• 제목/요약/키워드: In-Context learning

검색결과 1,138건 처리시간 0.03초

사용자 중심의 상황 인지 시스템의 개발 (Development of User-Centered Context Awareness System)

  • 장인우;우종우
    • 한국IT서비스학회지
    • /
    • 제9권1호
    • /
    • pp.113-125
    • /
    • 2010
  • Recently, a smart space with Ubiquitous Environment is expanding rapidly due to the development of Ubiquitous Sensor Network. Therefore, more appropriate and intelligent services of the context awareness system is being required. The previous context awareness system can provide a service to the user through the inference only on the current situation. But, it does not handle certain situation properly when the system provides abnormal result. Also it does not have any proper method of generating reliable semantic data from sensed raw data. In this paper, we are trying to solve the problems as the following approaches. First, the system recognizes abnormal result and corrects it by learning feedback from the user. Second, we suggest a method of converting sensed data into more reliable semantic data. Third, we build the system based on an Ontological context model that is capable of interoperability and reusability. Therefore, the context awareness system of our study can enhance the previous system that can generate more reliable context data, can provide more effective inference method, and can provide more intelligent system structure.

실천학습(Action Learning)에 '실천(Action)'과 '학습(Learning)'이 존재하는가? -'실천'과 '학습'없는 실천학습에 대한 비판적 논의의 서곡- (Are there 'Action' and 'Learning' in Action Learning? -Prolog to Critical Analysis of Action Learning without 'Action' and 'Learning'-)

  • 유영만
    • 지식경영연구
    • /
    • 제4권2호
    • /
    • pp.55-77
    • /
    • 2003
  • In this study, some issues that are related to embody the original conception and ideal of action learning are explored in terms of misunderstanding and misuse of action learning in Korean corporate context. The conception of action learning is deconstructed through the lens of 'action' and 'learning' concept, followed by conceptual analysis to the nature of 'action' and 'learning'. Based upon this conceptual deconstruction of 'action' and 'learning', this study is conducted to categorize the concept of 'action' and 'learning' into several representative attributes. Categorization of 'action' and 'learning' leads to draw some adjectives, for examples, reflective, dynamic, complex, nonlinear, that are critical for characterizing action learning. That is, the nature and ideal of action learning are critically reviewed with the reconceptualization of 'action' and learning, which are deconstructed. The Discussion of final thoughts is on what kinds of knowledge perspectives action learning holds in comparison with those of knowledge management and on how to facilitate knowledge construction and sharing with action learning.

  • PDF

지능적인 홈을 위한 상황인식 미들웨어에 대한 연구 (A Research on a Context-Awareness Middleware for Intelligent Homes)

  • 최종화;최순용;신동규;신동일
    • 정보처리학회논문지A
    • /
    • 제11A권7호
    • /
    • pp.529-536
    • /
    • 2004
  • 무선네트워크와 각종 감지 센서로 통합된 스마트 홈은 우리의 삶의 일부분으로 자리 잡을 것이다. 이 논문은 사용자의 선호도에 근거하여 자동적인 흠 서비스를 제공하는 상황인식 미들웨어에 대하여 설명한다. 상황인식 미들웨어는 사용자의 선호도에 대한 학습과 예측 알고리즘을 수행하기 위하여 6가지의 기본 데이터를 이용하고 제시되는 6가지의 기본 데이터는 맥박, 체온, 얼굴표정, 실내온도, 시간, 사용자 위치이다. 6개의 데이터는 컨텍스트 모델을 구성하고 컨텍스트 매니저 모듈에 의해 기본 데이터로 사용된다. 사용자에 의해서 선택되어진 컨텐츠에 대한 정보를 유지하는 로그매니저가 제시되고 사용자에게 적절한 홈서비스를 제공하기 위해 신경망에 근거한 학습 및 예측 알고리즘을 제시한다. 실험결과는 개인의 선호도 패턴이 연구된 컨텍스트 모델에 의해서 효과적으로 예측되고 평가되는 것을 보여준다.

