• Title/Summary/Keyword: Learning and Growth

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Unsupervised Transfer Learning for Plant Anomaly Recognition

  • Xu, Mingle;Yoon, Sook;Lee, Jaesu;Park, Dong Sun
    • Smart Media Journal
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    • v.11 no.4
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    • pp.30-37
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    • 2022
  • Disease threatens plant growth and recognizing the type of disease is essential to making a remedy. In recent years, deep learning has witnessed a significant improvement for this task, however, a large volume of labeled images is one of the requirements to get decent performance. But annotated images are difficult and expensive to obtain in the agricultural field. Therefore, designing an efficient and effective strategy is one of the challenges in this area with few labeled data. Transfer learning, assuming taking knowledge from a source domain to a target domain, is borrowed to address this issue and observed comparable results. However, current transfer learning strategies can be regarded as a supervised method as it hypothesizes that there are many labeled images in a source domain. In contrast, unsupervised transfer learning, using only images in a source domain, gives more convenience as collecting images is much easier than annotating. In this paper, we leverage unsupervised transfer learning to perform plant disease recognition, by which we achieve a better performance than supervised transfer learning in many cases. Besides, a vision transformer with a bigger model capacity than convolution is utilized to have a better-pretrained feature space. With the vision transformer-based unsupervised transfer learning, we achieve better results than current works in two datasets. Especially, we obtain 97.3% accuracy with only 30 training images for each class in the Plant Village dataset. We hope that our work can encourage the community to pay attention to vision transformer-based unsupervised transfer learning in the agricultural field when with few labeled images.

The structural relationships among adolescents'mobile phone dependency, trajectories of depression, and self-regulated learning abilities (청소년의 휴대전화의존도, 우울의 변화 궤적 및 자기조절학습 능력 간의 구조적 관계)

  • Hong, Yea-Ji
    • Human Ecology Research
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    • v.59 no.3
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    • pp.341-351
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    • 2021
  • The purpose of this study was to examine the longitudinal relationships between Korean adolescents'mobile phone dependency, trajectories of depression, and self-regulated learning abilities. To achieve these goals, structural equation modeling analysis was conducted, using the 3rd, 5th and 7th wave of the data on 4th graders taken from the Korean Children and Youth Panel Survey. The results can be summarized as follows. First, growth-curve longitudinal analysis indicates that depression in 6th through 10th grade has increased. Second, mobile phone dependency among adolescents at 6th grade has a significant effect on both the initial value and the rate of change in depression. Also, the initial value and the rate of change in depression have significant relationships with mobile phone dependency at 10th grade. Moreover, both increased levels of mobile phone dependency and the rate of change in depression significantly influence adolescents'self-regulated learning abilities at 10th grade. Based on a longitudinal data set, these findings demonstrate the causal relationships between Korean adolescents'trajectories of depression and their mobile phone dependency. The findings also provide a comprehensive framework with implications for adolescents'development through an understanding of the relationships between adolescents'depression and mobile phone dependency, which impact their self-regulated learning abilities.

Strategic Planning in SMEs: A Case Study in Indonesia

  • LO, Paulina;SUGIARTO, Sugiarto
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.2
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    • pp.1157-1168
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    • 2021
  • Hotels drive the growth and development of tourism. Despite their important role, many hotels are small and medium-sized firms (SME) that are struggling to survive against fierce competition. Experts agree that strategic planning is vital for SME survival, but it is not wholly applicable for SME managers. Meanwhile, Mintzberg's concept of crafting strategy offers a more productive insight into SME strategic planning, but its abstract nature has historically discouraged empirical research on its practical benefits. This study will be the first to empirically explore the operationalization of Mintzberg's crafting strategy characteristics, and analyze its influence on organizational learning using structural equation model. Using a sample of 50 hotels in Bali, Indonesia, this study reveals that managing pattern and stability, detecting discontinuity, and knowing the business have a positive but weak effect, whereas reconciling change and continuity proves to have a positive and significantly strong effect on organizational learning. This study has bridged the gap between the abstract concepts of crafting strategy, which is a potentially better approach for SMEs, with daily operational practices. This study also proves that Mintzberg's approach can be used to predict organizational learning. This relationship is crucial since previous studies concluded that organizational learning improves company performance.

The effects of a vocabulary instructional method on vocabulary learning strategy use and the affective domain: Focus on an analysis of students' survey responses (어휘 지도 방법이 어휘 학습전략 사용과 정의적 측면에 미치는 효과: 학생 설문 조사 분석을 중심으로)

  • Kim, Nahk-Bohk
    • English Language & Literature Teaching
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    • v.11 no.3
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    • pp.89-112
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    • 2005
  • This study investigated the effects of collocation-based vocabulary instruction for the experimental group (G2). It was compared to the traditional wordlist-based vocabulary instruction for the control group (G1). This results reflect the development of low level high school EFL learners' vocabulary learning strategy use and the positive change in the affective domain. In the analysis of the survey responses, G1 and G2 did not differ significantly on the first questionnaire. They did, however, differ significantly on the second questionnaire. G2 used more strategies to discover and to consolidate the meaning of the words by means of combining words. In terms of the affective domain, G2 participated more actively in the learning activities, which had a significant effect on vocabulary growth, memory, self-confidence, motivation, and cooperative learning. This is attributable to the fact that G2 was more inquisitive, interested, challenged, participatory, cooperative, and attentive than G1 in performing the vocabulary task activities. Moreover, the data collected from the questionnaire showed that G2 performed more interactive and dynamic activities in solving the given tasks.

