• Title/Summary/Keyword: Meta-learning

Search Result 315, Processing Time 0.027 seconds

Improved Estimation of Hourly Surface Ozone Concentrations using Stacking Ensemble-based Spatial Interpolation (스태킹 앙상블 모델을 이용한 시간별 지상 오존 공간내삽 정확도 향상)

  • KIM, Ye-Jin;KANG, Eun-Jin;CHO, Dong-Jin;LEE, Si-Woo;IM, Jung-Ho
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.25 no.3
    • /
    • pp.74-99
    • /
    • 2022
  • Surface ozone is produced by photochemical reactions of nitrogen oxides(NOx) and volatile organic compounds(VOCs) emitted from vehicles and industrial sites, adversely affecting vegetation and the human body. In South Korea, ozone is monitored in real-time at stations(i.e., point measurements), but it is difficult to monitor and analyze its continuous spatial distribution. In this study, surface ozone concentrations were interpolated to have a spatial resolution of 1.5km every hour using the stacking ensemble technique, followed by a 5-fold cross-validation. Base models for the stacking ensemble were cokriging, multi-linear regression(MLR), random forest(RF), and support vector regression(SVR), while MLR was used as the meta model, having all base model results as additional input variables. The results showed that the stacking ensemble model yielded the better performance than the individual base models, resulting in an averaged R of 0.76 and RMSE of 0.0065ppm during the study period of 2020. The surface ozone concentration distribution generated by the stacking ensemble model had a wider range with a spatial pattern similar with terrain and urbanization variables, compared to those by the base models. Not only should the proposed model be capable of producing the hourly spatial distribution of ozone, but it should also be highly applicable for calculating the daily maximum 8-hour ozone concentrations.

Understanding the Evaluation of Quality of Experience for Metaverse Services Utilizing Text Mining: A Case Study on Roblox (텍스트마이닝을 활용한 메타버스 서비스의 경험 품질 평가의 이해: 로블록스 사례 연구)

  • Minjun Kim
    • Journal of Service Research and Studies
    • /
    • v.13 no.4
    • /
    • pp.160-172
    • /
    • 2023
  • The metaverse, derived from the fusion of "meta" and "universe," encompasses a three-dimensional virtual realm where avatars actively participate in a range of political, economic, social, and cultural activities. With the recent development of the metaverse, the traditional way of experiencing services is changing. While existing studies have mainly focused on the technological advancements of metaverse services (e.g., scope of technological enablers, application areas of technologies), recent studies are focusing on evaluating the quality of experience (QoE) of metaverse services from a customer perspective. This is because understanding and analyzing service characteristics that determine QoE from a customer perspective is essential for designing successful metaverse services. However, relatively few studies have explored the customer-oriented approach for QoE evaluation thus far. This study conducted an online review analysis using text mining to overcome this limitation. In particular, this study analyzed 227,332 online reviews of the Roblox service, known as a representative metaverse service, and identified points for improving the Roblox service based on the analysis results. As a result of the study, nine service features that can be used for QoE evaluation of metaverse services were derived, and the importance of each feature was estimated through relationship analysis with service satisfaction. The importance estimation results identified the "co-experience" feature as the most important. These findings provide valuable insights and implications for service companies to identify their strengths and weaknesses, and provide useful insights to gain an advantage in the changing metaverse service environment.

A Study on Pre-service Elementary School Teachers' Perspectives on the Science Curriculum in the Fourth Industrial Revolution Era through Photovoice Activity: Based on Three Perspectives on the 'Saber-toothed Tiger Curriculum' (초등 예비교사들의 포토보이스 활동을 통한 4차 산업혁명 시대 과학 교육과정 관점 탐색 - '검치호랑이 교육과정'의 세 가지 관점을 바탕으로 -)

  • Kim, Dong-Ryeul
    • Journal of Korean Elementary Science Education
    • /
    • v.43 no.2
    • /
    • pp.219-232
    • /
    • 2024
  • This study aims to determine the perspectives of pre-service elementary school teachers on the science curriculum in the fourth industrial revolution era. In this study, 128 pre-service elementary school teachers were asked to express their perspectives on the Saber-toothed Tiger Curriculum through photovoice activities. The resulting images were classified into three types: conservative, progressive, and radical perspectives. The number of both conservative and progressive perspectives was similar and high, whereas the number of radical perspectives was l ow. Those who had conservative perspectives on the Saber-toothed Tiger curriculum regarded "Inquiry" as the basis of the science curriculum, which should be maintained regardless of the time period and environment. Similarly, older teachers believed that this curriculum was based on eternal truth, which should be protected. Those who showed progressive perspectives on the Saber-toothed Tiger curriculum regarded a progressive person as someone succeeding to the blood of "New fist," and they showed positive attitudes toward AI-based education such as coding and meta-verse, regarding these practices as part of the teaching and learning method that could replace the existing inquiry-based education. Those who showed radical perspectives on the Saber-toothed Tiger Curriculum assumed critical attitudes toward the rapidly changing political circumstances of science education and criticized conflicts between different social classes formed through progressive curriculum. Based on these results, this study found that pre-service elementary school teachers needed to consider the science curriculum from several different perspectives rather than just one.

