• Title/Summary/Keyword: Engineering Novice

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Understanding Interactive and Explainable Feedback for Supporting Non-Experts with Data Preparation for Building a Deep Learning Model

  • Kim, Yeonji;Lee, Kyungyeon;Oh, Uran
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.90-104
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    • 2020
  • It is difficult for non-experts to build machine learning (ML) models at the level that satisfies their needs. Deep learning models are even more challenging because it is unclear how to improve the model, and a trial-and-error approach is not feasible since training these models are time-consuming. To assist these novice users, we examined how interactive and explainable feedback while training a deep learning network can contribute to model performance and users' satisfaction, focusing on the data preparation process. We conducted a user study with 31 participants without expertise, where they were asked to improve the accuracy of a deep learning model, varying feedback conditions. While no significant performance gain was observed, we identified potential barriers during the process and found that interactive and explainable feedback provide complementary benefits for improving users' understanding of ML. We conclude with implications for designing an interface for building ML models for novice users.

Two - Handed Hangul Input Performance Prediction Model for Mobile Phone (모바일 폰에서의 양 손을 이용한 한글 입력 수행도 예측 모델에 대한 연구)

  • Lee, Joo-Woo;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.4
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    • pp.73-83
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    • 2008
  • With a rapid extension of functions in mobile phones, text input method has become very important for mobile phone users. Previous studies for text input methods were focused on Fitts' law, emphasizing expert's behaviors with one-handed text input method. However, it was observed that 97% of Korean mobile phone users input texts with two-hands. Therefore, this study was designed to develop a prediction model of two-handed Hangul text entry method including novice users as well as experts for mobile phone. For this study, Fitts' law was hypothesized to predict experts' movement time(MT) whereas Hick-Hyman law for visual search time was hypothesized to be added to MT for novices. The results showed that the prediction model was well fitted with the empirical data for both experts and novices with less than 3% error rates. In conclusion, this prediction model of two-handed Hangul text entry including novice users was proven to be a very effective model for modeling two-handed Hangul text input behavior for both experts.

Self-Study Journey from a Novice to an Expert for Computational Thinking Practices

  • Green, James;Park, Young-Shin
    • Journal of the Korean earth science society
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    • v.42 no.5
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    • pp.588-603
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    • 2021
  • This study details a researcher's self-study journey in advancing from a computational thinking (CT) novice to an expert. The researcher went through a four-stage process, with a preliminary literature review preceding the four stages. From the literature review, the computational thinking analysis (CT_AT) tool was developed for use in stage one to analyze science, technology, engineering, art, and mathematic (STEAM) modules. Although no discernable patterns were found in analyzing the five science and five engineering-based modules, the analysis revealed which CT practices were missing or weakly exposed. In stage two activities were suggested to promote these missing or weakly exposed practices. Stage three required the researcher to develop his own STEAM module from the viewpoint of exposing students to CT. The fourth stage was to validate the CT_AT through interviews with pre-service and in-service teachers. These interviews led to changes in the CT_AT tool and, as a result, the researcher produced a guidebook that could be used by teachers in their own CT studies. This guidebook can be used by teachers to develop and become competent in CT skills.

Novice and Expert Graphic Designers for Coloring Process (칼라링 디자인 프로세스에서 초보자와 전문가)

  • Tengku, Fauzan BintiTengku Anuar;Song, Seungkeun;Jeong, HeeKwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.181-182
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    • 2013
  • The purpose of this research is to gain a more in depth understanding of human behavior by comparing synthesis strategies of novice and expert graphic designers for coloring process using analogue and digital tools, with some practical test/examples. In this paper, we present an exploratory protocol study on the use of different communication channels during main process of Graphic Design. We focus on how individual designers use their design skills to complete the coloring process task, and analyze their use of graphical, coloring and verbal communications during concept generation. The implication of this study from the findings will be implemented to design curriculum. If we can find out and understand the nature of the practical design process, we can apply or adjust the result of this research as a guideline for design curriculum in the future.

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Fault Evaluation Based on Fuzzy Logic for Analog Electronic Circuits

  • Hashizume, Masaki;Iwata, Yoshihiro;Tamesada, Takeomi
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1993.06a
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    • pp.1402-1405
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    • 1993
  • In this paper, a fault evaluation method is proposed, which is to determine whether analog electronic circuits are faulty or not. In our method, evaluation characteristics of an expert test engineer are defined by means of directed graphs. By performing a multi-stage fuzzy inference based on the graphs, novice test engineers can derive a fault evaluation result satisfied by the expert. The effectiveness of our method is checked by some experiments for an amplifier circuit.

