• Title/Summary/Keyword: Experience of Learning

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Improving immersive video compression efficiency by reinforcement learning (강화학습 기반 몰입형 영상 압축 성능 향상 기법)

  • Kim, Dongsin;Oh, Byung Tae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.33-36
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    • 2021
  • In this paper, we propose a new method for improving compression efficiency of immersive video using reinforcement learning. Immersive video means a video that a user can directly experience, such as 3DOF+ videos and Point Cloud videos. It has a vast amount of information due to their characteristics. Therefore, lots of compression methods for immersive video are being studied, and generally, a method, which projects an 3D image into 2D image, is used. However, in this process, a region where information does not exist is created, and it can decrease the compression efficiency. To solve this problem, we propose the reinforcement learning-based filling method with considering the characteristics of images. Experimental results show that the performance is better than the conventional padding method.

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Prediction of Hardness for Cold Forging Manufacturing through Machine Learning (기계학습을 활용한 냉간단조 부품 제조 경도 예측 연구)

  • K. Kim;J-.G. Park;U. R. Heo;Y. H. Lee;D. H. Chang;H. W. Yang
    • Transactions of Materials Processing
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    • v.32 no.6
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    • pp.329-334
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    • 2023
  • The process of heat treatment in cold forging is an essential role in enhancing mechanical properties. However, it relies heavily on the experience and skill of individuals. The aim of this study is to predict hardness using machine learning to optimize production efficiency in cold forging manufacturing. Random Forest (RF), Gradient Boosting Regressor (GBR), Extra Trees (ET), and ADAboosting (ADA) models were utilized. In the result, the RF, GBR, and ET models show the excellent performance. However, it was observed that GBR and ET models leaned significantly towards the influence of temperature, unlike the RF model. We suggest that RF model demonstrates greater reliability in predicting hardness due to its ability to consider various variables that occur during the cold forging process.

A study on the application of robotic programming to promote logical and critical thinking in mathematics education (논리·비판적 사고 신장을 위한 로봇 프로그래밍의 수학교육 적용 방안)

  • Rim, Haemee;Choi, Inseon;Noh, Sunsook
    • The Mathematical Education
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    • v.53 no.3
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    • pp.413-434
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    • 2014
  • Logic lays the foundation of Mathematics and the development of Mathematics is dependent on critical thinking. So it is important that school mathematics helps students develop their logical and critical thinking ability for both mathematics learning and problem solving in general. MINDSTORMS, a LEGO based programming activity kit, is an effective teaching and learning tool that can be used to enhance logical and critical thinking in students. This study focused on measuring the growth of students' ability to think logically and critically when they used MINDSTORMS activities to learn programming. In addition, we investigated how the students' logical and critical thinking changed from the MINDSTORMS learning experience. The study confirmed that the programming activities using MINDSTORMS help to enhance logical and critical thinking in students. The students attitude about logical and critical thinking became more positive and the activities helped to engage students to think logically and critically. This type of programming activities should be valuable in mathematics education and it should be included in a general mathematics curriculum.

A Case Study of a Living Lab based Engineering Design Class : When and How do Students Learn? (리빙랩 기반 공학설계교육의 경험과 평가 : 학생들은 언제, 어떻게 배우는가?)

  • Han, Kyonghee;Choi, Moonhee
    • Journal of Engineering Education Research
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    • v.21 no.4
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    • pp.10-19
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    • 2018
  • This study introduces an engineering design class which is experimental in a sense that it is planned and implemented with three key concepts such as learner-centered education, living lab and community based learning. With the class run in being connected with one regional community in Seoul, it focuses on its educational effects acquired through the living lab-based approach. And this research investigates the student's experiences of when, what and how they learn in a learner-centered class. It shows that, rather than taking professor's one dimensional lectures in classroom, the students learn actively when they face with the problem in the field. Students have come to carry out engineering design from the perspective of stakeholders, not from the supplier or producer's perspective in the process of meeting with the problem in reality. Team based collaborative activities are crucial in the entire design process. More importantly, students' design products have been transformed into more useful and meaningful ones as stakeholders of the local community have participated into the students' works. However, we need to recognize that there are some important issues that need to be solved institutionally and systematically in order for such educations to spread. This study suggests several educational arrangements for those issues.

