• Title/Summary/Keyword: 프로그래밍학습

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Analysis of the Current Status of the AI Major Curriculum at Universities Based on Standard of AI Curriculum

  • Kim, Han Sung;Kim, Doohyun;Kim, Sang Il;Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.25-31
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    • 2022
  • The purpose of this study is to explore the implications for the systematic operation of the AI curriculum by analyzing the current status of the AI major curriculum in universities. To this end, This study analyzed the relevant curriculum of domestic universities(a total of 51 schools) and overseas QS Top 10 universities based on the industry demand-based standard of AI major curriculum developed through prior research. The main research results are as follows. First, in the case of domestic universities, Python-centered programming subjects were lacking. Second, there were few subjects for advanced learning such as AI application and convergence. Third, the subjects required to perform the AI developer job were insufficient. Fourth, in the case of colleges, the ratio of AI mathematics-related subjects was low. Based on these results, this study presented implications for the systematic operation of the AI major education.

NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.1-11
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    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.

Structure and expression of legal principles for artificial intelligence lawyers (인공지능 변호사를 위한 법리의 구조화와 그 표현)

  • Park, Bongcheol
    • Journal of the International Relations & Interdisciplinary Education
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    • v.1 no.1
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    • pp.61-79
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    • 2021
  • In order to implement an artificial intelligence lawyer, this study looked at how to structure legal principles, and then gave specific examples of how structured legal principles can be expressed in predicate logic. While previous studies suggested a method of introducing predicate logic for the reasoning engine of artificial intelligence lawyers, this study focused on the method of expressing legal principles with predicate logic based on the structural appearance of legal principles. Jurisprudence was limited to the content of articles and precedents, and the vertical hierarchy leading to 'law facts - legal requirements - legal effect' and the horizontal hierarchy leading to 'legal effect - defense - defense' were examined. In addition, legal facts were classified and explained that most of the legal facts can be usually expressed in unary or binary predicates. In future research, we plan to program the legal principle expressed in predicate logic and realize an inference engine for artificial intelligence lawyers.

Development of Fine Dust Robot Unplugged Education Program (미세먼지 로봇을 주제로 한 언플러그드 교육 프로그램의 개발)

  • Lee, Jaeho;Jang, Junhyung;Jang, Inpyo
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.183-191
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    • 2019
  • The purpose of this paper is to develop an unplugged education program that develops the 4C (Creativity, Critical thinking, Communication ability, Collaboration) and CT (Computational Thinking) competencies required in modern society. This study discovered "Fine Dust Robot" as a theme suitable for the unplugged education program, and designed the Unplugged 4-hour education program which can develop 4C and CT competencies. The first stage motivates learning, and the second and third stages develop unplugged activity to develop CT. In the fourth stage, the algorithms created through unplugged activities were programmed through the natural language instruction card and produced the output. We developed educational materials that can be utilized in the unplugged education program. Finally, education programs were conducted for elementary school students, and pre- and post-tests of computational thinking were conducted for general students and gifted students. Educational effective was found in both groups.

Analysis of Resilience according to Crossing School Classes in Microprocessor Learning (마이크로프로세서 수업에서 교차 등교 수업에 따른 회복탄력성 분석)

  • Kim, Semin;Hong, Ki-Cheon;You, Kangsoo;Snowberger, Aaron;Lee, Choong Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.295-297
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    • 2021
  • In this study, the difference in resilience was analyzed based on the results of the microprocessor class for the group who temporarily conducted online learning due to COVID-19 and made a cross-school course. As a result of the study, the resilience value in online learning was found to be less than 150 in 12, 150 to less than 180 in 33, and 180 or more in 10. On the other hand, the resilience value in offline learning was found to be less than 150, 8 people, 150 or more, 180, 30, 180 or more, 17. Therefore, in subjects that teach hardware and software at the same time, such as a microprocessor, it is necessary to proceed with offline learning that can establish a laboratory learning environment, and when proceeding with online learning unavoidably due to COVID-19, the theory is the same as other theoretical subjects. Content should be focused on.

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Validity Analysis of Python Automatic Scoring Exercise-Problems using Machine Learning Models (머신러닝 모델을 이용한 파이썬 자동채점 연습문제의 타당성 분석)

  • Kyeong Hur
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.193-198
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    • 2023
  • This paper analyzed the validity of exercise problems for each unit in Python programming education. Practice questions presented for each unit are presented through an online learning system, and each student uploads an answer code and is automatically graded. Data such as students' mid-term exam scores, final exam scores, and practice questions scores for each unit are collected through Python lecture that lasts for one semester. Through the collected data, it is possible to improve the exercise problems for each unit by analyzing the validity of the automatic scoring exercise problems. In this paper, Orange machine learning tool was used to analyze the validity of automatic scoring exercises. The data collected in the Python subject are analyzed and compared comprehensively by total, top, and bottom groups. From the prediction accuracy of the machine learning model that predicts the student's final grade from the Python unit-by-unit practice problem scores, the validity of the automatic scoring exercises for each unit was analyzed.

