• Title/Summary/Keyword: On-line Learning

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On-Line Topic Segmentation Using Convolutional Neural Networks (합성곱 신경망을 이용한 On-Line 주제 분리)

  • Lee, Gyoung Ho;Lee, Kong Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.11
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    • pp.585-592
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    • 2016
  • A topic segmentation module is to divide statements or conversations into certain topic units. Until now, topic segmentation has progressed in the direction of finding an optimized set of segments for a whole document, considering it all together. However, some applications need topic segmentation for a part of document which is not finished yet. In this paper, we propose a model to perform topic segmentation during the progress of the statement with a supervised learning model that uses a convolution neural network. In order to show the effectiveness of our model, we perform experiments of topic segmentation both on-line status and off-line status using C99 algorithm. We can see that our model achieves 17.8 and 11.95 of Pk score, respectively.

Analysis of e-Learning based Information Security Education Curriculum (e-러닝 기반의 정보보호 교육과정 분석 연구)

  • Lee, Hyung-Woo
    • The Journal of Korean Association of Computer Education
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    • v.8 no.6
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    • pp.13-21
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    • 2005
  • In this study, we study and analysis on e-Learning based Information Security curriculum. e-Learning based university education courses will be much more established in Korea based on advanced IT technology. Computer related majors such as 'Computer Science' and 'Software' can be easily combined with e-Learning system. And Advanced Information Security Expert (AISE) educational course must be broadly opened for satisfying national requirements. In this study, we analyze e-Learning course on Information Security major based on off-line curriculum and suggest new model for further research.

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Realization of Online System Considering the Lecture Intelligibility of University Student

  • Han, ChangPyoung;Hong, YouSik
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.108-115
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    • 2020
  • Blended learning is a teaching method utilizing all the advantages in 'on and off-line' learning circumstances in order to enhance the learning effect and efficiency, more than the simple use of online factors in the classroom education. In this paper, we present the realization and simulation of algorithm for the realtime evaluation of low-grade and high-grade subjects in order to implement smart e-learning system, considering a lecture intelligibility. In order to grasp the levels of student's intelligibility, we simulated a function that automatically summarizes the study contents of class given by a lecturer. Especially, in administrator mode of smart e-learning system, we suggested and simulated a system in order to help the lecturer to easily manage the student's grades, and we have provided software to tell the student's intelligibility of lecture, analyzed the rate of incorrect answers, automatic judgment of lecture intelligibility and judge the weakest subject.

Deep-learning Sliding Window Based Object Detection and Tracking for Generating Trigger Signal of the LPR System (LPR 시스템 트리거 신호 생성을 위한 딥러닝 슬라이딩 윈도우 방식의 객체 탐지 및 추적)

  • Kim, Jinho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.4
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    • pp.85-94
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    • 2021
  • The LPR system's trigger sensor makes problem occasionally due to the heave weight of vehicle or the obsolescence equipment. If we replace the hardware sensor to the deep-learning based software sensor in order to generate the trigger signal, LPR system maintenance would be a lot easier. In this paper we proposed the deep-learning sliding window based object detection and tracking algorithm for the LPR system's trigger signal generation. The gate passing vehicle's license plate recognition results are combined into the normal tracking algorithm to catch the position of the vehicle on the trigger line. The experimental results show that the deep learning sliding window based trigger signal generating performance was 100% for the gate passing vehicles including the 5.5% trigger signal position errors due to the minimum bounding box location errors in the vehicle detection process.

Artificial Engine Development through Reinforcement Learning on Jul-Gonu Game (강화학습을 이용한 줄고누게임의 인공엔진개발)

  • Shin, Yong-Woo
    • Journal of Internet Computing and Services
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    • v.10 no.1
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    • pp.93-99
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    • 2009
  • Game program manufacture had been classed by 3D or on-line game etc. simply. But, atomized game programmer's kind now. So, Artificial Intelligence game programmer's role is important. This paper used reinforcement learning algorithm for Jul_Gonu board characters to learn, and so they can move intelligently. To compare a learned character to an random one, a board game was created, and then they fought against each other. As a result, learned character‘s ability was far more improved.

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A Ship Intelligent Anti-Collision Decision-Making Supporting System Based On Trial Manoeuvre

  • Zhuo, Yongqiang;Yao, Jie
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2006.10a
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    • pp.176-183
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    • 2006
  • A novel intelligent anti-collision decision-making supporting system is addressed in this paper. To obtain precise anti-collision information capability, an innovative neurofuzzy network is proposed and applied. A fuzzy set interpretation is incorporated into the network design to handle imprecise information. A neural network architecture is used to train the parameters of the Fuzzy Inference System (FIS). The learning process is based on a hybrid learning algorithm and off-line training data. The training data are obtained by trial manoeuvre. This neurofuzzy network can be considered to be a self-learning system with the ability to learn new information adaptively without forgetting old knowledge. This supporting system can decrease ship operators' burden to deal with bridge data and help them to make a precise anti-collision decision.

