• Title/Summary/Keyword: 능동학습

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Anomaly Intrusion Detection using Fuzzy Membership Function and Neural Networks (퍼지 멤버쉽 함수와 신경망을 이용한 이상 침입 탐지)

  • Cha, Byung-Rae
    • The KIPS Transactions:PartC
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    • v.11C no.5
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    • pp.595-604
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    • 2004
  • By the help of expansion of computer network and rapid growth of Internet, the information infrastructure is now able to provide a wide range of services. Especially open architecture - the inherent nature of Internet - has not only got in the way of offering QoS service, managing networks, but also made the users vulnerable to both the threat of backing and the issue of information leak. Thus, people recognized the importance of both taking active, prompt and real-time action against intrusion threat, and at the same time, analyzing the similar patterns of in-trusion already known. There are now many researches underway on Intrusion Detection System(IDS). The paper carries research on the in-trusion detection system which hired supervised learning algorithm and Fuzzy membership function especially with Neuro-Fuzzy model in order to improve its performance. It modifies tansigmoid transfer function of Neural Networks into fuzzy membership function, so that it can reduce the uncertainty of anomaly intrusion detection. Finally, the fuzzy logic suggested here has been applied to a network-based anomaly intrusion detection system, tested against intrusion data offered by DARPA 2000 Intrusion Data Sets, and proven that it overcomes the shortcomings that Anomaly Intrusion Detection usually has.

Design and Implementation of RSSI-based Intelligent Location Estimation System (RSSI기반 지능형 위치 추정 시스템 설계 및 구현)

  • Lim, Chang Gyoon;Kang, O Seong Andrew;Lee, Chang Young;Kim, Kang Chul
    • Journal of Internet Computing and Services
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    • v.14 no.6
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    • pp.9-18
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    • 2013
  • In this paper, we design and implement an intelligent system for finding objects with RFID(Radio Frequency IDentification) tag in which an mobile robot can do. The system we developed is a learning system of artificial neural network that uses RSSI(Received Signal Strength Indicator) value as input and absolute coordination value as target. Although a passive RFID is used for location estimation, we consider an active RFID for expansion of recognition distance. We design the proposed system and construct the environment for indoor location estimation. The designed system is implemented with software and the result related learning is shown at test bed. We show various experiment results with similar environment of real one from earning data generation to real time location estimation. The accuracy of location estimation is verified by simulating the proposed method with allowable error. We prepare local test bed for indoor experiments and build a mobile robot that can find the objects user want.

A Study on Educational Utilization of Wiki and Activation Plans (위키의 교육적 활용 활성화 방안)

  • Kim, Kil-Mo;Kim, Seong-Sik;Lee, In-Sook;Kang, Seong-Guk
    • The Journal of Korean Association of Computer Education
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    • v.13 no.2
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    • pp.25-34
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    • 2010
  • The Internet has brought us a new paradigm called WEB 2.0 which inherently represents the openness, participation, sharing, and cooperation. The WEB 2.0 has rendered people to actively participate in the creation of information and to dynamically interact with others to build mutual knowledge-bases, introducing a whole new web environment. One of the most representative techniques demonstrating the value of the WEB 2.0 is the WIKI which is essentially based on the 'Collective Intelligence' and the 'Wisdom of Crowds'. So far, the WIKI has drawn lots of attention for its potential as an educational tool. In this research, we explored the educational potential of the WIKI by investigating various programs and web-based tools offering WIKI services, and then, analyzing the usage model and characteristics of its users. Based on the analysis, we developed a WIKI-based instructional model and also proposed concrete lesson plans adopting this model. Besides, we introduced preliminary methodologies on the active use of the WIKI in the Edunet and the Cyber Home Learning System as well.

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A Study on Practice Test of The National Technical Qualification based on Rubric (루브릭 기반 국가기술자격 실기평가 연구)

  • Yoon, Gwan-Sik;Choi, Myung-Ran
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.13-23
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    • 2012
  • The purpose of this study is to identify and develop a rubric for assessing the practice test in national technical qualification with validity and objectivity. There are three specific purposes for this study. First. we suggest some issues to consider when we develop a rubric. Second, we suggest the general procedure and main factors in developing a rubric. Third, we identify some problems and suggest some improvement measures for the rubric in national technical qualification examination. The procedure for developing a rubric is as follows; decisions of task, the relation with goal, classify of performance level, and validity. Also, there are five main factors as follows; contents, criteria, practicality, credibility, and objectivity.

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The Effects of Programming Learning on the Improvement of Problem Solving Ability Using MCU (MCU를 활용한 프로그래밍 학습이 문제해결력 향상에 미치는 효과)

  • Jin, Sung-Su;Park, Phan-Woo
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.319-328
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    • 2010
  • Computer programming education gives students a chance to use computers independently and actively. This plays a very positive role in acquiring higher cognitive skills such as mathematical skills and creative logical thinking. Thus the purpose of this study is to measure the degrees of students' problem-solving abilities using MCU programming kits based on the ICT Education Guide. The experiment confirms that programming classes using MCU kits have a more positive effect on the students problem-solving abilities than do those using the existing computer textbooks. The sub-constituents of problem-solving abilities - problem recognition, information gathering, analysis, diffuse thinking, decision-making, planning, execution, evaluation and feedback - also show significant statistical differences. Therefore, we can conclude that programming classes using MCU kits are very effective in advancing problem-solving abilities.

