• Title/Summary/Keyword: 온라인 시험

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An Evaluation System for Learning Concentricity on Distance Education (원격강의의 학습집중도 평가 시스템)

  • Choi Byung-Do;Hyun Chul-Sang;Jung Jin-Uk;Kim Dong-Hak;Kim Wook-Hyun;Kim Chong-Gun
    • The KIPS Transactions:PartA
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    • v.12A no.2 s.92
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    • pp.181-190
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    • 2005
  • The development of web-based distance education surroundings is steadily achieving. However the studying on the learning effect of learners is still weak against development of educational media itself. At present, most of the distance education system is showing limits in the evaluation of the learning effect because the teaming evaluation depends on mid or final-term exams by on-line or off-line. There is a strong point that the distance education is free from space and time. One of present weak points is limitation of evaluating learner's attitude which can estimate learning effects. Earnest teaming attitude at distance education is important factor for improving the learning effects. In this paper, we propose a model for improving the teaming effects by forcing real-time evaluation and returning feedback to learners at the cyber lectures. The developed experimental system is verified its possibilities.

Current status of site observations for evapotranspiration and soil moisture content in the K-water dam watershed (K-water 댐 유역 증발산량 및 토양수분량 관측 현황)

  • Cho, Younghyun;Kang, Tae Ho;Lee, Young Ho
    • Proceedings of the Korea Water Resources Association Conference
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    • 2022.05a
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    • pp.67-67
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    • 2022
  • 국가 물관리 측면에서 증발산량과 토양수분량은 자연계 손실로서 국내 수자원 총량의 약43%(563억 m3/년)를 차지하며, 수자원의 계획과 개발, 물순환 과정 규명 및 다양한 수재해 분석 등을 위한 수문 요소이다. 정부는 2005년 「수문조사 선진화 5개년 계획」과 2008년 「제1차 수문조사기본계획(2010~2019년)」을 통해 2019년까지 증발산량과 토양수분량 관측소 확대(각각 25개 지점) 기반을 마련하였고 「수자원의 조사·계획 및 관리에 관한 법률」에 따라 매년 공인 수문 자료로 증발산량과 토양수분량을 측정하고 있다. 증발산량과 토양수분량은 댐 유역의 정밀한 물순환 해석에도 매우 중요한 정보로서 현재 K-water에서의 관측은 일부 시험유역(용담댐 유역)의 flux tower에 의한 에디공분산법(Eddy Covariance Method) 및 토양수분 센서(TDR, Time Domain Reflectometery)에 의한 지점 자료의 생산만 각각 이루어지고 있다. 본 연구에서는 K-water 댐 유역의 증발산량 및 토양수분량 관측 현황과 그간 관측된 자료의 특성을 각종 경향성 분석 등과 함께 소개하고자 한다, 증발산량의 경우는 2개소의 flux tower를운영(덕유산 지점 2011년 이후, 용담 지점 2017년 이후)하고 있으며, 토양수분량은 총 7개소(계북, 천천, 상전, 안천, 부귀, 주천 지점 2013년 이후, 장계 지점 2017년 이후)에 TDR센서를 설치, 계측 운영 중이다. 이렇게 관측된 자료는 매년 홍수통제소 주관 관련 전문가 공인심사를 통해 일자료 기준으로 한국수문조사연보에 수록되고 있으며, K-water에서도 연보를 통해 공개된 자료를 기준으로 공공데이터포털(data.go.kr) 등과 연계하여 온라인 자료 서비스 중이다. 한편, 최근 2020년 「제2차 수문조사 기본계획(2020~2029년)」에서는 수자원 위성 개발연구와 연계하여 위성을 활용한 증발산량과 토양수분량 산정 연구의 필요성이 강조되고 있다. 하지만 본 연구에서 살펴본 지점 자료만으로는 댐 유역을 포함한 광역단위의 시계열 공간정보를 생산하기 한계가 있으며, 댐 유역과 국내 전 지역의 공간 시계열 증발산량 및 토양수분량 자료 산정과 활용 방안에 대해 정립하고, 나아가 위성영상을 활용한 댐 유역 증발산량·토양수분량 관측 가이드라인 마련 등을 위해서는 국가적으로 많은 재원의 투입과 노력이 필요한 상황이다.

