A deep recursive bidirectional Cuda Deep Neural Network Long Short Term Memory (Bi-CuDNNLSTM) layer is recruited in this paper to predict the entire force time histories, and the corresponding hysteresis and backbone curves of reinforced concrete (RC) bridge piers using experimental fast and slow cyclic tests. The proposed stacked Bi-CuDNNLSTM layers involve multiple uncertain input variables, including horizontal actuator displacements, vertical actuators axial loads, the effective height of the bridge pier, the moment of inertia, and mass. The functional application programming interface in the Keras Python library is utilized to develop a deep learning model considering all the above various input attributes. To have a robust and reliable prediction, the dataset for both the fast and slow cyclic tests is split into three mutually exclusive subsets of training, validation, and testing (unseen). The whole datasets include 17 RC bridge piers tested experimentally ten for fast and seven for slow cyclic tests. The results bring to light that the mean absolute error, as a loss function, is monotonically decreased to zero for both the training and validation datasets after 5000 epochs, and a high level of correlation is observed between the predicted and the experimentally measured values of the force time histories for all the datasets, more than 90%. It can be concluded that the maximum mean of the normalized error, obtained through Box-Whisker plot and Gaussian distribution of normalized error, associated with unseen data is about 10% and 3% for the fast and slow cyclic tests, respectively. In recapitulation, it brings to an end that the stacked Bi-CuDNNLSTM layer implemented in this study has a myriad of benefits in reducing the time and experimental costs for conducting new fast and slow cyclic tests in the future and results in a fast and accurate insight into hysteretic behavior of bridge piers.
Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.
As the number of user increases according to the improvement of the network, the multi-thread schemes are used to process the service requests of several users who are connected simultaneously. The static thread pool scheme has the problem of occupying a static amount of system resources. On the other hand, the dynamic thread pool scheme can control the number of threads according to the users' requests. However, it has disadvantage that this scheme cannot react to the requests which are larger than the maximum value assigned. In this paper, a web server using a learning-based dynamic thread pool scheme is suggested, which will be running on a server programming of a multi-thread environment. The suggested scheme adds the creation of the threads through the prediction of the next number of periodic requests using Auto Regressive scheme with the web server apache worker MPM (Multi-processing Module). Unlike previous schemes, in order to set the exact number of the necessary threads during the unchanged number of work requests in a certain period, K-Nearest Neighbor algorithm is used to learn the number of threads in advance according to the number of requests. The required number of threads is set by comparing with the previously learned objects. Then, the similar objects are selected to decide the number of the threads according to the request, and they create the threads. In this paper, the response time has decreased by modifying the number of threads dynamically, and the system resources can be used more efficiently by managing the number of threads according to the requests.
The purpose of this study is to examine the effectiveness of the summer enrichment programs on Korean gifted students' science learning and creativity development. This program is organized by Purdue University Gilled Education Resource Institute (GERI) in U.S.A. Researchers conducted semi-structured interview with 6 Korean students and observed 12 Korean students and GERI teachers for teacher-student interaction and teaching strategies during science-related classes. From the results, GERI program developed from Purdue 3 stage enrichment model that emphasizes creative teaching strategies, group discussions, and individual research were effective to foster creative thinking of Korean gilled students. Despite their language barriers, Korean gilled students found GERI program experience fun, creative, easy, relaxing, and thereby satisfying for their psychological and academic needs. They expected the level of stimulation in GERI program to be higher and the class to be organized more systematically; however, they reported that the broad range of topics and diverse content of GERI classes helped them develop creativity more than Korean classes. These findings will make contribution to the improvement of the quality of gifted education curriculum and programming in Korea.
There are many difficulties to develop a mobile contents due to many constraints on mobile environments. It is difficult to make a good mobile contents with only visual reduction of existing contents on wire Internet. Therefore, it is essential to devise the data representation and to develop the authoring tool to meet the needs of the mobile contents market. We suggest the compact mobile contents to learn Chinese characters and developed its authoring tool. The animation which our system produces is realistic as if someone writes letters with pen or brush. Moreover, our authoring tool makes a user generate a Chinese character animation easily and rapidly although she or he has not many knowledge in computer graphics, mobile programming or Chinese characters. The method to generate the stroke animation is following: We take basic character shape information represented with several contours from TTF(TrueType Font) and get the information for the stroke segmentation and stroke ordering from simple user input. And then, we decompose whole character shape into some strokes by using polygonal approximation technique. Next, the stroke animation for each stroke is automatically generated by the scan line algorithm ordered by the stroke direction. Finally, the ordered scan lines are compressed into some integers by reducing coordinate redundancy As a result, the stroke animation of our system is even smaller than GIF animation. Our method can be extended to rendering and animation of Hangul or general 2D shape based on vector graphics. We have the plan to find the method to automate the stroke segmentation and ordering without user input.
