• Title/Summary/Keyword: 온라인 실험

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Effects of online academic coaching program for undergraduate student on self-directed learning, academic motivation, and time management (대학생 온라인 학습코칭 프로그램이 자기주도학습능력, 학습동기, 시간관리행동에 미치는 효과)

  • Cho, Youyong;Park, Junseong;Moon, Kwangsu
    • The Korean Journal of Coaching Psychology
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    • v.6 no.1
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    • pp.33-55
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    • 2022
  • This study examined the effects of 1:1 online coaching for college students on self-directed learning, learning motivation and time management. The coaching program consisted of motivation, behavior and cognitive control, which are sub-factors of self-directed learning. Total of 7 sessions(80 minutes per session) were progressed. Seven participants who wanted coaching, out of the total 16 participants, were assigned to the experimental group. A non-equal control group experimental design was applied. Dependent variables were measured by questionnaire before and after the coaching, and satisfaction survey and post-interview were also conducted after the coaching. ANCOVA was adopted to test the effectiveness of the program. The statistical results indicated that the learning coaching of this study has positive effect on self-directed learning and learning motivation of university students, and has partially positive effect on time management. In addition, the mean of satisfaction survey was 4.85 and participants showed positive responses on the program.

A Technique for On-line Automatic Signature Verification based on a Structural Representation (필기의 구조적 표현에 의한 온라인 자동 서명 검증 기법)

  • Kim, Seong-Hoon;Jang, Mun-Ik;Kim, Jai-Hie
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.11
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    • pp.2884-2896
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    • 1998
  • For on-line signature verification, the local shape of a signature is an important information. The current approaches, in which signatures are represented into a function of time or a feature vector without regarding of local shape, have not used the various features of local shapes, for example, local variation of a signer, local complexity of signature or local difficulty of forger, and etc. In this paper, we propose a new technique for on-line signature verification based on a structural signature representation so as to analyze local shape and to make a selection of important local parts in matching process. That is. based on a structural representation of signature, a technique of important of local weighting and personalized decision threshold is newly introduced and its experimental results under different conditions are compared.

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Support vector machines for big data analysis (빅 데이터 분석을 위한 지지벡터기계)

  • Choi, Hosik;Park, Hye Won;Park, Changyi
    • Journal of the Korean Data and Information Science Society
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    • v.24 no.5
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    • pp.989-998
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    • 2013
  • We cannot analyze big data, which attracts recent attentions in industry and academy, by batch processing algorithms developed in data mining because big data, by definition, cannot be uploaded and processed in the memory of a single system. So an imminent issue is to develop various leaning algorithms so that they can be applied to big data. In this paper, we review various algorithms for support vector machines in the literature. Particularly, we introduce online type and parallel processing algorithms that are expected to be useful in big data classifications and compare the strengths, the weaknesses and the performances of those algorithms through simulations for linear classification.

Secondary Path Estimation Algorithm Based on Residual Music Canceller for Noise Cancelling Headphone (노이즈 캔슬링 헤드폰에 적합한 잔여 음악 제거기 기반의 2차 경로 추정 알고리즘)

  • Ji, Youna;Lee, Keunsang;Park, Youngcheol
    • The Journal of the Acoustical Society of Korea
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    • v.34 no.5
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    • pp.377-384
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    • 2015
  • An active noise control (ANC) algorithm for noise canceling headphone is proposed. In this study, the feedback ANC operated with the filtered-x least mean square algorithm (FxLMS) algorithm is used to attenuate the undesired noise. Also an adaptive residual music canceller (RMC) is proposed for enhancing the accuracy of the reference signal of the feedback ANC. Simulation results show that a high quality of music sound can be consistently achieved in a time-varying secondary path situation.

On-Line Feed-Forward Dead-Time Compensation Method (온라인 전향 데드타임 보상기법)

  • 김현수;윤명중
    • The Transactions of the Korean Institute of Power Electronics
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    • v.9 no.3
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    • pp.267-274
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    • 2004
  • In this paper, a new on-line dead-time compensation method is proposed. The output voltage errors due to the dead-time effect is considered as disturbance voltages. The magnitude of the disturbance voltages is estimated using a time delay control technique and the disturbance voltages are calculated using the estimated values, measured currents, and position information. The calculated disturbance voltages are fed to voltage references in order to compensate the dead-time effect. The proposed method is applied to a PM synchronous motor drive system and implemented in a digital manner using a digital signal processor (DSP) TMS320C31. The experiments are carried out for this system to show the effectiveness of the proposed method and the results show the validity of the proposed method.

