• Title/Summary/Keyword: Learning cycle

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An Web-based Training of a short bamboo flute performance by using UCC (UCC를 활용한 단소 실기 원격 교육)

  • Lee, Yong-Bae;Lim, Sung-Joon
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.471-482
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    • 2007
  • These days UCC(User-created content) is being made and shared increasingly in entertainment and sports area, but its life cycle seems to be very short and the cases that it is used for an education or a learning purposes are not common yet. In this study a new methodology is suggested for adapting a UCC to a distance education. A teacher upload the movie that he or she made for the distance education system, so the students can carry out the self-centered learning procedure. After that, the students send their own movie files to the teacher, and get a feedback from the teacher as a evaluation of the course. In this study a distance education system was established as a prototype, and a short bamboo flute class was chosen for this study from the specialty developmental education program of the elementary school. According to the result of the questionnaire the students thought that their performance skill was improved a lot and they were satisfied with the learning program and the method of evaluation. They also answered that their skills dealing with a camera, a camcorder and a computer got much better. Moreover, most of the students thought that the relationships with their friends and their parents got better also because they spent lots of time together making and watching the movie files for this education program.

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English Vocabulary Learning Application Development Applying Forgetting Curve and Match Result Based Rating System (망각곡선과 대결 기반 순위 결정 시스템을 적용한 영어 단어 학습 어플리케이션 개발)

  • Youm, Kiho;Oh, Kyoungsu;Chun, Youngjae
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.151-160
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    • 2015
  • This paper presents English vocabulary memorization system using forgetting curve to automatically adjust the vocabulary difficulty to match learner's level. Our system will decide the appropriate repetition cycle, depending on the number of memorizing words through the forgetting curve, then requires an iterative learning. No matter what learners know or do not know, words are reviewed. To save time by reviewing some words which have the highest probability that learners forget. And it provides vocabulary based on learner level, which makes learner maintain their interest and achievement. A general system provides vocabularies which difficulty matches with evaluated ones, or randomly provides some vocabularies without consideration of users' level. But we apply the "Glicko" system which is being used in the online chess game ranking system to adjust the vocabulary's difficulty. We utilize the system used in the one-by-one player system to our vocabulary-human system. As a result, learners's level and the vocabularies's difficulty is measured in the review process. Moreover it maximizes the performance of English vocabulary memorization by applying feedbacks from practice testing and distributed learning.

A Survey on the Actual Administrating Condition and Teacher′s Recognition on the In-service Training of Home Economics Education in the Secondary School - Centering around Kangwon Province- (중등학교 가정교과 교사의 직무연수 운영 실태 및 인식 조사 - 강원도 지역을 중심으로-)

  • 최미선;윤인경
    • Journal of Korean Home Economics Education Association
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    • v.13 no.2
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    • pp.85-99
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    • 2001
  • The purpose of this research is intended to analyze the actual condition of in-service training for the teachers who teach Home Economics Education in the middle and high school and to survey their viewpoints on the actual condition of the in-service training. So I could find the effective ways on the in-service training by finding many kinds of needs and improvements on the basis of present problems in the Home Economics Education. The research results are as follows : 1. This research indicated that most teachers answered that the most proere significant per time of the in-service training was the school vacations(49.5%). 63.4% of the teachers answered that the present 60 hours on the question of how many hours are appropriate is proper. On the question of what the most proper cycle for the educational training is. 47.2% of the teachers answered that the present 3-year cycle is appropriate. 35% of them supported the selecting system for the trainee according to the experienced or non-experienced for the up-to-date in-service training. And 35% of them answered that the speakers for the training program must be the experienced teachers in education. In the contents of the training program. many teacher insisted that the percentage of the text for the major should be raised(49.6%). According to the survey about the teaching and learning methods and evaluation. teachers were satisfied with the levels of satisfaction on the teaching and learning methods in 65.1%. This survey indicated that teacher preferred the discussion and case study(35.9%). the practice-centered class(29.3%) and the on-the-spot study(20.9%) in order on the teaching methods. In terms of the educational environment. 56.9% of the teachers answered the number of trainee is too many and they suggested that the proper number of trainee is about 20∼30. 2. This research showed that the most important problem of this training system was the over-population of the trainee(33.5%) and the most severe problem of the educational environment was the lack of air-cooled and heated system(24.8%).

