• Title/Summary/Keyword: 수학적 직관

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Genetic Programming based Manufacutring Big Data Analytics (유전 프로그래밍을 활용한 제조 빅데이터 분석 방법 연구)

  • Oh, Sanghoun;Ahn, Chang Wook
    • Smart Media Journal
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    • v.9 no.3
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    • pp.31-40
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    • 2020
  • Currently, black-box-based machine learning algorithms are used to analyze big data in manufacturing. This algorithm has the advantage of having high analytical consistency, but has the disadvantage that it is difficult to interpret the analysis results. However, in the manufacturing industry, it is important to verify the basis of the results and the validity of deriving the analysis algorithms through analysis based on the manufacturing process principle. To overcome the limitation of explanatory power as a result of this machine learning algorithm, we propose a manufacturing big data analysis method using genetic programming. This algorithm is one of well-known evolutionary algorithms, which repeats evolutionary operators such as selection, crossover, mutation that mimic biological evolution to find the optimal solution. Then, the solution is expressed as a relationship between variables using mathematical symbols, and the solution with the highest explanatory power is finally selected. Through this, input and output variable relations are derived to formulate the results, so it is possible to interpret the intuitive manufacturing mechanism, and it is also possible to derive manufacturing principles that cannot be interpreted based on the relationship between variables represented by formulas. The proposed technique showed equal or superior performance as a result of comparing and analyzing performance with a typical machine learning algorithm. In the future, the possibility of using various manufacturing fields was verified through the technique.

An Analysis of Domestic Research Trends of Probability Education (확률교육에 관한 국내 연구논문의 동향 분석)

  • Park, Minsun;Lee, Eun-Jung
    • Journal of the Korean School Mathematics Society
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    • v.24 no.4
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    • pp.349-367
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    • 2021
  • In this study, 85 studies on probability education from 2000 to 2020 were analyzed by publishing year, journals, research subjects, and research topics. Especially, fundamental probabilistic ideas presented by Batanero et al.(2016) were applied to examine which topics were dominant in domestic probability education research. As a result, it was found that there has been a few research in probability education in Korea during the past 20 years, and the number of human subject studies was slightly more than the number of non-human subject studies. In addition, the analysis of research topics according to the fundamental probabilistic ideas showed that two topics, conditional probability and independence and combinatorial enumeration and counting, were dominant in domestic probability education research. However, while both conditional probability and independence and combinatorial enumeration and counting are introduced to young children using intuitive manners in international probability education research, subjects related to these topics were primarily high school students and pre and in-service teachers. Based on the results of this study, the implications for the goal and the direction of future probability education research were discussed.

Development and Application of Convergence Education about Support Vector Machine for Elementary Learners (초등 학습자를 위한 서포트 벡터 머신 융합 교육 프로그램의 개발과 적용)

  • Yuri Hwang;Namje Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.95-103
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    • 2023
  • This paper proposes an artificial intelligence convergence education program for teaching the main concept and principle of Support Vector Machines(SVM) at elementary schools. The developed program, based on Jeju's natural environment theme, explains the decision boundary and margin of SVM by vertical and parallel from 4th grade mathematics curriculum. As a result of applying the developed program to 3rd and 5th graders, most students intuitively inferred the location of the decision boundary. The overall performance accuracy and rate of reasonable inference of 5th graders were higher. However, in the self-evaluation of understanding, the average value was higher in the 3rd grade, contrary to the actual understanding. This was due to the fact that junior learners had a greater tendency to feel satisfaction and achievement. On the other hand, senior learners presented more meaningful post-class questions based on their motivation for further exploration. We would like to find effective ways for artificial intelligence convergence education for elementary school students.

Development of Spreadsheet to Support Probability and Statistics Studying in Primary School (초등학교 확률과 통계학습 지원을 위한 스프레드시트의 개발)

  • Bae, Young-Kwon;Lee, Tae-Wuk;Park, Phan-Woo
    • Journal of The Korean Association of Information Education
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    • v.7 no.3
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    • pp.285-298
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    • 2003
  • According to the operation guide book concerning the educations of Information Communication, Art for Primary and Middle school issued by Ministry of Education, Korea, 2001, it revealed many things as to an Spread Sheet's paradigm, that is, as to an useful program in Science, Practical course, Moral, Physical education and Society. However it can be said that the existing Spread Sheet is more or less unconvenience to use for pupils. Because most of pupils generally feel constrained to the functional formula and also when a complicated menu of Spread Sheet would be made the most of it. Moreover, from a certain point of view, it is somewhat too difficult to use the program as they feel intuitionally taking a look at it. This very thesis in order to support a part of probability and statistics for pupils were observed sincerely.

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The Performance Analysis of Distributed Reorder Buffer in Superscalar Processor using Analytical Model (해석적 모델을 이용한 분산된 리오더 버퍼 슈퍼스칼라 프로세서의 성능분석)

  • Yoon, Wan-Oh;Shin, Kwang-Sik;Kim, Kyeong-Seob;Lee, Yun-Sub;Choi, Sang-Bang
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.45 no.12
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    • pp.73-82
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    • 2008
  • There are several approaches for reducing the ROB(Reorder Buffer) complexity in processors. The one technique that makes the simplest ROB ports relies on a distributed implementation that spreads the centralized ROB structure across the functional units(FUs). Each distributed buffers are decided on the size of them by workload of the functional units. The performance of the processor depends on the size of distributed ROB. However, most of previous works have depended on the simulation results to decide the optimsize of distributed ROB. In this Paper, we use an analytical model based on the M/M/1 Queuing theory to determine the optimum size of each distributed ROB. Our schemes are evaluated by using the simulation performed by the CPU2000 benchmarks. We are able to choose the optimum size of distributed ROB showing the 99.2% performance compared with existing superscalar processors. We can save 82% hardware resources in ports and reduce more than 30% of delay when ROB and distributed ROB proposed in this paper are designed by HDL.

Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.