• 제목/요약/키워드: Computer Interest Levels

검색결과 49건 처리시간 0.022초

인공지능 채팅로봇인 채터봇을 활용한 실시간 온라인 채팅수업방법과 컴퓨터 흥미도의 교수-학습적 영향 분석 (The Effects of Computer Interest Levels and Chatting Method (with AI Chatting robot: Chatterbot) on Teaching and Learning)

  • 김태웅
    • 공학교육연구
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    • 제11권4호
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    • pp.19-33
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    • 2008
  • 본 연구의 목적은 인공지능 채팅로봇 수업방법과 컴퓨터 흥미도가 교수-학습에 미치는 영향을 살펴보는 것으로 연구결과는 다음과 같다. 첫째, 인공지능 채팅로봇 수업방법과 컴퓨터 흥미도가 학업성취도에 미치는 영향을 살펴본 결과, 컴퓨터 흥미도 수준이 집단간 학업성취도에 미치는 효과는 없었다. 둘째, 인공지능 채팅로봇 수업방법과 컴퓨터 흥미도가 학습동기에 미치는 영향을 살펴본 결과, 컴퓨터 흥미도가 집단간 학습동기에 미치는 효과가 나타났다. 셋째, 사후 피드백을 분석한 결과를 살펴보면, 인공지능 채터봇 채팅수업(방법)의 장점은 '새로움(신선함), '시공초월', '반복학습'이었고, 단점은 '답변고정', '정서성 부족'이었다. 그리고 제안점으로는 '문제해결중심'이 도출되었다. 넷째, 학업성취도, 학습동기, 피드백 간의 관계를 살펴본 결과, 학업성취도, 학습동기, 피드백 간의 상관관계는 모두 없는 것으로 드러났다. 이런 점들은 인공지능 채터봇에 대한 다각적 교수설계전략의 필요성을 제시해준다.

A study of Region of Interest coding in JPEG2000

  • Ou Yang;Kang Ki-Jun;Lee Bu-Kwon
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2006년도 춘계학술발표대회
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    • pp.693-696
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    • 2006
  • One of the most significant characteristics of JPEG 2000, the emerging still image standards, is the Region of Interest(ROI) coding. Until now, there have been many proposed ROI methods. However, all of these methods can not be applied completely in applications. In this paper, the ROI coding mechanisms in JPEG2000 is first outlined and the diversity of ROI coding methods is discussed in detail. Then a comparative selection about using a proper ROI method according to ROI applications' requirements is proposed. Finally the experimental results show that there are also several parameters that control the effectiveness of ROI coding, such as the codeblock size, ROI size, wavelet filter type, the number of wavelet decomposition levels, and ROI importance score.

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Prediction of Student's Interest on Sports for Classification using Bi-Directional Long Short Term Memory Model

  • Ahamed, A. Basheer;Surputheen, M. Mohamed
    • International Journal of Computer Science & Network Security
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    • 제22권10호
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    • pp.246-256
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    • 2022
  • Recently, parents and teachers consider physical education as a minor subject for students in elementary and secondary schools. Physical education performance has become increasingly significant as parents and schools pay more attention to physical schooling. The sports mining with distribution analysis model considers different factors, including the games, comments, conversations, and connection made on numerous sports interests. Using different machine learning/deep learning approach, children's athletic and academic interests can be tracked over the course of their academic lives. There have been a number of studies that have focused on predicting the success of students in higher education. Sports interest prediction research at the secondary level is uncommon, but the secondary level is often used as a benchmark to describe students' educational development at higher levels. An Automated Student Interest Prediction on Sports Mining using DL Based Bi-directional Long Short-Term Memory model (BiLSTM) is presented in this article. Pre-processing of data, interest classification, and parameter tweaking are all the essential operations of the proposed model. Initially, data augmentation is used to expand the dataset's size. Secondly, a BiLSTM model is used to predict and classify user interests. Adagrad optimizer is employed for hyperparameter optimization. In order to test the model's performance, a dataset is used and the results are analysed using precision, recall, accuracy and F-measure. The proposed model achieved 95% accuracy on 400th instances, where the existing techniques achieved 93.20% accuracy for the same. The proposed model achieved 95% of accuracy and precision for 60%-40% data, where the existing models achieved 93% for accuracy and precision.

어린이 극놀이 증강현실감을 위한 아동로봇상호작용 분석 (Analysis on Children Robot Interaction with Dramatic Playes for Better Augmented Reality)

  • 한정혜
    • 디지털콘텐츠학회 논문지
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    • 제17권6호
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    • pp.531-536
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    • 2016
  • 이 연구에서는 인간과로봇상호작용(HRI)에서 유아들을 대상으로 로봇을 활용한 증강현실 극놀이 실험을 통하여 아동들이 느끼는 상호작용 분석을 제시하고자 한다. 기존의 극놀이 로봇콘텐츠를 아동들이 상호작용하기에 편하도록 QR 마커의 단점을 개선하여 개발하였다. 또한 로봇을 활용한 증강현실 극놀이에 대해서 로봇 극놀이에 대한 흥미, 로봇분장의 적절성, 로봇이 똑똑해 보이는 정도, 극놀이에 몰입감에 대한 아동의 반응을 분석하여 보았다. 나이가 어릴수록 재미가 높고, 로봇이 똑똑하다고 생각하였고 로봇 사용경험이 없는 아이들이 상대적 흥미가 높고, 로봇분장에 대해서는 로봇사용 경험 있는 아이들이 차이를 인지하는 것으로 나타났다.

