• Title/Summary/Keyword: 컴퓨터공학교육

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A Morpheme Analyzer based on Transformer using Morpheme Tokens and User Dictionary (사용자 사전과 형태소 토큰을 사용한 트랜스포머 기반 형태소 분석기)

  • DongHyun Kim;Do-Guk Kim;ChulHui Kim;MyungSun Shin;Young-Duk Seo
    • Smart Media Journal
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    • v.12 no.9
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    • pp.19-27
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    • 2023
  • Since morphemes are the smallest unit of meaning in Korean, it is necessary to develop an accurate morphemes analyzer to improve the performance of the Korean language model. However, most existing analyzers present morpheme analysis results by learning word unit tokens as input values. However, since Korean words are consist of postpositions and affixes that are attached to the root, even if they have the same root, the meaning tends to change due to the postpositions or affixes. Therefore, learning morphemes using word unit tokens can lead to misclassification of postposition or affixes. In this paper, we use morpheme-level tokens to grasp the inherent meaning in Korean sentences and propose a morpheme analyzer based on a sequence generation method using Transformer. In addition, a user dictionary is constructed based on corpus data to solve the out - of-vocabulary problem. During the experiment, the morpheme and morpheme tags printed by each morpheme analyzer were compared with the correct answer data, and the experiment proved that the morpheme analyzer presented in this paper performed better than the existing morpheme analyzer.

Analysis on Evaluating Learner's Attention States in a Virtual Environment and Retained Memory after VR Learning (가상현실 학습자의 주의집중상태와 학습 후 기억내용에 관한 영향분석)

  • Park, Kyoung-Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.10
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    • pp.1835-1844
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    • 2007
  • Recently there have been some positive evidences on the effects of learning in a virtual environment. However, most of these educational VR systems were not deeply considered in the design of drawing a learner's attention on lesson contents, which would help enhance retained memory. Hence, a study was conducted to measure 17 subjects' attention states using EEC, ECG, GSR, and eye-tracking and their behaviors while they were given guided search task or exploration task in a virtual environment consisting of five major events. It also analyzed the subject's remembered items after their VR experiences using a surrey. This paper Int describes an overview of the ocean virtual environment used in this study, and it then explains the experimental design, apparatus, and method. It will also discuss the results by a detail analysis (in a whole VR session as well as event-related 10-second 33 sub-sessions) with the subjects' attention states and their retained memory after the learning.

Development of Personalized Heart Disease Health Status Monitoring Web Service (개인별 맞춤형 심장질환 건강상태 모니터링 웹 서비스 개발)

  • Young-bok Cho
    • Journal of Practical Engineering Education
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    • v.16 no.4
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    • pp.491-497
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    • 2024
  • Over the past five years, the proportion of patients with arrhythmia heart disease among teenagers and those in their 20s has been increasing. Heart disease has consistently remained the second leading cause of death in Korea and as the number has increased, electrocardiogram testing for arrhythmia has become important. However, specialized electrocardiogram medical devices are economically burdensome and are difficult to store individually in hospitals due to their large size and difficulty in operation. Testing is conducted through visits. Therefore, it is essential to enable individuals to perform ECG self-examinations using an Arduino-based ECG sensor that is affordable and easy to use in daily life, so that arrhythmia can be identified through individual ECG measurement. In this study, data is measured using an electrocardiogram sensor (AD8232), and changes in bio signals are visually provided through real-time monitoring, allowing users to make intuitive decisions and at the same time understand test results. To safeguard sensitive personal information, we have developed a web service that provides individual heart disease and customized health guides that can protect personal information through web vulnerability security using session and user authentication and SSL.

