• Title/Summary/Keyword: real life context

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A Fuzzy-Neural Network Based Human-Machine Interface for Voice Controlled Robots Trained by a Particle Swarm Optimization

  • Watanabe, Keigo;Chatterjee, Amitava;Pulasinghe, Koliya;Izumi, Kiyotaka;Kiguchi, Kazuo
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.411-414
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    • 2003
  • Particle swarm optimization (PSO) is employed to train fuzzy-neural networks (FNN), which can be employed as an important building block in real life robot systems, controlled by voice-based commands. The FNN is also trained to capture the user spoken directive in the context of the present performance of the robot system. The system has been successfully employed in a real life situation for navigation of a mobile robot.

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Applying Problem-Based Language Learning in an Online Class: Designing a PBLL Unit

  • Abdullah, Mardziah Hayati;Chong, Larry Dwan
    • English Language & Literature Teaching
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    • v.9 no.spc
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    • pp.1-17
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    • 2003
  • This paper aims to propose that Problem-Based Learning (PBL) is a method that can help meet the conditions in language learning and instruction. PBL was first used in medical education, where learners engaged in problem-solving activities that reflect the demands of real-life professional practice, thus promoting critical thinking in the content domain. The paper proposes that by applying PBL in language learning and creating situations in which learners work collaboratively on problems, the learners benefit in two respects: (i) they have the opportunity to practise the kind of thinking skills and problem-solving strategies needed in real life, and (ii) they engage in purposeful language activity with others through discussion and negotiation. The paper first provides a theoretical rationale far the use of PBL in language learning and suggests attendant changes in the role of a language instructor in a PBL context. The paper then presents an outline of the stages and components needed in designing an online PBL Unit far use in an undergraduate language class.

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Comparison of Trigonometry in Mathematics Textbooks in Korea, Australia, and Finland (한국, 호주, 핀란드의 수학 교과서에서 삼각법 영역 비교)

  • Choi, Eun;Kwon, Oh Nam
    • Communications of Mathematical Education
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    • v.34 no.3
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    • pp.393-419
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    • 2020
  • Trigonometry allows us to recognize the usefulness of mathematics through connection with real life and other disciplines, and lays the foundation for the concept of higher mathematics through connection with trigonometric functions. Since international comparisons on the trigonometry area of textbooks can give implications to trigonometry teaching and learning in Korea, this study attempted to compare trigonometry in textbooks in Korea, Australia and Finland. In this study, through the horizontal and vertical analysis presented by Charalambous et al.(2010), the objectives of the curriculum, content system, achievement standards, learning timing of trigonometry content, learning paths, and context of problems were analyzed. The order of learning in which the three countries expanded size of angle was similar, and there was a difference in the introduction of trigonometric functions and the continuity of grades dealing with trigonometry. In the learning path of textbooks on the definition method of trigonometric ratios, the unit circle method was developed from the triangle method to the trigonometric function. However, in Korea, after the explanation using the quadrant in middle school, the general angle and trigonometric functions were studied without expanding the angle. As a result of analyzing the context of the problem, the proportion of problems without context was the highest in all three countries, and the rate of camouflage context problem was twice as high in Korea as in Australia or Finland. Through this, the author suggest to include the unit circle method in the learning path in Korea, to present a problem that can emphasize the real-life context, to utilize technological tools, and to reconsider the ways and areas of the curriculum that deal with trigonometry.

Design and Implementation of System for Sensing Data Collection in RFID/USN (RFID/USN 기반의 센싱 데이터 수집을 위한 시스템 설계 및 구현)

  • Kim, Kyeong-Og;Ban, Kyeong-Jin;Heo, Su-Yeon;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.2
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    • pp.221-226
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    • 2010
  • Ubiquitous computing is technology that provides services appropriate for the user. At places where environmental and situational context are relevant in making the determination of what services are appropriate, there are sensor nodes installed, which automatically collect, manage and control environmental information. In this computing environment, in order to meet the requirements of services provided to users, a context awareness system is needed for context awareness processing. In this thesis, using RFID/USN sensors, the context of a user entering and leaving an area was produced, and the user's identification information was received via the RFID reader and antenna. At the same time, to decide whether or not to allow access for the user, a distance sensor node was installed to collect context data. Based on this, a system that provides practical services needed in real life for users was designed and implemented. The context of a user entering an area was produced, which the system recognized and provided appropriate services for the user.