Synchronization in Simulation and On-line Feedback Control for Mobile Robots Using The MSRDS (MSRDS를 이용한 모바일 로봇의 시뮬레이션 동기화 및 온라인 피드백 제어)

  • Lee, Yoon-Sub;Choi, Sang-Ho;Lee, Young-Sam;Kim, Jin-Geol
    • Proceedings of the KIEE Conference
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    • 2008.10b
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    • pp.93-94
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    • 2008
  • 로봇을 개발함에 있어 많이 겪는 어려움 중 하나는 열악한 시뮬레이션 환경 및 소프트웨어 개발이다. Microsoft사(社)의 MSRDS(Microsoft Robotics Developer Studio)는 3D시뮬레이션 환경과 로봇 구동을 위한 각종 표준화된 서비스들을 지원함으로써 이러한 문제점들을 해결할 수 있다. 본 논문에서는 원자력 발전소의 중 저준위 폐기물 저장창고 검사 로봇을 대상으로 MSRDS를 이용하여 3D 시뮬레이션 및 온라인 피드백 제어를 수행하였다. 로봇은 사륜으로 이루어져 있으며, 주행 환경 확인을 위한 카메라, 장애물 감시용 LRF(Laser Range Finer)센서, 주변 환경 감지를 위한 온도센서, 습도센서 및 MSRDS가 장착된 산업용 3D가 탑재되어 있다. MSRDS의 제어신호는 이벤트로 생성되어 3D 시뮬레이션 렌더링 시간과 동기화되며, Brick 서비스를 통해 전송된다. 피드백은 10ms 주기로 LRF 센서, Motor 엔코더 값을 받아 3D 시뮬레이션에 반영된다. 본 논문에서는 MSRDS의 시뮬레이션 및 실제 로봇과의 동기화 방식을 제시하며 구동 실험으로 검증하였다.

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On-line Signature Verification using Segment Matching and LDA Method (구간분할 매칭방법과 선형판별분석기법을 융합한 온라인 서명 검증)

  • Lee, Dae-Jong;Go, Hyoun-Joo;Chun, Myung-Geun
    • Journal of KIISE:Software and Applications
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    • v.34 no.12
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    • pp.1065-1074
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    • 2007
  • Among various methods to compare reference signatures with an input signature, the segment-to-segment matching method has more advantages than global and point-to-point methods. However, the segment-to-segment matching method has the problem of having lower recognition rate according to the variation of partitioning points. To resolve this drawback, this paper proposes a signature verification method by considering linear discriminant analysis as well as segment-to-segment matching method. For the final decision step, we adopt statistical based Bayesian classifier technique to effectively combine two individual systems. Under the various experiments, the proposed method shows better performance than segment-to-segment based matching method.

Validation in Emotional Evaluation System as Game Evaluation Tool -Focused on Comparison with Jakob Nielson's Evaluation System- (게임 평가도구로써 감성 평가시스템의 타당화 -Jakob Nielsen의 사용성 평가시스템과의 비교를 중심으로-)

  • Seo, Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.86-93
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    • 2007
  • Online game industry is also making much efforts in developing games that have emotional disposition which is rapidly growing by the increase of emotional demand by the user. In the online game development that induces immersion stimulating the emotion of the human has the evaluation stage it must surely pass, and in this stage, emotional evaluation system is known as the evaluation method that one can verify the function, usage and human emotion desire of the game before its launching. Nevertheless, at this situation the studying result is absent in the verification of efficiency and validity of the emotional evaluation system, this study is to work on the availability and validity of the emotional evaluation system as the evaluation tool of the game comparing with the Jakob Nielsen's evaluation system through common user group which are the subjects.

Music Recommendation Technique Using Metadata (메타데이터를 이용한 음악 추천 기법)

  • Lee, Hye-in;Youn, Sung-dae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.75-78
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    • 2018
  • Recently, the amount of music that can be heard is increasing exponentially due to the growth of the digital music market. Because of this, online music service users have had difficulty choosing their favorite music and have wasted a lot of time. In this paper, we propose a recommendation technique to minimize the difficulty of selection and to reduce wasted time. The proposed technique uses an item - based collaborative filtering algorithm that can recommend items without using personal information. For more accurate recommendation, the user's preference is predicted by using the metadata of the music source and the top-N music with high preference is finally recommended. Experimental results show that the proposed method improves the performance of the proposed method better than it does when the metadata is not used.

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A Study of Player Changed-pattern Model for Game Bots Detection in MMORPG (MMORPG에서 게임 봇 프로그램 탐지를 위한 플레이어 패턴 변화 모델에 관한 연구)

  • Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.121-129
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    • 2011
  • In an online-game, the various game service victimized cases are generated by the bots program or auto program. Particularly, the abnormal collection of the game money and item loses the inherent fun of a game. It reaches ultimately the definite bad effect to the game life cycle. This paper collects and analyzes the pattern of game behavior change for the bots detection method. By using the game activity changing information of the human and game activity changing information of the bots, the degree of resemblance was measured. It utilized in the bots detection method. In an experiment, by using the served online-game, the model of a user and bots were generated and similarity was distinguished. And the reasonable result was confirmed.