• Title/Summary/Keyword: Learn

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Preform Design of Backward Extrusion Based on Inference of Analytical Knowledge (해석적 지식 추론을 통한 후방 압출푸의 예비 성형체 설계)

  • 김병민
    • Proceedings of the Korean Society for Technology of Plasticity Conference
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    • 1999.03b
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    • pp.84-87
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    • 1999
  • This paper presents a preform design method that combines the analytic method and inference of known knowledge with neural network. The analytic method is a finite element method that is used to simulate backward extrusion with pre-defined process parameters. The multi-layer network and back-propagation algorithm are utilized to learn the training examples from the simulation results. The design procedures are utilized to learn the training examples from the simulation results. The design procedures are two methods the first the neural network infer the deformed shape from the pre-defined processes parameters. The other the network infer the processes parameters from deformed shape. Especially the latest method is very useful to design the preform From the desired feature it is possible to determine the processes parameters such as friction stroke and tooling geometry. The proposed method is useful for shop floor to decide the processes parameters and preform shapes for producing sound product.

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The Intelligence APP development for children's Kanji character education using Block and Stop motion

  • Jung, Sugkyu
    • International journal of advanced smart convergence
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    • v.5 no.2
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    • pp.66-72
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    • 2016
  • With the growing shift from traditional educational approaches and studying to the more digital classroom, using electronic textbooks and digital native's demand, there is a growing need to develop new methods for learn Kanji characters for children. The purpose of this study is to help children learn the basic Kanji by using stop motion and block methods, and approaching the basic Kanji character education with a more innovative and interactive smart phone APP. In the development of this smart phone App for children's Kanji character education proposed in this study, 100 basic Kanji characters for children are selected. These 100 characters are required for the stop motion animation production, where each selected Kanji is created as a stop-motion animation utilizing a variety of techniques, such as storytelling, to better engage children. The intelligent App is designed with image recognition technology, so that in the learning process children take a picture for the assembled block using their smart phone, the APP then recognizes whether it is assembled correctly, and then plays an animation corresponding to the assembled Kanji character.

Skeleton Game Development Using Script (스크립트를 이용한 스켈레톤 게임 개발)

  • Choi Han-Yong;Kim Gui-Jung
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.55-58
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    • 2005
  • The existing game development way is adopting a direct engine design way. It was hard to learn game development, but it can learn the process that uses a script an abstraction. And it improves productivity and convenience anger because modeling does not do an engine directly and reduce a development cost and can solve a problem of a development human power security. The representative characteristic of this paper was able to change a development environment into an abstract script language with modeling having done an engine in the existing game development environment directly.

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Development of Edutainment Contents using the Multi-touch Table Top Display (멀티터치 테이블 탑 디스플레이를 활용한 에듀테인먼트 콘텐츠 구현)

  • Bak, Seon Hui;Lee, Jeong Bae;Kim, Eung Soo;Lee, Chang Jo
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1569-1577
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    • 2015
  • Recently, the development of IT technology, utilization of smart devices 3-5-year-old infants Upon smart device penetration rate per household increases has also sharply increased. In this paper, the educational contents for kid are considered and implemented by reflecting this trend. Content that has been produced in this paper are based on learning theory of constructivism, was to be performed naturally learn the content of the table-top display of applying the NUI technology. Also, the content creation that can help you learn infants through experiments crafted tabletop display interface content, it is believed to be the basis for the improvement of usability.

What lessons can China learn from the Japanese prolonged financial slump?

  • Suzuki, Yasushi;Sohrab Uddin, S.M.
    • Journal of Contemporary Eastern Asia
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    • v.10 no.1
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    • pp.55-71
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    • 2011
  • China has been experiencing high economic growth along with massive change in its industrial structure. How will the industrial structure change affect the Chinese economy? Similar changes were observed by Japan, when the Japanese banking system fell into a structural failure in terms of the inability to respond to the paradigm shift from "catching up" to "frontier economy." This paper is undertaken to highlight the lessons that China can learn from Japan's prolonged financial slump. We point out that big cities in China have already shifted to frontier economy and major provinces are on the same trend. We argue that in spite of economic reform reshaping the Chinese banking system, the financing pattern of state owned commercial banks (SOCB) is not in line with the industrial change. The Chinese banking system should be overhauled or transformed to respond to the increasing uncertainty along with the paradigm shift. Otherwise, China may fall into the same dilemma that Japan had faced in its industrial structure change.

