• 제목/요약/키워드: Computer Training

검색결과 2,428건 처리시간 0.031초

Design and Implementation of Computer-Based Training: A Quality Assurance Approach

  • Ellis, Ruel-L.A.;Persad, Prakash
    • International Journal of Quality Innovation
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    • 제5권2호
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    • pp.26-44
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    • 2004
  • Distance Education is a non-traditional mode of training and can take many forms, one of which is the use of Computer Based Training (CBT). This paper reviews various quality assurance models for designing the delivery of programmes at the universities and other training institutions. It presents the findings of a CBT research that is currently being carried out at the Department of Mechanical and Manufacturing Engineering, University of the West Indies, Trinidad. The significance of the research is discussed with particular emphasis on the influence of curricula sequencing on knowledge acquisition in learners of varying cognitive styles. The paper concludes that adherence to quality assurance principles could result in the enhanced performance of users of the CBT.

Implementation of a Virtual Training System on Gas Safety

  • Wouseok Jou;Tae-sik Lim;Kyong-sik Kang;Tae-ok Kim
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2000년도 추계학술발표논문집
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    • pp.1-5
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    • 2000
  • With the advent of the internet era, web-based virtual training system is gaining its importance in recent years. Because of the fact that the training can take place in any place and at any time, the virtual system is now replacing many of the conventional off-line classes. Hardware environments such as communication bandwidth and computer performance gets fast enough to accommodate the virtual education. Based on the observations on current virtual training system, this paper proposes three critical design rules required when developing a new virtual training system: i) With conceptual mapping, the menu hierarchy can be organized in a clear-cut manner, ii) Extensive use of multimedia tools can help students keep their attention to the lecture materials, and iii) Provision of interaction mechanisms helps students to gain their identity and motivation.

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Support Vector Machine Based on Type-2 Fuzzy Training Samples

  • Ha, Ming-Hu;Huang, Jia-Ying;Yang, Yang;Wang, Chao
    • Industrial Engineering and Management Systems
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    • 제11권1호
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    • pp.26-29
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    • 2012
  • In order to deal with the classification problems of type-2 fuzzy training samples on generalized credibility space. Firstly the type-2 fuzzy training samples are reduced to ordinary fuzzy samples by the mean reduction method. Secondly the definition of strong fuzzy linear separable data for type-2 fuzzy samples on generalized credibility space is introduced. Further, by utilizing fuzzy chance-constrained programming and classic support vector machine, a support vector machine based on type-2 fuzzy training samples and established on generalized credibility space is given. An example shows the efficiency of the support vector machine.

MLLR 화자적응 기법을 이용한 적은 학습자료 환경의 화자식별 (Speaker Identification in Small Training Data Environment using MLLR Adaptation Method)

  • 김세현;오영환
    • 대한음성학회:학술대회논문집
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    • 대한음성학회 2005년도 추계 학술대회 발표논문집
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    • pp.159-162
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    • 2005
  • Identification is the process automatically identify who is speaking on the basis of information obtained from speech waves. In training phase, each speaker models are trained using each speaker's speech data. GMMs (Gaussian Mixture Models), which have been successfully applied to speaker modeling in text-independent speaker identification, are not efficient in insufficient training data environment. This paper proposes speaker modeling method using MLLR (Maximum Likelihood Linear Regression) method which is used for speaker adaptation in speech recognition. We make SD-like model using MLLR adaptation method instead of speaker dependent model (SD). Proposed system outperforms the GMMs in small training data environment.

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Implementation of Badminton Motion Analysis and Training System based on IoT Sensors

  • Sung, Nak-Jun;Choi, Jin Wook;Kim, Chul-Hyun;Lee, Ahyoung;Hong, Min
    • 인터넷정보학회논문지
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    • 제18권4호
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    • pp.19-25
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    • 2017
  • In this paper, we designed and implemented IoT sensors based badminton motion analysis and training system that can be readily used by badminton players with PC. Unlike the traditional badminton training system which uses signals of the flags by coach, the proposed electronic training system used IoT sensors to automatically detect and analysis the motions for badminton players. The proposed badminton motion analysis and training system has the advantage with low power, because it communicates with the program through BLE communication. The badminton motion analysis system automatically measures the training time according to the player's movement, so it is possible to collect objective result data with less errors than the conventional flag signal based method by coach. In this paper, training data of 5 athletes were collected and it provides the feedback function through the visualization of each section of the training results by the players which can enable the effective training. For the weakness section of each player, the coach and the player can selectively and repeatedly perform the training function with the proposed training system. Based on this, it is possible to perform the repeated training on weakness sections and they can improve the response speed for these sections. Continuous research is expected to be able to compare more various players' agility and physical fitness.

재활훈련 기능성 게임 콘텐츠를 이용한 Personal Training System 개발 (Development of Personal Training System Using Functional Game for Rehabilitation Training)

  • 류완석;강한수;김휴정;임창주;정성택
    • 한국게임학회 논문지
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    • 제9권3호
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    • pp.121-128
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    • 2009
  • 본 논문에서는 재미있는 게임을 하면서 재활 및 신체 평형 능력 향상에 이용하기 위하여 전자 장치를 장착한 밸런스 보드와 기능성 게임 콘텐츠를 개발하였다. 재미있는 게임을 이용한 재활 훈련은 환자의 재활 훈련 효과를 높일 수 있을 것이다. 퍼스널 트레이닝 시스템은 밸런스보드에 가속도 센서를 부착하였으며, 게임 컨텐츠는 신체의 평형 정도에 따라 동작한다. 개발된 시스템을 검증하기 위하여 재활 훈련 게임 컨텐츠를 개발하였다. 제안된 컨텐츠는 간단한 재활훈련과 신체 평형 운동에 적용할 수 있으며, 또한 여기서 제안된 인터페이스는 에뮬레이터를 통하여 여러 가지 기능의 상용 게임에 적용할 수 있다.