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Fertilizing Effects of Swine Compost Fermented with Sawdust on Mixed Pastures (혼파초지에 대한 톱밥발효돈분의 시용효과)

  • Shin, J. Soon;Cho, Young-Mu;Lee, Hyo-Ho;Yoon, Sea-Hung;Park, Geun-Je;Choi, Ki-Chun
    • Journal of The Korean Society of Grassland and Forage Science
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    • v.24 no.3
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    • pp.245-252
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    • 2004
  • Experiment was carried out to find the fertilizing effects of 8 different application rates of swine compost fermented with sawdust(SCS) including Chemical fertilizer(CF) on forage yield and soil chemical characteristics of mixed pastures sown in Sep. 1993 at National Livestock Research Institute, RDA., in Suwon during low years. It was arranged in a randomized complete block design with three replicates. Dry matter yield were shown at similar among treatments except Control and $50\%$ SCS of standard amount plot. In botanical composition, the legume and weeds percentages of each treatment were increased as advancing year. The final year's legume percentage were high in line with SCS fertilizing plots($39\%{\sim}43\%$), SCS + CF plots($30\%{\sim}41\%$) and CF plot($32\%$). In productions of TDN, NE and crude protein yield, SCS or SCS($75\%$) + CF($25\%$) were nearly same comparing those of CF, respectively. Phosphate, potassium, magnesium contents and K/(Ca + Mg) except calcium contents of those SCS fertilizing plots in plant were generally high with comparing CF. Those contents were proportional according to the fertilizing amount These result indicate the possibility to substitute chemical fertilizer for SCS($75\%$, 25ton/ha) + CF, $25\%$) as manure-N 210 kg/ha, but might be considered accumulation phosphate in the soil.

A Study on The Billing System of Late Movers in MMORPG (MMORPG 개발 후발업체의 과금방식에 관한 연구)

  • Lee, Nam-Jae;Seol, Nam-O;Lee, Kwang-Jae
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.19-27
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    • 2005
  • The core price policy of on-line game marketing are FPP(Fixed Pre Paid model and PPU(Pay Per Use) model. These two models have been a on-line game company's billing system and a fundamental of MMORPG in Korea. However, they took root billing system only for first movers recently. In now, the market share of several first movers is exceeding 80%, late movers witch have same billing system cannot take part in pair competition. Even though in MMORPG, many games of late movers were favorably noticed by a lot of gamers during Evaluation. Test, a lot of companies are bankrupt before make business. Late Movers declare free game first thing, they maintain their existence and win over customers in on-line game market. And next, they guarantee item selling, give multiple experience value and game money, at last, induce their customers to pay service. As it makes trouble between pay user and free user, and it linked up with the collapse of game contents balance that designed for FPP billing system, And then meet unexpected result which reduction of game life cycle. In this Paper, we classified several contents services based on game contents, and suggested contents premium services which adopted low cost strategy lead to micro payment. we hope it will apply to late movers' new billing system in MMORPG.

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Quality Assurance of Multileaf Collimator Using Electronic Portal Imaging (전자포탈영상을 이용한 다엽시준기의 정도관리)

  • ;Jason W Sohn
    • Progress in Medical Physics
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    • v.14 no.3
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    • pp.151-160
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    • 2003
  • The application of more complex radiotherapy techniques using multileaf collimation (MLC), such as 3D conformal radiation therapy and intensity-modulated radiation therapy (IMRT), has increased the significance of verifying leaf position and motion. Due to thier reliability and empirical robustness, quality assurance (QA) of MLC. However easy use and the ability to provide digital data of electronic portal imaging devices (EPIDs) have attracted attention to portal films as an alternatives to films for routine qualify assurance, despite concerns about their clinical feasibility, efficacy, and the cost to benefit ratio. In this study, we developed method for daily QA of MLC using electronic portal images (EPIs). EPID availability for routine QA was verified by comparing of the portal films, which were simultaneously obtained when radiation was delivered and known prescription input to MLC controller. Specially designed two-test patterns of dynamic MLC were applied for image acquisition. Quantitative off-line analysis using an edge detection algorithm enhanced the verification procedure as well as on-line qualitative visual assessment. In conclusion, the availability of EPI was enough for daily QA of MLC leaf position with the accuracy of portal films.

