• Title/Summary/Keyword: Learning Patterns

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An Improved Cat Swarm Optimization Algorithm Based on Opposition-Based Learning and Cauchy Operator for Clustering

  • Kumar, Yugal;Sahoo, Gadadhar
    • Journal of Information Processing Systems
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    • v.13 no.4
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    • pp.1000-1013
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    • 2017
  • Clustering is a NP-hard problem that is used to find the relationship between patterns in a given set of patterns. It is an unsupervised technique that is applied to obtain the optimal cluster centers, especially in partitioned based clustering algorithms. On the other hand, cat swarm optimization (CSO) is a new meta-heuristic algorithm that has been applied to solve various optimization problems and it provides better results in comparison to other similar types of algorithms. However, this algorithm suffers from diversity and local optima problems. To overcome these problems, we are proposing an improved version of the CSO algorithm by using opposition-based learning and the Cauchy mutation operator. We applied the opposition-based learning method to enhance the diversity of the CSO algorithm and we used the Cauchy mutation operator to prevent the CSO algorithm from trapping in local optima. The performance of our proposed algorithm was tested with several artificial and real datasets and compared with existing methods like K-means, particle swarm optimization, and CSO. The experimental results show the applicability of our proposed method.

Separation of Occluding Pigs using Deep Learning-based Image Processing Techniques (딥 러닝 기반의 영상처리 기법을 이용한 겹침 돼지 분리)

  • Lee, Hanhaesol;Sa, Jaewon;Shin, Hyunjun;Chung, Youngwha;Park, Daihee;Kim, Hakjae
    • Journal of Korea Multimedia Society
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    • v.22 no.2
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    • pp.136-145
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    • 2019
  • The crowded environment of a domestic pig farm is highly vulnerable to the spread of infectious diseases such as foot-and-mouth disease, and studies have been conducted to automatically analyze behavior of pigs in a crowded pig farm through a video surveillance system using a camera. Although it is required to correctly separate occluding pigs for tracking each individual pigs, extracting the boundaries of the occluding pigs fast and accurately is a challenging issue due to the complicated occlusion patterns such as X shape and T shape. In this study, we propose a fast and accurate method to separate occluding pigs not only by exploiting the characteristics (i.e., one of the fast deep learning-based object detectors) of You Only Look Once, YOLO, but also by overcoming the limitation (i.e., the bounding box-based object detector) of YOLO with the test-time data augmentation of rotation. Experimental results with two-pigs occlusion patterns show that the proposed method can provide better accuracy and processing speed than one of the state-of-the-art widely used deep learning-based segmentation techniques such as Mask R-CNN (i.e., the performance improvement over Mask R-CNN was about 11 times, in terms of the accuracy/processing speed performance metrics).

Exploring the Practical Value of Business Games: Analysis with Toulmin's Sensemaking Framework

  • Joo Baek Kim;Edward Watson;Soo Il Shin
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.803-829
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    • 2022
  • With the advances in technology and the trend towards increased computer-based experiential learning in education settings, business games are being increasingly used by business educators. This article utilizes Toulmin's Sensemaking Framework to investigate the sensemaking process of business professionals to reveal how they consciously reason about the value of business games for learning complex business concepts and principles. Using the analysis of responses from 43 business professionals, our study identifies key areas where business professionals find value in business games and the limitations of using business games. First, business games are found to be an effective tool when teaching practical business skill sets to business professionals. Second, business games enhance the overall learning process in professional business training. Third, despite the advantages, some pitfalls in applying business games to practice are found. We also found sub-themes, claims, and argument patterns of how business professionals evaluate the value of business games through a grounded theory qualitative analysis method. Analysis results show several ground-warrant patterns exist in the arguments on values of business games including general principle - causal reasoning, personal experience - generalization, and personal projection - generalization. With these findings, we believe this paper contributes to the theory and practice of business game design, development, and the game playing and learning process.

Research for Drone Target Classification Method Using Deep Learning Techniques (딥 러닝 기법을 이용한 무인기 표적 분류 방법 연구)

  • Soonhyeon Choi;Incheol Cho;Junseok Hyun;Wonjun Choi;Sunghwan Sohn;Jung-Woo Choi
    • Journal of the Korea Institute of Military Science and Technology
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    • v.27 no.2
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    • pp.189-196
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    • 2024
  • Classification of drones and birds is challenging due to diverse flight patterns and limited data availability. Previous research has focused on identifying the flight patterns of unmanned aerial vehicles by emphasizing dynamic features such as speed and heading. However, this approach tends to neglect crucial spatial information, making accurate discrimination of unmanned aerial vehicle characteristics challenging. Furthermore, training methods for situations with imbalanced data among classes have not been proposed by traditional machine learning techniques. In this paper, we propose a data processing method that preserves angle information while maintaining positional details, enabling the deep learning model to better comprehend positional information of drones. Additionally, we introduce a training technique to address the issue of data imbalance.

Reconsidering of critical factors for high quality e-Learning (이 러닝의 질적 우수성에 대한 재고(再考)무엇이 질을 결정하는가?)

  • Cho Eun-Soon
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.36-50
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    • 2005
  • e-Learning has been mushrooming with wide range of learning groups from pedagogy to andragogy. Despite of increasing e-learning opportunities, many people doubt whether e-learning learners really learn something. The related research papers emphasized that e-Learning would be a failure in terms of understanding of e-learners and intuitive learning activities for activating learner's long-term memory span. The current learning strategies in e-Learning may be based on the traditional classroom, and this results in boring and ineffective learning outcomes. This paper analyzed that how learners have received e-Learning for the last few years from the research and explained what could be the failing aspects of e-Learning. To be successful, e-Learning should consider the e-Learner's individualized teaming style and thinking patterns. When considering of various e-Learning components, the quality of e-learning should not be focused on any specific single factor, but develop every individual factor to the high level of quality. In conclusion, this paper suggest that we need new understand of e-Learning and e-Learner. Also the e-Learning strategies should be examined throughly whether they are on the side of learners and realized how they learn from e-Learning. Finally, we should add enormous imagination into e-Learning for next generation because their teaming patterns significantly differ from their parent's generation.

