• Title/Summary/Keyword: Example-based learning

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A Study on the Predictive Maintenance of 5 Axis CNC Machine Tools for Cutting of Large Aircraft Parts (대형 항공부품용 5축 가공기에서의 예측정비에 관한 연구)

  • Park, Chulsoon;Bae, Sungmoon
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.43 no.4
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    • pp.161-167
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    • 2020
  • In the process of cutting large aircraft parts, the tool may be abnormally worn or damaged due to various factors such as mechanical vibration, disturbances such as chips, and physical properties of the workpiece, which may result in deterioration of the surface quality of the workpiece. Because workpieces used for large aircrafts parts are expensive and require strict processing quality, a maintenance plan is required to minimize the deterioration of the workpiece quality that can be caused by unexpected abnormalities of the tool and take maintenance measures at an earlier stage that does not adversely affect the machining. In this paper, we propose a method to indirectly monitor the tool condition that can affect the machining quality of large aircraft parts through real-time monitoring of the current signal applied to the spindle motor during machining by comparing whether the monitored current shows an abnormal pattern during actual machining by using this as a reference pattern. First, 30 types of tools are used for machining large aircraft parts, and three tools with relatively frequent breakages among these tools were selected as monitoring targets by reflecting the opinions of processing experts in the field. Second, when creating the CNC machining program, the M code, which is a CNC auxiliary function, is inserted at the starting and ending positions of the tool to be monitored using the editing tool, so that monitoring start and end times can be notified. Third, the monitoring program was run with the M code signal notified from the CNC controller by using the DAQ (Data Acquisition) device, and the machine learning algorithms for detecting abnormality of the current signal received in real time could be used to determine whether there was an abnormality. Fourth, through the implementation of the prototype system, the feasibility of the method proposed in this paper was shown and verified through an actual example.

A Case Study on Block Coding and Physical Computing Education for University of Education Students (교육대학생을 대상으로 한 블록 코딩 및 피지컬 컴퓨팅 교육 사례)

  • Han, Kyujung
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.307-317
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    • 2019
  • This study is an example of the education of block coding and physical computing teaching tool for preservice teachers at the college of education. The students were familiar with coding and improved their coding skills in solving various problems through 'Entry' that support block coding. In addition, the students configured the computing system with various input / output devices of the physical computing teaching tool and controlled things through programming and produced the educational portfolio to experience the whole process of problem analysis, design, implementation, and testing in coding. We applied Flow based coding and Pair programming as the teaching methods, and the results of the survey to measure the effectiveness of the study show that students have a good understanding of the entry and physical computing teaching tool and using the combination of the entry and physical computing teaching tool were more effective in learning than the Entry-only coding. In addition, it was confirmed that the effect of Pair programming applied in the physical computing teaching tool.

Case study : Appication of PBL to Business Ethics Education in International Trade Curriculum (무역학 교육과정에서 PBL(문제중심학습)의 기업윤리 수업 적용 사례연구)

  • Tae-Hyung Oh
    • Korea Trade Review
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    • v.48 no.2
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    • pp.95-110
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    • 2023
  • This paper presents an example of the introduction and operation of the PBL so that students can have the ability to apply the problems of corporate social responsibility and ethical values that must be considered by exporting companies or multinational companies, which are the main research subjects of business dynamics. As a result, students were able to broaden their views through self-directed classes and presentations, listen to and share opinions of other students through discussions, and were able to take a logical approach to judgment standards involved in specific corporate activities, showing that the PBL teaching method is effectively applied to business ethics classes.

Three-Dimensional Convolutional Vision Transformer for Sign Language Translation (수어 번역을 위한 3차원 컨볼루션 비전 트랜스포머)

  • Horyeor Seong;Hyeonjoong Cho
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.3
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    • pp.140-147
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    • 2024
  • In the Republic of Korea, people with hearing impairments are the second-largest demographic within the registered disability community, following those with physical disabilities. Despite this demographic significance, research on sign language translation technology is limited due to several reasons including the limited market size and the lack of adequately annotated datasets. Despite the difficulties, a few researchers continue to improve the performacne of sign language translation technologies by employing the recent advance of deep learning, for example, the transformer architecture, as the transformer-based models have demonstrated noteworthy performance in tasks such as action recognition and video classification. This study focuses on enhancing the recognition performance of sign language translation by combining transformers with 3D-CNN. Through experimental evaluations using the PHOENIX-Wether-2014T dataset [1], we show that the proposed model exhibits comparable performance to existing models in terms of Floating Point Operations Per Second (FLOPs).

Conflict-Overcoming and Self-Discovering: A Study of Caleb, the Protagonist in Steinbeck's Novel "East of Eden" (갈등의 극복과 자아의 발견; 스타인벡의 소설 "에덴의 동쪽"의 주인공 갈렙(Caleb)에 근거한 연구)

  • Kim, Wooyoung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.427-436
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    • 2024
  • In this paper, we present the results of a study of lessons learned from the life of Caleb (Cal), a significant character in John Steinbeck's "East of Eden." His life serves as a powerful example of the process of self-discovery, overcoming conflicts with self, others, and society. He emphasizes the importance of managing and understanding your emotions, learning to acknowledge and express them throughout your journey. He makes moral judgments while confronting desires and conflicts, and transparently demonstrates the importance of self-determination based on ethical decisions, while his honest expression and acceptance of his own emotions emphasizes the core value of emotion management and understanding. Additionally, his story emphasizes the clear importance of understanding and compromise in human relationships. We present a thorough exploration of these topics and consider how the lessons from Caleb's story can be applied to our everyday lives. As a result of the analysis in this paper, we expect to gain insight into how these lessons can be applied and put into practice.

