• Title/Summary/Keyword: Learning needs

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Object Recognition and Pose Estimation Based on Deep Learning for Visual Servoing (비주얼 서보잉을 위한 딥러닝 기반 물체 인식 및 자세 추정)

  • Cho, Jaemin;Kang, Sang Seung;Kim, Kye Kyung
    • The Journal of Korea Robotics Society
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    • v.14 no.1
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    • pp.1-7
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    • 2019
  • Recently, smart factories have attracted much attention as a result of the 4th Industrial Revolution. Existing factory automation technologies are generally designed for simple repetition without using vision sensors. Even small object assemblies are still dependent on manual work. To satisfy the needs for replacing the existing system with new technology such as bin picking and visual servoing, precision and real-time application should be core. Therefore in our work we focused on the core elements by using deep learning algorithm to detect and classify the target object for real-time and analyzing the object features. We chose YOLO CNN which is capable of real-time working and combining the two tasks as mentioned above though there are lots of good deep learning algorithms such as Mask R-CNN and Fast R-CNN. Then through the line and inside features extracted from target object, we can obtain final outline and estimate object posture.

The Development of Instruction Model for SW Education using the Minecraft Platform (마인크래프트 플랫폼을 이용한 소프트웨어교육 교수학습 모형)

  • Lee, Myungsuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.119-128
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    • 2019
  • Minecraft game is a sandboxed game based on a high degree of users' freedom; the game encourages its users to recreate various play patterns to increase their immersion. Although recently there were many studies that use Minecraft game techniques to improve the teaching methods but still not well adapted due to being applications-based techniques. In this paper, we present a teaching model that utilizes the same concept of the Minecraft games in where learners customize the class concepts based on their needs. Moreover, Minecraft-based learning games attempt to be used for learner-led, creativity and programming instruction, to overcome these use-cases limitations, by our study we aim to include the Minecraft-based learning games in class teaching activities, theoretical and practical lessons. In this way, we intend to increase interest in programming lessons, and to increase immersion as another way of game learning. In the future, we attempt to measure various effects of the uses of Minecraft-game-based teaching in programming classes compare to the traditionally used methods.

Radiomics and Deep Learning in Brain Metastases: Current Trends and Roadmap to Future Applications

  • Park, Yae Won;Lee, Narae;Ahn, Sung Soo;Chang, Jong Hee;Lee, Seung-Koo
    • Investigative Magnetic Resonance Imaging
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    • v.25 no.4
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    • pp.266-280
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    • 2021
  • Advances in radiomics and deep learning (DL) hold great potential to be at the forefront of precision medicine for the treatment of patients with brain metastases. Radiomics and DL can aid clinical decision-making by enabling accurate diagnosis, facilitating the identification of molecular markers, providing accurate prognoses, and monitoring treatment response. In this review, we summarize the clinical background, unmet needs, and current state of research of radiomics and DL for the treatment of brain metastases. The promises, pitfalls, and future roadmap of radiomics and DL in brain metastases are addressed as well.

A Study on Deep Learning Model-based Object Classification for Big Data Environment

  • Kim, Jeong-Sig;Kim, Jinhong
    • Journal of Software Assessment and Valuation
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    • v.17 no.1
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    • pp.59-66
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    • 2021
  • Recently, conceptual information model is changing fast, and these changes are coming about as a result of individual tendency, social cultural, new circumstances and societal shifts within big data environment. Despite the data is growing more and more, now is the time to commit ourselves to the development of renewable, invaluable information of social/live commerce. Because we have problems with various insoluble data, we propose about deep learning prediction model-based object classification in social commerce of big data environment. Accordingly, it is an increased need of social commerce platform capable of handling high volumes of multiple items by users. Consequently, responding to rapid changes in users is a very significant by deep learning. Namely, promptly meet the needs of the times, and a widespread growth in big data environment with the goal of realizing in this paper.

Empirical Analysis of Learning Effectiveness in u-Learning Environment with Digital Textbook

  • Lee, Bong-Gyou;Kim, Seong-Jin;Park, Keon-Chul;Kim, Su-Jin;Jeong, Eui-Suk
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.3
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    • pp.869-885
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    • 2012
  • The purpose of this study is to present innovative approaches for u-Learning environment in public education with Digital Textbook. The Korean Government has been making efforts to introduce the u-Learning environment to maximize the learning effect in public education with Digital Textbook. However, there are only a few studies that analyze the effectiveness of u-Learning environment and Digital Textbook. This paper reviews the current status of u-Learning environment in Korea and analyzes the satisfaction level with Digital Textbooks. The first survey regarding technological factors was collected from 197 students. The results of the survey revealed that the level of satisfaction has declined over a year. The weakness of the study is that the sample frame is insufficient and survey questions did not reflect diverse factors of learning effectiveness. To supplement these shortcomings, 2,226 students were asked about learning performance. The results of the survey showed that the satisfaction with Digital Textbooks is much higher than that of paper textbooks. However, this paper is limited to u-Learning environments in public education. Therefore, research needs to be improved by reflecting both public and private sectors of education in following studies. This paper suggests useful guidelines to educators in improving their u-Learning environment.