Job Counselor's Experience and Perception of Generative AI (직업상담사의 생성형 AI 활용경험 및 인식)

  • Sang-ho Bae;Hye-young Kang
    • Journal of Practical Engineering Education
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    • v.16 no.4
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    • pp.567-575
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    • 2024
  • This study was conducted to provide basic data on how to use Generative AI and education to strengthen Generative AI competency in vocational counseling by confirming the experience and perception of job counselors' use of Generative AI. A questionnaire was produced based on literature research and FGI preliminary surveys, and the main contents of the questionnaire were 'experience in using Generative AI (whether to have experience, type of tool, job, educational experience, etc.) and Generative AI recognition (recognition level, usefulness, availability, educational needs, etc.). An online survey was conducted for vocational counselors, and a total of 293 data were analyzed. As a result of major research, first, there were many counselors who had no experience in using Generative AI(60%), and the response that the reason for not using it was because they did not feel the need(28%). Second, the 'degree of recognition' in the Generative AI was somewhat low (M=2.77), and 'Generative AI usefulness' was found to be at a normal level (M=3.32), and it was recognized that it would be necessary mainly for jobs related to 'vocational information'. Third, 'tool (computer use, etc.) competency' (26%) was the highest as the competency required for future vocational counselors, and 'how to use Generative AI' (57%) accounted for a high proportion of the educational content necessary to improve these competencies.

A Study on the Utilization of Digital Twin Training Equipment based on EduTech for Vocational Training (직업 훈련에서 에듀텍 기반 디지털 트윈 훈련장비 활용 방안 연구)

  • Sang-Bong Lee;Young Kyoun Jung;Jaemin Yoo;Byungil Jang;Yun-Seok Jung;Jun-Ki Min
    • Journal of Practical Engineering Education
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    • v.16 no.5_spc
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    • pp.709-724
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    • 2024
  • The purpose of this study is to come up with a plan enhancing the effectiveness of vocational competency development projects based on Edutech, which was accelerated by the era of COVID-19 and the expansion of the Internet industry which was established by the fourth industrial revolution. For this purpose, we conducted literature review on existing remote training and carried out a survey to analyze the pros and cons, effectiveness, necessary functions, and improvements of diginal twin training equipment on employees of large and small enterprises as well as unemployed people including students. Through this, it is confirmed that digital twin training equipment has limitations in replacing real equipment at the current level, but if it is improved in the future, it can be used for various purposes as training equipment. In addition, through consultation with human resources personnel and educational expert, we suggested utilization plans on mixed training, national/private technical qualification, training for foreign workers, and military personnel social adaptation training as plans to exploiting digital twin training equipment in the field of vocational ability development.

An Educational Plan for Chinese Culture through 「Analysis of the Legend of the Gaotang(高唐)shennu(神女)」 (<고당신녀전설 분석>을 통한 중국문화 교육 방안)

  • Kim, Sung-Hee;Choi, Eunsun;Park, Namje
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.313-320
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    • 2022
  • Recently, the keyword 'convergence' has emerged in the education field. The voice of demand for the humanities is also increasing. The range of convergence of the humanities is gradually spreading to various fields such as science, technology, engineering, and the arts field. And also, the trend is to nurture the future creative convergence talent with logical, comprehensive, and creative thinking through the fusion of humanities, scientific, and empirical theories. Myths and legends contain the content of humanity's culture creation and deal with matters such as religion, philosophy, art, and science. Therefore, through the consciousness of the ancients who lived in the so-called convergence era when academic differentiation did not occur, it will be possible to reflect on the appearance of sages. In this paper, we propose a method for educating Chinese culture through the analysis of by Wen Yi-Duo, a famous Chinese scholar. He sought to find the origin of Chinese culture through myths and legends and to find national identity by restoring the concept of national culture in the period of origin. The myths and legends of China are closely related to the cultural phenomena of modern China, which will further enhance our understanding of China.

