• Title/Summary/Keyword: climbing learning

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The Effects of 'Climbing learning Method' in the Learning of Mathematics in Elementary School (학습구조차트를 활용하는 등산학습법의 초등수학 적용과 효과에 관한 연구)

  • Baik, Min-Ho;Kim, Pan-Soo
    • Journal of Elementary Mathematics Education in Korea
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    • v.11 no.2
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    • pp.177-197
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    • 2007
  • This study discussed the climbing learning method which studied and practiced by Professor Saito Noboru. This is the learning method which is devised to know not only the relationship of the learning factors but the systemic or structural connection of whole studying contents- affects children's math learning ability through practical class to both the lower and the higher grades. To achieve the purpose of this study, these following issues were set; A. Develop the teaching and learning course of mathematics by applying the climbing learning method. B. Execute the mathematics lesson according to the climbing learning method and analyze the learning achievement. C. Analyze the difference between application of the climbing learning method and that of the learning method by student's level in mathematics. D. Analyze what the climbing learning method gives a shift of the recognition of learning mathematics. In order to accomplish these study issues, we analyzed the text book of math not only for children but also for teachers and developed the teaching and learning course applied the climbing learning method with advice of experts. It was chosen two different homogeneous groups each, third year for lower grade group and fifth year for higher grade group. It was done the experimental group lesson applying the climbing learning method and general lesson for the control group. After then, t-test against independent samples was done depending on the result of the student's assessment(T1, T2). These two groups' students were divided into smaller groups based on result of achievement level regardless of gender. These subgroups were confirmed the difference of learning ability between upper and lower level group. As regarding the result making out grades of faith and attitude for math, t-test was used on independent sample. At the same time, experimental groups were tested using learning attitude with the learning structure chart. Through this study the following results are obtained and the conclusion was drawn. Firstly, although applying the climbing learning method to the lesson does not have significant effect to the lower grade of elementary school student's achievement it has significant influence on the higher grade student's achievement. Second, as a result of analyzing the difference between the climbing learning method and the learning method by student's level in mathematics, it is of no beneficial effect to the lower grade both upper level and lower level. However, it has appreciable effect to the higher grade classes both upper level and low level. Especially, upper level students have higher effect than low level students. Third, climbing learning method does not affect to the faith and attitude of the lower grade students positively, but it has affirmative effect to the higher grade students'. As a result of the survey of the experimental groups which were applied to the climbing loaming method, the lesson by using the learning structure chart proved to be helpful to the both the lower and higher grade. The best advantage of using the learning structure chart, children say, is easily understood whole contents of studying and is useful for review. Furthermore, using the learning structure chart is more efficient compared with previous learning method and is given the successful result to self-directed learning. In conclusion, keeping up with the current of the thought of education, we suggest a scheme as a new teaching method from the constructive learning method which emphasize the self-directed learning.

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Climbing Motion Synthesis using Reinforcement Learning (강화학습을 이용한 클라이밍 모션 합성)

  • Kyungwon Kang;Taesoo Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.2
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    • pp.21-29
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    • 2024
  • Although there is an increasing demand for capturing various natural motions, collecting climbing motion data is difficult due to technical complexities, related to obscured markers. Additionally, scanning climbing structures and preparing diverse routes further complicate the collection of necessary data. To tackle this challenge, this paper proposes a climbing motion synthesis using reinforcement learning. The method comprises two learning stages. Firstly, the hanging policy is trained to grasp holds in a natural posture. Once the policy is obtained, it is used to extract the positions of the holds, postures, and gripping states, thus forming a dataset of favorable initial poses. Subsequently, the climbing policy is trained to execute actual climbing maneuvers using this initial state dataset. The climbing policy allows the character to move to the target location using limbs more evenly in a natural posture. Experiments have shown that the proposed method can effectively explore the space of good postures for climbing and use limbs more evenly. Experimental results demonstrate the effectiveness of the proposed method in exploring optimal climbing postures and promoting balanced limb utilization.