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가상현실 기반 범죄 프로파일링 시뮬레이션 교육 및 평가 시스템 (Criminal Profiling Simulation Training and Assessment System based on Virtual Reality)

  • 김한섭;김해지;이윤식;이지은
    • 한국컴퓨터그래픽스학회논문지
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    • 제24권3호
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    • pp.83-92
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    • 2018
  • 본 논문에서는 가상현실 기술을 이용한 범죄 프로파일링 시뮬레이션 교육 및 평가 시스템을 제안한다. 국내에서는 지난 10년 동안 강력범죄의 발생비가 45.2% 증가함에 따라 프로파일링의 중요성이 대두되었다. 하지만 기존 교육과정 문제로 인해, 국내 프로파일러의 수는 서른여섯 명으로 매우 적은 수준이다. '범죄 재현 학습'은 프로파일링을 교육하는 대표적인 방법이지만, 여러 제약사항이 존재해 실질적인 교육이 이루어지지 못하는 실정이다. 따라서 본 시스템은 기존의 제약사항을 해결하고자 가상현실 기술을 활용하였으며, 사용자는 가상현실로 구현된 범죄 현장에서 상호작용을 통한 몰입형 체험으로 프로파일링에 대한 시뮬레이션 교육과 평가를 받을 수 있도록 하였다. 본 시스템의 활용으로 많은 기관에서 프로파일링 교육이 활성화될 수 있을 것이며, 다양한 프로파일링 기법을 교육받은 우수한 프로파일러를 양성하는 데 크게 기여할 것으로 기대된다.

증강 현실 기반 음식점 서빙 상황훈련 시스템 (A Situational Training System for the food serving in the restaurant based on the Argumented Reality)

  • 정광일;김성진;김부년;김태영;임철수
    • 한국게임학회 논문지
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    • 제9권1호
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    • pp.135-142
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    • 2009
  • 최근 정보통신 기술과 복지수준이 발전함에 따라 장애인들을 위한 여러 인터페이스 장비나 훈련 시스템들이 연구되고 있으나 발달 장애인을 위한 훈련시스템은 미흡한 실정이다. 본 논문 에서는 발달 장애인의 상황 대처 능력 향상과 사회 적응훈련을 목적으로 '음식점 서빙' 이라는 주제에 따른 증강 현실기반 상황 훈련 시스템을 제안한다. 본 시스템은 실제 훈련환경에 마커를 두고 실제 공간에서는 사용하기 어려운 물체들을 가상 물체로 대체한 증강 현실 공간을 구성하여 안전하고 주변 환경의 제약없이 반복훈련이 가능하도록 한다. 훈련자는 HMD를 착용하고 훈련 공간 주위를 볼 수 있으며, 음성 멘트에 따라 행동을 함으로써 시나리오에 따른 훈련이 가능하게 된다.

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The Effects of Training for Computer Skills on Outcome Expectations, Ease of Use, Self-Efficacy and Perceived Behavioral Control

  • Lee, Min-Hwa
    • 한국정보시스템학회지:정보시스템연구
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    • 제5권
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    • pp.345-371
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    • 1996
  • Previous studies on user training have largely focused on assessing models which describe the determinants of information technology usage or examined the effects of training on user satisfaction, productivity, performance, and so on. Scant research efforts have been made, however, to examine those effects of training by using theoretical models. This study presented a conceptual models to predict intention to use information technology and conducted an experiment to understand how training for computer skill acquisition affects primary variables of the model. The data were obtained from 32 student subjects of an experimental group and 31 students of a control group, and the information technology employed for this study was a university electronic mail system. The study results revealed that attitude toward usage and perceived behavioral control helped to predict user intentions ;; outcome expectations were positively related to attitude toward usage ; and self-efficacy was positively related to perceived behavioral control. The hands-on training for the experimental group led to increases in perceived ease of use, self-efficacy and perceived behavioral control. The changes in those variables suggest more causal effects of user training than other survey studies.

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Force Plate 와 불안정판을 이용한 평형감각 훈련 (Training of Equilibrium Sense Using Unstable Platform and Force Plate)

  • 박용군;유미;권대규;홍철운;김남균
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2004년도 추계학술대회 논문집
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    • pp.985-988
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    • 2004
  • This paper proposes a new training system for equilibrium sense and postural control using unstable platform and force plate. This system consists of unstable platform, force plate, computer interface, software and the computer. Using this system and training programs, we perform the experiment to train the equilibrium sense and postural control of subject. To evaluate the effects of balance training, we measured some parameters such as the maintaining time in the target, the moving time to the target and the mean absolute deviation of the trace before and after training. The result shows that this system can improve the equilibrium sense and balance ability of subject. This study shows that proposed system had an effect on improving equilibrium sense and postural control and might be applied to clinical rehabilitation training as a new effective balance training system.

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