• Title/Summary/Keyword: 알고리즘과 프로그래밍

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Hybrid Learning Algorithm for Improving Performance of Regression Support Vector Machine (회귀용 Support Vector Machine의 성능개선을 위한 조합형 학습알고리즘)

  • Jo, Yong-Hyeon;Park, Chang-Hwan;Park, Yong-Su
    • The KIPS Transactions:PartB
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    • v.8B no.5
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    • pp.477-484
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    • 2001
  • This paper proposes a hybrid learning algorithm combined momentum and kernel-adatron for improving the performance of regression support vector machine. The momentum is utilized for high-speed convergence by restraining the oscillation in the process of converging to the optimal solution, and the kernel-adatron algorithm is also utilized for the capability by working in nonlinear feature spaces and the simple implementation. The proposed algorithm has been applied to the 1-dimension and 2-dimension nonlinear function regression problems. The simulation results show that the proposed algorithm has better the learning speed and performance of the regression, in comparison with those quadratic programming and kernel-adatron algorithm.

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Developing an Discrimination Test for the Information Gifted usign EPL at the Elementary School Level (EPL을 활용한 초등 정보 영재 판별 도구의 개발)

  • Kim, Hyun-Soo;Kim, Soo-Hwan;Han, Seon-Kwan
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.203-209
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    • 2011
  • This paper proposed new approach for the information gifted discrimination test usign EPL. We tried to distinguish high level thinking in the information gifted through test of this study. We designed discrimination test by the features of EPL and developed testing item tool like single-sprit and multi-sprite. These items are divided into adding block, changing the block order, modifying value io block, and changing a block. We designed this testing tool that the elementary students can solve items without an experience on learning programming language. We expect the testing tool io proposed this study will help to discriminate the information gifted effectively.

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Implementation of Genetic Programming on Evolvable Hardware for On-line Adaptive Learning (온라인 적응 학습을 위한 유전자 프로그래밍의 진화 하드웨어 구현)

  • 석호식;이광주;장병탁
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04b
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    • pp.214-216
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    • 2000
  • 본 논문에서는 유전자 프로그래밍을 이용하여 온라인 적응 학습이 가능 진화 하드웨어의 진화 전략을 구성하였다. 유전자 프로그래밍은 특유의 트리형 개체구조가 여러 개의 프로세스의 합을 통한 복합 임무의 수행 구조로 해석될 수 있다는 이점에 비하여, 하드웨어 구현이 어렵고 crossover 연산자의 사용이 어렵다는 단점등에 의하여 진화 하드웨어의 동적 재구성 알고리즘으로 널리 사용되지 못하였다. 본 논문에서는 유전자 프로그래밍의 이러한 단점을 극복할 수 있는 개체 표현 및 하드웨어 구현 방법을 제안하였으며, 제안된 방법론에 기존의 연구 결과를 결합하여 유전자 프로그래밍의 수행 효율을 높일 수 있는 진화 전략을 구성하였다. 제안된 진화 전략은 자율 이동 로봇 실험에 적용되어 효율성을 확인하였다.

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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.

A Instructional Method Design of Copyright Education using Game-Themed Programming in Elementary School Computer Class (초등컴퓨터 교육에서 게임소재 프로그래밍 학습과정을 통한 저작권 교수방법 설계)

  • Rim, Hwa-Kyung;Cho, Yong-Nam
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.121-130
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    • 2011
  • In this paper, we designed instructional method through process that make digital work for active copyright education. This design composed by game-themed programming. We made students realize the effort of creation in algorithm and flow chart, coding progress. And, expressed the effort as copyright sign and cost. Also, we evaluate mutually and did so that confirm value. We applied proposed method to class. And, analyzed effect observing change of inside of students.

Formulations of the Law of Demeter in the Object Oriented Programming (객체지향 프로그래밍에서의 Demeter 법칙의 정식화)

  • Hwang, Seok-Hyeong;Lee, Yong-Geun;Yang, Hae-Sul
    • The Transactions of the Korea Information Processing Society
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    • v.1 no.1
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    • pp.63-72
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    • 1994
  • In the last years, several articles have been devoted to the study of the Law of Demeter in the object oriented programming. The Law of Demeter is a style rule that aims at eliminating unnecessary coupling among classes. Although a large number of studies have been made on the informal definitions, little is known about the formulation of the Law of Demeter. In this article, we define three relationships among classes i.e. inheritance, aggregation and association, and formulate the Law of Demeter. We also propose the algorithms to decide whether a given program satisfies the law and to transform an unfulfilled program into a fulfilled one.

