• 제목/요약/키워드: Learning Concepts

검색결과 1,211건 처리시간 0.036초

Hierarchical Associative Frame with Learning and Episode memory for the intelligent Knowledge Retrieval

  • Shim, Jeon-Yon
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.694-698
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    • 2004
  • In this paper, as one of these efforts for making the intelligent data mining system we propose the Associative frame of the memory according to the following three steps. First,the structured frame for performing the main brain function should be made. In this frame, the concepts of learning memory and episode memory are considered. Second,the learning mechanism for data acquisition and storing mechanism in the memory frame are provided. The obtained data are arranged and stored in the memory following the rules of the structured memory frame. Third, it is the last step of processing the inference and knowledge retrieval function using the stored knowledge in the associative memory frame. This system is applied to the area for estimating the purchasing degree from the type of customer's tastes, the pattern of commodities and the evaluation of a company.

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컴퓨터 환경에서 초등학교 기하 지도에 관한 고찰 (A Study on the Teaching Elementary Geometry Using the Computer)

  • 이종영
    • 대한수학교육학회지:수학교육학연구
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    • 제11권1호
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    • pp.89-102
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    • 2001
  • Computer has been regarded as an alternative that could overcome the difficulties in the teaching and learning of mathematics. But the didactical problems of the computer-based environment for mathematics education could give us new obstacles. In this paper, first of all, we examined the application of the learning theories of mathematics to the computer environment. If the feedbacks of the computer are too immediate, students would have less opportunity to reflect on their thinking and focus their attention on the visual aspects, which leads to the simple abstraction rather than the reflective abstraction. We also examined some other Problems related to cognitive obstacle to learn the concepts of geometric figure and the geometric knowledge. Based on the analysis on the problems related to the computer-based environment of mathematics teaching and learning, we tried to find out the direction to use computer more adequately in teaching and learning geometry.

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구성주의 학습기법의 발전방안으로서의 학교도서관에 관한 연구 (A Study on the School Library as a Development Device of the Constructivism's Learning Method)

  • 서진원
    • 한국도서관정보학회지
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    • 제38권4호
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    • pp.341-356
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    • 2007
  • 본 논문은 구성주의 학습기법과 학교도서관의 관계를 규명하여 학교도서관이 구성주의 학습기법에서 어떠한 역할을 할 수 있고 나아가서 학교교육에 어떻게 기여 할 수 있는가를 연구하였다. 이러한 결과를 도출하기 위하여 현대 지식정보사회에서의 구성주의와 구성주의 학습기법의 발달과정, 개념, 특성 등을 살펴보았다. 학교 도서관에서는 특히 사서교사의 information literacy교육의 개념과 그 중요성을 파악하고 이를 통하여 구성주의 학습기법이 효과적으로 수행 될 수 있음을 주장하였다.

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ANALYSIS OF LEARNING CONTROL SYSTEMS WITH FEEDBACK(Application to One Link Manipulators)

  • Hashimoto, H.;Kang, Seong-Yun;Jianxin Xu;F. Harashima
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1987년도 한국자동제어학술회의논문집(한일합동학술편); 한국과학기술대학, 충남; 16-17 Oct. 1987
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    • pp.886-891
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    • 1987
  • In this paper, we present a effective method to control robotic systems by an iterative learning algorithm. This method is based on the concepts of the learning control law which is introduced in this paper, that is, avoidance of using derivative of system state and ignorance of high frequency influence in system performance. By means of the betterment of performance due to the improvement of estimated unknown information, the learning control algorithm compels the system to gradually approach in desired trajectory, and eventually the tracking error asymptotically converges upon zero. In order to verify its utility, one degree of freedom of manipulator has been used in the experiments and the results illustrate this control scheme is very effective.

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Indirect Decentralized Repetitive Control for the Multiple Dynamic Subsystems

  • Lee, Soo-Cheol
    • 대한산업공학회지
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    • 제23권1호
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    • pp.1-22
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    • 1997
  • Learning control refers to controllers that learn to improve their performance at executing a given task, based on experience performing this specific task. In a previous work, the authors presented a theory of indirect decentralized learning control based on use of indirect adaptive control concepts employing simultaneous identification and control. This paper extends these results to apply to the indirect repetitive control problem in which a periodic (i.e., repetitive) command is given to a control system. Decentralized indirect repetitive control algorithms are presented that have guaranteed convergence to zero tracking error under very general conditions. The original motivation of the repetitive control and learning control fields was learning in robots doing repetitive tasks such as on an assembly line. This paper starts with decentralized discrete time systems, and progresses to the robot application, modeling the robot as a time varying linear system in the neighborhood of the desired trajectory. Decentralized repetitive control is natural for this application because the feedback control for link rotations is normally implemented in a decentralized manner, treating each link as if it is independent of the other links.

