• Title/Summary/Keyword: circle learning model

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Two Circle-based Aircraft Head-on Reinforcement Learning Technique using Curriculum (커리큘럼을 이용한 투서클 기반 항공기 헤드온 공중 교전 강화학습 기법 연구)

  • Insu Hwang;Jungho Bae
    • Journal of the Korea Institute of Military Science and Technology
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    • v.26 no.4
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    • pp.352-360
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    • 2023
  • Recently, AI pilots using reinforcement learning are developing to a level that is more flexible than rule-based methods and can replace human pilots. In this paper, a curriculum was used to help head-on combat with reinforcement learning. It is not easy to learn head-on with a reinforcement learning method without a curriculum, but in this paper, through the two circle-based head-on air combat learning technique, ownship gradually increase the difficulty and become good at head-on combat. On the two-circle, the ATA angle between the ownship and target gradually increased and the AA angle gradually decreased while learning was conducted. By performing reinforcement learning with and w/o curriculum, it was engaged with the rule-based model. And as the win ratio of the curriculum based model increased to close to 100 %, it was confirmed that the performance was superior.

The Effects of a Circle-based Early Childhood Science Education Program Using Physical Movement on Young Children's Scientific Inquiry Ability, Scientific Attitude, Object Manipulation Ability and Spatial Ability (신체움직임을 활용한 순환학습기반 유아과학교육 프로그램이 유아의 과학적 탐구능력, 과학적 태도, 물체조작능력 및 공간능력에 미치는 효과)

  • Chung, Gibun;Kim, Jihyun
    • Korean Journal of Childcare and Education
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    • v.15 no.6
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    • pp.139-167
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    • 2019
  • Objective: This study aims to investigate the effects of a learning cycle model-based early childhood education program using physical motion on young children's scientific inquiry ability, scientific attitude, object manipulation ability and spatial ability. Methods: The subjects of this study were 60 five-year-old children who were attending K-G City Childcare Center. The SPSS Window 21.0 program and content analysis method were used, and post-validation Tukey was conducted to examine the differences between the one-way ANOVA and the group. Results: Activities using body movement were practiced systematically based on the circle learning. Children could revise their pre-concept and concept of error by interacting with other children, teachers and the environment. Furthermore, children were attaining new knowledge while they were doing body movement activities, assessing and applying them to actual activities. Conclusion/Implications: This study is investigated a cyclic learning-based early childhood science education program using physical motion, which has significance in systematic and practical early childhood centered education for young children.

A Study on the Improvement of Convergence for a Discrete-time Learning Controller by Approximated Inverse Model (근사 역모델에 의한 이산시간 학습제어기의 수렴성 개선에 관한 연구)

  • Moon, Myung-Soo;Yang, Hai-Won
    • Proceedings of the KIEE Conference
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    • 1989.07a
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    • pp.101-105
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    • 1989
  • The iterative learning controller makes the system output follow the desired output over a finite time interval through iterating trials. In this paper, first we discuss that the design problem of learning controller is originally the design problem of the inverse model. Then we show that the tracking error which is the difference between the desired output and the system output is reduced monotonically by properly modeled inverse system if the magnitude of the learning operator being introduced is bounded within the unit circle in complex domain. Also it would be shown that the conventional learning control method is a kind of extremely simplified inverse model learning control method of the objective controlled system. Hence this control method can be considered as a generalization of the conventional learning control method. The more a designer model the objective controlled system precisely, the better the performance of the approximated inverse model learning controller would be. Finally we compare the performance of the conventional learning control method with that of the approximated inverse model learning control method by computer simulation.