Multiple Path Based Vehicle Routing in Dynamic and Stochastic Transportation Networks

  • Park, Dong-joo
    • Proceedings of the KOR-KST Conference
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    • 2000.02a
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    • pp.25-47
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    • 2000
  • In route guidance systems fastest-path routing has typically been adopted because of its simplicity. However, empirical studies on route choice behavior have shown that drivers use numerous criteria in choosing a route. The objective of this study is to develop computationally efficient algorithms for identifying a manageable subset of the nondominated (i.e. Pareto optimal) paths for real-time vehicle routing which reflect the drivers' preferences and route choice behaviors. We propose two pruning algorithms that reduce the search area based on a context-dependent linear utility function and thus reduce the computation time. The basic notion of the proposed approach is that ⅰ) enumerating all nondominated paths is computationally too expensive, ⅱ) obtaining a stable mathematical representation of the drivers' utility function is theoretically difficult and impractical, and ⅲ) obtaining optimal path given a nonlinear utility function is a NP-hard problem. Consequently, a heuristic two-stage strategy which identifies multiple routes and then select the near-optimal path may be effective and practical. As the first stage, we utilize the relaxation based pruning technique based on an entropy model to recognize and discard most of the nondominated paths that do not reflect the drivers' preference and/or the context-dependency of the preference. In addition, to make sure that paths identified are dissimilar in terms of links used, the number of shared links between routes is limited. We test the proposed algorithms in a large real-life traffic network and show that the algorithms reduce CPU time significantly compared with conventional multi-criteria shortest path algorithms while the attributes of the routes identified reflect drivers' preferences and generic route choice behaviors well.

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Using History of East Asian Mathematics in Mathematics Classroom (수학 교실에서 동아시아 수학사 활용하기)

  • JUNG, Hae Nam
    • Journal for History of Mathematics
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    • v.35 no.5
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    • pp.131-146
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    • 2022
  • This study is to find out how to use the materials of East Asian history in mathematics classroom. Although the use of the history of mathematics in classroom is gradually considered advantageous, the usage is mainly limited to Western mathematics history. As a result, students tend to misunderstand mathematics as a preexisting thing in Western Europe. To fix this trend, it is necessary to deal with more East Asian history of mathematics in mathematics classrooms. These activities will be more effective if they are organized in the context of students' real life or include experiential activities and discussions. Here, the study suggests a way to utilize the mathematical ideas of Bāguà and Liùshísìguà, which are easily encountered in everyday life, and some concepts presented in 『Nine Chapter』 of China and 『GuSuRyak』 of Joseon. Through this activity, it is also important for students to understand mathematics in a more everyday context, and to recognize that the modern mathematics culture has been formed by interacting and influencing each other, not by the east and the west.

Software Performance Assessment Using Goal-Question-Metric Approach

  • Mahmood, Tariq;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.11 no.6
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    • pp.891-902
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    • 2008
  • The software once developed enters in to the $2^{nd}$ phase of its useful operational life, where it performs its functions for which it has been developed. This is an important phase of software life, wherein the developers and users have to assess the performance of the software to prolong its operational life with efficiency, effectiveness and economy. Performance of the software is based on the measurement of the quality characteristics to ascertain that it is meeting or exceeding the needs of customers in terms of its functionality, usability, efficiency, reliability, availability, maintainability, portability etc. These software quality attributes defined under ISO 9126 provide an overall good framework for assessing the performance of the software. This paper describes a Software Performance Assessment (SPA) model using the Goal-Question-Metric (GQM) paradigm which has been applied to the operational software in real context with successful results.