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초등학생과 예비$cdot$현직 초등교사에 대한 과학 교수학습 전략으로서 과학동시의 활용 (The Children's Verses as the Teaching/Learning Strategies in Science Education for Elementary Students and Teachers)

  • 권난주
    • 한국초등과학교육학회지:초등과학교육
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    • 제24권5호특별호
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    • pp.487-494
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    • 2005
  • The purpose of study was to introduce and propagate the children's verses as the teaching/learning strategies in science education far elementary students and teachers. 238 pre-service teachers, 140 in-service teachers and 602 elementary students wrote the own verses and read colleague's verses with respect to science. In this situation, the writing was considered as creation and the reading was reception and appreciation for the verses. When they wrote the verses, the themes were not restricted except that they were related to science. Mostly, the subjects were something about science concepts, scientific phenomena or experimental instruments, etc. In addition, this study investigated the merits and demerits of the reading/writing activities of children's verses as the teaching/learning strategies in science classroom.

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An Application of Virtual Reality in E-learning based LEGO-Like Brick Assembling

  • Tran, Van Thanh;Kim, Dongho
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2016년도 춘계학술발표대회
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    • pp.783-786
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    • 2016
  • E-learning is a new teaching model nowadays, and Virtual Reality (VR) technology is reported that the use of virtual reality as an education tool can increase student interests, understanding, and creative learning because of encouraging students to learn by exploring and interacting with the information on the virtual environment. Besides that, LEGOs have long been the favorite of many children. LEGOs provide a mechanism to understand and do for many concepts from spatial relationships to robotics platforms. In this paper, we present a virtual reality application based on the assembly of LEGO-Like bricks to increase math and science learning by improving spatial thinking. It not only encourages students to pursue careers in science, technology, engineering, or mathematics but also enhances learner's ability to analyze and solve problems. The application is built by Processing 2.0 as the easier programming language which is a top-down approach to build the 3D interactive program.

유아의 학습관련 사회적 기술과 문식성 발달과의 관계 (Relationships Between Learning-Related Social Skills and Literacy Development of Young Children)

  • 안선희;권희경
    • 아동학회지
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    • 제26권4호
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    • pp.173-188
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    • 2005
  • To examine relationships between learning-related social skills(LRSS) and literacy development a sample of 167 children aged 5-6 years were selected from 3 preschools in Seoul. Instruments for measuring LRSS were the cooperation, assertion, and self-control scales of the Social Skills Rating System (Gresham & Elliott, 1990) and the mastery behaviors scales of the Child Behavior Rating Scale (Bronson, et al. 1990). Literacy development was measured by the Concepts about Print(Woon, 1999), the Learning Readiness Scale(Korean Educational Development Institution 1998), and the Writing Development Scale(Lee, 1997). Teachers rated children's LRSS. Data were analyzed by mean, standard deviation, t-test, bivariate correlation, and regression analysis. LRSS correlated with children's literacy development. Mastery behaviors were the best predictor of literacy development.

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Machine Learning Based Keyphrase Extraction: Comparing Decision Trees, Naïve Bayes, and Artificial Neural Networks

  • Sarkar, Kamal;Nasipuri, Mita;Ghose, Suranjan
    • Journal of Information Processing Systems
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    • 제8권4호
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    • pp.693-712
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    • 2012
  • The paper presents three machine learning based keyphrase extraction methods that respectively use Decision Trees, Na$\ddot{i}$ve Bayes, and Artificial Neural Networks for keyphrase extraction. We consider keyphrases as being phrases that consist of one or more words and as representing the important concepts in a text document. The three machine learning based keyphrase extraction methods that we use for experimentation have been compared with a publicly available keyphrase extraction system called KEA. The experimental results show that the Neural Network based keyphrase extraction method outperforms two other keyphrase extraction methods that use the Decision Tree and Na$\ddot{i}$ve Bayes. The results also show that the Neural Network based method performs better than KEA.

마인크래프트 플랫폼을 이용한 소프트웨어교육 교수학습 모형 (The Development of Instruction Model for SW Education using the Minecraft Platform)

  • 이명숙
    • 디지털산업정보학회논문지
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    • 제15권3호
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    • pp.119-128
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    • 2019
  • Minecraft game is a sandboxed game based on a high degree of users' freedom; the game encourages its users to recreate various play patterns to increase their immersion. Although recently there were many studies that use Minecraft game techniques to improve the teaching methods but still not well adapted due to being applications-based techniques. In this paper, we present a teaching model that utilizes the same concept of the Minecraft games in where learners customize the class concepts based on their needs. Moreover, Minecraft-based learning games attempt to be used for learner-led, creativity and programming instruction, to overcome these use-cases limitations, by our study we aim to include the Minecraft-based learning games in class teaching activities, theoretical and practical lessons. In this way, we intend to increase interest in programming lessons, and to increase immersion as another way of game learning. In the future, we attempt to measure various effects of the uses of Minecraft-game-based teaching in programming classes compare to the traditionally used methods.