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A study on the Circular art using a numeral operation for the mathematical gifted - Focused on the design of a circle using GSP - (초등수학 영재학생의 자연수의 연산을 활용한 원형 디자인 - GSP를 활용한 원 디자인을 중심으로 -)

  • Park, Joog-Youll;Lee, Heon-Soo
    • Education of Primary School Mathematics
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    • v.15 no.1
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    • pp.31-40
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    • 2012
  • In this paper, we developed teaching learning models using a numeral operation for the mathematical gifted focused on the design of a circle using GSP and investigated effects of this models. This model gave gifted-students to be able to produce creative outputs with mathematical principles and practicality and beauty of mathematics. We found following facts. Firstly, a developed teaching-learning model improves a mathematical gifted student's mathematical creativity as analytic thinking and deductive inference. Secondly, a circular design using GSP helps gifted students to understand the abstract rules because mathematical patterns was represented visually by a circular design. Lastly, a circular design using a numeral operation is helpful to gifted students revealing to creativity and beauty of mathematics.

An Analysis on the Types of Errors in Mathematics and How to Overcome the Errors in the Area of the Equation of a Circle in the High School (원의 방정식에서의 오류 극복 학습에 관한 연구 - 고등학교 1학년을 중심으로 -)

  • Han, Kyung Min;Choi-Koh, Sang Sook
    • School Mathematics
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    • v.16 no.1
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    • pp.57-81
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    • 2014
  • This study was to investigate how the underachievers of mathematics in a non-leveling excellent high school would overcome the errors through the lessons based on the inductive thinking model in the equation of a circle. The results showed that when there were many stages to solve the problem, the students gave it up or forgot the stage they reached. In this case, if they had a revisit-opportunity to review their thinking process by planning ahead the stage to solve the problem and recording it, the omission error of the solving process and the error of wrong conclusions would be dramatically decreased. Moreover, they understood the mathematical concept, principle, and formula and remembered the learning contents extremely well through thinking by themselves in exploration-based activities and by using visualization for the problem and could solve the problem through these pictures besides algebraic expressions.

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Size Estimation for Shrimp Using Deep Learning Method

  • Heng Zhou;Sung-Hoon Kim;Sang-Cheol Kim;Cheol-Won Kim;Seung-Won Kang
    • Smart Media Journal
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    • v.12 no.3
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    • pp.112-119
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    • 2023
  • Shrimp farming has been becoming a new source of income for fishermen in South Korea. It is often necessary for fishers to measure the size of the shrimp for the purpose to understand the growth rate of the shrimp and to determine the amount of food put into the breeding pond. Traditional methods rely on humans, which has huge time and labor costs. This paper proposes a deep learning-based method for calculating the size of shrimps automatically. Firstly, we use fine-tuning techniques to update the Mask RCNN model with our farm data, enabling it to segment shrimps and generate shrimp masks. We then use skeletonizing method and maximum inscribed circle to calculate the length and width of shrimp, respectively. Our method is simple yet effective, and most importantly, it requires a small hardware resource and is easy to deploy to shrimp farms.

FIGURE ALPHABET HYPOTHESIS INSPIRED NEURAL NETWORK RECOGNITION MODEL

  • Ohira, Ryoji;Saiki, Kenji;Nagao, Tomoharu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.547-550
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    • 2009
  • The object recognition mechanism of human being is not well understood yet. On research of animal experiment using an ape, however, neurons that respond to simple shape (e.g. circle, triangle, square and so on) were found. And Hypothesis has been set up as human being may recognize object as combination of such simple shapes. That mechanism is called Figure Alphabet Hypothesis, and those simple shapes are called Figure Alphabet. As one way to research object recognition algorithm, we focused attention to this Figure Alphabet Hypothesis. Getting idea from it, we proposed the feature extraction algorithm for object recognition. In this paper, we described recognition of binarized images of multifont alphabet characters by the recognition model which combined three-layered neural network in the feature extraction algorithm. First of all, we calculated the difference between the learning image data set and the template by the feature extraction algorithm. The computed finite difference is a feature quantity of the feature extraction algorithm. We had it input the feature quantity to the neural network model and learn by backpropagation (BP method). We had the recognition model recognize the unknown image data set and found the correct answer rate. To estimate the performance of the contriving recognition model, we had the unknown image data set recognized by a conventional neural network. As a result, the contriving recognition model showed a higher correct answer rate than a conventional neural network model. Therefore the validity of the contriving recognition model could be proved. We'll plan the research a recognition of natural image by the contriving recognition model in the future.

