• Title/Summary/Keyword: Learning Elements

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Live Book Service System Mixed Analog and Digital Contents (아날로그와 디지털 콘텐츠를 혼합한 라이브 북 서비스 시스템)

  • Lim, Chul-Su;Choi, Jong-Ho;Choi, Jae-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.9
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    • pp.97-105
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    • 2011
  • This paper proposes a new "Live Book Service" that is combined the analog contents such as paper books and digital contents with various digital multimedia elements, and this service can project the additional digital multimedia contents on the analog paper. Also, we developed a monolithic stand type system which is composed of camera and pico projector, so that it can demonstrate the proposed contents. We also devised the low computational cost algorithm in bare-hands recognition which can be used as the interface between the system and users. In addition, to recognize the bare-hands which can be used as the interface between the digital and users, we make the low cost algorithm. Therefore this can be the interaction between the system and users. As a result, our proposed system can be used as a useful tool for various e-book or u-learning fields that requires high efficiency and much immersion.

선도기술개발사업의 경제.사회적 평가방법연구

  • 김상준;임윤철;최기련
    • Proceedings of the Technology Innovation Conference
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    • 1999.12a
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    • pp.216-239
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    • 1999
  • Korean government has planned a large scale multidepartment-participated national R&D program to advance and improve her science and technology and the quality of life In the level of advanced(especially G-7) countries in the forthcoming 21st century. It is called as "Highly Advanced National projects" or "G7 projects", which was initiated in 1991 with 18 sub-programs to date. It has planned to be continued until 2001 with its total fund of 4, 591 billion Won, comprised of 2, 033 billion Won from the public sector and 2, 558 billion Won from the private sector. Evaluation activities, the country has carried out to date, for national R&D programs including HAN projects are focused mainly on the assessment of scientific and technological results to decide that a specific program should be continued, terminated, or modified. Thus, it is necessary for national R&D programs to be evaluated socioeconomically for the purpose of assessing the nationwide economic and social impact from the program. Socioeconomic evaluation would be told how and where the program contributed to the society, and what the socioeconomic impacts are resulted from the program. It would be useful for the means of (ⅰ) fulfillment of public accountability to legitimate the program and to reveal the expenditure of pubic fund, and (ⅱ) managemental and strategical learning to give information necessary to improve the making. program and policy decision making, The objectives of the study are to develop the methodology of modeling the socioeconomic evaluation, and build up the practical socioeconomic evaluation model of the HAN projects including scientific and technological effects. Since the HAN projects consists of 18 subprograms, it is difficult In evaluate all the subprograms simultaneously. Despite, each program is being performed under the category of HAN projects, so the common socioeconomic issues are existing, The followings are main results of the study. First, the hierarchical structure of the socioeconomic evaluation are constructed; Evaluation Perspective, Evaluation Bounds, and Evaluation Aspect. Second, based on the goals of the HAN projects, the evaluation perspectives are established as (ⅰ) the strengthening of industrial competitiveness, (ⅱ) the enhancement of national scientific and technological capability, (ⅲ) the improvement of quality of life. Third, the evaluation bounds for each evaluation objective are defined to specify the affected area. Finally, the evaluation aspects for each evaluation bounds are formulated containing essential elements describing the evaluation bounds.

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Effects of Physical Computing Education Using App Inventor and Arduino on Industrial High School Students' Creative and Integrative Thinking (앱 인벤터와 아두이노를 이용한 피지컬 컴퓨팅 교육이 공업계 고등학생의 창의·융합적 사고에 미치는 영향)

  • Choi, Sook-Young;Kim, Semin
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.45-54
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    • 2016
  • The purpose of this study is to investigate the effects of Android application programming education to control Arduino using App Inventor on industrial high school students' creative and integrative thinking ability. We developed an instructional content based on integrative learning and creative problem-solving model and taught a class on it. The result of this study showed that there was a significant improvement in divergent thinking and motivation items among the sub elements of creative problem solving. In addition, students' survey on the integrated thinking has shown that many students think that they could design an IoT system applied to everyday life based on the knowledge they have learned in this class. Therefore, it can be confirmed that physical computing education using App Inventor and Arduino has a positive effect on students' creative and integrative thinking ability.