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On the Development of Agent-Based Online Game Characters (에이전트 기반 지능형 게임 캐릭터 구현에 관한 연구)

  • 이재호;박인준
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2002.11a
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    • pp.379-384
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    • 2002
  • 개발적인 측면에서 온라인 게임 환경에서의 NPC(Non Playable Character)들은 환경인식능력, 이동능력, 특수 능력 및 아이템의 소유 배분 등을 원활히 하기 위한 능력들을 소유해야 하며, 게임 환경을 인식, 저장하기 위한 데이터구조와 자신만의 독특한 임무(mission)를 달성하기 위한 계획을 갖고 행위를 해야 한다. 이런 의미에서 NPC는 자신만의 고유한 규칙과 행동 패턴, 그리고 목표(Goal)와 이를 실행하기 위한 계획(plan)을 소유하는 에이전트로 인식되어야 할 것이다. 그러나, 기존 게임의 NPC 제어 구조나 구현 방법은 이러한 요구조건에 부합되지 못한 부분이 많았다. C/C++ 같은 컴퓨터 언어들을 이용한 구현은 NPC의 유연성이나, 행위에 많은 문제점이 있었다. 이들 언어의 switch 문법은 NPC의 몇몇 특정 상태를 묘사하고, 그에 대한 행위를 지정하는 방법으로 사용되었으나, 게임 환경이 복잡해지면서, 더욱더 방대한 코드를 만들어야 했고, 해석하는데 많은 어려움을 주었으며, 동일한 NPC에 다른 행동패턴을 적용시키기도 어려웠다. 또한, 대부분의 제어권을 게임 서버 폭에서 도맡아 함으로써, 서버측에 많은 과부하 요인이 되기도 하였다. 이러한 어려움을 제거하기 위해서 게임 스크립트를 사용하기도 하였지만, 그 또한 단순 반복적인 패턴에 사용되거나, 캐릭터의 속성적인 측면만을 기술 할 수 있을 뿐이었다 이러한 어려움을 해소하기 위해서는 NPC들의 작업에 필요한 지식의 계층적 분화를 해야 하고, 현재 상황과 목표 변화에 적합한 반응을 표현할 수 있는 스크립트의 개발이 필수 적이라 할 수 있다 또한 스크립트의 실행도 게임 서버 측이 아닌 클라이언트 측에서 수행됨으로써, 서버에 걸리는 많은 부하를 줄일 수 있어야 할 것이다. 본 논문에서는, 대표적인 반응형 에이전트 시스템인 UMPRS/JAM을 이용하여, 에이전트 기반의 게임 캐릭터 구현 방법론에 대해 알아본다.퓨터 부품조립을 사용해서 Template-based reasoning 예를 보인다 본 방법론은 검색노력을 줄이고, 검색에 있어 Feasibility와 Admissibility를 보장한다.매김할 수 있는 중요한 계기가 될 것이다.재무/비재무적 지표를 고려한 인공신경망기법의 예측적중률이 높은 것으로 나타났다. 즉, 로지스틱회귀 분석의 재무적 지표모형은 훈련, 시험용이 84.45%, 85.10%인 반면, 재무/비재무적 지표모형은 84.45%, 85.08%로서 거의 동일한 예측적중률을 가졌으나 인공신경망기법 분석에서는 재무적 지표모형이 92.23%, 85.10%인 반면, 재무/비재무적 지표모형에서는 91.12%, 88.06%로서 향상된 예측적중률을 나타내었다.ting LMS according to increasing the step-size parameter $\mu$ in the experimentally computed. learning curve. Also we find that convergence speed of proposed algorithm is increased by (B+1) time proportional to B which B is the number of recycled data buffer without complexity of computation. Adaptive transversal filter with proposed data recycling buffer algorithm could efficiently reject ISI of channel and increase speed of convergence in avoidance burden of computational complexity in reality when it was experimented having

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Design and Implementation of an Problem-Solving Based and Self-Directed Learning System on Web (웹에서 문제 해결 기반 및 자기 주도적학습 시스템의 설계와 구현)