The Effect of Climbing Learning Method on Mathematical Creativity and Attitude toward Mathematical Creativity (수학적 창의성과 태도 및 학업에 미치는 등산학습법의 적용과 효과)

  • Lee, Dong-Hee;Kim, Pan-Soo
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.1
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    • pp.23-41
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    • 2010
  • This research applies the climbing learning method that, a Japanese professor, Saito Noboru established and practiced, to fourth and sixth graders in an elementary school in order to analyze its effect on mathematical creativity, attitude toward mathematical creativity, so called CAS(Creative Attitude Scale) and academic achievement of the subject. The goal is to explore methods that can enhance students' mathematical creativity. To address these tasks, the research developed a teaching-learning scheme and learning structure chart that applies the climbing learning method. Next, the research organized two homogeneous groups among 124 students in fourth and sixth grades in S elementary school, located in the city of Busan. The experiment group went through classes that applied climbing learning method, while the control group received regular teaching. The following describes the research findings. After the experiment, the research conducted t-test for the independent sample based on the test result in terms of mathematical creativity, CAS and academic achievement of the subject. For mathematical creativity, all four constructing factor showed statistically significant differences at significance level of 5%. For CAS, statistically significant difference was revealed at significance level of 0.1%. However, in regard to a test of academic achievement for fourth and sixth graders, statistically significant difference was not detected at significance level of 5% even though the average score of the students in the experiment group was higher by 6 points. The research drew the following conclusion. Firstly, classes that apply climbing learning method can be more effective than regular classes in enhancing mathematical creativity of elementary school students. Secondly, the climbing learning method has positive impact on inclination for mathematical creativity of elementary school students. The research suggests that the climbing learning method can be an effective teaching-learning tool to improve students' mathematical creativity and inclination for mathematical creativity.

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A Verification of the Effectiveness of Spatial Augmented Reality-based CCA for the Improvement of Traditional Sports Climbing Lessons (전통적인 스포츠 클라이밍 수업 개선을 위한 공간증강현실 기반 CCA 적용 효과 검증)

  • Heo, Myeong-Hyeon;Lee, Eun-Young;Kim, Dongho
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.90-99
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    • 2017
  • Sports climbing requires repeated movements within a limited space, which may cause climbers to lose their constant interest in it. Furthermore, it is important that coaches should give lessons focusing on demonstrations to make sure that learners can understand the movements on their own, However, in traditional sports climbing lessons, they give instructions on almost every movement of learners' hands and feet. Hence, there have been constant calls for replacing these existing sports climbing lessons and presenting new methods to ensure that learners can observe their coaches' demonstrations in real time and emulate them. An introduction of the image training using spatial augmented reality techniques to solve these problems may have a positive effect on the improvement of learners' motor skills and attitudes toward lessons. This study aims to verify the effectiveness of the Climbing Character Animation (CCA) as a learning tool for sports climbing. To achieve this research objective, it applied it to actual sports climbing to verify its utility. As a result, it was shown that the lessons using spatial augmented reality-based CCA had a higher effectiveness than traditional sports climbing lessons in the degree of interest inducement, emersion and learning effects.

A Study on Adaptive Random Signal-Based Learning Employing Genetic Algorithms and Simulated Annealing (유전 알고리즘과 시뮬레이티드 어닐링이 적용된 적응 랜덤 신호 기반 학습에 관한 연구)

  • Han, Chang-Wook;Park, Jung-Il
    • Journal of Institute of Control, Robotics and Systems
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    • v.7 no.10
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    • pp.819-826
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    • 2001
  • Genetic algorithms are becoming more popular because of their relative simplicity and robustness. Genetic algorithms are global search techniques for nonlinear optimization. However, traditional genetic algorithms, though robust, are generally not the most successful optimization algorithm on any particular domain because they are poor at hill-climbing, whereas simulated annealing has the ability of probabilistic hill-climbing. Therefore, hybridizing a genetic algorithm with other algorithms can produce better performance than using the genetic algorithm or other algorithms independently. In this paper, we propose an efficient hybrid optimization algorithm named the adaptive random signal-based learning. Random signal-based learning is similar to the reinforcement learning of neural networks. This paper describes the application of genetic algorithms and simulated annealing to a random signal-based learning in order to generate the parameters and reinforcement signal of the random signal-based learning, respectively. The validity of the proposed algorithm is confirmed by applying it to two different examples.