A Critical Analysis of the Studies on Children's and Adolescents' Information Seeking and Use Part I: Focusing on Information Seeking and Use for Learning (어린이와 청소년의 정보이용에 관한 연구의 비판적 분석 I - 학습을 위한 정보이용을 중심으로 -)

  • Chung, Jin-Soo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.20 no.2
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    • pp.143-153
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    • 2009
  • This paper identifies some natural habits and patterns of children's and adolescents' information seeking and use by drawing a wide range of studies conducted with children and adolescents as study participants. The patterns reported here indicate that children's and adolescents' information seeking and use are affected by the nature of information tasks, the qualities of access tools, their cognitive ability to seek and use information, and their prior knowledge and experience about the tasks and topics given. The findings should provide insights for identifying future research issues as well as for programming the information environments particularly conducive to learning.

Forty-five Years of HPM Activities: A Semi-personal Reflection on What I Saw, What I Heard and What I Learn

  • Keung, Siu Man
    • Journal for History of Mathematics
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    • v.33 no.5
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    • pp.261-275
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    • 2020
  • HPM (History and Pedagogy of Mathematics) activities deal with integrating the history of mathematics with the teaching and learning of mathematics. As a teacher of mathematics the author will share his personal experience in the engagement of HPM activities during the past forty-five years with fellow teachers who are interested in such activities and who may wish to know how another teacher goes about doing it.

Exploring the Direction of Teaching and Learning in the Era of Science and Technology -Focusing on New Materialism, Phenomenology, Actor Network Theory, and Trend Korea 2024 Perspectives (과학기술 시대 교수학습 방향 탐색 -신유물론, 현상학, 행위자 네크워크 이론, 트랜드 코리아 2024 관점을 중심으로)

  • Yoon Ok Han
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.923-932
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    • 2024
  • The purpose of this study is to explore the direction of teaching and learning in the era of science and technology. The conclusion is as follows: From the perspective of new materialism, the direction of teaching and learning first emphasizes the importance of learning experience. Second, a teaching method that emphasizes giving meaning is needed. Third, there is a need to consider various perspectives and backgrounds. The direction of teaching and learning in the era of phenomenology is, first, the meaning and meaning of learning is important. Second, it emphasizes the role of independent learners. Third, diverse experiences must be integrated. Fourth, a flexible approach is needed depending on the environment and situation. Rather than a fixed teaching method, it is necessary to use a variety of teaching strategies according to the situation and needs of the learner. From the perspective of actor network theory, the direction of teaching and learning needs to first embrace a variety of actors. Second, there is a need to understand the role of the mediator actor. Third, there is a need to emphasize the dynamic aspect of the network. Fourth, there is a need to emphasize interaction and giving meaning. Fifth, there is a need to strengthen interaction with technology. Sixth, there is a need to create a non-linear and open learning environment. The direction of society and teaching and learning presented in Trend Korea 2024 considers time as a precious resource in a divided society, and teaching and learning must adapt and develop in a useful direction in a changing environment.

Recent Curriculum Development in the Early Childhood Geometry in Czech Republic

  • Kuoina, Frantisek
    • Research in Mathematical Education
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    • v.2 no.1
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    • pp.163-181
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    • 1998
  • The paper deals with some aspects of early childhood geometry in the Czech Republic. Children's first geometrical experiences come from real life. In our opinion, there exist four types of geometrical experience which can be called the partition of space, the filling of space motion in space and the dimension of space. We distinguish three levels of the mathematical learning process: a spontaneous level, an operational level and a theoretical level.

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Recent Curriculum Development in the Early Childhood Geometry in Czech Republic

  • Kurina, Frantisek
    • Research in Mathematical Education
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    • v.1 no.2
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    • pp.163-181
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    • 1997
  • The paper deals with some aspects of early childhood geometry in the Czech Republic. Children's first geometrical experiences come from real life. In our opinion, there exist four types of geometrical experience which can be called the partition of space, the filling of space motion in space and the dimension of space. We distinguish three levels of the mathematical learning process: a spontaneous level, an operational level and a theoretical level.

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A Knowledge Base Construction for Control Application (제어응용을 위한 지식베이스의 구축)

  • 김도성;이명호
    • The Transactions of the Korean Institute of Electrical Engineers
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    • v.39 no.7
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    • pp.720-728
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    • 1990
  • A learning control method is proposed in this paper, using a knowledge base which contains control rules, data, and patterns of the past experience of a plant. The knowledge for plant control is retrieved from measurement data during operation and continually modified after control performance evaluation. A control method is proposed using tinually modified after control performance evaluation. A control method is proposed using fuzzy model of the plant and a recursive statistic decision method of fuzzy subset for control rule generation. Also, the resulting knowledge-based control algorithm has been applied to aprocess and its performance improvement and proper generation of appropriate control rules have been verified.

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