• 제목/요약/키워드: Learning needs

검색결과 1,569건 처리시간 0.028초

The Awareness and Use of the Clothing Part in Home Economics for Middle School Students

  • Cho, Hyun-Ju;Jang, Ju-Hyun
    • The International Journal of Costume Culture
    • /
    • 제9권1호
    • /
    • pp.27-38
    • /
    • 2006
  • This study has examined middle school students' perception and practical use of the clothing life sector in the subject of Technology Home economics for middle school. The subjects of the study are 337 students attending middle schools in the city of Daegu. The results of the study have shown that the girl students make more use of each unit in the clothing part than their counterpart, and that the higher is their preference for the clothing part and the greater is their necessity for it, the greater is their use of the clothing part. Therefore, to make students more interested in learning and to make the learning more practicable, a study of teaching-learning methods should be made. Along with it, the educational environment should be improved and the contents of the clothing life education should be developed. Once these needs are met, students are expected to participate actively in class and their achievements are sure to be greater.

  • PDF

Reinforcement Learning Method Based Interactive Feature Selection(IFS) Method for Emotion Recognition (감성 인식을 위한 강화학습 기반 상호작용에 의한 특징선택 방법 개발)

  • Park Chang-Hyun;Sim Kwee-Bo
    • Journal of Institute of Control, Robotics and Systems
    • /
    • 제12권7호
    • /
    • pp.666-670
    • /
    • 2006
  • This paper presents the novel feature selection method for Emotion Recognition, which may include a lot of original features. Specially, the emotion recognition in this paper treated speech signal with emotion. The feature selection has some benefits on the pattern recognition performance and 'the curse of dimension'. Thus, We implemented a simulator called 'IFS' and those result was applied to a emotion recognition system(ERS), which was also implemented for this research. Our novel feature selection method was basically affected by Reinforcement Learning and since it needs responses from human user, it is called 'Interactive feature Selection'. From performing the IFS, we could get 3 best features and applied to ERS. Comparing those results with randomly selected feature set, The 3 best features were better than the randomly selected feature set.

A Design Method of Discrete Time Learning Control System (이산시간 학습제어 시스템의 설계법)

  • 최순철
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • 제13권5호
    • /
    • pp.422-428
    • /
    • 1988
  • An iterative learning control system is a control system which makes system outputs follow desired outputs by iterating its trials over a finite time interval. In a discrete time system, we proposed one method in which present control inputs can be obtained by a linear combination of the input sequence and time-shifted error sequence at previous trial. In contrast with a continous time learning control system which needs differential opreration of an error signal, the time shift operation of the error sequence is simpler in a computer control system and its effectiveness is shown by a simulation.

  • PDF

A Study of Sustainable Successful Management System Using ISO9004 Model (ISO9004 모델을 이용한 지속가능 성공경영시스템에 관한 연구)

  • Kim, Seok-Eun
    • Proceedings of the Safety Management and Science Conference
    • /
    • 대한안전경영과학회 2012년 춘계학술대회
    • /
    • pp.139-155
    • /
    • 2012
  • A fundamental concepts of business environment changes and the importance of stakeholder's value creation is changing in the business. This study ISO9004: 2009 quality management system of Category 5: Strategy and Policy, Category 10: improvement, innovation and learning (Note) SBK target was to develop a model that is the company's sustained success. Three concepts of the new revision of ISO9004" in response to environmental changes," "learning", "innovation" (Note) SBK applied to the project settings and talent establish long-term vision was to establish the process as the organization's learning content was TDR for the creation of exceptional and innovative programs were introduced. As a result, (Note) SBK three years of continuous business performance indicator has grown dramatically to more than 50% continued success is going to create business models. But 100 years to accomplish the vision, ISO9004 model needs to extends the entire category as a management system to achieve the optimization needed.

  • PDF

Study on Mathematical Belief about Liberal art subject of Mathematics (대학 순수교양수학에 대한 수학적 신념 연구)

  • Kim, Yunmin
    • East Asian mathematical journal
    • /
    • 제32권2호
    • /
    • pp.175-192
    • /
    • 2016
  • This study aimed to understand the needs of changes in the teaching-learning environment in the university and to develop the liberal art subject of mathematics. The changes of mathematical belief in the university students were investigated to understand how the liberal art subject of mathematics affected them related to mathematics. Upon the study results, the significant changes were occurred from the utility factor on the subject of mathematics in mathematical belief, the importance factor of the answers in the teaching-learning belief, teaching activity factor of the teachers, and inborn capability factor in the belief on the self-concept. The meaningful learning environment and teaching method for the liberal art subject of mathematics are suggested further by these results.