A Critical Review of the Skill-Based Approach to Scientific Inquiry in Science Education (과학 교육에서 기능 중심의 과학 탐구에 대한 비판적 고찰)

  • Oh, Phil Seok
    • Journal of The Korean Association For Science Education
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    • v.40 no.2
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    • pp.141-150
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    • 2020
  • The purpose of this study is to critically review the skill-based approach to scientific inquiry in science education and to explore the meaning of science practices that are emphasized in recent science education reform movement. An extensive review of relevant literature was carried out, and the results were summarized according to the detailed themes of the study. In the skill-based approach of which Science-A Process Approach (SAPA) is a representative example, science process skills were presented as hierarchically connected with one another, they were believed to be transferable or generalizable, and science learning through discovery was stressed. These points of view are, however, contradicted with those of the modern philosophy of science which suggests the theory-laden nature of using the skills. The skill-based view has also been criticized by the fact that the use of inquiry skills is content-specific or context-dependent and that science theories or principles cannot be discovered by induction. In contrast, the recent view understands science practices holistically, emphasizes the diverse ways of doing the practices which vary with different contents or contexts, and considers student ideas importantly in the science classroom. The findings of this study can contribute to the development of a new science curriculum by providing implications for establishing a consistent view on scientific inquiry.

Understanding of Group Modeling Process with Geological Field Trip applied on Social-Construction of Scientific Model: Focusing on Constraints (과학적 모델의 사회적 구성 수업을 적용한 야외지질학습에서 나타나는 조별 모델 구성과정 이해: 제약조건을 중심으로)

  • Choi, Yoon-Sung;Choi, Jong-Rim;Kim, Chan-Jong;Choe, Seung-Urn
    • Journal of the Korean earth science society
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    • v.38 no.4
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    • pp.303-320
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    • 2017
  • Purpose of this study is understanding of group modeling process focusing on constraints with geological field trip applied on social-construction of scientific model. This study was carried out on 12 students of 3 groups who participate in the study 'S' gifted education center. Students were conducted to theme of 'How was formation of Mt. Gwanak?' on 2 field trip classes and 3 modeling classes. Semi-structured interviews, all discourse of field trip and modeling classes, records of personal and group activity were analyzed to constraints based on theoretical background proposed by Nersessian (2008). Results as follows. First, sources of constraints are scientific knowledge, contents observed by students during field trips and additional materials things to be explained by model during modeling class with geological field trip applied on social-construction of scientific model. Second, there are 3 types of constraints to affect making group modeling. It is that shared constraint which used commonly by all the group members. It called selected constraint that used during the initial modeling and later were reflected on for use in the group modeling. And it is that generated constraints, which were not in the initial modeling but were used later in the group modeling. This study suggests that not only the constraints can help to understand of making group model through how they used but also show that example of learning with geological field trip on social-construction of scientific model to contribute school science.

Development of Instructional materials using various convex lenses 'VR glasses' for area of Communication technology of the 2015 Revision Curriculum in middle school (2015 개정 중학교 교육과정 통신기술 영역에서 다양한 볼록렌즈를 사용한 'VR 글라스' 수업자료 개발)

  • Hwang, Woo-Jun;Lee, Yong-Jin
    • 대한공업교육학회지
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    • v.43 no.1
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    • pp.94-113
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    • 2018
  • The purpose of this study is to develop a using various convex lenses 'VR glasses' instructional materials for area of communication technology of the 2015 Revision Curriculum in middle school. This study was progressed depend on ADDIE model. In the analysis step, a necessity of developing the instructional materials was confirmed through social needs and leaner's needs and literature researches were reviewed about the 2015 Revision Curriculum and virtual reality and confirmed the area of communication technology related to VR glasses. The communication process of information was selected as a communication technology area related to VR glass. In the design step, Based on the analysis stage, instructional objectives were set and instructional method and medium were selected. In the development step was developed instructional materials, what are teaching-learning guidance, power-point presentations, the paper for group learning activities, Individual portfolio, and using various convex lenses VR glasses example. As a result of 'VR glasses' using various convex lenses, the viewing angle was enlarged when the diameter of the convex lens was large, but it was difficult to quantify it. In the implementation step, the instructional materials developed for middle school students was applied. In the evaluation step, instructional materials were modified and improved through a students evaluation, experts evaluation.

The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
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    • s.29
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    • pp.151-172
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    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.

Training a semantic segmentation model for cracks in the concrete lining of tunnel (터널 콘크리트 라이닝 균열 분석을 위한 의미론적 분할 모델 학습)

  • Ham, Sangwoo;Bae, Soohyeon;Kim, Hwiyoung;Lee, Impyeong;Lee, Gyu-Phil;Kim, Donggyou
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.23 no.6
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    • pp.549-558
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    • 2021
  • In order to keep infrastructures such as tunnels and underground facilities safe, cracks of concrete lining in tunnel should be detected by regular inspections. Since regular inspections are accomplished through manual efforts using maintenance lift vehicles, it brings about traffic jam, exposes works to dangerous circumstances, and deteriorates consistency of crack inspection data. This study aims to provide methodology to automatically extract cracks from tunnel concrete lining images generated by the existing tunnel image acquisition system. Specifically, we train a deep learning based semantic segmentation model with open dataset, and evaluate its performance with the dataset from the existing tunnel image acquisition system. In particular, we compare the model performance in case of using all of a public dataset, subset of the public dataset which are related to tunnel surfaces, and the tunnel-related subset with negative examples. As a result, the model trained using the tunnel-related subset with negative examples reached the best performance. In the future, we expect that this research can be used for planning efficient model training strategy for crack detection.