• Title/Summary/Keyword: Coding Learning

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Reinforcement Learning-Based Intelligent Decision-Making for Communication Parameters

  • Xie, Xia.;Dou, Zheng;Zhang, Yabin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.9
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    • pp.2942-2960
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    • 2022
  • The core of cognitive radio is the problem concerning intelligent decision-making for communication parameters, the objective of which is to find the most appropriate parameter configuration to optimize transmission performance. The current algorithms have the disadvantages of high dependence on prior knowledge, large amount of calculation, and high complexity. We propose a new decision-making model by making full use of the interactivity of reinforcement learning (RL) and applying the Q-learning algorithm. By simplifying the decision-making process, we avoid large-scale RL, reduce complexity and improve timeliness. The proposed model is able to find the optimal waveform parameter configuration for the communication system in complex channels without prior knowledge. Moreover, this model is more flexible than previous decision-making models. The simulation results demonstrate the effectiveness of our model. The model not only exhibits better decision-making performance in the AWGN channels than the traditional method, but also make reasonable decisions in the fading channels.

Classified Image Compression and Coding using Multi-Layer Percetpron (다층구조 퍼셉트론을 이용한 분류 영상압축 및 코딩)

  • 조광보;박철훈;이수영
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.19 no.11
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    • pp.2264-2275
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    • 1994
  • In this paper, image compression based on neural networks is presented with block classification and coding. Multilayer neural networks with error back-propagation learning algorithm are used to transform the normalized image date into the compressed hidden values by reducing spatial redundancies. Image compression can basically be achieved with smaller number of hidden neurons than the numbers of input and output neurons. Additionally, the image blocks can be grouped for adaptive compression rates depending on the characteristics of the complexity of the blocks in accordance with the sensitivity of the human visual system(HVS). The quantized output of the hidden neuron can also be entropy coded for an efficient transmission. In computer simulation, this approach lie in the good performances even with images outside the training set and about 25:1 compression rate was achieved using the entropy coding without much degradation of the reconstructed images.

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Detection of Frame Deletion Using Coding Pattern Analysis (부호화 패턴 분석을 이용한 동영상 삭제 검출 기법)

  • Hong, Jin Hyung;Yang, Yoonmo;Oh, Byung Tae
    • Journal of Broadcast Engineering
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    • v.22 no.6
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    • pp.734-743
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    • 2017
  • In this paper, we introduce a technique to detect the video forgery using coding pattern analysis. In the proposed method, the recently developed standard HEVC codec, which is expected to be widely used in the future, is used. First, HEVC coding patterns of the forged and the original videos are analyzed to select the discriminative features, and the selected feature vectors are learned through the machine learning technique to model the classification criteria between two groups. Experimental results show that the proposed method is more effective to detect frame deletions for HEVC-coded videos than existing works.

An Internet-based Self-Learning Education System For Efficient Learning Process of Java Language (효율적인 자바언어 학습을 위한 인터넷기반 자율학습시스템의 구현)

  • Kim, Dong-Sik;Lee, Dong-Yeop;Seo, Sam-Jun
    • Proceedings of the KIEE Conference
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    • 2003.07d
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    • pp.2540-2542
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    • 2003
  • This paper presents an internet-based self-learning educational system which can be enhancing efficiency in the learning process of Java language. The proposed self-learning educational system is called Java Web Player(JWP), which is a Java application program and is executable through Java Web Start technologies. In this paper, three important sequential learning processes : concept learning process, programming practice process and assessment process are integrated in the proposed JWP using Java Web Start technologies. This JWP enables the learners to achieve efficient and interesting self-learning since the learning process is designed to enhance the multimedia capabilities on the basis of educational technologies. Also, online voice presentation and its related texts together with moving images are synchronized for efficient language learning process. Furthermore, a simple/useful compiler is included in the JWP for providing language practice environment such as coding, editing, executing and debugging Java source files. Finally repeated practice can make the learners to understand easily the key concepts of Java language. Simple multiple choices are given suddenly to the learners while they are studying through the JWP and the test results are displayed on the message box.

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Exploratory Research on Automating the Analysis of Scientific Argumentation Using Machine Learning (머신 러닝을 활용한 과학 논변 구성 요소 코딩 자동화 가능성 탐색 연구)

  • Lee, Gyeong-Geon;Ha, Heesoo;Hong, Hun-Gi;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.38 no.2
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    • pp.219-234
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    • 2018
  • In this study, we explored the possibility of automating the process of analyzing elements of scientific argument in the context of a Korean classroom. To gather training data, we collected 990 sentences from science education journals that illustrate the results of coding elements of argumentation according to Toulmin's argumentation structure framework. We extracted 483 sentences as a test data set from the transcription of students' discourse in scientific argumentation activities. The words and morphemes of each argument were analyzed using the Python 'KoNLPy' package and the 'Kkma' module for Korean Natural Language Processing. After constructing the 'argument-morpheme:class' matrix for 1,473 sentences, five machine learning techniques were applied to generate predictive models relating each sentences to the element of argument with which it corresponded. The accuracy of the predictive models was investigated by comparing them with the results of pre-coding by researchers and confirming the degree of agreement. The predictive model generated by the k-nearest neighbor algorithm (KNN) demonstrated the highest degree of agreement [54.04% (${\kappa}=0.22$)] when machine learning was performed with the consideration of morpheme of each sentence. The predictive model generated by the KNN exhibited higher agreement [55.07% (${\kappa}=0.24$)] when the coding results of the previous sentence were added to the prediction process. In addition, the results indicated importance of considering context of discourse by reflecting the codes of previous sentences to the analysis. The results have significance in that, it showed the possibility of automating the analysis of students' argumentation activities in Korean language by applying machine learning.

