• Title/Summary/Keyword: Knowledge Capabilities

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Development and Application of the Simulator of Lighting Devices for Automotive Technical Education (차량 정비 기능 교육을 위한 등화장치 시뮬레이터 개발 및 활용)

  • Chae, Soo
    • Journal of Practical Engineering Education
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    • v.8 no.2
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    • pp.91-94
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    • 2016
  • This study is focused on the development and application of automotive lighting system simulator device to help understanding of the repair and overhaul, electrical instrumentation and automotive circuit checks the contents of the automotive electrical system. The purpose of this study is to define the circuit numeracy, circuit repair preparation skills, detachable power, circuit analysis capabilities, inspection and measurement capability, and repair (problem solving) skills, through the cultivation of clean ability to increase the understanding of electrical equipment maintenance circuitry to verify the improvement of the repair. Automotive electrical device requires understanding of the invisible parts, and understanding of the various symbols and complex circuitry to measure the basic checks and repair are indispensable. This paper would likely contribute to help students to gain more interest in the fields that they feel difficult such as basic skills which necessary to cultivate a variety of electrical equipment fault diagnosis of the basic knowledge needed for electric cars practical.

GreedyUCB1 based Monte-Carlo Tree Search for General Video Game Playing Artificial Intelligence (일반 비디오 게임 플레이 인공지능을 위한 GreedyUCB1기반 몬테카를로 트리 탐색)

  • Park, Hyunsoo;Kim, HyunTae;Kim, KyungJoong
    • KIISE Transactions on Computing Practices
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    • v.21 no.8
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    • pp.572-577
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    • 2015
  • Generally, the existing Artificial Intelligence (AI) systems were designed for specific purposes and their capabilities handle only specific problems. Alternatively, Artificial General Intelligence can solve new problems as well as those that are already known. Recently, General Video Game Playing the game AI version of General Artificial Intelligence, has garnered a large amount of interest among Game Artificial Intelligence communities. Although video games are the sole concern, the design of a single AI that is capable of playing various video games is not an easy process. In this paper, we propose a GreedyUCB1 algorithm and rollout method that were formulated using the knowledge from a game analysis for the Monte-Carlo Tree Search game AI. An AI that used our method was ranked fourth at the GVG-AI (General Video Game-Artificial Intelligence) competition of the IEEE international conference of CIG (Computational Intelligence in Games) 2014.

A Study on Scale-Up Success Factors for ICT Startups: A Case Analysis Using ERIS Model (ICT 스타트업 스케일업 성공요인 연구: ERIS 모델 적용 사례연구)

  • Hwang, Jeong-Seop;Sim, Da-Hyun;Lee, Jungwoo
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.89-101
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    • 2021
  • Scale-up of ICT startups is not easy because of limited capabilities, lack of resources, and immature networks for the business. Therefore, this research selected a representative startup succeeded in scale-up and applied the ERIS model in analyzing their scale-up process in the initial stages of scale-up. Analysis of qualitative data collected revealed that the entrepreneurs' experience, convergence of knowledge between diverse industries, participation in public-sector-led R&D, management of communication channels between customers and businesses, and utilization of project-oriented campaigns are found to be critical success factors in scaling up ICT startups. Academically, this study validates the utility of ERIS model in analyzing the scale-up process. For practitioners, this study will be used as a reference for strategic development in seucring the competitiveness of the initial market of ICT startups and scale-up.