Recalibration Estimation for Unit Nonresponse at the Two Levels Auxiliary Information

  • Yum, Joon Keun;Son, Chang Kyoon;Jeung, Young Mee
    • Communications for Statistical Applications and Methods
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    • 제10권3호
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    • pp.665-678
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    • 2003
  • In this paper we suggest the new calibration estimator, which is called to the recalibration estimator, and its variance estimator using two-phase sampling technique according to the auxiliary information having strong correlation with the variable of interest under the unit nonresponse. In this unit nonresponse situation, an available information may exists at the level of whole population or the first-phase sample. The proposed recalibration estimator derives from the first and second phase weights respectively.

Development and Application of CT-SPI Model for Improving Computational Thinking for Elementary School Students

  • Sung, Young-Hoon
    • 한국컴퓨터정보학회논문지
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    • 제21권1호
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    • pp.169-180
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    • 2016
  • In this paper, we propose a CT-SPI Model based on a physical computing for improving Computational Thinking(CT) for elementary students. This study analyzes the results obtained from applying the CT-SPI model to fourth-grade class. The model is designed to embrace the learning activities and CT elements for three different stages: System thinking, Prototyping and Interaction. For providing curriculum with CT-SPI model, physical SW educational module is developed, so that learners could focus on internalizing CT. The study results indicate that a learning satisfaction and a degree of learner interest improve significantly. Comprehensive CT capability assessment results in three levels show that the capability in lowest level (score is below 4 out of 10) has decreased by 46.6% but capability in highest level (over 7 out of 10) has increased by 20%.

컴퓨터과학 분야에서의 비대면 공학설계입문 강의 사례 연구 (A Case Study of an Online Course on Introductory Engineering Design in Computer Science)

  • 나재호
    • 공학교육연구
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    • 제26권1호
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    • pp.12-19
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    • 2023
  • With the introduction of the accreditation of engineering programs in Korea, universities affiliated with the programs have opened introductory engineering design courses for first- or second-year students. Since these courses mainly aim at cultivating problem-solving skills through team projects, this type of classes has opened as face-to-face classes. However, from the beginning of 2020, online teaching was recommended or forced on universities due to the COVID-19 pandemic. Thus, effective design of online courses on introductory engineering design was inevitable during the period. In this paper, we introduce a case study of the course in the Department of Computer Science at S University in Fall 2021. Through concrete suggestions on project areas, selection of team members considering grade levels and interest, several systems for prevention of free riding, and carefully designed open-book exams, the course resulted in both high achievements and high satisfaction.

Improving safety performance of construction workers through cognitive function training

  • Se-jong Ahn;Ho-sang Moon;Sung-Taek Chung
    • International journal of advanced smart convergence
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    • 제12권2호
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    • pp.159-166
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    • 2023
  • Due to the aging workforce in the construction industry in South Korea, the accident rate has been increasing. The cognitive abilities of older workers are closely related to both safety incidents and labor productivity. Therefore, there is a need to improve cognitive abilities through personalized training based on cognitive assessment results, using cognitive training content, in order to enable safe performance in labor-intensive environments. The provided cognitive training content includes concentration, memory, oreintation, attention, and executive functions. Difficulty levels were applied to each content to enhance user engagement and interest. To stimulate interest and encourage active participation of the participants, the difficulty level was automatically adjusted based on feedback from the MMSE-DS results and content measurement data. Based on the accumulated data, individual training scenarios have been set differently to intensively improve insufficient cognitive skills, and cognitive training programs will be developed to reduce safety accidents at construction sites through measured data and research. Through such simple cognitive training, it is expected that the reduction of accidents in the aging construction workforce can lead to a decrease in the social costs associated with prolonged construction periods caused by accidents.

다목적 반응함수들의 동시 최적화수법 (Simultaneous Optimization Techniques for Multi-purpose Response Functions)

  • 박성현
    • 한국국방경영분석학회지
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    • 제7권1호
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    • pp.118-138
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    • 1981
  • In many response surface optimization problems for industrial processes, there are more than two responses of interest, and we want to find the optimal levels of the factors that influence the responses. This paper is to propose how to set up the desirability functions to find the optimum for a given set of data, and to propose how to analyse the data and the desirability functions to determine an optimal operating condition for the factors. To implement the proposed method in practice, a FORTRAN computer program was written and explained. Finally, an industrial example is illustrated to explain the proposed technique and the source list of the computer program is attached for the users.

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초·중등학생의 문제해결능력 신장을 위한 알고리즘 학습 방안 연구 (A Study of Algorithm Learning Methods for Improvement of Elementary and Middle School Students' Problem-Solving Abilities)

  • 김은길;김승완;현동림;김종진;김종훈
    • 수산해양교육연구
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    • 제23권1호
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    • pp.92-104
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    • 2011
  • Korea is a high level of ICT infrastructure Construction in the OECD's PISA 2006. However, the purpose using of ICT was analyzed for the sake of the interest. They have been emphasized a algorithm-based computer education in conference that it was attended by government, industry and university officials. We designed an algorithm curriculum by analyze a case in international ICT training courses and research. And we were proposed various methods, such as web-based contents, play-based programs, outdoor activities and educational programming language learning for algorithm learning at levels of elementary and middle school students.