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Transforming Traditional Ganggangsulae into Popular Modern Plays (전통 강강술래의 현대화를 통한 대중화 방안)

  • Yoon, Sook;Kim, Jai-Hyun;Lee, Sang-Il;Jung, Seok-Won;Lee, Sang-Don;Choi, Jong-Myung;Cho, Hyun-Kyung
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.165-174
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    • 2010
  • Ganggangsulae, a traditional Korean circle-dance play, is valuable as the material for learning the traditional culture. Most people realize the importance of the Ganggangsulae as the traditional play. However, schools have experienced difficulties in teaching the Ganggangsulae to students since students are not interested in it due to the lack of systematic and proper instruction methods. In order to develop these methods, it is required to enforce researches in reinventing traditional Ganggangsulae into modern and popular life sports based on various scientific analyses. In this paper, we analyze the current instruction methods and the corresponding effects in teaching Ganggangsulae in the elementary schools. Also the effect of exercise is also analyzed for each play of Ganggangsulae. Based on these analyses, we present a model of player-centric Ganggangsulae system which can be reorganized its plays for a specific purpose. The proposed model characterizes Ganggangsulae in terms of the evolutionary variety and modular structure.

Analysis of Organic Composition Principles and Operating System of Ancient Battle Formation in the Late Joseon Dynasty (조선후기 군사 전술의 진법(陣法) 구성과 운영체계 분석)

  • Kwon, Byung-Woong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.200-210
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    • 2017
  • This Research is focused on ancient battle formation basing on the layout drawing of Yijinchongbang (manuals of learning military formations) in a strategy book in the late Joseon dynasty. The research topic is the principles of organic composition of battle formation and battlefield operating system by reforming the basic model of ancient battle formation. The research method is comparative analysis by reforming the battlefield operating system of types of disposition such as Obangjindisposition(Bangnjin; battle formation, Jikjin; direct battle formation, Gokjin; bend battle formation, Wonjin; round battle formation, and Yejin; keen battle formation), and Hyunmoojindo; turtle battle formation, Paljindo; all-rounder battle formation, Yookhwajindo; six flowers battle formation, Gugunjindo; nine forms battle formation. From the study results, Standoff Bombing of the battle formation in the late Joseon Dynasty basically started out from magic battle formation, but was then transformed into square, rectangle, pentagon, and circle. Also, the battle array composition used a 5-linear structure and was composed of 5 systems of circulation such as rectangle, square, diagonal, curve, and circle. The research findings elucidate the battlefield of the Joseon dynasty by establishing the real battle formation, and thus have military and academic value in suggesting possible tactics that can be used by modern training of military.

A Study on the Development of Mathematical-Ethical Linkage·Convergence Class Materials according to the Theme-Based Design Model (주제기반 설계 모형에 따른 수학-윤리 연계·융합 수업 자료 개발 연구)

  • Lee, Dong Gun;Kwon, Hye Joo
    • Communications of Mathematical Education
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    • v.36 no.2
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    • pp.253-286
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    • 2022
  • This study is a study in which four teachers from the same school who participated in a teacher learning community program at the school field developed interdisciplinary linkage and convergence data using Plato as a collaborative circle in ethics and mathematics subjects. In particular, this study aimed to develop practical and shareable lesson materials. The data development procedure was developed according to the following four procedures. 'Development of data development plan, data development, verification of development data, and development of final data that reflects the verification opinions' At this time, in the data development stage, a theme-based design model was applied and developed. In addition, the development data were verified by conducting CVR verification for field teachers to focus on the validity and class applicability, and the final data were presented after the development data being revised to reflect the verification results. This study not only introduced the developed data, but also described the procedure of the data development process and the trial and error and concerns of the developers in the process to provide information on the nature of basic research to other field researchers who attempt data development.