An Internet-based Self-Learning Educational System for Efficient Learning Process of Java Language

  • Kim, Dong-Sik;Lee, Dong-Yeop;Park, Sang-Yoon
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.709-713
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    • 2004
  • This Paper Presents an Internet-based Java self-learning educational system which consists of a management system named Java Web Player (JWP) and creative multimedia contents fer Java language. The JWP Is a Java application program free from security problems by the Java Web Start technologies that supports an Integrated learning environment including three Important learning Procedures: Java concept learning Process, Programming practice process and assessment process. This JWP enables the learners to achieve efficient and Interesting self-learning since the learning process is designed to enhance the multimedia capabilities on the basis of various educational technologies. On-line voice presentation and its related texts together with moving images are synchronized for efficiently conveying creative contents to learners. Furthermore, a simple and useful compiler is included in the JWP fur providing user-friendly language practice environment enabling such as coding, editing, executing and debugging Java source files on the Web. The assessment process with various items helps the learners not only to increase their academic capability but also to appreciate their current degree of understanding. Finally, simple multiple choices are given suddenly to the learners while they are studying through the JWP and the test results are displayed on the message box. The proposed system can be used for an efficient tool for learning system on the Web.

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Unpacking the Potential of Tangible Technology in Education: A Systematic Literature Review

  • SO, Hyo-Jeong;HWANG, Ye-Eun;WANG, Yue;LEE, Eunyul
    • Educational Technology International
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    • v.19 no.2
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    • pp.199-228
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    • 2018
  • The main purposes of this study were (a) to analyze the research trend of educational use of tangible technology, (b) to identify tangible learning mechanisms, and potential benefits of learning with tangible technology, and (c) to provide references and future research directions. We conducted a systematic literature review to search for academic papers published in recent five years (from 2013 to 2017) in the major databases. Forty papers were coded and analyzed by the established coding framework in four dimensions: (a) basic publication information, (b) learning context, (c) learning mechanism, and (d) learning benefits. Overall, the results show that tangible technology has been used more for young learners in the kindergarten and primary school contexts mainly for science learning, to achieve both cognitive and affective learning outcomes, by coupling tangible objects with tabletops and desktop computers. From the synthesis of the review findings, this study suggests that the affordances of tangible technology useful for learning include embodied interaction, physical manipulations, and the physical-digital representational mapping. With such technical affordances, tangible technologies have the great potential in three particular areas in education: (a) learning spatial relationships, (b) making the invisible visible, and (c) reinforcing abstract concepts through the correspondence of representations. In conclusion, we suggest some areas for future research endeavors.

Solving Multi-class Problem using Support Vector Machines (Support Vector Machines을 이용한 다중 클래스 문제 해결)

  • Ko, Jae-Pil
    • Journal of KIISE:Software and Applications
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    • v.32 no.12
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    • pp.1260-1270
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    • 2005
  • Support Vector Machines (SVM) is well known for a representative learner as one of the kernel methods. SVM which is based on the statistical learning theory shows good generalization performance and has been applied to various pattern recognition problems. However, SVM is basically to deal with a two-class classification problem, so we cannot solve directly a multi-class problem with a binary SVM. One-Per-Class (OPC) and All-Pairs have been applied to solve the face recognition problem, which is one of the multi-class problems, with SVM. The two methods above are ones of the output coding methods, a general approach for solving multi-class problem with multiple binary classifiers, which decomposes a complex multi-class problem into a set of binary problems and then reconstructs the outputs of binary classifiers for each binary problem. In this paper, we introduce the output coding methods as an approach for extending binary SVM to multi-class SVM and propose new output coding schemes based on the Error-Correcting Output Codes (ECOC) which is a dominant theoretical foundation of the output coding methods. From the experiment on the face recognition, we give empirical results on the properties of output coding methods including our proposed ones.

The Development and Application Effect of Coding Game for the Childhood Cognitive Development (유아인지발달을 위한 코딩게임의 개발과 적용 효과)

  • HONG, Dae Sun;YU, Mi;LEE, Hyoung Gu
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.103-112
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    • 2018
  • "Ito2", an early childhood educational coding game that allows students to learn sequential, loop, and conditional statement concepts through games is introduced. The developed game is a two-stage process of mock and practical classes for children in actual nursing cares, and coding education is conducted for actual children to determine its effectiveness. The degree of change is observed by observing trends in childhood cognitive development performance in all six areas, including parts and the overall, space, observation, shape and measurement, classification, comparison, and listing, as the coding training is conducted. In this paper, the improvement of cognitive development and spatial perceptual abilities were achieved by children playing games with infant functional coding with fun elements plus learning factors.

A Co-Evolutionary Approach for Learning and Structure Search of Neural Networks (공진화에 의한 신경회로망의 구조탐색 및 학습)

  • 이동욱;전효병;심귀보
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1997.10a
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    • pp.111-114
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    • 1997
  • Usually, Evolutionary Algorithms are considered more efficient for optimal system design, However, the performance of the system is determined by fitness function and system environment. In this paper, in order to overcome the limitation of the performance by this factor, we propose a co-evolutionary method that two populations constantly interact and coevolve. In this paper, we apply coevolution to neural network's evolving. So, one population is composed of the structure of neural networks and other population is composed of training patterns. The structure of neural networks evolve to optimal structure and, at the same time, training patterns coevolve to feature patterns. This method prevent the system from the limitation of the performance by random design of neural network structure and inadequate selection of training patterns. In this time neural networks are trained by evolution strategies that are able to apply to the unsupervised learning. And in the coding of neural networks, we propose the method to maintain nonredundancy and character preservingness that are essential factor of genetic coding. We show the validity and the effectiveness of the proposed scheme by applying it to the visual servoing of RV-M2 robot manipulators.

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