• 제목/요약/키워드: Multi-learning System

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Emotional Intelligence System for Ubiquitous Smart Foreign Language Education Based on Neural Mechanism

  • Dai, Weihui;Huang, Shuang;Zhou, Xuan;Yu, Xueer;Ivanovi, Mirjana;Xu, Dongrong
    • Journal of Information Technology Applications and Management
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    • 제21권3호
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    • pp.65-77
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    • 2014
  • Ubiquitous learning has aroused great interest and is becoming a new way for foreign language education in today's society. However, how to increase the learners' initiative and their community cohesion is still an issue that deserves more profound research and studies. Emotional intelligence can help to detect the learner's emotional reactions online, and therefore stimulate his interest and the willingness to participate by adjusting teaching skills and creating fun experiences in learning. This is, actually the new concept of smart education. Based on the previous research, this paper concluded a neural mechanism model for analyzing the learners' emotional characteristics in ubiquitous environment, and discussed the intelligent monitoring and automatic recognition of emotions from the learners' speech signals as well as their behavior data by multi-agent system. Finally, a framework of emotional intelligence system was proposed concerning the smart foreign language education in ubiquitous learning.

디지털 매체품질이 학습만족과 지속이용의도에 미치는 영향 : 고전문학의 원소스 멀티유즈(OSMU) 활성화를 위해 향토문화전자대전 사이트를 중심으로 (The Impact of Digital Medium Quality on Learning Satisfaction, Sustainable Use Intention: Application Scheme of OSMU based on the Korean Classical Literature in grandculture.net)

  • 현영란;정소연
    • 한국콘텐츠학회논문지
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    • 제16권11호
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    • pp.1-10
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    • 2016
  • 본 연구는 디지털 매체를 통한 고전문학의 원소스 멀티유즈(One Source Multi Use)의 활성화를 위해 매체품질에 대해 고찰하였다. 한국향토문화전자대전(www.grandculture.net)(향토DB)는 전국 234개 시 군 구의 향토문화 자료와 함께 설화, 민요 등이 구축되어 있어 고전문학의 OSMU가 가능한 매체이다. 이에 IS 성공모형을 적용하여 향토DB의 매체품질이 학습만족을 매개로 지속이용의도에 미치는 영향을 고찰하고자 고전문학수업을 받은 418명의 고등학생을 대상으로 설문조사를 실시하고 구조방정식을 사용해 분석하였다. 그 결과, 향토DB의 콘텐츠품질과 서비스품질은 학습만족을 매개로 지속이용의도에 영향을 미쳤으나 시스템품질의 학습만족에 대한 영향은 나타나지 않았다. 탐색적 다중회귀분석 결과, 시스템품질을 높게 인식하는 집단에서는 시스템품질의 학습만족에 대한 영향이 통계적으로 유의미하였으나 시스템품질을 낮게 인식하는 집단에서는 시스템품질의 학습만족에 대한 영향이 나타나지 않았다. 이러한 결과는 향토DB의 시스템품질이 향상되면 학습만족은 조금 강화되는 반면 콘텐츠품질과 서비스품질이 향상되면 학습만족은 상당히 활성화될 것임을 의미한다.

Gait Type Classification Using Multi-modal Ensemble Deep Learning Network

  • Park, Hee-Chan;Choi, Young-Chan;Choi, Sang-Il
    • 한국컴퓨터정보학회논문지
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    • 제27권11호
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    • pp.29-38
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    • 2022
  • 본 논문에서는 멀티 센서가 장착된 스마트 인솔로 측정한 보행 데이터에 대해 앙상블 딥러닝 네트워크를 이용하여 보행의 타입을 분류하는 시스템을 제안한다. 보행 타입 분류 시스템은 인솔에 의해 측정된 데이터를 정규화하는 부분과 딥러닝 네트워크를 이용하여 보행의 특징을 추출하는 부분, 그리고 추출된 특징을 입력으로 보행의 타입을 분류하는 부분으로 구성되어 있다. 서로 다른 특성을 가지는 CNN과 LSTM을 기반으로 하는 네트워크를 독립적으로 학습하여 두 종류의 보행 특징 맵을 추출하였으며, 각각의 분류 결과를 결합하여 최종적인 앙상블 네트워크의 분류 결과를 도출하였다. 20~30대 성인의 걷기, 뛰기, 빠르게 걷기, 계단 오르기와 내려가기, 언덕 오르기와 내려가기의 7종류의 보행에 대해, 스마트 인솔을 이용하여 실측한 멀티 센서 데이터를 제안한 앙상블 네트워크로 분류해 본 결과 90% 이상의 높은 분류율을 보이는 것을 확인하였다.