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The Organization and Coherence of the Geography Experimental Textbooks in Chinese Senior Secondary Schools (중국의 고급중학교 지리교과서 내용체계와 정합성)

  • Kang, Chang-Sook
    • Journal of the Korean association of regional geographers
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    • v.19 no.1
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    • pp.181-200
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    • 2013
  • The Chinese Geography Standards for Senior Secondary Schools(trial) was released in 2003. The Standards put forward some changes for senior geography education, the changes in geographical education are reflected explicitly and implicitly by the textbooks. The purpose of this descriptive study was to review of the improvement of Chinese senior geography education by analyzing contents organization and coherence of the new standards-based geography experimental textbooks. The results of study are as follows. The textbooks adopts a student-centered approach through the way of 'more chapter topics with slimmed contents' and by introducing four type activities, geographical inquiries. These student activities are implicity encourages students' active acquisition of geographical knowledge what they have learned in their real lives. The organic coherence of the textbooks' contents rests on the compulsory and the elective subject relating to diversification of the learning areas. The organic coherence between the compulsory and the elective subject rests on diversification of the learning areas. More, looking at the arrangement of the four basic concepts(population, resource, environment, sustainable development) among the textbooks, it was imbalanced by subject.

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A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.

Effects of Simulation Based Learning in Psychiatry on Self-efficacy, Problem Solving Ability, and Knowledge of Nursing Students: A Systematic Review and Meta-analysis

  • Young-Ran Yeun;Hye-Young Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.1
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    • pp.163-176
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    • 2024
  • The aim was to evaluate the effects of simulation based learning in psychiatry on self-efficacy, problem solving ability, and knowledge of nursing students. PubMed, Cochrane Library, Embase, CINAHL, KISS, RISS, and ScienceOn were searched until July 2023. A systematic review and meta-analysis was conducted of 22 studies (20 reports), with a total of 1,414 nursing students. Overall, simulation based learning in psychiatry appeared to have beneficial effects on self-efficacy (ES = 0.65, p < 0.001, I2=71%), problem solving ability (ES = 0.15, p < 0.001, I2=27%), and knowledge (ES = 0.45, p = 0.003, I2=84%). These results demonstrate that, if integrated appropriately, a simulation educational approach can be used as an active learning methodology in psychiatric academic settings.

The Effects of Cooperative Learning to Study the Unit 'Metabolism' in High School: Application of STAD Model (고등학교 생물 '물질대사' 단원에서 협동학습의 효과: STAD 모형의 적용)

  • Chung, Young-Lan;Lee, Hye-Won
    • Journal of The Korean Association For Science Education
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    • v.23 no.1
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    • pp.35-46
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    • 2003
  • Problem solving ability, having been thought as one of the most important goals of science education is also a primary task for the current education. Indeed, the students' problem solving ability has shown almost no actual progress, despite our long accumulated science education. Under this circumstances, cooperative learning, a way to grow students' positive inter-dependence and problem solving ability in the basis of their active participation and discussion, was proposed as an effective teaching method. But, results have not consistently shown the advantage of cooperative learning over traditional learning for promoting academic achievement in science. Studies have consistently shown greater effectiveness on affective aspects. But, relatively few have focused on biology in Korea. The purpose of this study was to examine the effects of cooperative learning on the achievement and attitude of high school biology students. The pretest-posttest control group design was applied. The sample consisted of 50 11th-grade female students in experimental group(cooperative learning Student Team Achievement Division model) and 50 students in control group(traditional learning). Students in both groups recieved identical content instruction on the unit 'II. Methabolism'. These groups were treated for 13 hours during 5 weeks. Achievement data were collected using a 24-item multiple-choice test(content validity= .85). Science attitude was measured by an instrument which adapted by Kim In Hee(1994). The instrument(Cronbach $\alpha$=.89) included 40 items in four subscales: attitude toward science, social meaning of science, attitude toward science class, and scientific attitude. An analysis of covariance (ANCOVA) was used as the data analysis procedure. For the achievement data, no significant difference exists between the cooperative and traditional groups (p> .05). But, cooperative learning was effective in low-ability students(p < .05). For the science learning attitude data, cooperative learning was more effective than the traditional one(p< .05). Students in the cooperative group acheived better than those in traditional one especially in the subscale of attitude toward science class. There was no meaningful difference of the two methods in both high and average ability students, while cooperative learning was more effective than the traditional one in low ability students(p<.05).

Design of the Next Generation Information Sharing Model for Educational Contents (차세대 교육정보공유모델 설계)

  • Lee Jae-Won;Kang Yun-Hee;Choi Eun-Man
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.779-782
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    • 2006
  • 21세기 지식정보화 사회에서 수많은 정보가 다양한 곳에서 빠르게 생산되어 다양한 분야에서 공유가 이루어지고 있다. 본 논문에서는 국내외 교육정보공유모델을 분석하여 교육콘텐츠의 다각화, 맞춤형 정보서비스, 지능형 학습 에이젼트 등의 차세대 정보기술변화를 고려한 차세대 교육정보공유모델을 세 가지 측면에서 설계하였다. 설계된 모델은 능동적이고 사용자 중심의 교육정보공유모델을 구축을 위한 참조 모델로서 활용될 수 있다.

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