• Title/Summary/Keyword: mathematical intelligence

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A study on the factors of elementary school teachers' intentions to use AI math learning system: Focusing on the case of TocToc-Math (초등교사들의 인공지능 활용 수학수업 지원시스템 사용 의도에 영향을 미치는 요인 연구: <똑똑! 수학탐험대> 사례를 중심으로)

  • Kyeong-Hwa Lee;Sheunghyun Ye;Byungjoo Tak;Jong Hyeon Choi;Taekwon Son;Jihyun Ock
    • The Mathematical Education
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    • v.63 no.2
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    • pp.335-350
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    • 2024
  • This study explored the factors that influence elementary school teachers' intention to use an artificial intelligence (AI) math learning system and analyzed the interactions and relationships among these factors. Based on the technology acceptance model, perceived usefulness for math learning, perceived ease of use of AI, and attitude toward using AI were analyzed as the main variables. Data collected from a survey of 215 elementary school teachers was used to analyze the relationships between the variables using structural equation modeling. The results of the study showed that perceived usefulness for math learning and perceived ease of use of AI significantly influenced teachers' positive attitudes toward AI math learning systems, and positive attitudes significantly influenced their intention to use AI. These results suggest that it is important to positively change teachers' perceptions of the effectiveness of using AI technology in mathematics instruction and their attitudes toward AI technology in order to effectively adopt and utilize AI-based mathematics education tools in the future.

A Simulation Sample Accumulation Method for Efficient Simulation-based Policy Improvement in Markov Decision Process (마르코프 결정 과정에서 시뮬레이션 기반 정책 개선의 효율성 향상을 위한 시뮬레이션 샘플 누적 방법 연구)

  • Huang, Xi-Lang;Choi, Seon Han
    • Journal of Korea Multimedia Society
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    • v.23 no.7
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    • pp.830-839
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    • 2020
  • As a popular mathematical framework for modeling decision making, Markov decision process (MDP) has been widely used to solve problem in many engineering fields. MDP consists of a set of discrete states, a finite set of actions, and rewards received after reaching a new state by taking action from the previous state. The objective of MDP is to find an optimal policy, that is, to find the best action to be taken in each state to maximize the expected discounted reward of policy (EDR). In practice, MDP is typically unknown, so simulation-based policy improvement (SBPI), which improves a given base policy sequentially by selecting the best action in each state depending on rewards observed via simulation, can be a practical way to find the optimal policy. However, the efficiency of SBPI is still a concern since many simulation samples are required to precisely estimate EDR for each action in each state. In this paper, we propose a method to select the best action accurately in each state using a small number of simulation samples, thereby improving the efficiency of SBPI. The proposed method accumulates the simulation samples observed in the previous states, so it is possible to precisely estimate EDR even with a small number of samples in the current state. The results of comparative experiments on the existing method demonstrate that the proposed method can improve the efficiency of SBPI.

A Digital Twin Simulation Model for Reducing Congestion of Urban Railways in Busan (부산광역시 도시철도 혼잡도 완화를 위한 디지털 트윈 시뮬레이션 모델 개발)

  • Choi, Seon Han;Choi, Piljoo;Chang, Won-Du;Lee, Jihwan
    • Journal of Korea Multimedia Society
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    • v.23 no.10
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    • pp.1270-1285
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    • 2020
  • As a representative concept of the fourth industrial revolution era where everything is digitized, digital twin means analyzing and optimizing a complex system using a simulation model synchronized with the system. In this paper, we propose a digital twin simulation model for the efficient operation of urban railways in Busan. Due to the geopolitical nature of Busan, where there are many mountains and narrow roads, the railways are more useful than other public transportation. However, this inversely results in a high level of congestion, which is an inconvenience to citizens and may be fatal to the spread of the virus, such as COVID19. Considering these characteristics, the proposed model analyzes the congestion level of the railways in Busan. The model is developed based on a mathematical formalism called discrete-event system specification and deduces the congestion level and the average waiting time of passengers depending on the train schedule. In addition, a new schedule to reduce the congestion level is derived through particle swarm optimization, which helps the efficient operation of the railways. Although the model is developed for the railways in Busan, it can also be used for railways in other cities where a high level of congestion is a problem.

Development and Validation of Spatial Visualization Tests for Elementary School Children (초등학생용 공간 시각화 검사지 개발 및 표준화)

  • Park, Sungsun
    • Education of Primary School Mathematics
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    • v.17 no.2
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    • pp.159-171
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    • 2014
  • Spatial ability has been valued as one component of intelligence and as an talented domain. And it is associated with the achievements in science, technology, engineering, and mathematics (STEM) disciplines. So, the instrument for measuring spatial ability is very important. The purpose of this study is to develop Spatial Visualization Tests for Elementary School Children and examine internal consistency reliability evidence and construct validity evidence on confirmatory factor analysis of that instrument. For this purpose, 'The Spatial Visualization Tests for Elementary School Children was administered to 1482 Korean elementary school students. As a result, this study show that internal consistency reliability evidence using Cronbach' alpha showed item consistency and construct validity evidence from confirmatory factor analysis in the Spatial Visualization Tests for Elementary School Children. And also, this study show ed that item difficulty and item discrimination of the Spatial Visualization Tests for Elementary School Children were within an acceptable range.

