• Title/Summary/Keyword: Computer training

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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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    • v.5 no.2
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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
    • Proceedings of the Safety Management and Science Conference
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    • 2000.11a
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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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    • v.11 no.1
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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.

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

  • Kim, Se-hyun;Oh, Yung-Hwan
    • Proceedings of the KSPS conference
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    • 2005.11a
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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
    • Journal of Internet Computing and Services
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    • v.18 no.4
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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.

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

  • Ryu, Wan-Seok;Kang, Han-Soo;Kim, Hyu-Jeong;Lim, Chang-Joo;Chung, Sung-Taek
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.121-128
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    • 2009
  • In this paper, we have developed the balance board with electronic devices to use in various fields of remedial and physical balance exercise with interesting game and the functional game. Rehabilitation training using a funny game will be effective for patient's rehabilitation training. A Personal training system uses a balance board with an acceleration sensor and the game controlled by physical balance. To evaluate the operation of the developed system, we developed rehabilitation training game. The proposed game can be applicable to rehabilitation and balance training, and suggested game interface method could use a commercial game with various function through our emulator.

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

  • Kim, Han-Seob;Kim, Hae-Ji;Lee, Yoon-Sik;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.83-92
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    • 2018
  • In this paper, we propose a system to a criminal profiling simulation training and assessment with virtual reality technology. Profiling has emerged as the incidence of violent crime has increased by 45.2 % in the country over the past decade. However, the number of profilers in Korea is 36, due to the problem of existing courses. "Criminal Reproduction Learning" is the common way to profiling training, but there are numerous constraints that prevent practical training. Thus, the system used virtual reality technology to overcome existing constraints. Users can receive simulation training and assessment of profiling at crime scene that have been implemented as virtual reality, with an immersive experience through interaction. We expect this system to contribute to the activation of profiling education in many institutions and to the development of good profilers with diverse training.

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

  • Jung, Kwang-Il;Kim, Sung-Jin;Kim, Boo-Nyon;Kim, Tae-Young;Lim, Cheol-Su
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.135-142
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    • 2009
  • Nowadays, many interface devices or training systems for the disabled are being developed and introduced with the recent development in IT technology but only few training systems for the developmental disabled are introduced. In this paper, we present a situation training system based on the argumented reality in order to help the developmental disabled to increase their management level of capability to the certain situation. Our system is specifically based on the food serving in the restaurant. This maker-based system provides trainees to safely experience various different situations and take the training session under any circumstances. The trainees for this program are able to look around with the HMD on, take the training easily by following the voice instruction, and try situational scenario.

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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
    • The Journal of Information Systems
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    • v.5
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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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Training of Equilibrium Sense Using Unstable Platform and Force Plate (Force Plate 와 불안정판을 이용한 평형감각 훈련)

  • 박용군;유미;권대규;홍철운;김남균
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2004.10a
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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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