• Title/Summary/Keyword: 동작 교육

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Path Analysis of Bodily-Kinesthetic Intelligence, Linguistic Intelligence, Flow and Learning Outcomes in Motion-Capture Game-Based Learning (동작인식게임 활용학습에서의 신체운동지능, 언어지능, 몰입, 학습성과 간 경로분석)

  • Ryoo, EunJin;Kang, Myunghee
    • Journal of The Korean Association of Information Education
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    • v.21 no.6
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    • pp.607-618
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    • 2017
  • Recently, there is a growing interest in learning to use games as a teaching method for digital native learners. In this study, we conducted a path analysis between bodily-kinesthetic intelligence, linguistic intelligence, flow, learning outcomes(academic achievement, persistence intention) in motion-capture game-based learning(the used game developed for elementary school history class). As a result, bodily-kinesthetic intelligence directly influenced flow and indirectly influenced learning outcomes. Linguistic intelligence did not have direct influence on flow and indirect effects on learning outcomes. Through this result, we expected that the motion-capture game-based learning facilitate learning motivation and performance of learners for higher bodily-kinesthetic intelligence.

An Educational Case Study of Image Recognition Principle in Artificial Neural Networks for Teacher Educations (교사교육을 위한 인공신경망 이미지인식원리 교육사례연구)

  • Hur, Kyeong
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.791-801
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    • 2021
  • In this paper, an educational case that can be applied as artificial intelligence literacy education for preservice teachers and incumbent teachers was studied. To this end, a case of educating the operating principle of an artificial neural network that recognizes images is proposed. This training case focuses on the basic principles of artificial neural network operation and implementation, and applies the method of finding parameter optimization solutions required for artificial neural network implementation in a spreadsheet. In this paper, we focused on the artificial neural network of supervised learning method. First, as an artificial neural network principle education case, an artificial neural network education case for recognizing two types of images was proposed. Second, as an artificial neural network extension education case, an artificial neural network education case for recognizing three types of images was proposed. Finally, the results of analyzing artificial neural network training cases and training satisfaction analysis results are presented. Through the proposed training case, it is possible to learn about the operation principle of artificial neural networks, the method of writing training data, the number of parameter calculations executed according to the amount of training data, and parameter optimization. The results of the education satisfaction survey for preservice teachers and incumbent teachers showed a positive response result of over 70% for each survey item, indicating high class application suitability.

Component-Based Human Body Tracking Using Density Propagation (확률전파를 이용한 구성요소기반 인체 추적)

  • Cha, Eun-Mi;Lee, Kyoung-Mi
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10b
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    • pp.549-552
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    • 2006
  • 본 논문에서는 인체의 각 구성 요소별로 추적하여 사람의 동작을 추적하는 방법을 제안한다. 입력 영상에서 피부색 등의 색상정보를 이용하여 구성요소를 검출한다. 본 논문에서는 인체의 구성요소 중 동작 추적에 가장 필요한 5가지 구성요소를 검출하여 추적하였다. 이렇게 검출된 구성요소는 개별적으로 확률전파에 의해 추적되어지고, 각 구성요소의 추적결과는 융합을 통해 전체 인체의 동작을 추적할 수 있다. 제안하는 인체동작 추적 시스템은 유아의 동작교육에 이용되는 7가지 동작에 적용되었다.

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FPGA Performance Evaluation According to HDL Coding Style (HDL 코딩 방법에 따른 FPGA에서의 성능 실험 및 평가)

  • Lee, Sangwook;Lee, Boseon;Lee, Seungeun;Suh, Taeweon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.62-65
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    • 2011
  • FPGA는 대용량의 게이트를 지원하는 하드웨어를 프로그램 할 수 있는 디바이스이다. ASIC을 위해 설계된 로직은 칩으로 제조되기 전에 검증 과정을 거친다. 이 검증 과정에서 시뮬레이션의 한계를 극복하기 위해 FPGA를 사용한 에뮬레이션 방법을 많이 채택한다. 에뮬레이션 과정에서 ASIC의 동작 속도로 검증하는 것이 바람직하지만 FPGA의 특성상 ASIC과 같은 속도로 동작하기는 쉽지 않은 것이 현실이다. 본 논문에서는 HDL 코딩 방법에 따른 FPGA의 성능 민감도를 실험하였다. 실험 및 평가를 위해 다양한 알고리즘을 가진 가산기를 이용하였고 각 가산기 종류와 비트수에 따라 Verilog-HDL을 이용하여 코딩하였으며 대표적인 FPGA 제조사(Altera와 Xilinx)별, 디바이스별로 동작 속도와 자원 사용량을 측정하였다. 실험 결과 FPGA 제조사별로 다른 경향을 보임을 확인하였다. 성능 면에서는 비트별로 다소 차이는 있지만 Altera 디바이스에서는 Ripple Carry, Carry Lookahead 가산기보다 Prefix 가산기의 성능이 우수하게 나왔다. Xilinx 디바이스에서는 예상과 달리 가산기들 사이의 성능 차이가 크게 나지 않았으며 Ripple Carry, Carry Lookahead 가산기가 Prefix 가산기보다 높은 성능을 보이는 경우도 있었다. 비용 면에서는 디바이스별로 큰 차이가 나지 않았으며 ASIC과 비슷한 성능 민감도를 보였다. 그리고 각 제조사에서 제공하는 IP(Intellectual Property) Core를 사용했을 경우는 대부분의 디바이스에서 우수한 성능을 보여 주었다. TSMC 90nm 공정 기술로 제작한 ASIC과 IP Core를 비교했을 때는 ASIC의 성능이 4배 정도 우수한 것으로 나타났다.