A study on the Development of Fusion Education Attempting to Utilize 3D Printing for the Fabrication and Control of Robot Arms (3D 프린터를 활용한 로봇 팔의 제작과 제어를 위해 시도한 융합 교육의 발전 방안 연구)

  • Eum-young Chang;Hyung-jin Yu
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.121-128
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    • 2024
  • This study introduces specializer high school students , as a fusion education method using Inventor software to design a robot arm, which is then 3D printed and controlled by an Arduino microcontroller. Students gain practical experience and have the opportunity to integrate knowledge and skills from various academic fields. They start by designing in CAD software, proceed to fabricate actual robot arm components using 3D printing technology, and finally program and control the assembled robot arm. This interdisciplinary education enhances students' problem-solving abilities, fosters creativity, and increases their motivation to learn. To implement such educational endeavors in actual curricula, ongoing teacher support and appropriate resources are essential. This research serves as a foundational exploration of the applicability of fusion education in future learning contexts.

Development of cardiopulmonary resuscitation nursing education program of web-based instruction (웹 기반의 심폐소생술 간호교육 프로그램 개발)

  • Sin, Hae-Won;Hong, Hae-Sook
    • Journal of Korean Biological Nursing Science
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    • v.4 no.1
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    • pp.25-39
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    • 2002
  • The purpose of this study is to develop and evaluate a web-based instruction Program(WBI) to help nurses improving their knowledge and skill of cardiopulmonary resuscitation. Using the model of web-based instruction(WBI) program designed by Rhu(1999), this study was carried out during February-April 2002 in five different steps; analysis, design, data collection and reconstruction, programming and publishing, and evaluation. The results of the study were as follows; 1) The goal of this program was focused on improving accuracy of knowledge and skills of cardiopulmonary resuscitation. The program texts consists of the concepts and importances of cardiopulmonary resuscitation(CPR), basic life support(BLS), advanced cardiac life support(ACLS), treatment of CPR, nursing care after CPR treatment. And in the file making step, photographs, drawings and image files were collected and edited by web-editor(Namo), scanner and Adobe photoshop program. Then, the files were modified and posted on the web by file transfer protocol(FTP). Finally, the program was demonstrated and once again revised by the result, and then completed. 2) For the evaluation of the program, 36 nurses who in K university hospital located in D city, and related questionnaire were distributed to them as well. Higher scores were given by the nurses in its learning contents with $4.2{\pm}.67$, and in its structuring and interaction of the program with $4.0{\pm}.79$, and also in its satisfactory of the program with $4.2{\pm}.58$ respectively. In conclusion, if the contents of this WBI educational program upgrade further based upon analysis and applying of the results the program evaluation, it is considered as an effective tool to implement for continuing education as life-long educational system for nurse.

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Proposal of a Hypothesis Test Prediction System for Educational Social Precepts using Deep Learning Models

  • Choi, Su-Youn;Park, Dea-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.9
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    • pp.37-44
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    • 2020
  • AI technology has developed in the form of decision support technology in law, patent, finance and national defense and is applied to disease diagnosis and legal judgment. To search real-time information with Deep Learning, Big data Analysis and Deep Learning Algorithm are required. In this paper, we try to predict the entrance rate to high-ranking universities using a Deep Learning model, RNN(Recurrent Neural Network). First, we analyzed the current status of private academies in administrative districts and the number of students by age in administrative districts, and established a socially accepted hypothesis that students residing in areas with a high educational fever have a high rate of enrollment in high-ranking universities. This is to verify based on the data analyzed using the predicted hypothesis and the government's public data. The predictive model uses data from 2015 to 2017 to learn to predict the top enrollment rate, and the trained model predicts the top enrollment rate in 2018. A prediction experiment was performed using RNN, a Deep Learning model, for the high-ranking enrollment rate in the special education zone. In this paper, we define the correlation between the high-ranking enrollment rate by analyzing the household income and the participation rate of private education about the current status of private institutes in regions with high education fever and the effect on the number of students by age.

The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
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    • s.29
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    • pp.151-172
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    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.