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Dynamic Programming-based Stereo Matching Using Image Segmentation (영상 분할을 이용한 다이내믹 프로그래밍 기반의 스테레오 정합)

  • Seo, Yong-Seok;Yoo, Ji-Sang
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.8C
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    • pp.680-688
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    • 2010
  • In this paper, we present a dynamic programming(DP)-based stereo matching method using image segmentation algorithm. DP has been a classical and popular optimization method for various computer vision problems including stereo matching. However, the performance of conventional DP has not been satisfactory when it is applied to the stereo matching since the vertical correlation between scanned lines has not been properly considered. In the proposed algorithm, accurate edge information is first obtained from segmented image information then we considers the discontinuity of disparity and occlusions region based on the obtained edge information. The experimental results applied to the Middlebury stereo images demonstrate that the proposed algorithm has better performances in stereo matching than the previous DP based algorithms.

An Optimal Intermodal-Transport Algorithm using Dynamic Programming (동적 프로그래밍을 이용한 최적복합운송 알고리즘)

  • Cho Jae-Hyung;Kim Hyun-Soo;Choi Hyung-Rim;Park Nam-Kyu;Kang Moo-Hong
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.3
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    • pp.20-33
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    • 2006
  • Because of rapid expansion of third party logistics, fierce competition in the transportation industry, and the diversification and globalization of transportation channels, an effective transportation planning by means of multimodal transport is badly needed. Accordingly, this study aims to suggest an optimal transport algorithm for the multimodal transport in the international logistics. As a solution for this problem, first of all, we have applied a pruning algorithm to simplify it, suggesting a heuristic algorithm for constrained shortest path problem to find out a feasible area with an effective time range, which has been applied to the Label Setting Algorithm, consequently leading to multiple Pareto optimal solutions. Also, in order to test the efficiency of the algorithm for constrained shortest path problem, this paper has applied it to the actual transportation path from Busan port of Korea to Rotterdam port of Netherlands.

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Extracting the hierarchical learning elements for the 'Algorithms and Programming' Area of the 2022 Revised Secondary Informatics Curriculum (2022 개정 중등 정보과 교육과정의 '알고리즘과 프로그래밍' 영역의 단계별 학습 요소 추출)

  • JaMee Kim
    • Journal of Internet Computing and Services
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    • v.25 no.2
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    • pp.123-132
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    • 2024
  • The purpose of this study was to extract hierarchical learning elements in the area of 'Algorithms and Programming' in the 2022 revised secondary informatics curriculum. Intrinsic validity was secured by considering the core ideas presented in the curriculum and the content elements of 'knowledge/understanding', 'process/skills', and 'values/attitudes', and extrinsic validity of the learning elements was obtained through FGI and CVR with 25 experts. The learning elements derived from this study are 7 in the first stage, 18 in the second stage, and 26 in the third stage for middle schools, and 8 in the first stage, 23 in the second stage, and 27 in the third stage for high schools. Although the scope and size of knowledge in each stage may differ, the hierarchy of knowledge in the first stage, which is materialized in the second and third stages, provides direction on how knowledge should be taught. This study is expected to contribute to the implementation of the new curriculum in schools and to improve teachers' understanding of the curriculum.

The Effect of Learning Scratch Programming on Students' Motivation and Problem Solving Ability (스크래치 프로그래밍 학습이 학습자의 동기와 문제해결력에 미치는 영향)

  • Song, Jeong-Beom;Cho, Soeng-Hwan;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
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    • v.12 no.3
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    • pp.323-332
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    • 2008
  • This paper propose to use a new educational programming language, Scratch, to help students' programming study. For this purpose, a course has been developed which consists of (1) strategies to motivate students and (2) Creative Problem Solving (CPS) teaching model to improve their problem solving abilities. We experimented the course with sixth-grade elementary students for 4 weeks and we could observe that the Scratch programming learning helps motivating students and improving their problem solving abilities. Based on this observation, we believe that Scratch programming can be an alternative for current programming education in elementary schools.

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