Development of Motion based Training Contents: "3D Space Exploration" Case Study (동작 기반의 훈련콘텐츠 : "3D 우주탐험" 개발사례)

  • Lim, C.J.;Park, Seung Goo;Jeong, Yun Guen
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.63-72
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    • 2013
  • To enhance the effect of science educational contents, we developed a motion based training content: 3D space exploration. In this content, we used the 3D depth camera for user's motion recognition. Learners have to conduct the space station maintenance mission using the motion based natural and intuitive interface. The result this study is expected to propose the immersive training simulation for young science learners.

Design and Implementation of Web based Java Virtual Education Center (웹 기반 자바 가상교육센터의 설계 및 구현)

  • 이승하;한동헌;김양우;유갑상
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.04b
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    • pp.643-645
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    • 2001
  • 자바 가상교육센터(Java Virtual Education Center)는 자바 프로그래밍 교육을 위한 가상교육시스템으로 인터넷과 웹 브라우저를 통해 사용자들에게 투명하게 자바 프로그래밍 실습 환경을 제공한다. 이것은 자바 컴파일러 실행을 웹 기반으로 구현함으로써 가능하게 된다. 본 논문에서는 자바 가상교육센터 구현에 적용된 자바 기술을 정리하고, 실제 자바 가상교육센터의 구조 및 동작원리를 설명한다. 또한 구현모델이 어떠한 설계개념을 가지고 구현되었는지를 살펴봄으로써, 향후 자바뿐 아니라 C나 C++와 같은 다른 프로그래밍 언어에도 적용할 수 있는 종합적인 프로그래밍언어 가상실습실의 구현 가능성을 제시한다.

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A Training Case Study of Deep Learning Artificial Neural Networks for Teacher Educations (교사교육을 위한 딥러닝 인공신경망 교육 사례 연구)

  • Hur, Kyeong
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.385-391
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    • 2021
  • In this paper, a case of deep learning artificial neural network education was studied for artificial intelligence literacy education for preservice teachers and incumbent teachers. In addition, through the proposed educational case, we tried to explore the contents of artificial neural network principle education that elementary, middle and high school students can experience. To this end, first, an example of training on the principle of operation of an artificial neural network that recognizes two types of images is presented. And as an artificial neural network extension application education case, an artificial neural network education case for recognizing three types of images was presented. The number of output layers was changed according to the number of images to be recognized by the artificial neural network, and the cases implemented in a spreadsheet were divided and explained. In addition, in order to experience the operation results of the artificial neural network, we presented the educational contents to directly write the learning data necessary for the artificial neural network of the supervised learning method. In this paper, the implementation of the artificial neural network and the recognition test results are visually presented using a spreadsheet.

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The Effect of Convergency : Using Digital Contents Action Observation Educations and Task-Oriented Occupational Therapy on Activity of Daily Living and Upper Extremity Function in Patients With Stroke (동작관찰 디지털콘텐츠 활용교육과 과제 지향적 작업치료의 융합이 뇌졸중 환자의 상지기능과 일상생활수행에 미치는 효과)

  • Kim, Ko-Un;Kim, Tae-Sue;Oh, Hye-Won
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.445-452
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    • 2015
  • This study examined the effects of task-oriented occupational therapy without action observation training and action observation on hemiplegic patients' upper extremity functions and activities of daily living. The stroke patients were randomly and equally assigned to an experimental group (action observation) and a control group (task-oriented occupational therapy). They received the intervention five times per week, 30 minutes per each time, for five weeks. In order to look at upper extremity functions of the paretic side before and after the intervention, Jebsen-Taylor Hand Function Test (JTHFT) and Box and Bock Test (BBT) were conducted and in order to compare activities of daily living, Korean-Version of Modified Barthel index (K-MBI) was examined. According to the results, upper extremity functions and activities of daily living in both groups increased and there was no difference between the two groups. Therefore, action observation and task-oriented occupational therapy had positive effects on stroke patients' upper extremity functions and activities of daily living.

The Effect of Gesture Based Interface on Presence Perception and Performance in the Virtual Reality Learning Environment (가상현실 학습환경에서 동작기반 인터페이스가 실재감 지각 및 수행에 미치는 효과)

  • Ryu, Jeeheon;YU, SEUNGBEOM
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.35-56
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    • 2017
  • This study is to examine the effects of gesture based interface and display methods to make an effective virtual learning environment. The gesture based interface can provide interactive interface to make objects in the virtual learning environment by generating natural movement of users' gesture. This natural functionality leads users to apply natural movements as they do in real actions. Because of the natural user interface, the gesture based interface is expected to maximize learning outcomes. This study examined how the gesture based interface can be used when a head mounted display is applied for a virtual reality learning environment. For this study 44 colleagues students were participated. Two display methods (head mounted display vs. monitor) and two interface (gesture based interface vs. joystick) were tested to identify which might be more effective. The study was applied to different learning tasks which require different levels of spatial perception. The dependent variables are three constructs of virtual presence (spatial perception, immersiveness, and realness) and task completion time and recall tests. This study discussed potential disadvantages of gesture based interface while it showed positive usages of gesture based interface.