Journal of the Korea Academia-Industrial cooperation Society
/
v.18
no.12
/
pp.581-588
/
2017
This study was conducted to determine which factors would predict metabolic syndrome (MetS) perception and exercise by applying a machine learning classifier, or Extreme Gradient Boosting algorithm (XGBoost) from July 2014 to December 2015. Data were obtained from the Korean Community Health Survey (KCHS), representing different community-dwelling Korean adults 19 years and older, from 2009 to 2013. The dataset includes 370,430 adults. Outcomes were categorized as follows based on the perception of MetS and physical activity (PA): Stage 1 (no perception, no PA), Stage 2 (perception, no PA), and Stage 3 (perception, PA). Features common to all questionnaires for the last 5 years were selected for modeling. Overall, there were 161 features, categorical except for age and the visual analogue scale (EQ-VAS). We used the Extreme Boosting algorithm in R programming for a model to predict factors and achieved prediction accuracy in 0.735 submissions. The top 10 predictive factors in Stage 3 were: age, education level, attempt to control weight, EQ mobility, nutrition label checks, private health insurance, EQ-5D usual activities, anti-smoking advertising, EQ-VAS, education in health centers for diabetes, and dental care. In conclusion, the results showed that XGBoost can be used to identify factors influencing disease prevention and management using healthcare bigdata.
It is necessary to manage the prediction accuracy of the machine learning model to prevent the decrease in the performance of the grid network condition prediction model due to overfitting of the initial training data and to continuously utilize the prediction model in the field by maintaining the prediction accuracy. In this paper, we propose an automation technique for maintaining the performance of the model, which increases the accuracy and reliability of the prediction model by considering the characteristics of the power grid state data that constantly changes due to various factors, and enables quality maintenance at a level applicable to the field. The proposed technique modeled a series of tasks for maintaining the performance of the power grid condition prediction model through the application of the workflow management technology in the form of a workflow, and then automated it to make the work more efficient. In addition, the reliability of the performance result is secured by evaluating the performance of the prediction model taking into account both the degree of change in the statistical characteristics of the data and the level of generalization of the prediction, which has not been attempted in the existing technology. Through this, the accuracy of the prediction model is maintained at a certain level, and further new development of predictive models with excellent performance is possible. As a result, the proposed technique not only solves the problem of performance degradation of the predictive model, but also improves the field utilization of the condition prediction model in a complex power grid system.
Journal of the Korea Society of Computer and Information
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v.27
no.3
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pp.209-216
/
2022
In this paper, we propose an effective software education program to promote employment of the disabled and verify the effectiveness of SW education through pilot operation. In this SW education program, we develop a SW curriculum consisting of the basic course, Unity programming course, and the advanced course, AR/VR digital content development course. The SW education achievement standard develops the basic and advanced course achievement standards in consideration of the level of the virtual reality content production job of the National Competency Standards(NCS) and the SW education achievement standards of youth with visual, hearing, and physical disabilities. SW education materials are developed on a project basis so that one AR/VR digital content can be implemented step by step according to the intellectual level of the disabled based on Unity. SW education pilot training is conducted as online education based on Blended Learning due to COVID-19. In order to derive the SW education effect and each learner's individual SW education academic achievement for the SW education pilot training, a survey is conducted on learners, and the results are analyzed. In the basic course, 77.3% of learners achieved academic achievement above excellent(80-90), and in the advanced course, 48.8% of learners achieved academic achievement above excellent(80-90). These results verify that the SW education program for the disabled developed in this paper is effective in activating employment for the disabled.
In this study, trends in ICT education were investigated by analyzing the frequency of appearance of keywords related to machine learning and using conversion of iteration correction(CONCOR) techniques. A total of 304 papers from 2018 to the present published in registered sites were searched on Google Scalar using "ICT education" as the keyword, and 60 papers pertaining to ICT education were selected based on a systematic literature review. Subsequently, keywords were extracted based on the title and summary of the paper. For word frequency and indicator data, 49 keywords with high appearance frequency were extracted by analyzing frequency, via the term frequency-inverse document frequency technique in natural language processing, and words with simultaneous appearance frequency. The relationship degree was verified by analyzing the connection structure and centrality of the connection degree between words, and a cluster composed of words with similarity was derived via CONCOR analysis. First, "education," "research," "result," "utilization," and "analysis" were analyzed as main keywords. Second, by analyzing an N-GRAM network graph with "education" as the keyword, "curriculum" and "utilization" were shown to exhibit the highest correlation level. Third, by conducting a cluster analysis with "education" as the keyword, five groups were formed: "curriculum," "programming," "student," "improvement," and "information." These results indicate that practical research necessary for ICT education can be conducted by analyzing ICT education trends and identifying trends.
The purpose of this study is to observe the spread pattern of open source software (OSS) while establishing relations with surrounding actors during its operation period. In order to investigate the change pattern of participants in the OSS, we use a netnography on the basis of online data, which can trace the change patterns of the OSS depending on the passage of time. For this, the cases of three OSSs (e.g. jQuery, MooTools, and YUI), which are JavaScript frameworks, were compared, and the corresponding data were collected from the open application programming interface (API) of GitHub as well as blog and web searches. This research utilizes the translation process of the actor-network theory to categorize the stages of the change patterns on the OSS translation process. In the project commencement stage, we identified the type of three different OSS-related actors and defined associated relationships among them. The period, when a master commences a project at first, is refined through the course for the maintenance of source codes with persons concerned (i.e. project growth stage). Thereafter, the period when the users have gone through the observation and learning period by being exposed to promotion activities and codes usage respectively, and becoming to active participants, is regarded as the 'leap of participants' stage. Our results emphasize the importance of promotion processes in participants' selection of the OSS for participation and confirm the crowding-out effect that the rapid speed of OSS development retarded the emergence of participants.
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