Opportunistic Spectrum Access with Discrete Feedback in Unknown and Dynamic Environment:A Multi-agent Learning Approach

  • Gao, Zhan;Chen, Junhong;Xu, Yuhua
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권10호
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    • pp.3867-3886
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    • 2015
  • This article investigates the problem of opportunistic spectrum access in dynamic environment, in which the signal-to-noise ratio (SNR) is time-varying. Different from existing work on continuous feedback, we consider more practical scenarios in which the transmitter receives an Acknowledgment (ACK) if the received SNR is larger than the required threshold, and otherwise a Non-Acknowledgment (NACK). That is, the feedback is discrete. Several applications with different threshold values are also considered in this work. The channel selection problem is formulated as a non-cooperative game, and subsequently it is proved to be a potential game, which has at least one pure strategy Nash equilibrium. Following this, a multi-agent Q-learning algorithm is proposed to converge to Nash equilibria of the game. Furthermore, opportunistic spectrum access with multiple discrete feedbacks is also investigated. Finally, the simulation results verify that the proposed multi-agent Q-learning algorithm is applicable to both situations with binary feedback and multiple discrete feedbacks.

Dynamic Positioning of Robot Soccer Simulation Game Agents using Reinforcement learning

  • Kwon, Ki-Duk;Cho, Soo-Sin;Kim, In-Cheol
    • 한국지능정보시스템학회:학술대회논문집
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    • 한국지능정보시스템학회 2001년도 The Pacific Aisan Confrence On Intelligent Systems 2001
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    • pp.59-64
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    • 2001
  • The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent's dynamic positioning in such dynamic environment. Reinforcement learning is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to chose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement learning is different from supervised learning in the sense that there is no presentation of input pairs as training examples. Furthermore, model-free reinforcement learning algorithms like Q-learning do not require defining or learning any models of the surrounding environment. Nevertheless it can learn the optimal policy if the agent can visit every state- action pair infinitely. However, the biggest problem of monolithic reinforcement learning is that its straightforward applications do not successfully scale up to more complex environments due to the intractable large space of states. In order to address this problem. we suggest Adaptive Mediation-based Modular Q-Learning (AMMQL)as an improvement of the existing Modular Q-Learning (MQL). While simple modular Q-learning combines the results from each learning module in a fixed way, AMMQL combines them in a more flexible way by assigning different weight to each module according to its contribution to rewards. Therefore in addition to resolving the problem of large state effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. This paper introduces the concept of AMMQL and presents details of its application into dynamic positioning of robot soccer agents.

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ACCELERATION OF MACHINE LEARNING ALGORITHMS BY TCHEBYCHEV ITERATION TECHNIQUE

  • LEVIN, MIKHAIL P.
    • Journal of the Korean Society for Industrial and Applied Mathematics
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    • 제22권1호
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    • pp.15-28
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    • 2018
  • Recently Machine Learning algorithms are widely used to process Big Data in various applications and a lot of these applications are executed in run time. Therefore the speed of Machine Learning algorithms is a critical issue in these applications. However the most of modern iteration Machine Learning algorithms use a successive iteration technique well-known in Numerical Linear Algebra. But this technique has a very low convergence, needs a lot of iterations to get solution of considering problems and therefore a lot of time for processing even on modern multi-core computers and clusters. Tchebychev iteration technique is well-known in Numerical Linear Algebra as an attractive candidate to decrease the number of iterations in Machine Learning iteration algorithms and also to decrease the running time of these algorithms those is very important especially in run time applications. In this paper we consider the usage of Tchebychev iterations for acceleration of well-known K-Means and SVM (Support Vector Machine) clustering algorithms in Machine Leaning. Some examples of usage of our approach on modern multi-core computers under Apache Spark framework will be considered and discussed.

A Study of Unmanned Aerial Vehicle Path Planning using Reinforcement Learning

  • Kim, Cheong Ghil
    • 반도체디스플레이기술학회지
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    • 제17권1호
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    • pp.88-92
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    • 2018
  • Currently drone industry has become one of the fast growing markets and the technology for unmanned aerial vehicles are expected to continue to develop at a rapid rate. Especially small unmanned aerial vehicle systems have been designed and utilized for the various field with their own specific purposes. In these fields the path planning problem to find the shortest path between two oriented points is important. In this paper we introduce a path planning strategy for an autonomous flight of unmanned aerial vehicles through reinforcement learning with self-positioning technique. We perform Q-learning algorithm, a kind of reinforcement learning algorithm. At the same time, multi sensors of acceleraion sensor, gyro sensor, and magnetic are used to estimate the position. For the functional evaluation, the proposed method was simulated with virtual UAV environment and visualized the results. The flight history was based on a PX4 based drones system equipped with a smartphone.

