• 제목/요약/키워드: Learning by making

검색결과 1,038건 처리시간 0.025초

Reinforcement Learning-Based Intelligent Decision-Making for Communication Parameters

  • Xie, Xia.;Dou, Zheng;Zhang, Yabin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권9호
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    • pp.2942-2960
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    • 2022
  • The core of cognitive radio is the problem concerning intelligent decision-making for communication parameters, the objective of which is to find the most appropriate parameter configuration to optimize transmission performance. The current algorithms have the disadvantages of high dependence on prior knowledge, large amount of calculation, and high complexity. We propose a new decision-making model by making full use of the interactivity of reinforcement learning (RL) and applying the Q-learning algorithm. By simplifying the decision-making process, we avoid large-scale RL, reduce complexity and improve timeliness. The proposed model is able to find the optimal waveform parameter configuration for the communication system in complex channels without prior knowledge. Moreover, this model is more flexible than previous decision-making models. The simulation results demonstrate the effectiveness of our model. The model not only exhibits better decision-making performance in the AWGN channels than the traditional method, but also make reasonable decisions in the fading channels.

조리·외식 전공자의 일반적 특성에 따른 학교지원, 진로결정 자기효능감, 학교만족 및 학습지속의향 차이 분석 (Analysis of Differences in School Support, Career Decision-Making Self-Efficacy, School Satisfaction and Learning Persistence Perceived by University Students - Targeting Students Majoring in Culinary Art and Food Service -)

  • 주인숙;손춘영;홍완수
    • 한국식생활문화학회지
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    • 제35권2호
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    • pp.173-180
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    • 2020
  • This study evaluated methods of improving sustained learning participation by examining the structural relationship of school support consisting of professor support, friend-senior support and educational environment support, career decisionmaking self-efficacy, school satisfaction, and learning persistence depending on the characteristics of college students majoring in culinary art and food service. The study findings were as follows. First, the general characteristics of college students majoring in culinary art and food service were perceived significantly more by female students than by male students. Second, school support directly influenced the career decision-making self-efficacy and school satisfaction, but did not directly influence the learning persistence. Instead, school support influenced school satisfaction and learning persistence indirectly by the medium of career decision-making self-efficacy. Third, career decision-making self-efficacy directly influenced school satisfaction and learning persistence and indirectly influenced learning persistence by the medium of school satisfaction. Lastly, school satisfaction directly influenced the learning persistence, implying that school satisfaction is an important factor for the learning persistence of college students majoring in culinary art and food service. These results show that, because school members and environmental support cannot exclusively make learning persistence, diverse systems and programs must be developed and applied to improve the career decision-making self-efficacy and school satisfaction of college students majoring in culinary art and food service.

사상체질에 따른 의사결정 및 학습 유형 (Decision Making Style and Learning Style according to Sasang Constitution)

  • 신은주
    • 동의신경정신과학회지
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    • 제20권4호
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    • pp.115-126
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    • 2009
  • Objectives : This study was performed to investigate the relationship between decision making style and learning style according to Sasang constitution. Methods : The subjects were 213 nursing students of K college in Jeonbuk, and the period of data gathering was limited from 1 Sep. 2009 to 7 Sep. 2009. The instrument tools included QSCC II, decision making style, and learning style. The collected data were analyzed by SPSS-PC programme. Results : 1. Decision making style: Soeumin group had significantly high score in rational score compared with Soyangin(F=7.174 p=.001), and in dependent score compared with Taeumin and Soyangin (F=3.414, p=.035). 2. Learning style: Soyangin group had significantly high score in cooperation score compared with Taeumin(F=5.688 p=.004), and Taeumin group had significantly high score in emulous score compared with Soeumin and Soyangin (F=.148, p=.002). Conclusions : In conclusion, it was found that decision making style and learning style are significantly different according to Sasang constitution. Therefore, these results suggest that nursing educational program needs to be developed considering Sasang constitution.

