate the accuracy of several ML (Machine learning) techniques. Not only HMM (Hidden markov model) and DTW (Dynamic time warping) techniques that have been traditionally used as time series data analysis, but also NN (Neural network) technique are applied to compare and analyze the accuracy of each technique. In order to minimize the computational requirement, we also apply the pre-processing to each ML techniques. Our extensive evaluations demonstrate that the NN-based gesture recognition system achieves 99.1% recognition accuracy while the HMM and DTW achieve 96.6% and 95.9% recognition accuracy, respectively.

Emotion Graph Models for Bipedal Walk Cycle Animation

  • Rahman, Ayub bin Abdul;Aziz, Normaziah Abdul;Hamzah, Syarqawi
    • International Journal of Advanced Culture Technology
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    • v.4 no.1
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    • pp.19-27
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    • 2016
  • Technology in the animation industry has evolved significantly over the past decade. The tools to create animation are becoming more intuitive to use. Animators now spend more time on the artistic quality of their work than wasting time figuring out how to use the software that they rely on. However, one particular tool that is still unintuitive for animators is the motion graph editor. A motion graph editor is a tool to manipulate the interpolation of the movements generated by the software. Although the motion graph editor contains a lot of options to control the outcome of the animation, the emotional rhythm of the movements desired by the animator still depends on the animator's skill, which requires a very steep learning curve. More often than not, animators had to resort to trial and error methods to achieve good results. This inevitably leads to slow productivity, susceptible to mistakes, and waste of resources. This research will study the connection between the motion graph profile and the emotions they portray in movements. The findings will hopefully be able to provide animators reference materials to achieve the emotional animation they need with less effort.

An Analysis on the Effect by the Characteristics of Intuition of Elementary Students in Mathematical Problem Solving Process (초등학생들의 문제해결 과정에서 직관의 특징에 의한 영향 분석)

  • Lee, Dae-Hyun
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.2
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    • pp.197-215
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    • 2010
  • Intuition plays an important role in the mathematical education as well as the process of invention in mathematics. And many mathematics educators became interested in intuition in mathematics education. So we need to analyze the effect of the characters of intuition of elementary students. In this study, the questionnaire and the interview were used. The subjects were 6 grade-103 students in the questionnaire. They were asked to solve the problems in the questionnaire which was designed by the researcher and to describe the reasons why they answered like that. Students are effected directly by the characters of intuition, ie self-evidence, intrinsic certainty, implicitness, etc. And the effect come from intuitive and ordinary experiences and the results of previous learning. In conclusion, we have to be interested in teaching via intuition and to control the effect of the characters of intuition.

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Evolutionary Topic Maps (진화연산을 통해 만들어지는 토픽맵)

  • Kim, Ju-Ho;Hong, Won-Wook;McKay, Robert Ian
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.685-689
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    • 2009
  • Evolutionary Computation is not only widely used in optimization and machine learning, but also being applied in creating novel structures and entities. This paper proposes evolutionary topic maps that can suggest new and creative knowledge not easily producible by humans. Interactive evolutionary computation method is applied into topic maps in order to accept human evaluation on feasibility of intermediate topic maps. Evolutionary topic maps are creativity support tools, helping users to encounter new and creative knowledge. Further work can greatly improve the system by providing more operations, preventing over-convergence, and overcoming user fatigue problem by providing more intuitive user interface, better visualization, and interpolation mechanisms.

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Development of Motion based Training Contents: "3D Space Exploration" Case Study (동작 기반의 훈련콘텐츠 : "3D 우주탐험" 개발사례)

  • Lim, C.J.;Park, Seung Goo;Jeong, Yun Guen
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.63-72
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    • 2013
  • To enhance the effect of science educational contents, we developed a motion based training content: 3D space exploration. In this content, we used the 3D depth camera for user's motion recognition. Learners have to conduct the space station maintenance mission using the motion based natural and intuitive interface. The result this study is expected to propose the immersive training simulation for young science learners.

Design of Markov Decision Process Based Dialogue Manager (마르코프 의사결정 과정에 기반한 대화 관리자 설계)

  • Choi, Joon-Ki;Eun, Ji-Hyun;Chang, Du-Seong;Kim, Hyun-Jeong;Koo, Myong-Wan
    • Proceedings of the KSPS conference
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    • 2006.11a
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    • pp.14-18
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    • 2006
  • The role of dialogue manager is to select proper actions based on observed environment and inferred user intention. This paper presents stochastic model for dialogue manager based on Markov decision process. To build a mixed initiative dialogue manager, we used accumulated user utterance, previous act of dialogue manager, and domain dependent knowledge as the input to the MDP. We also used dialogue corpus to train the automatically optimized policy of MDP with reinforcement learning algorithm. The states which have unique and intuitive actions were removed from the design of MDP by using the domain knowledge. The design of dialogue manager included the usage of natural language understanding and response generator to build short message based remote control of home networked appliances.

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