• Title/Summary/Keyword: 정보이론적 학습

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A study of interface with affordance theory for museum education mobile application improvement (박물관 교육 모바일 애플리케이션 개선을 위한 어포던스 이론 적용 인터페이스 연구)

  • Hwang, YunJa;Ahn, Mi-Lee
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.25-34
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    • 2014
  • The object of this study is to improve obstacles related with physical affordance and cognitive affordance by adopting Norman's theory for affordance of mobile application of museum education. As to conduct the study, I have selected the mobile device application of G museum for the need of observation and interviewing, and have applied think aloud protocol to analyse matters of affordance. By this study, learners will be possible to conduct appropriate behavior instantly under the circumstance of unfamiliar museum mobile environment because of sophisticated design to make learners perceive and understand information provided with designed interface based on realistic improvement that will be made by inspecting possible problems of affordance in position of museum education mobile system users. Additionally learners will be able to control contents of museum and to experience interactive learning which motivate exploratory activity to accomplish meaningful learning.

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The analysis of the Knowledge Construction Types in Educational on-line Games On the Basis of the level of the Self-Regulated Learning (자기조절학습 수준에 따른 교육용 온라인게임에서의 지식구성과정 유형 분석 연구)

  • Jung, Jae-Yeob;Kim, Keon-Seok;Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.51-66
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    • 2006
  • According to this recent change of the educational stream, the researcher sought to find the relationship between the level of students' Self-Regulated Learning and the Knowledge Construction Process strategies they use to succeed at an educational on-line game, and attempt to make some suggestions on the design and use of educational on-line games in this study. In conclusion, the change in the education paradigm requires students to pursue and produce contextual knowledge by using various media and learning environments. Some theoretical backgrounds, related to situated learning theory and the use of supporting educational media, are necessary. As contextual educational media, On-line games can be expected to play the role of evoking fresh perspective towards all the aspects of education.

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A Study on the Blockchain-Based Insurance Fraud Prediction Model Using Machine Learning (기계학습을 이용한 블록체인 기반의 보험사기 예측 모델 연구)

  • Lee, YongJoo
    • Journal of Convergence for Information Technology
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    • v.11 no.6
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    • pp.270-281
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    • 2021
  • With the development of information technology, the size of insurance fraud is increasing rapidly every year, and the method is being organized and advanced in conspiracy. Although various forms of prediction models are being studied to predict and detect this, insurance-related information is highly sensitive, which poses a high risk of sharing and access and has many legal or technical constraints. In this paper, we propose a machine learning insurance fraud prediction model based on blockchain, one of the most popular technologies with the recent advent of the Fourth Industrial Revolution. We utilize blockchain technology to realize a safe and trusted insurance information sharing system, apply the theory of social relationship analysis for more efficient and accurate fraud prediction, and propose machine learning fraud prediction patterns in four stages. Claims with high probability of fraud have the effect of being detected at a higher prediction rate at an earlier stage, and claims with low probability are applied differentially for post-reference management. The core mechanism of the proposed model has been verified by constructing an Ethereum local network, requiring more sophisticated performance evaluations in the future.

Quantitative EEG research by the brain activities on the various fields of the English education (영어학습 유형별 뇌기능 활성화에 대한 정량뇌파연구)

  • Kwon, Hyung-Kyu
    • Journal of the Korean Data and Information Science Society
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    • v.20 no.3
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    • pp.541-550
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    • 2009
  • This research attempted to find out any implications for strategies to design and develop the connections between the activities of the brain function and the fields of English learning (dictation, word level, speaking, word memory, listening). Thus, in developing the brain based learning model for the English education, attempts need to be made to help learners to keep the whole brain toward learning. On this point, this study indicated the significant results for the exclusive brain location and the brainwaves on the each English learning field by the quantitative EEG analysis. The results of this study presented the guidelines for the balanced development of the left brain and the right brain to train the specific site of the brain connected to the English learning fields. In addition, whole brain training model is developed by the quantitative EEG data not by the theoretical learning methods focused on the right brain training.

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디지털 신경망을 고려한 학습모형개발

  • 노귀순
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2000.11a
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    • pp.763-780
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    • 2000
  • 21세기 경영전략 중 속도와 유연성을 가능하게 하는 것은 디지털을 기반으로 하는 정보기술이다. 1959년 Edith Penrose 가 "경영자원론적 기업론"에서 핵심역량 이론을 통해 연구한 후로, 지식증가의 중요성은 더 이상 무시될 수 없게 되었다(Penrose,1959). 지식 및 지식경영에 대한 개념이 구체적으로 형성되기 전에 1980년대 초부터 실무에서 먼저 지식의 중요성을 깨닫고 기업에서 이러한 지식을 어떻게 축적ㆍ관리 할 것인가에 초점을 둔 활동들이 수행되었다. 특히, 상당부분의 관심이 기술적 지식을 창출, 조직화, 이용하고 그래서 결과적으로 혁신을 가져올 원천들을 응용하는 방법에 집중되고 있다. 특히, 그 초점은 새로운 제품이나 프로세스를 창출하거나, 기존 제품 혹은 프로세스를 개선해서 보다 잘 시장의 요구에 부합하고 지속적으로 경쟁우위를 유지할 수 있도록 하는데 있다(Cole, 1998).(중략)1998).(중략)