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유아 의사결정력과 자기주도 학습능력 간의 관계 연구 (A Study of the Relationship between Decision Making Abilities in Young Children and Self-directed Learning Abilities)

  • 박지영
    • 아동학회지
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    • 제33권6호
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    • pp.71-84
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    • 2012
  • The purpose of this study is to analyze the relationship between decision making abilities young children and their self-directed learning abilities. A survey was carried out using 160 young children in the J region. The collected data were analyzed by Pearson correlation and multiple regression techniques using the SPSS statistics program. The conclusions are as follows : First, decision making abilities in young children exhibited a positive correlation with their self-directed learning abilities. Second, decision making abilities in young children were an influential variable in terms of their self-directed learning abilities. As a result, decision making abilities in young children were an important variable in predicting their self-directed learning abilities.

픽셀 데이터를 이용한 강화 학습 알고리즘 적용에 관한 연구 (A Study on Application of Reinforcement Learning Algorithm Using Pixel Data)

  • 문새마로;최용락
    • 한국IT서비스학회지
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    • 제15권4호
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    • pp.85-95
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    • 2016
  • Recently, deep learning and machine learning have attracted considerable attention and many supporting frameworks appeared. In artificial intelligence field, a large body of research is underway to apply the relevant knowledge for complex problem-solving, necessitating the application of various learning algorithms and training methods to artificial intelligence systems. In addition, there is a dearth of performance evaluation of decision making agents. The decision making agent that can find optimal solutions by using reinforcement learning methods designed through this research can collect raw pixel data observed from dynamic environments and make decisions by itself based on the data. The decision making agent uses convolutional neural networks to classify situations it confronts, and the data observed from the environment undergoes preprocessing before being used. This research represents how the convolutional neural networks and the decision making agent are configured, analyzes learning performance through a value-based algorithm and a policy-based algorithm : a Deep Q-Networks and a Policy Gradient, sets forth their differences and demonstrates how the convolutional neural networks affect entire learning performance when using pixel data. This research is expected to contribute to the improvement of artificial intelligence systems which can efficiently find optimal solutions by using features extracted from raw pixel data.

비디오활용 사례기반학습이 간호대학생의 임상의사결정능력 및 학습동기에 미치는 효과 (The Effects of Case-Based Learning Using Video on Clinical Decision Making and Learning Motivation in Undergraduate Nursing Students)

  • 유문숙;박진희;이시라
    • 대한간호학회지
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    • 제40권6호
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    • pp.863-871
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    • 2010
  • Purpose: The purpose of this study was to examine the effects of case-base learning (CBL) using video on clinical decision-making and learning motivation. Methods: This research was conducted between June 2009 and April 2010 as a nonequivalent control group non-synchronized design. The study population was 44 third year nursing students who enrolled in a college of nursing, A University in Korea. The nursing students were divided into the CBL and the control group. The intervention was the CBL with three cases using video. The controls attended a traditional live lecture on the same topics. With questionnaires objective clinical decision-making, subjective clinical decision-making, and learning motivation were measured before the intervention, and 10 weeks after the intervention. Results: Significant group differences were observed in clinical decision-making and learning motivation. The post-test scores of clinical decision-making in the CBL group were statistically higher than the control group. Learning motivation was also significantly higher in the CBL group than in the control group. Conclusion: These results indicate that CBL using video is effective in enhancing clinical decision-making and motivating students to learn by encouraging self-directed learning and creating more interest and curiosity in learning.

복잡한 조직에서의 의사결정과 학습 -쓰레기통 모형(Garbage Can Model)의 학습 적용- (Decision Making and Learning in Complex Organization : Learning Approach of Garbage Can Model)

  • 오영민;정경호
    • 한국시스템다이내믹스연구
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    • 제9권1호
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    • pp.57-71
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    • 2008
  • This research paper describes a complex and vague settings in which organization makes a decision and explains a role of decision maker's learning process. The original paper, written by Cohen, March, Olsen in 1972, said that all members of organization depended on the technology taken through trials and errors, which is the 'learning' process literally. But they intended to exclude the learning process in their simulation model because their PORTRAN model couldn't replicate the learning concept. As a result, they couldn't explain how all agents of garbage can simulation model resolve the problem dynamically. To overcome this original paper's limitations, we try to rebuild a learning process simulation model using by system dynamics approach that can capture the linkage between organization leanings and agents-based decision-makings. Our learning simulation results reveal two points. First, decision maker's leanings process improves the efficiency of decision making in complex situation. Second, group learning shows a superior efficiency to an individual learning because group members share organizational memory and energy.