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Development of a Modified Random Signal-based Learning using Simulated Annealing

  • Han, Chang-Wook;Lee, Yeunghak
    • Journal of Multimedia Information System
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    • v.2 no.1
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    • pp.179-186
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    • 2015
  • This paper describes the application of a simulated annealing to a random signal-based learning. The simulated annealing is used to generate the reinforcement signal which is used in the random signal-based learning. Random signal-based learning is similar to the reinforcement learning of neural network. It is poor at hill-climbing, whereas simulated annealing has an ability of probabilistic hill-climbing. Therefore, hybridizing a random signal-based learning with the simulated annealing can produce better performance than before. The validity of the proposed algorithm is confirmed by applying it to two different examples. One is finding the minimum of the nonlinear function. And the other is the optimization of fuzzy control rules using inverted pendulum.

Skeletal Joint Correction Method based on Body Area Information for Climber Posture Recognition (클라이머 자세인식을 위한 신체영역 기반 스켈레톤 보정)

  • Chung, Daniel;Ko, Ilju
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.133-142
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    • 2017
  • Recently, screen climbing contents such as sports climbing learning program and screen climbing games. Especially, there are many researches on screen climbing games. In this paper, we propose the skeleton correction method based on the body area of a climber to improve the posture recognition accuracy. The correction method consists of the modified skeletal frame normalization with abnormal skeleton joint filtering, the classification of body area into joint parts, and the final skeleton joint correction. The skeletal information obtained by the proposed method can be used to compare the climber's posture and the ideal climbing posture.

A Study on Machine Learning Algorithm Suitable for Automatic Crack Detection in Wall-Climbing Robot (벽면 이동로봇의 자동 균열검출에 적합한 기계학습 알고리즘에 관한 연구)

  • Park, Jae-Min;Kim, Hyun-Seop;Shin, Dong-Ho;Park, Myeong-Suk;Kim, Sang-Hoon
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.11
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    • pp.449-456
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    • 2019
  • This paper is a study on the construction of a wall-climbing mobile robot using vacuum suction and wheel-type movement, and a comparison of the performance of an automatic wall crack detection algorithm based on machine learning that is suitable for such an embedded environment. In the embedded system environment, we compared performance by applying recently developed learning methods such as YOLO for object learning, and compared performance with existing edge detection algorithms. Finally, in this study, we selected the optimal machine learning method suitable for the embedded environment and good for extracting the crack features, and compared performance with the existing methods and presented its superiority. In addition, intelligent problem - solving function that transmits the image and location information of the detected crack to the manager device is constructed.

A Study on Inverse Kinematics Based Posture and Motion Generation System for Sports Climbing (역운동학 기반 스포츠클라이밍 자세 및 동작 생성 시스템에 관한 연구)

  • Shin, Kyucheol;Son, JongHee;Kim, Dongho
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.5
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    • pp.243-250
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    • 2016
  • Recently, public interest in virtual reality (VR) and augmented reality (AR) has increased. Therefore, computer graphics-related research has been actively conducted. This has included research on virtual space related to human posture implementation. However, such research has focused on general posture in humans. This paper presents a system with reference to the basic posture in sports climbing and the inverse kinematics method for generating the positions and behavior of virtual characteristics in a three-dimensional virtual space. The simulation based on the inverse kinematics method, produced with an inverse kinematics solver and initial pose animation from motion capture, provides realistic and natural movement. We designed a simulation system to generate correct posture and motions similar to those in sports climbing by applying the basic procedure of sports climbing. The simulation system provides help for producing content about sports climbing, such as learning programs for novice climbers and sports climbing games.

Smart Trolley Service Using AI Algorithm (AI 알고리즘을 활용한 스마트 수레 카트 서비스)

  • Cho, GiDong;Kim, MinJun;Bong, JinHwon;Cho, Sung-Jin;Moon, Jaehyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.815-817
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    • 2022
  • This paper is about the development of an automatic stair climbing trolley for carrying loads without manpower. The design of tri-wheeled structure and center of mass enable the trolley to move on flat ground and also to ascend stairs by self-balancing. The overall design enables the trolley to avoid collision to walls when the trolley rotates on domestic landings. When the camera recognizes the stair, the sensor measures distance from the trolley to the stair. Then the trolley can move to align itself in the middle of the stair and it starts climbing. It can ascend to a specific floor based on the floor number entered by the user. As a result, the automatic stair climbing trolley is expected to help humans by protecting from accidents of dropping loads and saving their power. It is also expected to use for various purposes such as delivering packages, moving and carrying heavy loads in buildings without elevator.