Analysis of the impact of mathematics education research using explainable AI (설명가능한 인공지능을 활용한 수학교육 연구의 영향력 분석)

  • Oh, Se Jun
    • The Mathematical Education
    • /
    • v.62 no.3
    • /
    • pp.435-455
    • /
    • 2023
  • This study primarily focused on the development of an Explainable Artificial Intelligence (XAI) model to discern and analyze papers with significant impact in the field of mathematics education. To achieve this, meta-information from 29 domestic and international mathematics education journals was utilized to construct a comprehensive academic research network in mathematics education. This academic network was built by integrating five sub-networks: 'paper and its citation network', 'paper and author network', 'paper and journal network', 'co-authorship network', and 'author and affiliation network'. The Random Forest machine learning model was employed to evaluate the impact of individual papers within the mathematics education research network. The SHAP, an XAI model, was used to analyze the reasons behind the AI's assessment of impactful papers. Key features identified for determining impactful papers in the field of mathematics education through the XAI included 'paper network PageRank', 'changes in citations per paper', 'total citations', 'changes in the author's h-index', and 'citations per paper of the journal'. It became evident that papers, authors, and journals play significant roles when evaluating individual papers. When analyzing and comparing domestic and international mathematics education research, variations in these discernment patterns were observed. Notably, the significance of 'co-authorship network PageRank' was emphasized in domestic mathematics education research. The XAI model proposed in this study serves as a tool for determining the impact of papers using AI, providing researchers with strategic direction when writing papers. For instance, expanding the paper network, presenting at academic conferences, and activating the author network through co-authorship were identified as major elements enhancing the impact of a paper. Based on these findings, researchers can have a clear understanding of how their work is perceived and evaluated in academia and identify the key factors influencing these evaluations. This study offers a novel approach to evaluating the impact of mathematics education papers using an explainable AI model, traditionally a process that consumed significant time and resources. This approach not only presents a new paradigm that can be applied to evaluations in various academic fields beyond mathematics education but also is expected to substantially enhance the efficiency and effectiveness of research activities.

Satisfaction Survey on Video Lectures using the Metaversity App (메타버시티 앱을 이용한 동영상 강의 만족도 조사)

  • Jeongkyu Park;Byeongkyou Jeon;KyeongHwan Jeong
    • Journal of the Korean Society of Radiology
    • /
    • v.18 no.2
    • /
    • pp.101-108
    • /
    • 2024
  • Recently, Metaverse technology has emerged as an important topic in various fields. Metaverse refers to a three-dimensional virtual space in which social and economic activities similar to the real world are possible. Among the 235 third-year students who applied the Metaversity app in the radiology department of this university from September to December 2023, 200 participated in a survey to determine the difference in student response and satisfaction when applying the Metaversity app. analyzed. First, the most satisfactory VOD viewing method was viewing through the Metaversity app, followed by viewing through the LMS. Second, 'I think online videos are appropriate for holiday reinforcement.' showed the highest score at 4.35±0.60, 'I want face-to-face classes and online classes to be held simultaneously.' was 4.25±0.87, and 'I think meta. 'I watched it well through the Metaversity app' was the lowest at 4.10±0.30, and 'VOD viewing through the Metaversity app was used appropriately in class' was the lowest at 3.99±0.75. Also, there was no significant difference in the response to the teaching method (p>0.05). Third, in terms of satisfaction with VOD viewing using the Metaversity app, 'Applying the Metaversity app was interesting and fun' ranked the highest at 4.24±0.88. The score was high, with 'Better improvement is needed to actively utilize the metaversity app' at 4.00±0.45, and 'I hope the metaversity app is implemented in other remote classes' at 3.77±0.88. appear. 'VOD classes through the Metaversity app are better than the existing LMS method.' was found to be 3.44±0.66. Additionally, there was no significant difference in satisfaction with classes according to age and gender (p>0.05). The correlation between response and satisfaction with the metaversity app is 0.601, which can be considered very significant (p>0.001). As a limitation of this study, although we surveyed students' satisfaction with using the Metaversity app, we were unable to investigate the satisfaction of instructors who interact with students. In the future, we did not consider the instructor's satisfaction in classes using the Metaversity app. Research must be conducted, and universities must have institutional support and continued interest until metaversity apps are selected and used to prepare for distance learning.