• Title/Summary/Keyword: Coding Learning

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A Deep Learning-Based Rate Control for HEVC Intra Coding

  • Marzuki, Ismail;Sim, Donggyu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.11a
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    • pp.180-181
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    • 2019
  • This paper proposes a rate control algorithm for intra coding frame in HEVC encoder using a deep learning approach. The proposed algorithm is designed for CTU level bit allocation in intra frame by considering visual features spatially and temporally. Our features are generated using visual geometry group (VGG-16) with deep convolutional layers, then it is used for bit allocation per each CTU within an intra frame. According to our experiments, the proposed algorithm can achieve -2.04% Luma component BD-rate gain with minimal bit accuracy loss against the HM-16.20 rate control model.

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Machine Learning-Based Programming Analysis Model Proposal : Based on User Behavioral Analysis

  • Jang, Seonghoon;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • v.9 no.4
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    • pp.179-183
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    • 2020
  • The online education platform market is developing rapidly after the coronavirus infection-19 pandemic. As school classes at various levels are converted to non-face-to-face classes, interest in non-face-to-face online education is increasing more than ever. However, the majority of online platforms currently used are limited to the fragmentary functions of simply delivering images, voice and messages, and there are limitations to online hands-on training. Indeed, digital transformation is a traditional business method for increasing coding education and a corporate approach to service operation innovation strategy computing thinking power and platform model. There are many ways to evaluate a computer programmer's ability. Generally, piecemeal evaluation methods are used to evaluate results in time through coding tests. In this study, the purpose of this study is to propose a comprehensive evaluation of not only the results of writing, but also the execution process of the results, etc., and to evaluate the programmer's propensity habits based on the programmer's coding experience to evaluate the programmer's ability and productivity.

Machine Learning-based MCS Prediction Models for Link Adaptation in Underwater Networks (수중 네트워크의 링크 적응을 위한 기계 학습 기반 MCS 예측 모델 적용 방안)

  • Byun, JungHun;Jo, Ohyun
    • Journal of Convergence for Information Technology
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    • v.10 no.5
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    • pp.1-7
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    • 2020
  • This paper proposes a link adaptation method for Underwater Internet of Things (IoT), which reduces power consumption of sensor nodes and improves the throughput of network in underwater IoT network. Adaptive Modulation and Coding (AMC) technique is one of link adaptation methods. AMC uses the strong correlation between Signal Noise Rate (SNR) and Bit Error Rate (BER), but it is difficult to apply in underwater IoT as it is. Therefore, we propose the machine learning based AMC technique for underwater environments. The proposed Modulation Coding and Scheme (MCS) prediction model predicts transmission method to achieve target BER value in underwater channel environment. It is realistically difficult to apply the predicted transmission method in real underwater communication in reality. Thus, this paper uses the high accuracy BER prediction model to measure the performance of MCS prediction model. Consequently, the proposed AMC technique confirmed the applicability of machine learning by increase the probability of communication success.

The Development and Application of the SW-STEAM Program by Utilizing Ozobot Coding for Elementary Science Class (초등과학 수업에서 오조봇 코딩을 활용한 SW 융합교육프로그램의 개발과 적용)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.38 no.2
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    • pp.234-243
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    • 2019
  • The purpose of this study is to investigate the effects of the SW-STEAM program by utilizing ozobot coding for elementary science class. The developed SW-STEAM program was applied to $5^{th}$ grade students of S elementary school located in B city. The participants were divided into an experimental group which is consisted of 22 students and a comparative group comprised 22 students. And they were engaged in different teaching and learning methods during 11 class hours. The experimental group participated in the SW-STEAM program, the comparative group was taught by using a traditional instruction. The main results of this study are like followings. The SW-STEAM program had a positive effect on elementary school students' basic science process skill, science learning motive, science achievement. Therefore, the SW-STEAM program by utilizing ozobot coding could be meaningful works to encourage students' basic science process skill, science learning motive and science achievement, and more studies on developing SW-STEAM program are needed.

A Qualitative Study on Adult Learners' Learning Experience Typology in Humanities & General Education (성인학습자의 인문교양교육 학습경험 유형화에 관한 질적 연구)

  • Kim, Mi-Jeong;Lee, jung-Hee;Ahn, Young-Sik
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.2
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    • pp.510-525
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    • 2013
  • The purpose of this study is to investigate adult learners' experience by studying Humanities & General Education and get to know types and characteristics by classifying their learning experiences. This study uses grounded theory method which is suitable to investigate subjective experiences. In this study, data is collected from 13 adult learners by using Focus Group Interview(FGI) who participate in learning experience of Humanities & General Education of D university in Busan region. The data is categorized by open coding, axial coding and selective coding based on data analysis method of grounded theory and analysis processes. This study provides several outcomes as follows: 113 concepts, 38 subcategories and 16 upper categories are derived through the process of abbreviation and categorization of learning experience of Humanities & General Education. In a process of learning experience, this study shows interrelationship in a frame of paradigm and derives results of a process of abbreviation and categorization casual condition, contextual condition, phenomenon and interaction(help/obstruction factor). Tree types of learning experiences and characteristics are drawn as follows: 1) "Self-realization" is the type who participate in Humanities & General Education with desire of learning and they want to find identity and plan detailed future. 2) "The pursuit of happiness" has less desire on learning than "self-realization" and they are types who participate in Humanities & General Education because of someone else's help and suggestion. 3) "Local community" is the type who participate in Humanities & General Education because they feel necessity of social role and they expect local development based on their interest in local community. Several conclusions and suggestions are provided for further studies.