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SOftware for Noise Information - SONICS (건설공사장, 도로교통 및 철도소음 예측 프로그램 - SONICS)

  • 김정태;이규철;박지헌
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 1998.04a
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    • pp.747-752
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    • 1998
  • SONICS is the software developed by authors. The program provides the noise level in outdoors due to various noise source types : construction machines including blast sources, railroad vehicles and automobiles. h operates in the Windows system. Since the software is compiled by using Visual C++ 4.0, users can run the program interactively. Also SONICS uses Windows' dialog-box and choice-button so that a novice user can easily implement the program for the environmental noise planning.

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Visualizer: An Interactive Execution Tool for Java Programs

  • Kim, Hyung-Rok;Kim, Yong-Seok
    • Journal of Industrial Technology
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    • v.26 no.B
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    • pp.215-220
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    • 2006
  • Effective use of debugging in computer science education is a topic that has received little attention. Existing tools either are too overwhelming for the novice or are too basic and inflexible. Furthermore, the integration of the debugger into complex IDEs have unfamiliar debuggers from students, resulting in a harmful proliferation of console I/O. In this paper, a new stand-alone educational debugging tool is presented, with simple but powerful tools for easily observing and modifying program execution state. This tool is analyzed from an user perspective, and is compared with existing tools.

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An Educational Robot Game Framework for Programming Leaning in K-12 (프로그래밍 학습을 위한 교육용 로봇 게임 프레임워크)

  • Kwon, Dai-Young;Shim, Jae-Kwoun;Hur, Kyoung;Lee, Won-Gyu
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.89-94
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    • 2010
  • This paper proposes an educational robot game framework for novice students in k-12 to learn concepts of programming through interesting experiences. It is designed to be able to enjoy robot games without technical knowledge of robotics and programming. For this, in the proposed robot game framework, educational robots based on line-tracer are used and the programming APls that can be used for various educational programming languages are offered. And the proposed robot game framework also offers a game board to create several games with easy operations. Additionally, through experiments, it shows that novice students are able to create different games that have several game solutions for various programming using this robot game framework.

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Decision-Making Method of Priority Welding Process (용접법의 우선순위 결정 방법)

  • Kim, Jong-Do;Kim, Kwang-heui;Yoon, Moon-Chul
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.15 no.5
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    • pp.39-47
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    • 2016
  • Nowadays, several welding processes are generally used to join parts together, and the materials are generally steel, aluminum, copper, stainless steel, and other difficult-to-weld materials. If a proper welding process is chosen, it is helpful for welding parts. However, there is no desirable technique for appropriately deciding on the welding process in the industry. Therefore, an appropriate method of selecting a welding process is needed for the novice worker in the industry. In this sense, a new analytic network process (ANP) technique is used for effective decision making in welding. By considering several criteria in ANP, a selection method is suggested to decide on the proper welding process. In the study, several criteria were considered for the proper welding of parts. By considering a matrix of prior interdependence effects among various welding processes, a decision-making method based on an ANP is accomplished using a weighting matrix, which is supposed to select an appropriate welding process. In addition, for appropriate decision criteria of the welding process, several factors, such as material, shape, precision, economics, and equipment, are used to accomplish the ANP algorithm. Moreover, the final weighting matrix is calculated following its ANP strategy. Furthermore, this decision-making technique is applied to both stainless razor spot joining and thick steel pipe joining. The results show its reliability and practicality, and the novice engineer and manager can use this technique to determine the best welding process.

DEVELOPMENT OF PROBLEM-SPECIFIC GRID GENERATION PROGRAM FOR EDUCATIONAL PURPOSE (문제-지향적 교육용 격자 생성 프로그램의 개발)

  • Ryu, G.M.;Kim, Byoungsoo
    • Journal of computational fluids engineering
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    • v.20 no.1
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    • pp.26-31
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    • 2015
  • A grid generation program for specific problems is introduced. The program allows users to easily generate grid system for specific geometry such as an airfoil, cylinder, wedge, flat plate, and nozzle. Generating grid system for those problems can be proceeded with minimum user inputs such as geometry-defining parameters and grid-defining parameters. By using this program learning stage for preprocessing of CFD application can be efficiently shorten and novice students can learn and acquire experience by trying out grid generation and CFD solution by themselves.