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Big Data Analytics for Countermeasure System Against GPS Jamming (빅데이터 분석을 활용한 GPS 전파교란 대응방안)

  • Choi, Young-Dong;Han, Kyeong-Seok
    • Journal of Advanced Navigation Technology
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    • v.23 no.4
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    • pp.296-301
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    • 2019
  • Artificial intelligence is closely linked to our real lives, leading innovation in various fields. Especially, as a means of transportation possessing artificial intelligence, autonomous unmanned vehicles are actively researched and are expected to be put into practical use soon. Autonomous cars and autonomous unmanned aerial vehicles are required to equip accurate navigation system so that they can find out their present position and move to their destination. At present, the navigation of transportation that we operate is mostly dependent on GPS. However, GPS is vulnerable to external intereference. In fact, since 2010, North Korea has jammed GPS several times, causing serious disruptions to mobile communications and aircraft operations. Therefore, in order to ensure safety in the operation of the autonomous unmanned vehicles and to prevent serious accidents caused by the intereference, rapid situation judgment and countermeasure are required. In this paper, based on big data and machine learning technology, we propose a countermeasure system for GPS interference that supports decision making by applying John Boyd's OODA loop cycle (detection - direction setting - determination - action).

A Study on Home Economics Education Lesson Plan Design Using Gamification: Focusing on 'Eco-friendly Clothing Life Cycle' Theme (게이미피케이션을 활용한 가정과 수업 설계에 관한 연구: '환경친화적 의류 라이프 사이클' 주제를 중심으로)

  • Jang, Eun Ju;Kim, Hye Rin;Lee, Su Kyung;Kim, Eun Jo;Hwang, Shin Hye;Kim, Ji Seul;Kim, Nam Eun
    • Journal of Korean Home Economics Education Association
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    • v.34 no.1
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    • pp.35-57
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    • 2022
  • This study developed an 'Eco-friendly Clothing Life Cycle' class applying gamification. And the effect of and learners' satisfaction on the class were examined after implementation. The developed class was applied to 40 sophomore students from "A" high school in Gyeonggi-do from February 3, 2022, to February 10, 2022, in a total of 4 sessions. The class was conducted in the stages of production-distribution-consumption-disposal, and was conducted in a way that a mission is solved after learning in Gather Town. It is designed so that learners continuously repeat learning until they accomplish the mission. The learners completed pre-class and post-class questionnaires. And a focus group interview was conducted with a randomly selected group of three learners. According to the pre-/post-class test comparison, the gamification class on the theme of "Eco-friendly Clothing Life Cycle" was found not to have a significant effect on learners' immersion or self-directed learning attitudes. However, in the case of the learners with high levels of non-immersion tendency, the level of immersion in the class increased, and the satisfaction level was positively associated with the level of immersion and self-directed attitude. Learners expressed 'concern' and 'expectation' about the gamification class, and said that although the developed class was using a 'new teaching method', 'appropriate use' was necessary. And learners were evaluated this class as a 'student-centered class' and acknowledged that it allowed 'self-directed learning'. The teacher who implemented the class said that this class was more effective in attracting students' expectations and interests compared to the conventional classes, and that the class in the meta-verse environment was perceived as a new type of class in the non-face-to-face era. The teacher also mentioned that when applied to the actual educational field, a detailed design is needed that allows the learners to proceed smoothly, and the role of the teacher in the class was more important. And the teacher also mentioned that the class should be properly designed so that the expectations given by the 'game' do not obscure the essence of the class.

2-Step Structural Damage Analysis Based on Foundation Model for Structural Condition Assessment (시설물 상태평가를 위한 파운데이션 모델 기반 2-Step 시설물 손상 분석)

  • Hyunsoo Park;Hwiyoung Kim ;Dongki Chung
    • Korean Journal of Remote Sensing
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    • v.39 no.5_1
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    • pp.621-635
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    • 2023
  • The assessment of structural condition is a crucial process for evaluating its usability and determining the diagnostic cycle. The currently employed manpower-based methods suffer from issues related to safety, efficiency, and objectivity. To address these concerns, research based on deep learning using images is being conducted. However, acquiring structural damage data is challenging, making it difficult to construct a substantial amount of training data, thus limiting the effectiveness of deep learning-based condition assessment. In this study, we propose a foundation model-based 2-step structural damage analysis to overcome the lack of training data in image-based structural condition assessments. We subdivided the elements of structural condition assessment into instantiation and quantification. In the quantification step, we applied a foundation model for image segmentation. Our method demonstrated a 10%-point increase in mean intersection over union compared to conventional image segmentation techniques, with a notable 40%-point improvement in the case of rebar exposure. We anticipate that our proposed approach will enhance performance in domains where acquiring training data is challenging.