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How Do People Experience Changes and Growths of the Self in On-line Game World? (온라인 게임 세계 속에서 게임 사용자들은 시간이 흐름에 따라 자신의 모습에서 어떠한 변화와 성장을 경험하는가?)

  • Do, Young-Yim;Whang, Sang-Min
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1208-1217
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    • 2009
  • This research was conducted in an attempt to understand changes and growths of the self in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 57 behavior statements, Players distributed their changing experiences from when they were novices in on-line game world to the current state. In early start phase, they recognized that on-line game world was different from the reality. And they perceived their experiences in on-line game as separated from the real ones. However, as they spend more time in on-line game world, they began to realized that on-line game world is as real as the world because they function as an individual living in a society in both the game and the real world. They felt and learned that in on-line game life, they also need to follow the rules and order. In addition, trust and politeness were essential in order to live with other players. As time passed, the players realized that on-line game experiences have the same meanings and values as the real life ones. 3 types of self-changing patterns were found : Achievement change, Control change, and Relation change. The behavior patterns of the 3 types were then compared to Identify similarities and differences amongst them in psychological meanings and values in the on-line game life. This result illustrates that on-line game world can be defined as new behavioral setting or developmental context established by digital technology. In this new setting, people can experiment and understand their behavior patterns and also experience changes and growths of the self.

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An Analysis of The Science Inquiry Items in Scholastic Ability Test for College (대학수학능력시험에서 과학탐구 영역의 분석)

  • Kim, Sang-Cheol;Kwon, Jae-Sool
    • Journal of The Korean Association For Science Education
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    • v.14 no.2
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    • pp.214-224
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    • 1994
  • The Ministry of Education established the plan to adopt a new college enterance examination system, so called Scholastic Ability Test for college, from 1994. The National Board of Educational Evaluation had carried out 7 experimental trials for the new examination system. Eventhough, the governmental officials advertised the purpose and characteristics of the new examination system, many students and parents did not understand the essential point very well. In this study the researcher tried to analyze the 7 trial examination items and the first Scholastic Ability Test for college carried out 1993. In this study, the researcher tried to find out all the items appeared in the 7 trials. In the analysis, all the individual items from the 1st trial to the 7th trial were used. The research results showed that the items were evenly distributed in all the four areas(Physics, Chemistry, Biology and Earth Science) of science content; however, they were heavily concentrated on data or information analysis categoris in the inquiry domain. In the domain of context, laboratory context was the major item context. The scores were also analyzed. The results showed that no significant difference between male and female students. However, science track students showed higher achievement scores than the non-science track student. The examination result showed high correlation with the tests routinely have carried out in schools. The over all analysis showed the new examination system showed very different characteristics to the conventional tests. Therefore, for the student to get successful result in the Scholastic Ability Test, they should change the way of study. They should try to understand scientific concepts rather than to memorize them. They should invest their time to carry out real experiments rather than to focus on the princples and laws of science. One of the most important thing would be for the student to apply what they learned to real life situations.

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Training of Fuzzy-Neural Network for Voice-Controlled Robot Systems by a Particle Swarm Optimization

  • Watanabe, Keigo;Chatterjee, Amitava;Pulasinghe, Koliya;Jin, Sang-Ho;Izumi, Kiyotaka;Kiguchi, Kazuo
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1115-1120
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    • 2003
  • The present paper shows the possible development of particle swarm optimization (PSO) based fuzzy-neural networks (FNN) which can be employed as an important building block in real life robot systems, controlled by voice-based commands. The PSO is employed to train the FNNs which can accurately output the crisp control signals for the robot systems, based on fuzzy linguistic spoken language commands, issued by an user. The FNN is also trained to capture the user spoken directive in the context of the present performance of the robot system. Hidden Markov Model (HMM) based automatic speech recognizers are developed, as part of the entire system, so that the system can identify important user directives from the running utterances. The system is successfully employed in a real life situation for motion control of a redundant manipulator.

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