• Title/Summary/Keyword: 능동학습

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An Emphirical Closed Loop Modeling of a Suspension System using a Neural Networks (신경회로망을 이용한 폐회로 현가장치의 시스템 모델링)

  • 김일영;정길도;노태수;홍동표
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1996.11a
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    • pp.384-388
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    • 1996
  • The closed-loop system modeling of an Active/semiactive suspension system has been accomplished through an artificial neural Networks. The 7DOF full model as the system equation of motion has been derived and the output feedback linear quadratic regulator has been designed for the control purpose. For the neural networks training set of a sample data has been obtained through the computer simulation. A 7DOF full model with LQR controller simulated under the several road conditions such as sinusoidal bumps and the rectangular bumps. A general multilayer perceptron neural network is used for the dynamic modeling and the target outputs are feedback to the input layer. The Backpropagation method is used as the training algorithm. The modeling of system and the model validation have been shown through computer simulations.

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Neuro-Control of Seismically Excited Base-Isolated Benchmark Structure using MR Damper (MR댐퍼를 이용한 지진하중을 받는 지진격리 벤치마크 구조물의 신경망제어)

  • Lee, Heon-Jae;Cho, Sang-Won;Oh, Ju-Won;Lee, In-Won
    • Proceedings of the Earthquake Engineering Society of Korea Conference
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    • 2006.03a
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    • pp.463-470
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    • 2006
  • 이 논문에서는 신경망 제어기와 MR 댐퍼를 이용하여 지진하중을 받는 지진격리 벤치마크 구조물의 응답 감소를 위한 반능동 제어방법이 제안되었다. 제안방법 중 신경망 제어기에는 적절한 제어력을 산출하기 위해 가격함수를 기반으로한 학습 알고리즘과 간편한 민감도 계산기법이 도입되었다. MR 댐퍼가 계산되어진 제어력과 비슷한 제어력을 낼 수 있도록 clipped 알고리즘을 이용하였고, 제안된 반능동 신경망 제어방법이 지진격리 장치가 설치된 벤치마크 구조물에 적용되었다. 수치해석에서는 벤치마크 문제를 정의한 논문에서 제공된 수동제어방법이나 예시제어방법과 제안 방법의 제어성능을 비교하였다. 수치해석 결과 제안방법은 지하 변위를 약간 증가시키지만, 각층의 가속도, base shear, building corner drift 등을 매우 효과적으로 줄이는 것으로 판명되었다.

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Threshold estimation methodology for detection of Botnet malicious activity (봇넷의 악성행위 탐지를 위한 임계치 측정 방법론)

  • Kim, Do-Hoon;In, Hoh Peter;Jeong, Hyun-Cheol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.607-608
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    • 2009
  • 최근 7.7 DDoS 대란과 폭발적인 SPAM 발송과 같은 다양한 봇넷의 악성행위는 정보 시스템에 막대한 악영향을 미친다. 특히, 봇넷의 구조적 특징인 좀비PC의 제어는 네트워크 환경에서는 다양한 악성 행위를 유발한다. 때문에, 봇넷 탐지와 관련한 다양한 연구가 시도되었지만, 탐지의 한계점을 지니고 있다. 즉, 기존의 봇넷 탐지 방법은 임의의 임계값을 설정하고, 그 값을 벗어나는 시점에서 경고를 보내어 탐지하게 된다. 하지만, 전문가에 의한 임계값 설정은 자칫 오탐율과 미탐율을 야기할 수 있다. 따라서, 본 논문에서는 봇넷 탐지를 보다 능동적으로 하기 위하여 특정 타임 윈도우 구간동안의 봇넷이 유발하는 네트워크 트래픽을 분석하고 마르코프 체인을 응용한 학습을 하여 능동적으로 적용 가능한 임계값을 측정 방법론에 대하여 고찰하고자 한다.

A Web-based Cooperative Learning System using Extended TGT Model (확장된 TGT 모델을 이용한 웹기반 협동학습 시스템)

  • Kim, Kyong-Won;Hong, Euy-Seok
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.467-476
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    • 2009
  • As web technology and educational environments are in rapid progress, web-based cooperative learning systems have gained a lot of interests. Recently some studies have attempted to combine a learning system and simple games that enable learners to actively participate and have high interests in learning. These studies are based on TGT model, a cooperative learning model using games, and mostly remain system design levels. A few implemented systems have many problems because they focus only on pure TGT model. To solve these problems, this paper builds a extended TGT model and a new web-based cooperative learning system using this new model. The extended part contains ideas such as expert learning from Jigsaw II model, improvement scores from STAD model and making game problems by learners. A system using pure TGT model and a suggested system are implemented and used by two classes of middle school students to evaluate our system. The experimental results show that our system outperforms the other system.