Learning App Development using App Inventor for Preliminary Early Childhood Teacher (앱 인벤터를 활용한 예비 유아교사 학습 앱 개발)

  • An, Mi-Young
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.355-361
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    • 2018
  • Recently, there are efforts to improve my learning ability by using various learning tools based on ICT technology. The application such as games is used in conjunction with lecture class to induce interest in the class and to enhance the learning effect by using smartphone app as learning tool. In addition, we are trying to improve creative thinking ability, problem solving ability and logical thinking ability through early coding education. In this paper, we describe the learning and quiz app using the app inventor and conducted the related questionnaire. We developed a learning philosophy for preliminary early childhood teachers using the developed apps and taught them how to utilize them in early childhood education by explaining the apps and using the app inventor. Through questionnaires, we confirmed the learning effect and the willingness to use in early childhood education. Through this study, I hope to improve the ability of early childhood teacher learning and to utilize the coding in early childhood education with the app developed as the app inventor.

A Study on Pre-service Teachers' Development of Digital-based Teaching and Learning Materials of Pi (예비교사의 디지털 기반 원주율 교수학습자료 개발 사례 연구)

  • Kang, Hyangim;Choi, Eunah
    • Education of Primary School Mathematics
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    • v.26 no.1
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    • pp.65-82
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    • 2023
  • The purpose of this study is to examine how pre-service teachers' digital capabilities and content knowledge for teaching pi appear and are strengthened in the process of developing digital-based teaching and learning materials of pi, and to derive implications for pre-service teacher education. To this end, the researchers analyzed the process of two pre-service teachers developing exploratory activity materials for teaching pi using block coding of AlgeoMath program. Through the analysis results, it was confirmed that AlgeoMath' block coding activities provided an experience of expressing and expanding the digital capabilities of pre-service teachers, an opportunity to deepen the content knowledge of pi, and to recognize the problems and limitations of the digital learning environment. It was also suggested that the development of digital materials using block coding needs to be used to strengthen digital capabilities of pre-service teachers, and that the curriculum knowledge needs to be emphasized as knowledge necessary for the development of digital teaching and learning materials in pre-service teacher education.

Simulation of speech processing and coding strategy for cochlear implants (인공 청각 장치의 음성신호 처리와 자극방법의 시뮬레이션)

  • Kim, Young-Hoon;Park, Kwang-Suk
    • Proceedings of the KOSOMBE Conference
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    • v.1991 no.11
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    • pp.30-33
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    • 1991
  • The object of speech processor for cochlear implants is to deliver speech information to the central nerve system. In this study we have presented the method which simulate speech processing and coding strategy for cochlear implants and simulated two different processing methods to the 12 adults with normal ears. The formant sinusoidal coding was better than the formant pulse coding In the consonant perception test and learning effects.(p < 0.05)

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A study on coding mathematics curriculum and teaching methods that converges school mathematics and school informatics (수학교과와 정보교과를 융합하는 코딩수학 교육과정 및 교육방법 연구)

  • Kang, Ha Ram;Lim, Chae Lyeong;Cho, Han Hyuk
    • The Mathematical Education
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    • v.60 no.4
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    • pp.467-491
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    • 2021
  • This study is a study on the coding mathematics curriculum that converges elementary and middle school mathematics and information subjects and a minimum coding game-based education method for this. For the past 3 years, the coding mathematics curriculum and educational methods to effectively operate the curriculum were studied by applying them to 6th graders of elementary school and 1st graders of middle school. As a result of the first year of research, the coding mathematics curriculum was modified to a coding environment including the mathematical concept of a three-dimensional coordinate space, and the three-dimensional object was improved to be output as a real 3D print. As a result of the 2nd year study, it was improved so that even low-level students can build buildings by introducing different level commands for each component of the building so that self-directed learning is possible. As a result of the 3rd year study, a teaching-learning strategy based on a minimal coding game was designed to induce an increase in the level of computational thinking, and evaluation and feedback for diagnosing computational thinking were developed. Educational methods to promote self-directed learning and computing thinking ability, and researched coding mathematics curriculum are meaningful for the research and practice of the convergence education of school mathematics and informatics.

Grounded Theory Approach to the Procedure of International Students' Learning Korean (국제 유학생들의 한국어 학습과정에 대한 근거이론적 연구)

  • KIM, A-Young;KANG, E-Wha;KIM, Dae-Hyun
    • Journal of Fisheries and Marine Sciences Education
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    • v.21 no.4
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    • pp.523-542
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    • 2009
  • The purpose of this study was to figure out the procedure of learning Korean for international students. A research question was set up as follows: What is the procedure of leaning Korean for international students in Korean universities? To achieve the research purpose, this study implemented a method of semi-constructed interviews. Nineteen international students participated in the interview. The collected data for this study included transcripts from each interview. The transcripts of 60 minutes of interviews with all the participants was audio-taped recorded. This study investigated the research question based on the grounded theory. The analysis of open coding, axial-coding, and selective coding was used in the study. Results indicated that international students learned Korean in a daily basis, and then they adapted to academic Korean in their majored fields. Both personality and mother tongue influenced Korean language learning positively and negatively. International students' improvement of Korean was related in studying with Korean mass media such as TV soap dramas, talk shows, and songs. International students think that TOPIK(Test Of Proficiency In Korean) is not much related with their Korean language fluency. In conclusion, the researchers suggested to give more emphasis on academic training courses for Korean language and to improve the TOPIK in general academic Korean.