Interactive Human Intention Reading by Learning Hierarchical Behavior Knowledge Networks for Human-Robot Interaction

  • Han, Ji-Hyeong;Choi, Seung-Hwan;Kim, Jong-Hwan
    • ETRI Journal
    • /
    • 제38권6호
    • /
    • pp.1229-1239
    • /
    • 2016
  • For efficient interaction between humans and robots, robots should be able to understand the meaning and intention of human behaviors as well as recognize them. This paper proposes an interactive human intention reading method in which a robot develops its own knowledge about the human intention for an object. A robot needs to understand different human behavior structures for different objects. To this end, this paper proposes a hierarchical behavior knowledge network that consists of behavior nodes and directional edges between them. In addition, a human intention reading algorithm that incorporates reinforcement learning is proposed to interactively learn the hierarchical behavior knowledge networks based on context information and human feedback through human behaviors. The effectiveness of the proposed method is demonstrated through play-based experiments between a human and a virtual teddy bear robot with two virtual objects. Experiments with multiple participants are also conducted.

A Case Study on Using Uncritical Inference Test to Promote Malaysian College Students' Deeper Thinking in Organic Chemistry

  • Kan, Su-Yin;Cha, Jeongho;Chia, Poh Wai
    • Journal of the Korean Chemical Society
    • /
    • 제59권2호
    • /
    • pp.156-163
    • /
    • 2015
  • In Malaysia, the students' poor performance in mathematics and sciences needs immediate attention and remedies. In order to tackle this problem, an active learning environment that encourages students' question-asking capability must be molded. Transformation from traditional teacher-based approach to active-learning classroom is the key to develop question-asking capability. The classroom activity that the authors used in this study is based on the uncritical inference test to promote students' deeper thinking which encouraged students to verify facts that was previously learnt in classroom through group discussion activity. Three sets of uncritical inference test were developed and applied to Malaysian college course of basic organic chemistry. Students' answers to the impact of using uncritical inference test with a group discussion on learning and communication skills were positive.

A Development of Android Application for Physics Learning Based on STEAM (물리학습을 위한 STEAM 기반의 안드로이드 앱 개발)

  • Kim, Tae-Hun;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
    • /
    • 제24권1호
    • /
    • pp.25-33
    • /
    • 2012
  • Though science and technology are evolving rapidly in recent years, the traditional science education has limits for students to be satisfied their interests and needs because they couldn't follow these speeds. STEAM as a education integrating science, technology, engineering, arts and mathematics has strengths of increasing interests and understandings in science and technology and improving integrated thinking and problem solving ability for leaners. In this study we analyze the elementary school curriculum and construct physics learning based on STEAM and develop a android application to increase interests in science and improve problem solving ability. In the future, we need to analyze and develop the curriculum and contents for the STEAM education.

A Study on the Planning of Educational Facilities for the Blind (맹학교(盲學校)의 학습공간(學習空間) 구성(構成)에 관한 연구(硏究))

  • Kim, Jong-Young
    • Journal of the Korean Institute of Educational Facilities
    • /
    • 제1권2호
    • /
    • pp.57-64
    • /
    • 1994
  • The purpose of this study is to get data of architectural planning in the special school for the Blind. To this end the chilcren's learning activities were analyzed, and their characteristics were noted in relation with the corresponding rooms. The findings may be summarized as follows. i) The pattern of study activities are multivarious. ii) Variety in learning spases is required. And it needs a space which can accommodate simultaneously both static and dynamic study activities. iii) The learning space must be conveniently planned in relation to those facilities for basic life activities such as eating and washing so that the children receive training in those activities as well.

  • PDF

Deep Reinforcement Learning-based Distributed Routing Algorithm for Minimizing End-to-end Delay in MANET (MANET에서 종단간 통신지연 최소화를 위한 심층 강화학습 기반 분산 라우팅 알고리즘)

  • Choi, Yeong-Jun;Seo, Ju-Sung;Hong, Jun-Pyo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • 제25권9호
    • /
    • pp.1267-1270
    • /
    • 2021
  • In this paper, we propose a distributed routing algorithm for mobile ad hoc networks (MANET) where mobile devices can be utilized as relays for communication between remote source-destination nodes. The objective of the proposed algorithm is to minimize the end-to-end communication delay caused by transmission failure with deep channel fading. In each hop, the node needs to select the next relaying node by considering a tradeoff relationship between the link stability and forward link distance. Based on such feature, we formulate the problem with partially observable Markov decision process (MDP) and apply deep reinforcement learning to derive effective routing strategy for the formulated MDP. Simulation results show that the proposed algorithm outperforms other baseline schemes in terms of the average end-to-end delay.