  • Kim, Kyung-Deok;Lee, Sang-Woon
    • Journal of Korea Multimedia Society
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    • v.7 no.7
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    • pp.944-955
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    • 2004
  • The modern society as a high-level information-oriented society lays a great emphasis on lifelong education. It emphasizes all the learners' creative learning ability and various teaching-learning methods as well. We need the self-directed learning to meet these requirements, and one of the solutions is the self-directed teaching-learning process employing the web. Though many educators, so far, developed a number of teaching materials, they are no more than web-based teaching materials for simple learning activities or simple item-bank systems. So, this paper suggests an problem-solving based and self-directed learning system on web in order to overcome such simplicities, and it shows design and implementation of the system. Suggested learning system enables learners to get thinking skill though self-directed control of learning level after they learn the basic concepts and principles on the web as self-directed learning. For example, the system was applied to mathematics education for a middle school students. It supports a test of questions chosen from the item bank in a self-directed way, and helps learners to understand their learning levels for themselves and to solve their questions through on-line discussions with their instructor. The system can also be helpful in improving the learners' learning effects by sharing mutual information through the data room or the Q&A between learners and learners or between learners and instructors.

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A Content Analysis on Learning Experience of K-MOOC(Korea-Massive Open Online Course) : Focused on Korean University Students (한국 대학생의 K-MOOC 학습 경험에 대한 내용 분석)

  • Park, Tae-Jung;Rah, Ilju
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.446-457
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    • 2016
  • The purpose of the study was to understand the various aspects of learning experiences of Korean university students on K-MOOC. Analyses on the major motivation of the enrollment in a certain MOOC class, the actual learning experiences in the class and the perception of the achievement of the class were the three main foci of the current study. The study employed inductive content analysis as a major analysis tool. Reflective journals from 94 students who enrolled in K-MOOC classes were collected and analyzed at the end of the semester. The result of this study indicated that most of students selected the specific K-MOOC classes based on their general interests on the topics the class offered. Other factors such as intellectual curiosity, practical reasons for their study or work and popularity were also influential on the selection of MOOC classes. Watching videos, taking quizzes and taking tests were the three major sources of the students' satisfaction. Most students felt that K-MOOC is technically satisfactory. However, some students reported on simple errors and absence of advanced functions in the platform. Students perceived positively on their academic achievements of obtaining knowledge(remembering and understanding), attitudes (receiving), and skills through K-MOOC. This study ultimately showed a new awareness of learning experiences around K-MOOC from the perspective of the students. Future research is needed to understand the relationships between the students' learning experience and the students' performance in MOOC classes.

English Vocabulary Learning Application Development Applying Forgetting Curve and Match Result Based Rating System (망각곡선과 대결 기반 순위 결정 시스템을 적용한 영어 단어 학습 어플리케이션 개발)

  • Youm, Kiho;Oh, Kyoungsu;Chun, Youngjae
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.151-160
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    • 2015
  • This paper presents English vocabulary memorization system using forgetting curve to automatically adjust the vocabulary difficulty to match learner's level. Our system will decide the appropriate repetition cycle, depending on the number of memorizing words through the forgetting curve, then requires an iterative learning. No matter what learners know or do not know, words are reviewed. To save time by reviewing some words which have the highest probability that learners forget. And it provides vocabulary based on learner level, which makes learner maintain their interest and achievement. A general system provides vocabularies which difficulty matches with evaluated ones, or randomly provides some vocabularies without consideration of users' level. But we apply the "Glicko" system which is being used in the online chess game ranking system to adjust the vocabulary's difficulty. We utilize the system used in the one-by-one player system to our vocabulary-human system. As a result, learners's level and the vocabularies's difficulty is measured in the review process. Moreover it maximizes the performance of English vocabulary memorization by applying feedbacks from practice testing and distributed learning.

Exploring Factors affecting the Intention to Run University Remote Classes in the Post-COVID-19 Era (포스트 코로나 시대 대학 원격수업 운영 의사에 영향을 미치는 요인 탐색)

  • Kim, Sunyoung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.559-564
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    • 2021
  • The purpose of this study is to explore the factors that affect the intention to run remote classes after COVID-19 with university professors have fully experienced remote classes due to COVID-19. The research questions are what are the factors and the combinations of factors that affect the intention to run remote classes in the post-COVID-19. Data were collected through a survey of 311 remote classes at S Univ. in Seoul in fall 2020, and individuals and combinations of factors were confirmed through logistic regression analysis and decision tree analysis. As a result, individual factors were quality management, online office hours, quizzes midterm oral exams, video development, and student-student and instructor-student Q&A type between face-to-face and remote class. As combinations of factors, it was found that quality management×quiz×student Q&A and quality management×quiz×voting type had an effect on whether to run remote classes. Based on the results, we proposed to run and support remote classes in the post-COVID-19 era.