Line Tracer Modeling for Educational Virtual Experiment (교육용 가상실험 라인 트레이서 모델링)

  • Ki, Jang-Geun;Kwon, Kee-Young
    • Journal of Software Assessment and Valuation
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    • v.17 no.2
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    • pp.109-116
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    • 2021
  • Traditionally, the engineering field has been dominated by face-to-face education focused on experimental practice, but demand for online learning has soared due to the rapid development of IT technology and Internet communication networks and recent changes in the social environment such as COVID-19. In order for efficient online education to be conducted in the engineering field, where the proportion of experimental practice is relatively high compared to other fields, virtual laboratory practice content that can replace actual experimental practice is very necessary. In this study, we developed a line tracer model and a virtual experimental software to simulate it for efficient online learning of microprocessor applications that are essential not only in the electric and electronic field but also in the overall engineering field where IT convergence takes place. In the developed line tracer model, the user can set various hardware parameter values in the desired form and write the software in assembly language or C language to test the operation on the computer. The developed line tracer virtual experimental software has been used in actual classes to verify its operation, and is expected to be an efficient virtual experimental practice tool in online non-face-to-face classes.

A Survey on Awareness and Availability on Items of 2018 Assistive Devices Distribution Program for the Disabled in the Occupational Therapists (2018년도 장애인 보조기기 교부사업 품목에 대한 작업치료사의 인식도와 활용도 조사)

  • Kim, Jeong-Eun;Park, Je-Min;Bae, Su-Yeong;Jung, Nam-hae
    • Korean Journal of Occupational Therapy
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    • v.26 no.4
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    • pp.85-95
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    • 2018
  • Objective : The purpose of this study was to investigate the awareness and availability on items of 2018 assistive devices distribution program for the disabled in the occupational therapists. Methods : A total of 132 occupational therapists participated in the survey from May 1 to May 31. Results : 96.2% of the occupational therapists responded that assistive device is helpful in lives of the disabled people. Especially, they responded that assistive device is the most helpful in 'movement and mobility'. Awareness on an angle spoon/fork with built-up handle and universal cuff was the highest, while a visual signaling indicator was the lowest. Availability on an air cushion was the highest, while a visual signaling indicator and a voice guidance system were the lowest. 67.4% responded that 'sometimes' they use the assistive device and 77.3% responded they will utilize the assistive device. To improve awareness and availability, 43.2% needed financial support, 32.6% needed to add insurance bill and 22.7% needed related education. Conclusion : In the future, this result will be available as a basic data for the education about assistive device for the occupational therapists.

Study on the Development of Convergence lesson about Computer with Internet Marketing subject in University (대학에서 컴퓨터와 인터넷 마케팅 교과간 융합수업 모형 개발에 관한 연구)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.9
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    • pp.7-12
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    • 2018
  • In the society where the paradigm of knowledge is rapidly changing and developing, convergence emphasizing the connection between knowledge and technology in various fields is significant. In order to cultivate these creative-convergent talents, STEAM(Science, Technology, Engineering, Arts, and Mathematics) is being considered important to make them equipped with creative thinking ability and core competence required in the future society and help them devise new ideas escaping from the branches of study. This study is about convergence instructional design of computer with marketing subject, which aims to foster talent. The results of this study are as follows. First, the structured process of convergence lessons. Second, the convergence lesson was based on a cyclic process with steps : selection of the subject concerned, selection of a topic, designing the lesson, mapping out the lesson plan and developing problems, having a final discussion on the whole lesson, performing the lesson and evaluating the lesson. Third, the development of the problems about the introduction of computer engineering and Internet marketing subject for convergence lessons. To make an effect of this model, studies applying this instructional design to many lectures should be implemented.

Case Study on Utilizing Arduino in Programming Education of Engineering (공학 프로그래밍 교육에 아두이노 활용 방안 사례 연구)

  • Park, Jang-Hyun;Kim, Seong-Hwan
    • Journal of IKEEE
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    • v.19 no.2
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    • pp.276-281
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    • 2015
  • Engineers increasingly rely on computers and their computer programming skills for their works. As a result, most engineering curricula have introduced a computer programming courses. However, students consider the subject to be unrelated to their core interests and often feel uncomfortable when learning to program for the first time. To overcome these difficulties, several studies have proposed the use of physical computing paradigm. This paradigm takes the computational concepts out of the PC screen and into the real world so that the student can interact with them. This paper proposes Arduino platform as a tool for attracting interest of the programming and reports the results of questionnaire survey analysis.