Emotion Graph Models for Bipedal Walk Cycle Animation

  • Rahman, Ayub bin Abdul;Aziz, Normaziah Abdul;Hamzah, Syarqawi
    • International Journal of Advanced Culture Technology
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    • v.4 no.1
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    • pp.19-27
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    • 2016
  • Technology in the animation industry has evolved significantly over the past decade. The tools to create animation are becoming more intuitive to use. Animators now spend more time on the artistic quality of their work than wasting time figuring out how to use the software that they rely on. However, one particular tool that is still unintuitive for animators is the motion graph editor. A motion graph editor is a tool to manipulate the interpolation of the movements generated by the software. Although the motion graph editor contains a lot of options to control the outcome of the animation, the emotional rhythm of the movements desired by the animator still depends on the animator's skill, which requires a very steep learning curve. More often than not, animators had to resort to trial and error methods to achieve good results. This inevitably leads to slow productivity, susceptible to mistakes, and waste of resources. This research will study the connection between the motion graph profile and the emotions they portray in movements. The findings will hopefully be able to provide animators reference materials to achieve the emotional animation they need with less effort.

An Al Approach with Tabu Search to solve Multi-level Knapsack Problems:Using Cycle Detection, Short-term and Long-term Memory

  • Ko, Il-Sang
    • Journal of the Korean Operations Research and Management Science Society
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    • v.22 no.3
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    • pp.37-58
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    • 1997
  • An AI approach with tabu search is designed to solve multi-level knapsack problems. The approach performs intelligent actions with memories of historic data and learning effect. These action are developed ont only by observing the attributes of the optimal solution, the solution space, and its corresponding path to the optimal, but also by applying human intelligence, experience, and intuition with respect to the search strategies. The approach intensifies, or diversifies the search process appropriately in time and space. In order to create a good neighborhood structure, this approach uses two powerful choice rules that emphasize the impact of candidate variables on the current solution with respect to their profit contribution. "Pseudo moves", similar to "aspirations", support these choice rules during the evaluation process. For the purpose of visiting as many relevant points as possible, strategic oscillation between feasible and infeasible solutions around the boundary is applied. To avoid redundant moves, short-term (tabu-lists), intemediate-term (cycle-detection), and long-term (recording frequency and significant solutions for diversfication) memories are used. Test results show that among the 45 generated problems (these problems pose significant or insurmountable challenges to exact methods) the approach produces the optimal solutions in 39 cases.lutions in 39 cases.

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User Authentication Using Accelerometer Sensor in Wrist-Type Wearable Device (손목 착용형 웨어러블 기기의 가속도 센서를 사용한 사용자 인증)

  • Kim, Yong Kwang;Moon, Jong Sub
    • KIPS Transactions on Computer and Communication Systems
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    • v.6 no.2
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    • pp.67-74
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    • 2017
  • This paper proposes a method of user authentication through the patterns of arm movement with a wrist-type wearable device. Using the accelerometer sensor which is built in the device, the 3-axis accelerometer data are collected. Then, the collected data are integrated and the periodic cycle are extracted. In the cycle, the features of frequency are generated with the accelerometer. With the frequency features, 2D Gaussian mixture are modelled. For authenticating an user, the data(the accelerometer) of the user at some point are tested with confidence interval of the Gaussian distribution. The model showed a valuable results for the user authentication with an example, which is average 92% accuracy with 95% confidence interval.

The study of a full cycle semi-automated business process re-engineering: A comprehensive framework

  • Lee, Sanghwa;Sutrisnowati, Riska A.;Won, Seokrae;Woo, Jong Seong;Bae, Hyerim
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.11
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    • pp.103-109
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    • 2018
  • This paper presents an idea and framework to automate a full cycle business process management and re-engineering by integrating traditional business process management systems, process mining, data mining, machine learning, and simulation. We build our framework on the cloud-based platform such that various data sources can be incorporated. We design our systems to be extensible so that not only beneficial for practitioners of BPM, but also for researchers. Our framework can be used as a test bed for researchers without the complication of system integration. The automation of redesigning phase and selecting a baseline process model for deployment are the two main contributions of this study. In the redesigning phase, we deal with both the analysis of the existing process model and what-if analysis on how to improve the process at the same time, Additionally, improving a business process can be applied in a case by case basis that needs a lot of trial and error and huge data. In selecting the baseline process model, we need to compare many probable routes of business execution and calculate the most efficient one in respect to production cost and execution time. We also discuss the challenges and limitation of the framework, including the systems adoptability, technical difficulties and human factors.