• Title/Summary/Keyword: 학습프로세스

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Designing mobile personal assistant agent based on users' experience and their position information (위치정보 및 사용자 경험을 반영하는 모바일 PA에이전트의 설계)

  • Kang, Shin-Bong;Noh, Sang-Uk
    • Journal of Internet Computing and Services
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    • v.12 no.1
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    • pp.99-110
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    • 2011
  • Mobile environments rapidly changing and digital convergence widely employed, mobile devices including smart phones have been playing a critical role that changes users' lifestyle in the areas of entertainments, businesses and information services. The various services using mobile devices are developing to meet the personal needs of users in the mobile environments. Especially, an LBS (Location-Based Service) is combined with other services and contents such as augmented reality, mobile SNS (Social Network Service), games, and searching, which can provide convenient and useful services to mobile users. In this paper, we design and implement the prototype of mobile personal assistant (PA) agents. Our personal assistant agent helps users do some tasks by hiding the complexity of difficult tasks, performing tasks on behalf of the users, and reflecting the preferences of users. To identify user's preferences and provide personalized services, clustering and classification algorithms of data mining are applied. The clusters of the log data using clustering algorithms are made by measuring the dissimilarity between two objects based on usage patterns. The classification algorithms produce user profiles within each cluster, which make it possible for PA agents to provide users with personalized services and contents. In the experiment, we measured the classification accuracy of user model clustered using clustering algorithms. It turned out that the classification accuracy using our method was increased by 17.42%, compared with that using other clustering algorithms.

The Effects of Design Thinking in High School Chemistry Classes (디자인씽킹 기반 고등학교 화학 수업의 효과 연구)

  • Yang, Heesun;Kim, Mi-Yong;Kang, Seong-Joo
    • Journal of the Korean Chemical Society
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    • v.64 no.3
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    • pp.159-174
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    • 2020
  • The purpose of this study is to examine 'Design Thinking' based Chemistry Class program as an education strategy for core competence of creative convergence talent. The program stages were modified and supplemented into eight stages, including 'Knowledge Understand', 'Empathy', 'Sharing perspective', 'Ideate', '1st Prototype', '1st Test', '2nd Prototype', and '2nd Test', so that the 'Design Thinking Process in Science Education' can be applied to the chemistry class. Considering the linkage between the 2015 and 2009 revised national curriculum, the achievement criteria were selected, and the lesson plans and student activity sheet were developed according to the themes to be met. Four thematic educational programs were developed and applied to Chemistry I for the second grade of high school students from March to August. The results were verified through qualitative data analysis of the class scene and pre- and post-test based on inventories of 'Empathy' 'STEAM educational competence', 'Problem solving process'. As a result of applying the developed program, 'empathy' showed a significant improvement in empathy with others and empathy with the problem situation. In 'STEAM educational competence', there was a significant enhancement in science and design competence. In the 'problem finding process', the problem definition, problem solution design, and problem-solving review were significantly improved in the 'problem-solving process'. The results of this study provided implications for the applicability of design thinking - based chemistry classes and its educational effect.

The Impact on the Business Performance of CRM System -Using the Balanced Scorecard- (고객관계관리(CRM) 시스템이 경영성과에 미치는 영향 -균형성과표(BSC)를 활용한 성과측정-)

  • Lee, Jae-Sik
    • Management & Information Systems Review
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    • v.29 no.3
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    • pp.97-121
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    • 2010
  • Many enterprises introduce CRM as a new process accessible to customers. And BSC forces managers to focus on balanced measures of business performance that are most critical. The purpose of this study is to find out the determinants of CRM adoption through the analysis which examine the relationship among the key success factors, and business performance using the BSC perspective. This study also gives the suggestion for the effective CRM implementation in the korean companies. This study has been conducted using the data collected from 115 companies implementing CRM. By analyses of the questionnaires, empirical results shows that the implementation of CRM has positive effect on business performance with 4 perspectives of BSC. The contribution of this study is that it provides a conceptual framework and empirical evidence of the causal relationship between key success factors, and business performance with 4 perspectives of BSC concept. This study showed that more consideration are essential to obtain balanced business performance for companies with CRM adoption plan.