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Analysis of the educational effects of gamification social studies lesson in elementary school using game for education (교육용 게임을 활용한 초등학교 게이미피케이션 사회수업의 교육적 효과 분석)

  • Kim, Young-Hyun
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.21-30
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    • 2020
  • The purpose of this study is to analyze the educational effect of social studies lesson in elementary school using gamification. the social studies lesson using gamification was divided into an experimental group and a control group, and then the cognitive and affective areas were evaluated and their impressions of the lesson were investigated. the experimental group students who experienced the gamification class showed significant growth and change in social studies learning academic achievement, learning motivation, learning interest, and learning efficacy compared to the control group.

Sintering process optimization of ZnO varistor materials by machine learning based metamodel (기계학습 기반의 메타모델을 활용한 ZnO 바리스터 소결 공정 최적화 연구)

  • Kim, Boyeol;Seo, Ga Won;Ha, Manjin;Hong, Youn-Woo;Chung, Chan-Yeup
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.31 no.6
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    • pp.258-263
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    • 2021
  • ZnO varistor is a semiconductor device which can serve to protect the circuit from surge voltage because its non-linear I-V characteristics by controlling the microstructure of grain and grain boundaries. In order to obtain desired electrical properties, it is important to control microstructure evolution during the sintering process. In this research, we defined a dataset composed of process conditions of sintering and relative permittivity of sintered body, and collected experimental dataset with DOE. Meta-models can predict permittivity were developed by learning the collected experimental dataset on various machine learning algorithms. By utilizing the meta-model, we can derive optimized sintering conditions that could show the maximum permittivity from the numerical-based HMA (Hybrid Metaheuristic Algorithm) optimization algorithm. It is possible to search the optimal process conditions with minimum number of experiments if meta-model-based optimization is applied to ceramic processing.

A Study on the Effect of Win-Win Payment System on SMEs' Performance (대·중소기업 동반성장을 위한 상생결제시스템 활용의 영향요인과 경영성과에 관한 연구)

  • Kim, Ki-Bok;Kwon, Sun-Dong
    • Journal of Information Technology Applications and Management
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    • v.25 no.1
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    • pp.105-124
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    • 2018
  • The usage level of SMEs' win-win payment system is still lower than originally expected. In order to find the answer, we studied SMEs' usage performance of win-win payment system and analyzed the influencing factors of SMEs' usage level of win-win payment system. This study found that the more SMEs utilize win-win payment system, the higher they achieve the desired performance in finance, customer, process, learning and growth perspective. And this study found that usage level of win-win payment system is high in order of large corporations' pressure, government policy, and SMEs' readiness. This study is expected to improve win-win growth by increasing usage level of win-win payment system between large corporations and SMEs, while establishing desirable ecosystems.

Learning Experiences in Expressive Writing to Improve Psychological and Emotional Wellbeing

  • Kapseon KIM
    • Journal of Wellbeing Management and Applied Psychology
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    • v.7 no.1
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    • pp.43-50
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    • 2024
  • Purpose: People must express their feelings and thoughts to maintain mental health and stability. Expressing one's emotions, experiences, and thoughts in writing relieves inner feelings, promotes self-exploration, and improves individual well-being, resulting in a pleasant state on physical, mental, and social levels. This study aims to reveal the learning experiences of university students who participated in a self-expressive writing course to improve their well-being. Method: To explore the learning experiences of university students who took a self-expressive writing course, this study used qualitative research methods to analyze the students' written reflection notes. Results: Self-expressive writing was found to resolve university students' negative emotions, regulate their emotions, improve their self-reflection and self-awareness, contributing to their problem-solving skills and ability to set new goals, and strengthen their social communication. The meaning of this class experience can be summarized as healing, awareness, reflection, change, and growth. Conclusion: The results of this study provide concrete data on expressive writing classes and are valuable when designing the writing programs.

Semi-supervised Cross-media Feature Learning via Efficient L2,q Norm

  • Zong, Zhikai;Han, Aili;Gong, Qing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.3
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    • pp.1403-1417
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    • 2019
  • With the rapid growth of multimedia data, research on cross-media feature learning has significance in many applications, such as multimedia search and recommendation. Existing methods are sensitive to noise and edge information in multimedia data. In this paper, we propose a semi-supervised method for cross-media feature learning by means of $L_{2,q}$ norm to improve the performance of cross-media retrieval, which is more robust and efficient than the previous ones. In our method, noise and edge information have less effect on the results of cross-media retrieval and the dynamic patch information of multimedia data is employed to increase the accuracy of cross-media retrieval. Our method can reduce the interference of noise and edge information and achieve fast convergence. Extensive experiments on the XMedia dataset illustrate that our method has better performance than the state-of-the-art methods.

Development of Adventure-Game style Program for Figure Learning (도형 학습을 위한 어드벤처 게임형 학습 프로그램 개발)

  • Lee, Jae-Mu;Kim, Min-Hee
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.33-42
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    • 2006
  • This study is aimed to develop adventure-game style learning program for offering different levels curriculum in mathematics and figure areas in elementary schools. The 7th mathematics curriculum introduced different levels curriculum considering learners' ability, aptitude, requirement, interest so that it could improve learners' growth potential and educational efficiency. But in reality, it is quite difficult to increase educational efficiency by conducting individual learning classes according to students' ability due to the big differences among students' levels in addition to high population in each classroom. The purpose of this study is to offer different levels curriculum based on van Hiele theory and develop adventure-game style learning program to increase interests of the learners. This program can improve students' academic achievement by offering differentiated curriculums to learners who need advanced or supplementary learning materials. And it also enhances leaners' spatial-perceptual ability by offering various operating activities in figures learning.

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