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An Analysis of the Effects of On-Off line Convergence Learning Activities Based on Students' Learning Styles (학습자의 학습 스타일에 따른 온-오프라인 융합 학습활동을 통한 학습 효과 분석)

  • Shin, Myeong-Hee
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.85-90
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    • 2018
  • The purpose of this study is to analyze the effect of flipped learning strategy, which is an online offline convergence learning strategy becoming a hot issue, on students' learning styles..Ultimately, the goal is to analyze the academic achievements and learning attitudes by applying the flipped learning strategy considering the preferred learning styles of Korean students. By assuming that Korean students are accustomed to traditional lecture class, it is assumed that the students would have difficulty in applying the flipped learning strategy which involves information gathering and problem solving through discussion. In order to analyze whether the application of flipped learning strategy is effective, it is necessary to identify students' preferred learning style and to develop appropriate teaching strategies accordingly.

Underwater Acoustic Research Trends with Machine Learning: General Background

  • Yang, Haesang;Lee, Keunhwa;Choo, Youngmin;Kim, Kookhyun
    • Journal of Ocean Engineering and Technology
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    • v.34 no.2
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    • pp.147-154
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    • 2020
  • Underwater acoustics that is the study of the phenomenon of underwater wave propagation and its interaction with boundaries, has mainly been applied to the fields of underwater communication, target detection, marine resources, marine environment, and underwater sound sources. Based on the scientific and engineering understanding of acoustic signals/data, recent studies combining traditional and data-driven machine learning methods have shown continuous progress. Machine learning, represented by deep learning, has shown unprecedented success in a variety of fields, owing to big data, graphical processor unit computing, and advances in algorithms. Although machine learning has not yet been implemented in every single field of underwater acoustics, it will be used more actively in the future in line with the ongoing development and overwhelming achievements of this method. To understand the research trends of machine learning applications in underwater acoustics, the general theoretical background of several related machine learning techniques is introduced in this paper.

A Method for Learning Macro-Actions for Virtual Characters Using Programming by Demonstration and Reinforcement Learning

  • Sung, Yun-Sick;Cho, Kyun-Geun
    • Journal of Information Processing Systems
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    • v.8 no.3
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    • pp.409-420
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    • 2012
  • The decision-making by agents in games is commonly based on reinforcement learning. To improve the quality of agents, it is necessary to solve the problems of the time and state space that are required for learning. Such problems can be solved by Macro-Actions, which are defined and executed by a sequence of primitive actions. In this line of research, the learning time is reduced by cutting down the number of policy decisions by agents. Macro-Actions were originally defined as combinations of the same primitive actions. Based on studies that showed the generation of Macro-Actions by learning, Macro-Actions are now thought to consist of diverse kinds of primitive actions. However an enormous amount of learning time and state space are required to generate Macro-Actions. To resolve these issues, we can apply insights from studies on the learning of tasks through Programming by Demonstration (PbD) to generate Macro-Actions that reduce the learning time and state space. In this paper, we propose a method to define and execute Macro-Actions. Macro-Actions are learned from a human subject via PbD and a policy is learned by reinforcement learning. In an experiment, the proposed method was applied to a car simulation to verify the scalability of the proposed method. Data was collected from the driving control of a human subject, and then the Macro-Actions that are required for running a car were generated. Furthermore, the policy that is necessary for driving on a track was learned. The acquisition of Macro-Actions by PbD reduced the driving time by about 16% compared to the case in which Macro-Actions were directly defined by a human subject. In addition, the learning time was also reduced by a faster convergence of the optimum policies.

Development on the On-line/Off-line Learning Content Solutions & Tools for Education of Creative Talent base on Method of Formative Inspiration (조형발상기반의 창의력 교육을 위한 On-Line 및 Off-Line상의 교육 컨텐츠 및 교구개발에 관한 연구)

  • Chung, Seung-Ho;Choi, Eun-Suk;Kim, Dea-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.891-899
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    • 2009
  • We need education program and contents that satisfy on-off line's education maximize an initiative spirit development in an absence of UI design for infants and elementary students. For the multiplicity of inflection of these initiative spirit development education program, we need development of contents and teaching materials(Cre-kids) that can educate both in on-line and in off-line. Cre-kids are divided of four areas that are increased fluency, flexibility, originality and delicacy. Four areas are ideas of language, visual, making and computer. Through each area, we can develop children's systematic modeling idea ability. And we divide of fluency, flexibility, originality and delicacy each four areas and evaluate each aspect and mark for index. That is CDQ(Creativity Design Quotient). Through the evaluation result, we will be able to study about a modeling initiative spirit index.