Design and Implementation of Direct Torque Control Based on an Intelligent Technique of Induction Motor on FPGA

  • Krim, Saber;Gdaim, Soufien;Mtibaa, Abdellatif;Mimouni, Mohamed Faouzi
    • Journal of Electrical Engineering and Technology
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    • v.10 no.4
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    • pp.1527-1539
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    • 2015
  • In this paper the hardware implementation of the direct torque control based on the fuzzy logic technique of induction motor on the Field-Programmable Gate Array (FPGA) is presented. Due to its complexity, the fuzzy logic technique implemented on a digital system like the DSP (Digital Signal Processor) and microcontroller is characterized by a calculating delay. This delay is due to the processing speed which depends on the system complexity. The limitation of these solutions is inevitable. To solve this problem, an alternative digital solution is used, based on the FPGA, which is characterized by a fast processing speed, to take the advantage of the performances of the fuzzy logic technique in spite of its complex computation. The Conventional Direct Torque Control (CDTC) of the induction machine faces problems, like the high stator flux, electromagnetic torque ripples, and stator current distortions. To overcome the CDTC problems many methods are used such as the space vector modulation which is sensitive to the parameters variations of the machine, the increase in the switches inverter number which increases the cost of the inverter, and the artificial intelligence. In this paper an intelligent technique based on the fuzzy logic is used because it is allows controlling the systems without knowing the mathematical model. Also, we use a new method based on the Xilinx system generator for the hardware implementation of Direct Torque Fuzzy Control (DTFC) on the FPGA. The simulation results of the DTFC are compared to those of the CDTC. The comparison results illustrate the reduction in the torque and stator flux ripples of the DTFC and show the Xilinx Virtex V FPGA performances in terms of execution time.

Design of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 설계)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.1-9
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    • 2007
  • Recently, the primary school training courses requires creative human being who is able to solve problem in accordance with rapidly changing society. Accordingly, it needs development of edutainment contents that can develop creativity and heighten educational effect as attracting learner's interest. This paper intends to design educational game which can develop creativity. Method of research is based on the concept of creativity and theory of multiple intelligence. First, I pulled out educational elements of edutainment game which can develop ability to solve synthetic problem and then drew interest elements of edutainment game by combined game with form of cartoon. Secondly, creativity studying area set the 5 learning area of verbal, visual, mathematical, logical and analytic creativity and then, a course of learning was designed to have each 3 details of 5 teaming areas of creativity. Finally, it presented production direction of educational game by combined with 4 elements of the interest that is an avatar, achievement of a mission, a time limit and win a point.

A Dynamic Inferential Framework for Learning Geometry Problem Solving (기하 문제 학습을 위한 동적 추론 체계)

  • Kook, Hyung-Joon
    • Journal of KIISE:Software and Applications
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    • v.27 no.4
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    • pp.412-421
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    • 2000
  • In spite that the main contents of mathematical and scientific learning are understanding principles and their applications, most of existing educational softwares are based on rote learning, thus resulting in limited educational effects. In the artificial intelligence research, some progress has been made in developing automatic tutors based on proving and simulation, by adapting the techniques of knowledge representation, search and inference to the design of tutors. However, these tutors still fall short of being practical and the turor, even a prototype model, for learning problem solving is yet to come out. The geometry problem-solving tutor proposed by this research involves dynamic inference performed in parallel with learning. As an ontology for composing the problem space within a real-time setting, we have employed the notions of propositions, hypotheses and operators. Then we investigated the mechanism of interactive learning of problem solving in which the main target of inference involves the generation and the test of these components. Major accomplishment from this research is a practical model of a problem tutor embedded with a series of inference techniques for algebraic manipulation, which is indispensable in geometry problem solving but overlooked by previous research. The proposed model is expected to be applicable to the design of problem tutors in other scientific areas such as physics and electric circuitry.

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Three-Dimensional Visualization and Recognition of Micro-objects using Photon Counting Integral Imaging Microscopy (광자 계수 집적 영상 현미경을 사용한 마이크로 물체의 3차원 시각화와 인식)

  • Cho, Myungjin;Cho, Giok;Shin, Donghak
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.5
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    • pp.1207-1212
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    • 2015
  • In this paper, we propose three-dimensional (3D) visualization and recognition techniques of micro-objects under photon-starved conditions using photon counting integral imaging microscopy. To capture high resolution 2D images with different perspectives in the proposed method, we use Synthetic Aperture Integral Imaging (SAII). Poisson distribution which is mathematical model of photon counting imaging system is used to extract photons from the images. To estimate 3D images with 2D photon counting images, the statistical estimation is used. Therefore, 3D images can be obtained and visualized without any damage under photon-starved conditions. In addition, 3D object recognition can be implemented using nonlinear correlation filters. To prove the usefulness of our technique, we implemented the optical experiment.

Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

A Study on the Terrain Information Effects in Combat Simulation (전투 시뮬레이션에서의 지형정보효과에 관한 고찰)

  • Kim, Gak-Gyu;Choi, Kyung-Hwan;Lee, Sang-Heon
    • Journal of the Korea Society for Simulation
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    • v.21 no.2
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    • pp.11-17
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    • 2012
  • The past combats depended often on a number of firepower and manpower. However, integrated decision support viewpoint from communications, surveillance, reconnaissance, intelligence and so forth in combats witnessed in the Gulf, the Middle East, and Afghanistan have changed the trends of combat. That is, the force multipliers which many support systems enhance the combat potential of the fighting forces significantly become big issues to win or not in that combat. According to changing recent combat trend, Lanchester's combat model is being challenged to develop keeping pace with the new trend. We approach this paper as mathematical modeling about how the effect of terrain affects in the combat. Terrain information is invisible, but it is necessary to consider for analysis of warfare. Additionally, tangible or intangible elements affecting to attrition coefficients are continuely reflected to the combat model from decision-makers, then it will be a model closer to the reality and very suggestive to the actual world.