다중 에이전트 강화학습을 이용한 RC보 최적설계 기술개발 (Development of Optimal Design Technique of RC Beam using Multi-Agent Reinforcement Learning)

  • 강주원;김현수
    • 한국공간구조학회논문집
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    • 제23권2호
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    • pp.29-36
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    • 2023
  • Reinforcement learning (RL) is widely applied to various engineering fields. Especially, RL has shown successful performance for control problems, such as vehicles, robotics, and active structural control system. However, little research on application of RL to optimal structural design has conducted to date. In this study, the possibility of application of RL to structural design of reinforced concrete (RC) beam was investigated. The example of RC beam structural design problem introduced in previous study was used for comparative study. Deep q-network (DQN) is a famous RL algorithm presenting good performance in the discrete action space and thus it was used in this study. The action of DQN agent is required to represent design variables of RC beam. However, the number of design variables of RC beam is too many to represent by the action of conventional DQN. To solve this problem, multi-agent DQN was used in this study. For more effective reinforcement learning process, DDQN (Double Q-Learning) that is an advanced version of a conventional DQN was employed. The multi-agent of DDQN was trained for optimal structural design of RC beam to satisfy American Concrete Institute (318) without any hand-labeled dataset. Five agents of DDQN provides actions for beam with, beam depth, main rebar size, number of main rebar, and shear stirrup size, respectively. Five agents of DDQN were trained for 10,000 episodes and the performance of the multi-agent of DDQN was evaluated with 100 test design cases. This study shows that the multi-agent DDQN algorithm can provide successfully structural design results of RC beam.

온라인 과학 탐구 학습체제의 개발 (The Development of an Online Scientific Inquiry Learning System)

  • 이봉우;손정우;정현철
    • 한국초등과학교육학회지:초등과학교육
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    • 제25권3호
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    • pp.271-280
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    • 2006
  • In this paper, an Online Scientific Inquiry Learning System was developed with the aim of improving student's scientific literacy and scientific inquiry ability. It was determined that there should be 4 distinct principles applicable to the design of the Learning system. First, it should enrich learner's motivation. Second, it should provide students with the chance for reflecting on the inquiry process. Third, it should emphasize multi-dimensional forms of interaction. Fourth, students should be able to create new information through it. The server system including the database, equation editor, reporting tool, search engine were all utilized for developing the learning system. In addition, the authors produced 24 web-based projects which were guided inquiry activities in which various inquiry abilities (reasoning, prediction, experiment design) could be developed. An Online Scientific Inquiry Learning System is not the only program which could be utilized in improving scientific inquiry abilities, but at the very least, such a system can serve as the prototype for developing an online learning system.

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상호 이익을 위한 학습 에이전트 기반의 효율적인 다중 속성 협상 시스템 (An Efficient Multi-Attribute Negotiation System using Learning Agents for Reciprocity)

  • 박상현;양성봉
    • 정보처리학회논문지D
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    • 제11D권3호
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    • pp.731-740
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    • 2004
  • 본 논문에서는 상거래에 참여한 구매자와 판매자가 협상을 통하여 서로의 이익을 보장하면서 합의를 도출 할 수 있는 협상 에이전트 시스템을 제안하였다. 제안 시스템은 기존의 협상 에이전트 시스템에 기계 학습을 적용함으로써, 학습 에이전트의 도입이 협상의 효율성에 어떤 영향을 미치는지 고찰하고자 하였다. 구매자 및 판매자 에이전트는 상품의 다중 속성을 고려하여 협상을 수행하며, 구매자와 판매자의 이익은 Multi-Attribute Utility Theory를 이용하여 표현하였다. 본 연구에서 제시된 학습 가능한 협상 에이전트는 Faratin이 제안한 협상 시스템의 제안 생성(counter offer) 과정에 인공신경망을 통한 점진적 학습 기업을 추가함으로써 협상의 효율성을 증가시키는데 목적이 있다. 점진적 학습기법을 이용한 협상 에이전트 시스템의 경우, 동일한 협상 조건 하에서 상대방 제안과의 유사도(similarity)를 바탕으로 제안을 생성하는 기존의 다른 협상 에이전트 시스템과 비교하였을 때 좋은 협상 결과를 보여 주었으며, 협상 수행시간에 있어서는 매우 빠른 성능을 보여주었다. 따라서 협상 결과 및 협상 수행 시간을 동시에 고려하였을 때 기존의 협상 시스템에 비하여 효율적인 협상 능력을 보여 주었다.