• Title/Summary/Keyword: 컴퓨터공학교육

Search Result 699, Processing Time 0.032 seconds

Development of an Optimized Class Space and Map based on the Metaverse ZEP Platform (메타버스 ZEP 플랫폼 기반의 최적화된 수업 공간 및 맵 개발)

  • Ae-ran Park;Myung-suk Lee
    • Journal of Practical Engineering Education
    • /
    • v.15 no.2
    • /
    • pp.439 -447
    • /
    • 2023
  • This paper aims to develop a map for optimized class space using ZEP among the metaverse platforms. As a research method, the classroom space was organized so that the subject of learning became a learner, and the classroom space was modified and supplemented to optimize while being applied to elementary school computer classes. The contents of the study investigated learners' prior perception of metaverse, and compared and analyzed the advantages and disadvantages of the metaverse platform. In addition, the map was designed by reflecting the results of the survey, and after applying the map to the class, necessary APIs and apps were installed to supplement it. As a result, the learner became the subject of learning in the metaverse space, freely identified the space, and actively participated in the class. In particular, we found that students who were passive offline and those who had a low participation rate due to lack of skills participated more actively. In particular, students who were passive offline or whose participation was low due to lack of skills participated more actively. If API and JavaScript programs are added to collect log data of learners for learning analysis, real-time feedback is possible for learners, and learner feedback is possible for instructors with statistical data. If this is possible, the metaverse space can fully expect the role of a learning assistant for learners and a teaching assistant for instructors.

A Case Study on the Effect of the Artificial Intelligence Storytelling(AI+ST) Learning Method (인공지능 스토리텔링(AI+ST) 학습 효과에 관한 사례연구)

  • Yeo, Hyeon Deok;Kang, Hye-Kyung
    • Journal of The Korean Association of Information Education
    • /
    • v.24 no.5
    • /
    • pp.495-509
    • /
    • 2020
  • This study is a theoretical research to explore ways to effectively learn AI in the age of intelligent information driven by artificial intelligence (hereinafter referred to as AI). The emphasis is on presenting a teaching method to make AI education accessible not only to students majoring in mathematics, statistics, or computer science, but also to other majors such as humanities and social sciences and the general public. Given the need for 'Explainable AI(XAI: eXplainable AI)' and 'the importance of storytelling for a sensible and intelligent machine(AI)' by Patrick Winston at the MIT AI Institute [33], we can find the significance of research on AI storytelling learning model. To this end, we discuss the possibility through a pilot study targeting general students of an university in Daegu. First, we introduce the AI storytelling(AI+ST) learning method[30], and review the educational goals, the system of contents, the learning methodology and the use of new AI tools in the method. Then, the results of the learners are compared and analyzed, focusing on research questions: 1) Can the AI+ST learning method complement algorithm-driven or developer-centered learning methods? 2) Whether the AI+ST learning method is effective for students and thus help them to develop their AI comprehension, interest and application skills.

A Study on Availabilities of Self-evaluation and Peer-evaluation of Team Activities in Computer Science Basic Classes (컴퓨터학부 기초전공 수업에서 팀 활동에 대한 자기평가와 동료평가의 활용성 연구)

  • Cho, Soosun
    • Journal of Internet Computing and Services
    • /
    • v.23 no.2
    • /
    • pp.107-114
    • /
    • 2022
  • In this paper, availabilities of student-evaluations of team activities in the computer science basic classes were analysed. For the purpose, correlation analysis was conducted to investigate the relationships among peer-evaluation, self-evaluation, and academic achievement, and it was found that there was a statistically significant positive correlation among them. Moreover, the gap between peer-evaluation scores and self-evaluation scores was analyzed. When a one-sample t-test was performed, it was found that the gap was very significant. However, the size of the gap was not different between the two classes. That is, regardless of grade level, the students' self-evaluation scores tended to be on average higher than the evaluation scores received from peers. Finally, when analyzing the relationship between the gap in peer-evaluation and self-evaluation scores and academic achievement, there was no significant correlation between the gap in scores and academic achievement. In other words, there was no difference in the tendency of evaluation for students with high or low academic achievement. The results of the analysis shows the availability of student-evaluations of team activities in the evaluation of team-based instruction. The high correlation between self-evaluation and peer-evaluation indicates the objectivity of student-evaluation. Although it is clear that the self-evaluation score is higher on average than the score received from peers, it is more useful in terms of objectivity because it does not vary according to grade, subject, or academic achievement.