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The Design of Manufacturing Simulation Modeling Based on Digital Twin Concept (Digital Twin 개념을 적용한 제조환경 시뮬레이션 모형 설계)

  • Hwang, Sung-Bum;Jeong, Suk-Jae;Yoon, Sung-Wook
    • Journal of the Korea Society for Simulation
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    • v.29 no.2
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    • pp.11-20
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    • 2020
  • As the manufacturing environment becomes more complex, traditional simulation models alone are having a lot of difficulties in reflecting real-time manufacturing situations. Although the Digital Twin concept is actively discussed as an alternative to overcome theses issues, many studies are being carried out only in the product design phase. This research presents a Digital Twin-based manufacturing environment framework for applying the Digital Twin concept to the manufacturing process. Twin model that is operated in virtual space, physical system and databases describing the actual manufacturing environment, are proposed as detailed components that make up the framework. To check the applicability of proposed framework, a simple Digital Twin-based manufacturing system was simulated in a conveyor system using Arena software and Excel VBA. Experiment results have shown that the twin model is transmitted real time data from the physical system via DB and were operating in the same time unit. The Excel VBA fitted parameters defined by cycle time based on historical data that real-time and training data are being accumulated together. This study proposes operating method of digital twin model through the simple experiment examples. The results lead to the applicability of Digital twin model.

A Study on Influence of Antecedents and Activities within SCM on Balanced Scorecard Performance (SCM의 선행요인과 활동이 균형성과에 미치는 영향에 관한 연구)

  • Kim, Jong-Ryeol;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.5
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    • pp.1227-1242
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    • 2007
  • This study aims at grasping the influence of antecedents within SCM to information sharing and cooperation as well as the influence of information sharing on cooperation among the small & medium-sized manufacturing industries, thus ultimately opening the way to the study on the influence of major activities such as information sharing and cooperation within SCM on the business performance by classifying such influence into low perspectives of BSC. The results of this study revealed that the antecedents such as commitment and cultural similarities exercised a significant influence on information sharing while mutual trust and the size of a corporate weighing with cooperative activities. It also identified the fact that information sharing bore a significant influence on cooperation in terms of relationships among activities. For the relationships between the SCM activities and performance, cooperation proved significant to all four balanced scorecard performances with little significant influence of information sharing on balanced scorecard performance. However, taking into consideration of the significance of information sharing on cooperation as well as the significant influence of cooperation on balanced scorecard performance, it fumed out that information sharing also effected a indirect influence on such four types of balanced scorecard performance. In this regard, based on the results of this study, it was identified that information sharing and cooperation, major activities within SCM, had either direct or indirect influence, through the influence of antecedents, on the business balanced scoreboard performance measured from a customer perspective, a business process perspective, an innovation and teaming perspective and a financial perspective.

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The Affect of the University's Response to the Evaluation and Accreditation System of Higher Education Institutions on the Perceived Management Performance of the University : Focused on Junior Colleges (고등교육기관 평가인증제에 대한 대학의 대응 노력이 대학의 지각된 경영성과에 미치는 영향 : 전문대학을 중심으로)

  • Yun, Mun Do;Seo, Young Wook
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.139-152
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    • 2019
  • In the fourth industrial revolution and the era of convergence and integration, on the situation that the internal colleges are needed active change included in the improvement of educational quality, I tested it on the purpose of empirical analysis with SPSS v.18 how colleges' efforts on the first periodic Organization Evaluation And Accreditation System(OEAAS) affects on the Perceived Management Performances on the perspective of BSC. As the test result, the Degree of Awareness of Colleges' Efforts on the OEAAS affects on just Colleges' Learning and on Growth. The Degree Propriety of Preparation of the OEAAS affects on Customer Performance, on Internal Process Performance, and, on Finance Performance. And the Degree of Satisfaction of Internal Assessment affects on all of BSC 4 performances. The results of this research could be used on making the management idea of colleges' performance on the OEAAS. In the future, it would be needed advanced researches which are able to make relatedness to the expanse of management performance with the OEAAS.

