• 제목/요약/키워드: View of learning

검색결과 858건 처리시간 0.026초

An Optimal Weighting Method in Supervised Learning of Linguistic Model for Text Classification

  • Mikawa, Kenta;Ishida, Takashi;Goto, Masayuki
    • Industrial Engineering and Management Systems
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    • 제11권1호
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    • pp.87-93
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    • 2012
  • This paper discusses a new weighting method for text analyzing from the view point of supervised learning. The term frequency and inverse term frequency measure (tf-idf measure) is famous weighting method for information retrieval, and this method can be used for text analyzing either. However, it is an experimental weighting method for information retrieval whose effectiveness is not clarified from the theoretical viewpoints. Therefore, other effective weighting measure may be obtained for document classification problems. In this study, we propose the optimal weighting method for document classification problems from the view point of supervised learning. The proposed measure is more suitable for the text classification problem as used training data than the tf-idf measure. The effectiveness of our proposal is clarified by simulation experiments for the text classification problems of newspaper article and the customer review which is posted on the web site.

다중작업 운영체제하에서 화이트-박스 시뮬레이션 게임의 구현 (White-Box Simulation-Based in a Multi-Tasking Operating System)

  • 김동환
    • 한국시뮬레이션학회논문지
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    • 제3권2호
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    • pp.69-76
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    • 1994
  • Traditionally, simulation-based learning games which are known as flight-simulators have been constructed as a black-box game. Within a black-box game, game-players can view and modify only a part of model parameters. Game-players cannot change the structure of a simulation model. In a black-box game, game-players cannot understand and learn the system structure which is responsible for the system behavior. In this paper, the multi-tasking at the level of operating systems is exploited to enhance the transparency of simulation-based learning game. The white-box game or transparent-box game allows game-players ot view and modify the model structure. The multi-tasking solution for white-box learning game is implemented with Smalltalk language on MS-/windows operating system.

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Testing the Validity of Crosslinguistic Influence in EFL Learning

  • Lee, Gun-Soo
    • 영어어문교육
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    • 제6호
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    • pp.35-47
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    • 2000
  • This study questions the validity of Crosslinguistic Influence (CLI) in EFL Learning. A ten-minute grammaticality judgement test involving resumptive pronouns in English relative clauses was given to 15 female subjects. The research results, which were analysed in terns of language transfer and universalist arguments, support the existence of a universal process that guides L2 learning, and some common developmental patterns between the two processes of L1 and L2 learning. Hence, the universalist view should be given at least equal Weight as the CLI approach.

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정적 동적 관점에서의 순환소수 (The Repeating Decimal from the Static and Dynamic View Point)

  • 조한혁;최영기
    • 대한수학교육학회지:학교수학
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    • 제1권2호
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    • pp.605-615
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    • 1999
  • In this paper, we explain the pedagogical phenomena appeared in the learning of 0.$\dot{9}$ = 1 in terms of its intrinsic mathematical structure, and investigate the reason why such phenomena happen. Also we analyze such phenomena through the dialogue between student and teacher, and present some instruction idea from the mathematical and educational view points.

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정약용의 자연관과 다산초당원의 의미 (Chung Yakyong's View of Nature and the Meanings of His Garden, Tasanchodangwon)

  • 박희성;조정송
    • 한국조경학회지
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    • 제25권3호
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    • pp.131-142
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    • 1997
  • As a study on a traditional garden with historical value, the objective of this study is to comprehensively understand the internal meanings of the garden in a designer's personal perspective. Tasanchodangwon was designed Chung Yakyong who is a scholar of Practical Learning in late Chosun Dynasty. Considering the features of him and basic approach of this study, the internal eanings of the Tasanchodangwon was approached with the focus on the view of nature of him, and through general review of physical components of the garden. Additionally the meanings of the garden were also reviewed in his personal situation. The result of the study may be summarized as followings. First, according to the view of nature of Chung Yakyong, his intention to enrich life practically by building separate structures for education for his residence, creating lake by having water supply, and creating vegetable garden relates with the view of nature in Primary confucianistic perspective. In addition, the place served as a ground to support Chung Yakyong's attitude to become a man of virtue, Second, his preference to enjoyu tea culture allowed an opportunity for him to accept circumstance positively and discover the self. Components related to farming reflects his Practical Learning. The man-made rock mountain in the pond is a specific technique for Yi-Jing. And third, literatures authored by Chung Yakyong show that internal meaning of Tasanchodangwon is to pursue an utopia. This is closely related to solving his conflicts felt in reality. In short, Tasanchodangwon is a form reflecting the spiritual world of Chung Yakyong, and through interaction with his life, served as a ground to culture his mind.