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The Analysis of Post Catch-up Innovation Patterns of Technology-intensive Small and Medium Firms (기술집약적 중소기업의 탈추격형 기술혁신 특성 분석)

  • Song, Wi-Chin;Hwang, Hye-Ran
    • Journal of Technology Innovation
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    • v.17 no.1
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    • pp.49-67
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    • 2009
  • As technological capabilities have enhanced, the patterns of innovation activities of latecomer firms changed to post catch-up mode. The purpose of this research is to analyze the post catch-up innovation patterns of technology-intensive small and medium firms of Korea. The innovation patterns can be divided into three types: the technology deepening innovation type, the new technology based innovation type and the architectural innovation type. The characteristics of the technology deepening innovation type are cumulative technological learning and the integration of new generic technology and existing technologies. The characteristics of new technology based type are the acquisition and revelations of new basic knowledges from former incubating organizations such as large firms and universities. The characteristics of the architectural innovation type are the learning of system architecture knowledge from former organization and interactive learning with user firms. These post catch up innovations also have some general characteristics. They effectively exploited the windows of opportunities which are opened in the middle of technological paradigm change.

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Students’ Thought Patterns on Problem and Problem Solving in the Course of General Chemistry (일반화학을 수강하는 학생들의 문제 및 문제해결에 대한 사고유형)

  • Lee, Seon Gyeong;Park, Hyeon Ju
    • Journal of the Korean Chemical Society
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    • v.46 no.6
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    • pp.550-560
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    • 2002
  • This study was to explore students' thought patterns on problem and problem solving in the course of general chemistry. The participants were 9 students taking the course of general chemistry in a university in Seoul. Data were collected from various sources; three individual interviews, classroom observations, and essays written by students.Data were all transcribed and then analyzed circularly in constant component analysis. As the results of this study, six thought patterns of students in the context of learning general chemistry were presented. These thought patterns were common and existed important component within most of students' conceptual ecologies about learning chemistry. Implications of chemistry and science learning related to this results were discussed.

A Study on the Application of Biophilic Design Pattern in Educational space (아동 교육 공간의 바이오필릭 디자인 패턴 적용 분석)

  • Choi, Joo-young;Park, Sung-jun
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.3
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    • pp.3-14
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    • 2020
  • The purpose of this study is to discuss the planning direction of educational spaces to support children's healthy and creative learning based on bio_philic theory. This study analyzed the characteristics of the application of biophilic patterns in children's education space through case analysis. The conclusion of this study is summarized as follows. As a result of the analysis of children's classroom space, the pattern of 'A(Visual connection with nature), F(Dynamic & Diffuse Light), K(Prospect)' shows high application rate, but the pattern of 'C(Non-Rhythmic Sensory Stimuli), G(Connection with Natural Systems), I(Material Connection with Nature)' shows low application rate. In particular, there is a lack of connection with patterns such as hearing, smell, touch, taste stimulation and water experience, and curiosity through exploration of nature about 'B(Non-visual connection with nature), E(Presence of Water), N(Risk/Peril)' changes in nature and ecosystem. In the corridor and rest space, the pattern of 'A(Visual connection with nature), D(Thermal & Airflow Variability), F(Dynamic & Diffuse Light), G(Connection with Natural Systems), K(Prospect)' shows high application rate, but 'B(Non-visual connection with nature)' shows low application rate. In addition, the application of patterns related to the stimulation of curiosity through direct exploration of nature and the exploration of the patterns of 'E(Presence of Water), N(Risk/Peril)' is insufficient. Therefore, in the case of classroom spaces, the active use of nature as it is should be considered within the scope that does not cause visual confusion, and it should provide an area that can be experienced through the five senses. And corridors and rest spaces should be designed to introduce more active natural elements as spaces to recover stress caused by learning. In other words, the characteristics of children's education facilities need to be connected between classroom space, corridor, rest space and external space. This study is meaningful in that it analyzes and derives the application characteristics of 'biophilic design' which affects the 'Attention Restoration' of children's educational spaces through foreign cases.

Hypernetwork-based Natural Language Sentence Generation by Word Relation Pattern Learning (단어 간 관계 패턴 학습을 통한 하이퍼네트워크 기반 자연 언어 문장 생성)

  • Seok, Ho-Sik;Bootkrajang, Jakramate;Zhang, Byoung-Tak
    • Journal of KIISE:Software and Applications
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    • v.37 no.3
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    • pp.205-213
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    • 2010
  • We introduce a natural language sentence generation (NLG) method based on learning of word-association patterns. Existing NLG methods assume the inherent grammar rules or use template based method. Contrary to the existing NLG methods, the presented method learns the words-association patterns using only the co-occurrence of words without additional information such as tagging. We employ the hypernetwork method to analyze and represent the words-association patterns. As training going on, the model complexity is increased. After completing each training phase, natural language sentences are generated using the learned hyperedges. The number of grammatically plausible sentences increases after each training phase. We confirm that the proposed method has a potential for learning grammatical properties of training corpuses by comparing the diversity of grammatical rules of training corpuses and the generated sentences.