Vizrt Engine-Based Virtual Reality Graphics Algorithm A Study on the Basic Practical Training Method (Vizrt 엔진 기반 가상현실 그래픽 알고리즘과 기초 실습 교육 방식의 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.197-202
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    • 2019
  • In the era of the fourth revolution, interest in content production using proven engines in the broadcasting sector, such as Vizrt, is growing. The new visual effects required in the 5G era are critical to content production training. Vizrt has a good production time utility and affordability for broadcast and media content. In this paper, we are going to use this to present a practical case of the theorem and application of the basic training course in the production of virtual content, and to present the basic training direction. In the introduction, the graphic algorithm analyzed and studied the characteristics and environmental factors of the Vizrt engine. In this paper, the production process was studied separately, and the work carried out through engine implementation was presented. The VS Studio Foundation was provided as a practical production case at each stage. The Vizrt engine operator process is important in graphic approach and application, and through the results of the lecture, the method of understanding and implementing algorithms for virtual reality perspective suitable for basic learning was studied. Based on practice, the research method of main theory was to create Vizrt contents specialized in 5G contents work in each sector and to implement graphic production in new areas from contents image. Through this study, we came to the conclusion of the basic training method through virtual reality content work based on Vizrt by practicing content creation according to the subject. It also proposes the effect of creating Vizrt content and the direction of building Vizrt basic training courses.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Road Extraction from Images Using Semantic Segmentation Algorithm (영상 기반 Semantic Segmentation 알고리즘을 이용한 도로 추출)

  • Oh, Haeng Yeol;Jeon, Seung Bae;Kim, Geon;Jeong, Myeong-Hun
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.40 no.3
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    • pp.239-247
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    • 2022
  • Cities are becoming more complex due to rapid industrialization and population growth in modern times. In particular, urban areas are rapidly changing due to housing site development, reconstruction, and demolition. Thus accurate road information is necessary for various purposes, such as High Definition Map for autonomous car driving. In the case of the Republic of Korea, accurate spatial information can be generated by making a map through the existing map production process. However, targeting a large area is limited due to time and money. Road, one of the map elements, is a hub and essential means of transportation that provides many different resources for human civilization. Therefore, it is essential to update road information accurately and quickly. This study uses Semantic Segmentation algorithms Such as LinkNet, D-LinkNet, and NL-LinkNet to extract roads from drone images and then apply hyperparameter optimization to models with the highest performance. As a result, the LinkNet model using pre-trained ResNet-34 as the encoder achieved 85.125 mIoU. Subsequent studies should focus on comparing the results of this study with those of studies using state-of-the-art object detection algorithms or semi-supervised learning-based Semantic Segmentation techniques. The results of this study can be applied to improve the speed of the existing map update process.

Peak Impact Force of Ship Bridge Collision Based on Neural Network Model (신경망 모델을 이용한 선박-교각 최대 충돌력 추정 연구)

  • Wang, Jian;Noh, Jackyou
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.28 no.1
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    • pp.175-183
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    • 2022
  • The collision between a ship and bridge across a waterway may result in extremely serious consequences that may endanger the safety of life and property. Therefore, factors affecting ship bridge collision must be investigated, and the impact force should be discussed based on various collision conditions. In this study, a finite element model of ship bridge collision is established, and the peak impact force of a ship bridge collision based on 50 operating conditions combined with three input parameters, i.e., ship loading condition, ship speed, and ship bridge collision angle, is calculated via numerical simulation. Using neural network models trained with the numerical simulation results, the prediction model of the peak impact force of ship bridge collision involving an extremely short calculation time on the order of milliseconds is established. The neural network models used in this study are the basic backpropagation neural network model and Elman neural network model, which can manage temporal information. The accuracy of the neural network models is verified using 10 test samples based on the operating conditions. Results of a verification test show that the Elman neural network model performs better than the backpropagation neural network model, with a mean relative error of 4.566% and relative errors of less than 5% in 8 among 10 test cases. The trained neural network can yield a reliable ship bridge collision force instantaneously only when the required parameters are specified and a nonlinear finite element solution process is not required. The proposed model can be used to predict whether a catastrophic collision will occur during ship navigation, and thus hence the safety of crew operating the ship.