Fraud Detection in E-Commerce

  • Alqethami, Sara;Almutanni, Badriah;AlGhamdi, Manal
    • International Journal of Computer Science & Network Security
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    • v.21 no.6
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    • pp.312-318
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    • 2021
  • Lack of knowledge and digital skills is a threat to the information security of the state and society, so the formation and development of organizational culture of information security is extremely important to manage this threat. The purpose of the article is to assess the state of information security of the state and society. The research methodology is based on a quantitative statistical analysis of the information security culture according to the EU-27 2019. The theoretical basis of the study is the theory of defense motivation (PMT), which involves predicting the individual negative consequences of certain events and the desire to minimize them, which determines the motive for protection. The results show the passive behavior of EU citizens in ensuring information security, which is confirmed by the low level of participation in trainings for the development of digital skills and mastery of basic or above basic overall digital skills 56% of the EU population with a deviation of 16%. High risks to information security in the context of damage to information assets, including software and databases, have been identified. Passive behavior of the population also involves the use of standard identification procedures when using the Internet (login, password, SMS). At the same time, 69% of EU citizens are aware of methods of tracking Internet activity and access control capabilities (denial of permission to use personal data, access to geographical location, profile or content on social networking sites or shared online storage, site security checks). Phishing and illegal acquisition of personal data are the biggest threats to EU citizens. It have been identified problems related to information security: restrictions on the purchase of products, Internet banking, provision of personal information, communication, etc. The practical value of this research is the possibility of applying the results in the development of programs of education, training and public awareness of security issues.

The Mediating Effects of Subordinates' Self-Directed Learning Ability on the Relationship between IT Company Manager's Authentic Leadership and Subordinates' Work Engagement (IT 기업 관리자의 진성 리더십이 구성원의 직무 열의에 미치는 영향: 구성원 자기주도학습 능력의 매개효과)

  • Lee, Hyung Woo;Kim, Man Soo;Kim, Jung Won
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.185-193
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    • 2021
  • In order to increase corporate competitiveness in the fourth industrial revolution environment, it is most important to secure and nurture talented people with digital capabilities. In particular, because the knowledge and skills required in the IT sector are newly created or added, enhancing expertise through upskilling and reskilling of IT company members is essential. Thus, this study proposed theoretical discussions and practical implications for strengthening the competitiveness of IT company in terms of human resource development by analyzing the mediating effects of subordinates' self-directed learning ability in the relationship between managers' authentic leadership and subordinates' work engagement. The results of this study were as follows: First, authentic leadership of IT company manager had positive effect on subordinates' work engagement. Second, self-directed learning ability of subordinates' had partial mediating effect on the relationship between IT company manager's authentic leadership and subordinates' work engagement.

Construction of a Virtual Mobile Edge Computing Testbed Environment Using the EdgeCloudSim (EdgeCloudSim을 이용한 가상 이동 엣지 컴퓨팅 테스트베드 환경 개발)

  • Lim, Huhnkuk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.8
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    • pp.1102-1108
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    • 2020
  • Mobile edge computing is a technology that can prepare for a new era of cloud computing and compensate for shortcomings by processing data near the edge of the network where data is generated rather than centralized data processing. It is possible to realize a low-latency/high-speed computing service by locating computing power to the edge and analyzing data, rather than in a data center far from computing and processing data. In this article, we develop a virtual mobile edge computing testbed environment where the cloud and edge nodes divide computing tasks from mobile terminals using the EdgeCloudSim simulator. Performance of offloading techniques for distribution of computing tasks from mobile terminals between the central cloud and mobile edge computing nodes is evaluated and analyzed under the virtual mobile edge computing environment. By providing a virtual mobile edge computing environment and offloading capabilities, we intend to provide prior knowledge to industry engineers for building mobile edge computing nodes that collaborate with the cloud.

Exploring the Independent Application of Elementary Information Education through Analysis of Digital Literacy in Elementary School Textbooks (초등 교과서의 디지털 리터러시 현황 분석을 통한 초등 정보 교과 독립 적용 탐구)

  • Sung, Young-Hoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.265-277
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    • 2021
  • With the development of technology, the concept of digital literacy is expanding from the focus of function and tool utilization to the extent of communication and participation in social and cultural contexts. In particular, learners' digital literacy capabilities are more important and necessary in remote learning environments such as Corona19. In this study, we studied how to improve digital literacy education through analysis and inspection of digital literacy shown in elementary school textbooks. To this end, we analyze it through compliance consisting of 8 fundamental pieces of knowledge, 20 sub technical skills, and 10 keys of competencies that constitute digital literacy. As a result of the study, the contents of digital literacy education in elementary school textbooks were presented centered on functions and tools, and as they were biased in certain areas, they were found to be lacking in systematicity and connectivity. Therefore, it proposed the composition of the curriculum system of digital literacy through the independence of elementary informatics curriculum, the specific composition of curriculum, and the strengthening of pre-service teachers' practical skills.