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게임 제작을 통한 학습에서 학업적 자기효능감, 학습동기 및 학습태도에 대한 경로분석 (Path analysis for academic self-efficacy, the motivation and learning attitude on the learning through game making activity)

  • 박형성
    • 정보교육학회논문지
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    • 제16권1호
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    • pp.33-40
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    • 2012
  • 본 연구는 게임제작 활동을 통한 학습에서 학업적 자기효능감, 학습동기, 컴퓨터 학습태도의 관계를 알아보는데 있다. 이를 통해 디지털게임을 통한 학습에서 학습자들의 참여와 학습목표 달성을 위한 변인들의 구조적 관계를 확인하였다. 연구결과 과제난이도, 자기조절효능감, 자신감의 하위요인으로 이루어진 학업적 자기효능감이 학습동기와 컴퓨터 학습태도에 유의한 영향을 미치는 구조방정식모형을 검증하였다. 학습자의 신념, 과제 수용태도, 학습과정을 조절하는 요인이 활동중심 학습이 중심이 되는 디지털 게임을 통한 학습에서 중요한 요인이었다.

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A Study on the Classification of Variables Affecting Smartphone Addiction in Decision Tree Environment Using Python Program

  • Kim, Seung-Jae
    • International journal of advanced smart convergence
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    • 제11권4호
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    • pp.68-80
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    • 2022
  • Since the launch of AI, technology development to implement complete and sophisticated AI functions has continued. In efforts to develop technologies for complete automation, Machine Learning techniques and deep learning techniques are mainly used. These techniques deal with supervised learning, unsupervised learning, and reinforcement learning as internal technical elements, and use the Big-data Analysis method again to set the cornerstone for decision-making. In addition, established decision-making is being improved through subsequent repetition and renewal of decision-making standards. In other words, big data analysis, which enables data classification and recognition/recognition, is important enough to be called a key technical element of AI function. Therefore, big data analysis itself is important and requires sophisticated analysis. In this study, among various tools that can analyze big data, we will use a Python program to find out what variables can affect addiction according to smartphone use in a decision tree environment. We the Python program checks whether data classification by decision tree shows the same performance as other tools, and sees if it can give reliability to decision-making about the addictiveness of smartphone use. Through the results of this study, it can be seen that there is no problem in performing big data analysis using any of the various statistical tools such as Python and R when analyzing big data.

창의성 관점에서의 중학교 가정과 교과서 내용분석 - 의생활 영역의 용품만들기를 중심으로 - (Analysis of Home Economics Textbooks for Meddle School in a viewpoint of the Creativity - Focus on the learning unit of making necessaries -)

  • 정미경
    • 한국가정과교육학회지
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    • 제10권1호
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    • pp.171-183
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    • 1998
  • The purpose of this study were to see the concept of creativity for the application to the home economics subject and to analyze the home economics textbooks required by the 6th curriculum in a viewpoint of the development of creativity. To achieve these purposes, the learning unit of making necessaries of 8 different home economics textbooks for middle school were compared in the point of titles of learning unit, learning objectives, contents of learning unit, study problems, and exercises. The results of this study were as follows : 1) For the learning objectives, most of home economics textbooks were focused on the basic knowledge and basic skills education rather than the creative thinking and creative problem solving. 2) For the contents of the textbooks, all of home economics textbooks were fixed by the materials and making steps for education of basic skills. So, it was found that the creativity of students could not developed. 3) For the study problems, most of home economics textbooks had some posibility of developing the creativity of students, relatively. 4) For the exercises, most of home economics textbooks had limited posibility of developing the creativity of students.

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