Pedagogy of E-Learning in Engineering Classes Using Multimedia Contents: Case of K University (멀티미디어 콘텐츠 기반의 공과대학 이러닝 교수법 연구: K대학 사례)

  • Hwang, Suk
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.14-23
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    • 2010
  • Whether the engineering department of universities employs ideal usage of e-learning or not needs to be investigated as many engineering departments diversify the use of the e-learning elements for educational purpose. Applying the teaching and learning methods and characteristics would lead to better strategies which are applied to development of contents and deployment of the e-learning courses. This study examines the characteristics and approaches of the usage of e-learning elements used by some instructors who use multimedia contents in offline teaching and learning environment. The results of this study shows that the e-learning elements assist the face-to-face course and the interactions are manifested in the classroom rather than in online setting. Lecture, hands-on-practice, simulation, and PBL(Problem-based learning) are turned out to be the major teaching and learning methods. This study signifies the need for use of various teaching and learning methods by the instructors and provision of PBL environment.

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Assessing educational needs in the development of a simulation-based convergence training program on mental health nursing (시뮬레이션 융합 프로그램 개발을 위한 정신건강간호 교육요구도 조사)

  • Kim, Sun-Kyung
    • Journal of the Korea Convergence Society
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    • v.11 no.9
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    • pp.425-432
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    • 2020
  • This study was to identify the educational needs for mental health nursing among undergraduate nursing students, prioritizing the areas where require extensive convergence learning via simulation. One hundred and forty students completed the survey where data accrued from between March-May 2020. The educational needs for mental health nursing and nursing care schizophrenia patients were assessed using a self-reporting questionnaire, which included 19 and 15 items, respectively. Additional three essay questions were used to obtain information regarding previous simulation education experience. Higher educational needs in nursing care for schizophrenia were identified and the highest-priority need is communication skills. Factors, including realistic experience with standardized patients, teamwork, and feedback from the lecturers, affect positive experiences in mental health nursing simulation. The findings suggest that educational programs to improve communication skills are necessary for better mental health nursing competency. Well-designed and convergence based simulation programs providing real-like clinical experience would ensure optimal learning outcomes.

A Study on the Remote Library Users : Needs of Library Services and Preferences (원거리 이용자들의 도서관 서비스 이용과 선호도에 관한 연구)

  • Kim, Mi-Hyeon
    • Journal of the Korean Society for Library and Information Science
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    • v.34 no.3
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    • pp.61-76
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    • 2000
  • A study on the remote library users showed that remote users preferred online databases and internet as information resources because of easy access and easy of use. However, they have used books and journals, which are printed resources, as main information resources because online databases and internet cannot satisfy their information needs. Also, 86.7 percent of remote users consider library services as an important issue to choose a distance learning program, and remote users extremely motivated by their professors to use library so that there are needs to have partnership between distance learning programs and library services. Finally, remote users consider authority and accuracy and contents of obtained information as important issues for their information rather than design of the databases, so that library should secure more digitalized information for remote users needs. This study is to contribute to improve quality of information services for remote users, however, it is not thoroughgoing enough, and there should be successive researches in the future.

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An Exploratory Study of Information Needs and Information Seeking Behaviors of Overseas Users for Korea-related Materials (해외 한국관련 정보 이용자의 정보요구와 정보추구행동에 대한 탐색적 연구)

  • Kwon, Nahyun;Suh, Jiyoung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.2
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    • pp.121-144
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    • 2022
  • The purpose of this study is to investigate the information needs, information seeking behavior, and information use of people who seek information on Korea overseas. A total of 382 survey responses from 52 countries and in-depth interview data from 26 participants were collected and analyzed. As a result, the respondents were categorized into three groups, namely Hallyu culture enjoyment, Korean language learning, and Korean studies research groups, by their unique information needs and information seeking behaviors. Pandemic boosted the demand for digital data expansion and digital archiving efforts. Various information problems caused by language, technology and policy obstacles were revealed. Findings suggest strategies to assist Korea-related information users.

Effects of Learning Community Activity on Communication Skills and Self-Directed Learning Ability (학습공동체 활동이 의사소통능력과 자기주도적 학습능력에 미치는 효과)

  • Lee, Soon-Deok;Kim, Ga-Yeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.12
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    • pp.8249-8261
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    • 2015
  • The purpose of this study was to examine the effects of learning community on communication skills and self-directed learning(SDL) ability. Data were collected from 147 members at N university, they participated in learning community activities for 8 weeks. To verify program's effect, pre and post tests of communication skills and SDL ability were examined. The result were as follows. Learning community activities were positive influenced on the improvement of communication skills and SDL ability. Especially, it was effective on the improvement of interpretation ability that includes diverse information collection or listen to other's opinion. And it was effective on the improvement of learning plan ability. Learning plan includes that learning needs diagnosis, goal setting and grasp learning resources. We were suggested that student customized learning community development and activation for sustainable core competency improvement.