Exploring the Effects of Passive Haptic Factors When Interacting with a Virtual Pet in Immersive VR Environment (몰입형 VR 환경에서 가상 반려동물과 상호작용에 관한 패시브 햅틱 요소의 영향 분석)

  • Donggeun KIM;Dongsik Jo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.30 no.3
    • /
    • pp.125-132
    • /
    • 2024
  • Recently, with immersive virtual reality(IVR) technologies, various services such as education, training, entertainment, industry, healthcare and remote collaboration have been applied. In particular, researches are actively being studied to visualize and interact with virtual humans, research on virtual pets in IVR is also emerging. For interaction with the virtual pet, similar to real-world interaction scenarios, the most important thing is to provide physical contact such as haptic and non-verbal interaction(e.g., gesture). This paper investigates the effects on factors (e.g., shape and texture) of passive haptic feedbacks using mapping physical props corresponding to the virtual pet. Experimental results show significant differences in terms of immersion, co-presence, realism, and friendliness depending on the levels of texture elements when interacting with virtual pets by passive haptic feedback. Additionally, as the main findings of this study by statistical interaction between two variables, we found that there was Uncanny valley effect in terms of friendliness. With our results, we will expect to be able to provide guidelines for creating interactive contents with the virtual pet in immersive VR environments.

Development of E-learning System for Vocational Rehabilitation of Students with Mental Retardation (정신지체 학생의 직업교육을 위한 e-러닝 시스템 개발)

  • Kim, C.G.;Ryu, G.J.;Song, B.S.
    • Journal of rehabilitation welfare engineering & assistive technology
    • /
    • v.6 no.2
    • /
    • pp.49-54
    • /
    • 2012
  • In this study, an E-learning system was developed for vocational rehabilitation training of intellectual disabilities. The developed system is available to have acquirement of knowledge through step by step learning and is configured to relearn through problem-solving and demonstration video. In addition, the learned information was composed to check the configuration which is correctly learning through rehearsal function. The device for rehearsal consists of a transmitter and the receiver. The transmitter is formed Pressure sensor, IR sensor for detecting client's work and Bluetooth module for wireless network. The receiver includes a Bluetooth module for wireless network and USB input terminal for communication with computer.

  • PDF

The Future of CAE as a Disruptive Innovation (와해성 혁신의 관점에서 본 CAE 의 미래)

  • Kim, Sangtae
    • Transactions of the KSME C: Technology and Education
    • /
    • v.3 no.2
    • /
    • pp.149-154
    • /
    • 2015
  • Disruptive innovation means the innovation which obsoletes the existing technology by a new technology. Like the examples of disruptive innovation, film camera and digital camera and PC and laptop, CAE technology can be regarded as a disruptive technology which can raise the disruptive innovation. CAE technology which is being improved dramatically with the development of the related technologies brings the innovation in the design and validation process in manufacturing industry. This innovation can change the rule of the market so that the researchers, companies and CAE enginnees should pay attention to it. Also not only the improvement of the technology but also the training and cultivation of the engineers who can utilize CAE technology are very important and cannot be neglected.

Virtual Lecture Contents for Digital Logic Circuit Using Multimedia (멀티미디어를 이용한 디지털 논리 회로 콘텐츠)

  • Lim, Dong-Kyun;Oh, Won-Geun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.12 no.1
    • /
    • pp.59-64
    • /
    • 2008
  • In this paper, we developed an virtual lecture to study digital logic circuits. The contents is intended fer the students without or with little knowledge about electrics or electronics. For the beginners, the lecture contains the basic electronics and basic circuit theory as well as the degital logic circuits to be more practical lecture. And we developed the virtual circuit lab which uses real-like devices, circuits and interactive objects for the students to experience practical digital circuits. With the features described above, this contents would be useful for the beginners who want to studying digital logic circuits.