DEVELOPMENT OF VIRTUAL PLAYGROUND SYSTEM BY MARKERLESS AUGUMENTED REALITY AND PHYSICS ENGINE

  • Takahashi, Masafumi;Miyata, Kazunori
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.834-837
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    • 2009
  • Augmented Reality (AR) is a useful technology for various industrial systems. This paper suggests a new playground system which uses markerless AR technology. We developed a virtual playground system that can learn physics and kinematics from the physical play of people. The virtual playground is a space in which real scenes and CG are mixed. As for the CG objects, physics of the real world is used. This is realized by a physics engine. Therefore it is necessary to analyze information from cameras, so that CG reflects the real world. Various games options are possible using real world images and physics simulation in the virtual playground. We think that the system is effective for education. Because CG behaves according to physics simulation, users can learn physics and kinematics from the system. We think that the system can take its place in the field of education through entertainment.

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Development of e-learn computer class contents based on Project Learning Method (프로젝트 학습 기법을 기반으로 한 e-learn 컴퓨터교실 콘텐츠 개발)

  • Jeong, Hye-Jin;Yoo, Chun-Sik;Kim, Yong-Sung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.993-996
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    • 2005
  • 현재 국내에서 웹을 기반으로 한 e-learning 콘텐츠는 많이 개발되고 있으나 이들 대부분이 매뉴얼 식으로 제작되어 멀티미디어 형식만 빌려 텍스트 형태로만 구성하는 방식이 주를 이루고 있는 실정이다. 따라서 본 논문에서는 교사가 주도하는 일제식 수업 형태가 아닌 웹 상에서 창의적이고, 자기 주도적으로 개인차에 따라 학습 속도를 조절할 수 있는 프로젝트 학습기법을 국내 교육환경에 맞게 교수-학습 이론을 적용하여 컴퓨터 교과목을 개발.활용하는 데 그 목적이 있다.

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Learning of Cooperative Behavior between Robots in Distributed Autonomous Robotic System

  • Hwang, Chel-Min;Sim, Kwee-Bo
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.5 no.2
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    • pp.151-156
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    • 2005
  • This paper proposes a Distributed Autonomous Robotic System(DARS) based on an Artificial Immune System(AIS) and a Classifier System(CS). The behaviors of robots in the system are divided into global behaviors and local behaviors. The global behaviors are actions to search tasks in given environment. These actions are composed of two types: aggregation and dispersion. AIS decides one among these two actions, which robot should select and act on in the global. The local behaviors are actions to execute searched tasks. The robots learn the cooperative actions in these behaviors by the CS in the local one. The proposed system will be more adaptive than the existing system at the viewpoint that the robots learn and adapt the changing of tasks.

Structure Minimization using Impact Factor in Neural Networks

  • Seo, Kap-Ho;Song, Jae-Su;Lee, Ju-Jang
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.484-484
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    • 2000
  • The problem of determining the proper size of an neural network is recognized to be crucial, especially for its practical implications in such important issues as learning and generalization. Unfortunately, it usually is not obvious what size is best: a system that is too snail will not be able to learn the data while one that is just big enough may learn the slowly and be very sensitive to initial conditions and learning parameters. One popular technique is commonly known as pruning and consists of training a larger than necessary network and then removing unnecessary weights/nodes. In this paper, a new pruning method is developed, based on the penalty-term methods. This method makes the neural network good for the generalization and reduces the retraining time after pruning weights/nodes.

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Consideration of Mathematical Modeling as a Problem-based Learning Method (문제 중심 학습의 방법으로서 수학적 모델링에 대한 고찰)

  • Kim, Sun-Hee
    • School Mathematics
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    • v.7 no.3
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    • pp.303-318
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    • 2005
  • If students can use mathematics to solve their problems and learn the mathematical knowledge through it, they may think mathematics useful and valuable. This study is for the teaching through problem solving in mathematics education, which I consider in terms of the problem-based learning and mathematical modeling. 1 think mathematical modeling is applied to teaching mathematics as a problem-based learning. So I developed the teaching model, and showed the example that students learn the formal and hierarchic mathematics through mathematical modeling.

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