자율 캐릭터를 위한 상태기반 상황인지 기법 (State based Context Awareness Method for Non-Player Character)

  • 김형일
    • 한국게임학회 논문지
    • /
    • 제14권1호
    • /
    • pp.93-102
    • /
    • 2014
  • 자율 캐릭터는 게임에서 사용자 캐릭터와 협업하여 게임을 진행하거나, 사용자 캐릭터와 대전을 수행한다. 자율 캐릭터의 자연스러운 행동 제어를 위해, 본 논문에서는 상황인지 기법을 제안한다. 상황인지 기법은 자율 캐릭터의 현재 상태에서 활용할 수 있는 상황 정보를 분석한 후, 현재 상황에 맞는 행동을 자동 생성한다. 상황인지 기법은 자율 캐릭터의 현재 상황에서 발생하는 상황 요소의 정보 가치를 분석하고, 분석된 상황 요소 정보를 활용하여 캐릭터의 자연스러운 행동을 생성한다. 본 실험에서 상황인지 기법이 규칙기반 기법보다 평균 39%의 성능 향상을 나타냈고, 정보획득 기법보다는 평균 8%의 성능 향상을 나타냈다.

Middleware for Context-Aware Ubiquitous Computing

  • Hung Q.;Sungyoung
    • 정보처리학회지
    • /
    • 제11권6호
    • /
    • pp.56-75
    • /
    • 2004
  • In this article we address some system characteristics and challenging issues in developing Context-aware Middleware for Ubiquitous Computing. The functionalities of a Context-aware Middleware includes gathering context data from hardware/software sensors, reasoning and inferring high-level context data, and disseminating/delivering appropriate context data to interested applications/services. The Middleware should facilitate the query, aggregation, and discovery for the contexts, as well as facilities to specify their privacy policy. Following a formal context model using ontology would enable syntactic and semantic interoperability, and knowledge sharing between different domains. Moddleware should also provide different kinds of context classification mechanical as pluggable modules, including rules written in different types of logic (first order logic, description logic, temporal/spatial logic, fuzzy logic, etc.) as well as machine-learning mechanical (supervised and unsupervised classifiers). Different mechanisms have different power, expressiveness and decidability properties, and system developers can choose the appropriate mechanism that best meets the reasoning requirements of each context. And finally, to promote the context-trigger actions in application level, it is important to provide a uniform and platform-independent interface for applications to express their need for different context data without knowing how that data is acquired. The action could involve adapting to the new environment, notifying the user, communicating with another device to exchange information, or performing any other task.

  • PDF

문화에 대한 태도와 학습동기가 사관생도의 영어 성취도에 미치는 영향 (The Effects of Attitudes Toward Culture and Motivation on Military Cadets' English Achievement)

  • 정한기
    • 비교문화연구
    • /
    • 제19권
    • /
    • pp.313-338
    • /
    • 2010
  • Attitudes toward target language culture and motivation have been known as important factors in second or foreign language learning. In this study, cadets' attitudes toward the target language community and culture were investigated to find out any relationships with English achievement. Integrative or instrumental motivation in foreign military context was investigated to determine which motivation was more positively related to English proficiency. Cadets' responses were shown highly positive and internally consistent in most cases. Military cadets' attitudes toward American culture were statistically significant and could predict their English achievement. Even though integrative motivation was statistically significant, correlation with English achievement was low. However, instrumental motivation was not significant. This result implies that attitudes toward culture is an important factor in foreign language learning and integrative-instrumental motivation dichotomy might not be enough to explain specific context like cadets' English learning situation at Korea Army Academy at Youngcheon.