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Human Detection in Overhead View and Near-Field View Scene

  • Jung, Sung-Hoon;Jung, Byung-Hee;Kim, Min-Hwan
    • 한국멀티미디어학회논문지
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    • 제11권6호
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    • pp.860-868
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    • 2008
  • Human detection techniques in outdoor scenes have been studied for a long time to watch suspicious movements or to keep someone from danger. However there are few methods of human detection in overhead or near-field view scenes, while lots of human detection methods in far-field view scenes have been developed. In this paper, a set of five features useful for human detection in overhead view scenes and another set of four useful features in near-field view scenes are suggested. Eight feature-candidates are first extracted by analyzing geometrically varying characteristics of moving objects in samples of video sequences. Then highly contributed features for each view scene to classifying human from other moving objects are selected among them by using a neural network learning technique. Through experiments with hundreds of moving objects, we found that each set of features is very useful for human detection and classification accuracy for overhead view and near-field view scenes was over 90%. The suggested sets of features can be used effectively in a PTZ camera based surveillance system where both the overhead and near-field view scenes appear.

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온라인 학습상황과 학습자의 학습스타일이 블랜디드 러닝 만족도에 미치는 영향 (The effects of online learning situation and learners' learning style on satisfaction in Blended Learning)

  • 이성주;권재환
    • 인터넷정보학회논문지
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    • 제12권6호
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    • pp.95-103
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    • 2011
  • 본 연구는 블랜디드 러닝 상황과 학습자의 특성에 따른 학습자의 만족도 차이를 살펴보아 블랜디드 러닝 실제에 도움을 주고자 실시되었다. 이를 위해 블랜디드 러닝의 온라인 학습상황을 세 가지 유형으로 분류하여 블랜디드 러닝 만족도에 미치는 영향을 살펴보았다. 또한 블랜디드 러닝 참여자들의 학습스타일을 유형별로 분류하여 그 특성이 참여자의 만족도에 미치는 영향을 살펴보았다. 또한 블랜디드 러닝 만족도는 크게 웹환경 만족도, 콘텐츠 만족도, 면대면수업 만족도, 일반적 만족도의 네 가지로 나누어 살펴보았다.

Teachers' Perspectives towards Online Learning in Saudi Elementary Schools

  • Hashem A. Alsamadani
    • International Journal of Computer Science & Network Security
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    • 제24권8호
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    • pp.135-138
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    • 2024
  • The elementary stage is of great importance in establishing and supporting students during the beginning of their school life. Therefore, the current study aims to explore the Saudi teachers' perspectives about online learning and its effectiveness on some students' skills. The sample consisted of 250 male and female elementary teachers from different Saudi regions, and they responded to an online questionnaire consisting of both open and closed items to investigate their perspectives on online learning and face-to-face learning. The results showed a great perception and awareness among male and female teachers about the advantages and disadvantages of online learning. In addition, the results show that elementary teachers prefer face-to-face learning because it is the most stable and avoids many of the disadvantages mentioned for online learning. From this point of view, the study emphasizes the importance of integrating the two types of learning and directing teachers' professional development practices towards enhancing and developing their digital skills.

e러닝 성공 평가에 관한 연구 (An Empirical Study on the Measurement of e-Learning Success)

  • 손맥;조은영;김희웅
    • 지식경영연구
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    • 제15권2호
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    • pp.67-88
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    • 2014
  • This study aims to investigate on measuring the success of e-Learning. For this purpose, we proposed a research model that consists of e-Learning contents quality, e-Learning system quality, e-Lecturing quality, sense of e-Learning community factors as independent factors and e-Learning and e-Learning satisfaction as mediators and tested it empirically based on the structural equation model. The empirical results showed that e-Learning contents quality, e-Learning system quality, sense of e-Learning community factors directly lead to e-Learning. The study also found that e-Learning contents quality, e-Lecturing quality, sense of e-Learning community factors bring about higher e-Learning satisfaction and that e-Learning satisfaction has a positive impact on e-Learning. Furthermore, the research discovered that both e-Learning and e-Learning satisfaction have a significant relationship with e-Learning net benefits. This research renders its theoretical contribution to analyzing a positive influence of sense of e-Learning community, a newly suggested variable added to the existing IS success model in this study, on e-Learning. From a practical view, the findings of this study can lead to improving the quality of e-Learning in today's era where the growth of e-Learning industry is quite noticeable.

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A Study on Parents' View of the Augmented Reality Card Use for Pr e-School Education

  • Deng, Qianrong;Cho, Dong-min
    • 한국멀티미디어학회논문지
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    • 제24권6호
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    • pp.838-848
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    • 2021
  • Parents' influence on children's development is generally considered essential. This paper attempts to explore the role of AR in preschool education from the perspective of parents, aiming to help parents better understand the impact of children's use of augmented reality in preschool education. The subjects were parents of children in the preschool age range (3-6 years old), and the experimental equipment was AR cognitive cards. In order to extract parents' views on AR, five parents were invited to conduct an experiment with their children using AR cognition cards, and then an open interview survey was conducted. In the second experiment, the answers obtained from the first experiment were sorted out and formed a questionnaire to conduct a closed-book survey. It shows that parents are satisfied with the characteristics of AR to assist their children's learning. At the same time, parents also value technology, usage management and playing environment. AR can stimulate children's learning initiative. Children like to use AR, AR is suitable for learning, make parents satisfied. But even if AR is suitable for learning, parents will control the time their children use it.