Influences of Security Oractitioners' Organizational Learning on Organizational Performances (시큐리티 종사자의 조직학습이 조직성과에 미치는 영향)

  • Kim, Pyong-Soo;Lee, Kwang-Ryeol;Lee, Young-Suk
    • Korean Security Journal
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    • no.10
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    • pp.79-102
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    • 2005
  • This study aims to present implications to the basic directions according to organization's own objectives, roles, physiology and changes, etc for private security being activated. The change in organization can lead to foster the foundation for coping with sharp social environmental changes. The fundamental factors leading organizational changes should include intentional, planned and future-oriented activities. This is because organizational changes can be achieved by organizational learning. Besides, organizational learning is indeed important in terms of improvement in business methods and security services, but it should be also much more examined than in any other organization, since business particularity lies in getting in most sensitive contact with customers on the spot. Therefore, this study aims to propose the developmental directions of organizational learning by positively exploring the basic learning directions according to the influences of organizational learning, focusing the organizational efficientization strategies coping with environmental changes on the organizational learning.

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Strategy on Web-based Presentation Learning to Improve Interaction (상호작용 증진을 위한 웹 기반 발표학습 전략)

  • Lee, Jae-Un;Kim, Seong-Sik
    • Journal of the Korea Computer Industry Society
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    • v.8 no.4
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    • pp.207-220
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    • 2007
  • Recording to development of info-communication, recent educational paradigm asks not for a passive transmitter but an active constructor who can solve the various complicated problems in real situations. Such a change asks for the educational setting which includes sharing ideas and information rather than possessing them by themselves. Learning through presentation has many problems which are few chances of presentation as well as reusing of presentation data. etc. This study suggested the strategy which are promoting interactions through presentation class and using practically. For this, role of the presentation data provider and learner was suggested, also strategies to implement of the presentation learning support system step by step. Through the strategy of this paper could maintain the active communicating relationship between the learners. Without the limitation of the time and space, the real time communication is made while looking at the presentation data of the other party, the teaming effect by the presentation teaming strategy is expected to be high.

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A Learning-Flow Model Supporting Distributed Cognition in IT Education (IT교육에서 분산인지를 지원하는 학습몰입모형)

  • Kim, Sung-Ki;Bae, Ji-Hye
    • Convergence Security Journal
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    • v.12 no.6
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    • pp.51-59
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    • 2012
  • This paper presents a new learning model, "BoX(Battle of X)", which is based on a concept from the culture of B-Boys who enjoy the race of "distributed cognition" to win in their contests. The "battle" means a contest and "X" means a course to which our learning model can be applied. The goal of this paper is to present a learning model that allow students to be in a state of learning-flow and provides them with the ability of creative problem solving simultaneously. The key of the "BoX" implementation is to design a principle that controls contests between students to maximize distributed cognitive activities for reducing individual's cognitive load. This paper also presents how-to of "BoX" implementation and its effects. Through the analysis on learning achievement of students during one year course of IT education, we have confirmed that the "BoX" model provides students with higher learning achievement and learning-flow level in comparison with traditional learning model.

Design and Implementation of Web-based Cooperative Learning System using Games (게임을 이용한 웹기반 협동학습 시스템의 설계 및 구현)

  • Lee, Ji-Sun;Hong, Euy-Seok
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.381-390
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    • 2008
  • As computer technology is in progress and many educational methods have been emerged, web-based cooperative learning and educational games have gained a lot of interests. Some cooperative learning systems and game-based educational systems have been suggested, but few cooperative learning systems use games. This paper builds a new web-based cooperative learning system using games that enables learners to actively participate and have high interests in learning. In our system, cooperation study is performed in each group and a group member competes with other group members using games. A crossword puzzle game is adopted because of ease to use and fit with cooperative learning scenarios. Our suggested system is implemented and used by two classes of high school students to evaluate this system. The experimental results show that our system effectively improve students' learning interests and increase their academic achievement.

A Study on Education Application of Digital Concrete Poetry through the Web Interactivity (웹 인터랙티비티를 통한 디지털 구체시의 교육적 활용에 관한 연구)

  • Park, Min-Hee;Kim, Jung-A;Yim, Sung-Yul;Choung, Yu-Jean;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.97-102
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    • 2008
  • In this paper, we propose an educational content which can be applied to the web interactivity. Rapidly growing digital media has been applied to various fields and made people experience multiple media. The development of digital media also influenced education. As a result, the environment of computer-based education was produced based on CD-ROM titles, video, and the web. Active communication with students is impossible using traditional educational methods. However, the students' motive for learning can be enhanced through the digital media. In this paper, we apply concrete poetry which is simple, brief, and focused on visualization to the web environment. It has made people easily and interactively access the web to learn better through participation. We also applied concrete poetry to the web based educational games for self-motivated learning.

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An Empirical Study on the Effect of Organic Structure and Learning Culture on Dynamic Competence and Corporate Performance (기업조직의 유기성과 학습문화가 동적역량과 기업성과에 미치는 영향에 관한 실증연구)

  • Jung, Doo-Sig
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.47-57
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    • 2019
  • This study analyze whether the organizational learning culture affects the firm's dynamic capacity and whether the dynamic capacity mediates the relationship between organizational learning culture and management performance. Respectively. First, "The more organizational structure is organic, the higher the integrated relocation capacity and learning capacity. Organizations with organic organizational structures were found to have the ability to successfully adapt to external changes because there is a practice that is not tied to formal processing or procedures. Second, it can be seen that there is a positive (+) influence on the relocation capacity among the dynamic competence of the learning culture of the corporate organization. Third, both sub-factors of dynamic competence have positive (+) influence on business performance. Also, there was no mediating effect of dynamic competence related to learning culture.