컨텍스트 기반의 지능형 XDR 동향 분석 (Trend Analysis of Context-based Intelligent XDR)

  • 류정화;이연지;이일구
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국정보통신학회 2022년도 춘계학술대회
    • /
    • pp.198-201
    • /
    • 2022
  • 최근 신기술 대상 신종 사이버 위협이 증가하고 있으며, 해커의 공격 표적도 광범위해지고 지능화되고 있다. 이러한 공격에 대응하기 위해 주요 보안 기업들은 전통적인 EDR(Endpoint Detection and Response) 중심의 솔루션을 활용하고 있다. 하지만 종래 방식은 컨텍스트를 고려하지 않아서 지능형 공격에 대한 대응 정확도와 효율성에 한계가 있다. 이 문제를 개선하기 위해 최근 XDR(Extended Detection and Response) 중심의 보안 솔루션의 필요성이 대두되었다. 본 연구에서는 머신러닝 기반의 컨텍스트 분석을 활용한 XDR 동향과 발전 로드맵을 통해 변화하는 환경에 효율적인 위협탐지와 대응방안을 제시한다.

  • PDF

The Effect of Population-Level Learning on Entry Likelihood in the Mobile Game Industry

  • Seong, Dusan;Kim, Sahangsoon
    • Asia Marketing Journal
    • /
    • 제21권4호
    • /
    • pp.77-89
    • /
    • 2020
  • Population-level learning has traditionally been used to provide an explanation for the underlying mechanism of industry change. But it has yet to examine the impact on strategic decisions such as market entry. This conceptual paper aims to provide an insight into how population-level learning affects entry likelihood by acting as a tool for interpreting population-level changes. We study this in the context of the fast-paced mobile gaming industry where population-level information is salient and develop a set of propositions with regard to the likelihood of entry.

효과적인 임상실습을 위한 교육병원의 역할 (The Role of the Teaching Hospital in the Effective Clerkship)

  • 백선용;윤소정;감비성;이상엽;우재석;임선주
    • 의학교육논단
    • /
    • 제17권1호
    • /
    • pp.5-9
    • /
    • 2015
  • A teaching hospital is a place where both patient care and learning occur together. To identify the role of the teaching hospital in an effective clerkship, we first determined the features of workplace learning and the factors that affect learning in the workplace, and then we proposed a role for the teaching hospital in the clinical clerkship. Features of learning in a clerkship include learning in context, and learning from patients, supervising doctors, others in the team, and colleagues. During the clerkship, medical students learn in three-way learner-patient-teacher relationships, and students' participation in the tasks of patient care is crucial for learning. Factors that influence learning in the workplace are associated with tasks, context, and learner. Tying the three factors together, we proposed a role for the teaching hospital in the three categories: involvement in the tasks of patient care, engagement in the medical team, and engagement in the learning environment and system. Supervising doctors and team members in a teaching hospital support students' deep participation in patient care, while improving the learning environment through organizational guidelines and systems. Gathering both qualitative and quantitative data for the evaluation of a teaching hospital is important.

Collaboration Scripts for Argumentation Based on Activity Theory

  • KIM, Hyosook;KWON, Sungho;KIM, Dongsik
    • Educational Technology International
    • /
    • 제13권1호
    • /
    • pp.145-173
    • /
    • 2012
  • The purpose of this study is to develop collaboration scripts as an instructional means to facilitate argumentation in computer-supported collaborative learning, and to analyze their effects. To develop collaboration scripts for argumentation, researchers used activity theory as a conceptual framework and refined the design principles by design-based research. Using LAMS, collaboration scripts for argumentation were developed based on the ArgueGraph. To examine their effects, 72 participants were divided into two groups by internal scripts and randomly allocated to one of three external scripts. Applying mixed methods, researchers analyzed argumentation competence related to the cognitive aspect, examined self-efficacy related to the motivational aspect, and identified the factors influencing collaborative learning processes and outcomes. Researchers found that the internal script is a critical factor to determine the dimensions, degrees, and duration of improvement in argumentation competence. That is, learners with higher internal scripts improved highly in the quality of single arguments, while learners with lower internal scripts improved continuously in the quality of argumentation sequences. The effects of the external scripts varied with the internal script levels and supporting periods. Besides, collaboration scripts for argumentation had positive effects on learners' self-efficacy, and learners with higher internal scripts had better self-efficacy. The factors influencing collaborative learning processes and outcomes showed different results depending on the learning context. Therefore, when scripting learner's interaction in CSCL, researchers should design the scripts adaptable to a natural context of activities.