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A Development and Applications of Problem Solving Tool for Learning Geometry (기하 학습을 위한 문제해결 도구 개발 및 적용)

  • Bae, Jin-Seong;Kim, Kap-Su
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.449-459
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    • 2010
  • Using a geometric computer program achieve learning effects as handling various function and has advantage to overcome the environment of classroom through providing an inquiring surroundings in the figure learning at an elementary school. There are many software for drawing the geometric. But currently most is focus on how to use the softwares without contents. So, It is necessary to develope a geometric software adapted cognitive development of primary schoolchildren. This study is aim to analyze elementary mathematic curriculum based on Van Heiles theory, to develope the software(Geometry for Kids : GeoKids) considering cognitive level of the primary schoolchildren. This software is developed to substitute a ruler and a compass considering cognitive level of the primary schoolchildren. Using mouse, GeoKids software help a child to draw easily lines and circles and this software notice another lines and circle automatically for a more accurate drawing figures. Children can use practically this software in connection with subjects of elementary mathematic curriculum.

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Image Analysis Technique for Automatic Recognition of Diagnostic Kit (진단키트 자동 판독을 위한 영상 분석 기법)

  • Jung, Joong-Eun;Kim, Ju-Youn;Bae, Hye-Su;Kim, Ho-Joon
    • Annual Conference of KIPS
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    • 2013.11a
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    • pp.1309-1311
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    • 2013
  • 본 연구에서는 의료 진단키트의 자동판독 시스템에서, 통제되지 않은 조명 환경에서도 정확한 색상 판별을 위한 ROI 영역 추출 기법과 조명 보정 기법을 고찰한다. 3단계로 세분된 ROI 추출 과정은 조명변화에 적응적인 배경영상 정보를 유지하고, 노이즈 제거와 에지 추출 과정을 포함한다. 진단 결과의 정량적 판별에 중요 지표가 되는 색상정보가 조명의 영향의 의해 왜곡되는 것을 보완하기 위하여 표본 추출된 학습데이터로부터 조명 보정 곡선을 생성한다. 20종류의 색상패턴을 대상으로 적용한 실험 결과를 통하여 제안된 이론의 유용성을 고찰한다.

The Effects of Contextual Error-Correction Feedback on Learners' Academic Achievement io Web Courseware for Learning Productivity S/W (Productivity S/W 학습용 웹 코스웨어에서 상황맥락적 오류교정 패드백이 학업성취도에 미치는 영향)

  • Kim, Do-Yun;Bae, Young-Kwon;Baek, Jang-Hyeon;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.7 no.1
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    • pp.141-149
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    • 2004
  • Today there are many Web courseware systems for formative evaluation and feedback. Formative evaluation and feedback provided according to users' response in most Web courseware systems, however, are simple texts showing only whether correct or wrong, correct answers, relevant information, etc., far deviated from actual context. Thus such a system may weaken the corrective function of feedback and, as a result, reduce learners' understanding of contents and the possibility of learning transfer. In addition, according to the learning theory of constructivism, learning is influenced by the situation, in which it happens, and knowledge is learned and transferred differently depending on the context in which it is learned. In the background, this study designed and implemented a contextual error-correction feedback system that can provide feedback in a context closely related and similar to the relevant situation according to the response of learners when formative evaluation is carried out in Web courseware. In addition, it applied 'correction/correct-answer-providing feedback', 'relevant information providing feedback' and 'contextual error-correction feedback' to Web courseware for learning actual productivity S/W and verified if 'contextual error-correction feedback' is more effective than other two types of feedback for learners' academic achievement.

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A Study on Consumers' Perception of and Use Motivation of Artificial Intelligence(AI) Speaker (인공지능 스피커(AI 스피커)에 대한 사용자 인식과 이용 동기 요인 연구)

  • Lee, Heejun;Cho, Chang-Hoan;Lee, So-Yoon;Keel, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.138-154
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    • 2019
  • This study was conducted to identify the use motivations of AI speaker and examine the characteristics of AI speaker users. Based on the uses and gratifications theory, The study results show that the user motivations of AI speaker are four dimensional, namely escaping from daily problems and maintaining social relationships, information acquisition and learning, entertainment and relaxation and pursuit of practicability. The main AI speaker users are in their 30s, and they are innovative to actively use AI speakers for entertainment purposes such as listening to music. The four sub-dimensions differed as we compared them with user characteristics. Specifically, the motivation for escaping from daily problems and maintaining social relationships varied with gender and age. Moreover, age and informativeness were identified to have an influence on the motivations of information acquisition and learning and entertainment and relaxation. In sum, this research provides practical implications into how to strategically create contents and services for AI speakers.

A Study on the Organizational Development of the Academic libraries in Korea (한국의 대학도서관 조직개발에 관한 연구)

  • 박인웅
    • Journal of Korean Library and Information Science Society
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    • v.34 no.1
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    • pp.331-349
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    • 2003
  • This study explores what kinds of strategies are appropriate for the academic libraries to upgrade their services and vitalize their organizational culture. The sources related to the organizational development theory and the organization of the academic libraries are gathered and examined for this study. And this study suggests the realization of team system the development of knowledge management and teaming organization culture, the establishment of strategic plan as the strategies for the organizational development of the academic libraries in Korea.

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