Implementation of LTE-A PDSCH Decoder using TMS320C6670 (TMS320C6670 기반 LTE-A PDSCH 디코더 구현)

  • Lee, Gwangmin;Ahn, Heungseop;Choi, Seungwon
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.14 no.4
    • /
    • pp.79-85
    • /
    • 2018
  • This paper presents an implementation method of Long Term Evolution-Advanced (LTE-A) Physical Downlink Shared Channel (PDSCH) decoder using a general-purpose multicore Digital Signal Processor (DSP), TMS320C6670. Although the DSP provides some useful coprocessors such as turbo decoder, fast Fourier transformer, Viterbi Coprocessor, Bit Rate Coprocessor etc., it is specific to the base station platform implementation not the mobile terminal platform implementation. This paper shows an implementation method of the LTE-A PDSCH decoder using programmable DSP cores as well as the coprocessors of Fast Fourier Transformer and turbo decoder. First, it uses the coprocessor supported by the TMS320C6670, which can be used for PDSCH implementation. Second, we propose a core programming method using DSP optimization method for block diagram of PDSCH that can not use coprocessor. Through the implementation, we have verified a real-time decoding feasibility for the LTE-A downlink physical channel using test vectors which have been generated from LTE-A Reference Measurement Channel (RMC) Waveform R.6.

A Development of The Practice Subject in Electronic Circuit Textbook of Industrial High School (실업계 고등학교 전자회로 실습 과제 개발)

  • Jang, Ki Hoon;Lim, Dong Gyun;Shin, Seung Jung
    • Annual Conference of KIPS
    • /
    • 2010.04a
    • /
    • pp.276-279
    • /
    • 2010
  • This paper is about a development of effective practice subject in electronic circuit textbook of industrial high school. This paper introduces generally about the practice subject in electronic circuit textbook of industrial high school of the 7th National curriculum and presents problem of current practice and makes an alternative idea that improve current practice. The contents of current electronic circuit textbook of industrial high school have variety topics and these topics are independence and separated. So students have some problems to apply of learned knowledge. Therefore, researcher improved the various electronic circuit practice in current electronic circuit text book and added new practice and manufactured a electronic circuit module based on these circuits. And researcher suggested new practice subject what useful electronic equipment that assembled module of result of electronic circuit practice of each section. When the last subjects are accomplished the students may have feel of achievement and high study effect from these practice. The practice subjects of this paper were manufactured after verification and tested it's performance by computer simulation program I hope that these new practice subjects make effective understanding and application of electronic circuit for student.

The Learning system design and the implementation using Basic Ubiquitous (Ubiquitous 기반을 이용한 학습시스템 설계 및 구현)

  • Lee, Duck Ju;Lim, Dong Gyun;Shin, Seung Jung
    • Annual Conference of KIPS
    • /
    • 2010.04a
    • /
    • pp.190-193
    • /
    • 2010
  • 본 논문은 최근 전세계적으로 유통물류를 비롯한 산업 전반에 걸쳐 RFID(Radio Frequency Identification) 기술이 새로운 성장 동력으로 각광을 받고 있다. 유비쿼터스 시대에서 RFID는 빼놓을 수 없는 시스템 이다. RFID/USN 사업 추진시 공부하는 학생들이 RFID 시스템을 학습하기 위해서 자료를 구할 때는 비밀유지계약서를 체결해야 한다. RFID 시스템을 대부분 수입에 의존하고 있고, 기술 인력도 현재 부족하여 어려움을 겪고 있다. 이런 문제점을 보안하기 위하여 공부하는 학생들이 RFID 시스템을 쉽게 접근할 수 있도록 제작하였다. 여러 가지 규약에 의해 제안되었던 문제점을 해결하는데 의의가 있다. 별도의 RFID 전용칩을 사용하지 않고, 마이크로콘트롤러를 사용하여 저가격 RFID 학습 시스템을 구현하였다. 13.56MHz RFID 시스템의 ISO14443A 읽기/쓰기 방법에 대해 설명하고, HF 대역의 13.56MHz RFID 시스템의 구성에 대해서 소개한다. 구현한 RFID 시스템을 활용하여 응용 프로그램을 제작하여 실습을 진행하였다. RFID 시스템의 구조를 쉽게 이해하기 위하여 각각의 모듈로 분류하여 나누어 제작하였다. 태그의 EEPROM 메모리에 정보가 어떻게 저장 되는지를 학습할 수 있도록 C#을 사용하여 응용 프로그램을 설계 및 구현하여 실습하였다. 학습자가 RFID 시스템이 산업분야에서 어떻게 활용되는지 이해를 돕기 위하여 학생증 발급 시스템을 구현하였다.