Effect of Exploration and Exploitation Activities on Technology Innovation Capacity and Innovation Performance : Mediating Effect According to Absorption Capacity and Innovation Strength (탐험과 활용활동이 기술혁신역량과 혁신성과에 미치는 영향 : 흡수역량과 혁신강도에 따른 매개효과)

  • Park, Eun-Mi;Seo, Joung-Hae
    • Journal of Convergence for Information Technology
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    • v.11 no.8
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    • pp.73-83
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    • 2021
  • Due to the rapid development of technology compared to the past, it is becoming difficult for companies to survive in a fiercely competitive environment if they do not innovate. In order for a company to carry out innovative activities, it is very important to find new knowledge, digest it, and secure its own technological capabilities. In this study, the causal relationship between exploration and exploitation activities, technology innovation capacity, innovation performance(technical performance, product performance), absorptive capacity, and innovation performance was identified. As a result of the analysis, exploration and exploitation activities were found to affect technology innovation capacity, and technology innovation capacity, absorptive capacity, and innovation strength were found to affect innovation performance. In addition, it was found that absorptive capacity and innovation strength play a mediating role between technology innovation capacity and innovation performance. The results of this study are expected to be useful as guidelines when planning or carrying out innovation activities in companies.

A Study on the Analysis and Improvement of the University Library Program Participating in ACE Project (ACE 사업에 참여한 대학도서관 프로그램 사례분석 및 개선방안 연구)

  • Seonkyung, Oh
    • Journal of the Korean Society for Library and Information Science
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    • v.56 no.4
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    • pp.335-356
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    • 2022
  • Universities contribute to the development of the country and society by cultivating professional manpower with knowledge and qualifications as democratic citizens through education and research activities. To this end, the government is improving the basic capabilities of universities and supporting autonomous innovation through university financial support projects. Since the financial support project differentially supports the government's finances limited to universities with a comparative advantage through fair evaluation, the role and function of the university library, a basic educational facility and core institution that supports education and research, is important. However, university libraries have not been able to actively participate in the government's financial support projects due to financial and manpower shortages, poor environments such as facilities, facilities, and spaces, and low participation rates for students. Therefore, this study investigated and analyzed the program operation cases of 18 university libraries in which libraries participated among 45 universities selected for the ACE project (2010-2016), derived problems and implications, and questioned the roles and achievements of university libraries. Based on the results, strategies and measures to be considered by university libraries in preparation for the government's university financial support projects were proposed.

The Importance of Multimedia for Professional Training of Future Specialists

  • Plakhotnik, Oleh;Strazhnikova, Inna;Yehorova, Inha;Semchuk, Svitlana;Tymchenko, Alla;Logvinova, Yaroslava;Kuchai, Oleksandr
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.43-50
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    • 2022
  • For high-quality education of the modern generation of students, forms of organizing the educational process and the latest methods of obtaining knowledge that differ from traditional ones are necessary. The importance of multimedia teaching tools is shown, which are promising and highly effective tools that allow the teacher not only to present an array of information in a larger volume than traditional sources of information, but also to include text, graphs, diagrams, sound, animation, video, etc. in a visually integrated form. Approaches to the classification of multimedia learning tools are revealed. Special features, advantages of multimedia, expediency of use and their disadvantages are highlighted. A comprehensive analysis of the capabilities of multimedia teaching tools gave grounds for identifying the didactic functions that they perform. Several areas of multimedia application are described. Multimedia technologies make it possible to implement several basic methods of pedagogical activity, which are traditionally divided into active and passive principles of student interaction with the computer, which are revealed in the article. Important conditions for the implementation of multimedia technologies in the educational process are indicated. The feasibility of using multimedia in education is illustrated by examples. Of particular importance in education are game forms of learning, in the implementation of which educational elements based on media material play an important role. The influence of the game on the development of attention by means of works of media culture, which are very diverse in form and character, is shown. The importance of the role of multimedia in student education is indicated. In the educational process of multimedia students, a number of educational functions are implemented, which are presented in the article. Recommendations for using multimedia are given.