A Study on Students' Questioning Activity in Science Classes (II) - Analysis of the Patterns of Students' Questions - (과학 수업에서의 학생 질문에 대한 연구(II) - 학생 질문의 유형별 분석 -)

  • Kim, Sung-Geun;Yeo, Sang-Ihn;Woo, Kyu-Whan
    • Journal of The Korean Association For Science Education
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    • v.19 no.4
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    • pp.560-569
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    • 1999
  • This study was conducted with two science classes of the 8th grade students in Seoul during 4 weeks. The numbers of students in the classes were 37 and 38, and they were taught for 12 class hours. Questions obtained for 12 class hours from 75 students were analyzed and grouped into patterns. All together 1.108 questions from the students were classified into six categories: 'No Connection' (7%). 'Contradiction' (3%), 'Recall' (23%), 'Reframe' (40%), 'Application' (18%), and 'Extension' (9%). Irrelevant questions to learning and questions of false proposition were classified into 'No Connection' and 'Contradiction', respectively. Questions repeating what were already explained were grouped into 'Recall'. Those requiring other examples and/or additional explanations were grouped into 'Reframe'. Those requiring practical applications and/or explanations for other concrete facts were grouped into 'Application'. Finally. Questions for higher and/or other concepts were grouped into 'Extension'. We also discussed educational implications of the above categorized questions in this study.

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Pointer Networks based on Skip Pointing Model (스킵 포인팅 모델 기반 포인터 네트워크)

  • Park, Cheoneum;Lee, Changki
    • KIISE Transactions on Computing Practices
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    • v.22 no.12
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    • pp.625-631
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    • 2016
  • Pointer Networks is a model which generates an output sequence with elements that correspond to an input sequence, based on the attention mechanism. A time complexity of the pointer networks is $O(N^2)$ resulting in longer decoding time of the model. This is because the model calculates attention for each input, if size of the input sequence is N. In this paper, we propose the pointer networks based on skip pointing model, which confirms the necessary input vector at decoding for reducing the decoding time of the pointer networks. Furthermore, experiments were conducted for the pronouns coreference resolution, which uses the method proposed in this paper. Our results show that the processing time per sentence was approximately 1.15 times faster, and the MUC F1 was 83.60%; this was approximately 2.17% improvement and a better performance than the original pointer networks.

Fault Diagnosis System based on Sound using Feature Extraction Method of Frequency Domain

  • Vununu, Caleb;Kwon, Oh-Heum;Moon, Kwang-Seok;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.21 no.4
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    • pp.450-463
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    • 2018
  • Sound based machine fault diagnosis is the process consisting of detecting automatically the damages that affect the machines by analyzing the sounds they produce during their operating time. The collected sounds being inevitably corrupted by random disturbance, the most important part of the diagnosis consists of discovering the hidden elements inside the data that can reveal the faulty patterns. This paper presents a novel feature extraction methodology that combines various digital signal processing and pattern recognition methods for the analysis of the sounds produced by the drills. Using the Fourier analysis, the magnitude spectrum of the sounds are extracted, converted into two-dimensional vectors and uniformly normalized in such a way that they can be represented as 8-bit grayscale images. Histogram equalization is then performed over the obtained images in order to adjust their very poor contrast. The obtained contrast enhanced images will be used as the features of our diagnosis system. Finally, principal component analysis is performed over the image features for reducing their dimensions and a nonlinear classifier is adopted to produce the final response. Unlike the conventional features, the results demonstrate that the proposed feature extraction method manages to capture the hidden health patterns of the sound.

The Development of Game Addiction Treatment Program using Digital Storytelling (디지털스토리텔링을 적용한 게임중독치료교육 프로그램의 개발)

  • Han, Seon-Kwan;Cho, Eun-Ae
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.171-178
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    • 2011
  • The study proposed new approach for the developing a game addiction treatment program using digital storytelling. We chose 5 types of multimedia elements as educational contents for digital storytelling learning and prepared the teaching strategy for game addiction treatment. We applied the proposed program to 5 students who were included the high risk-user group of game addiction. We also conducted the game addiction tendency test, game usage time test, interview and the effectiveness test of proposed program. As a result of tests, the proposed program showed a positive effect that reduced the game addiction tendency. In the effectiveness test of proposed program, we found the result that 5 experimenters were improved the immersions, challenges, and social interaction, sense of accomplishment in digital storytelling program. We expect that this study will provide positive role and new education strategy for game addiction treatment.

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A Study on an Application of Constructivism to Reading Instruction in the School Library (학교도서관 독서교육방법으로서의 구성주의 학습이론 적용에 관한 연구)

  • Suh, Jin-Won
    • Journal of Korean Library and Information Science Society
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    • v.43 no.3
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    • pp.265-289
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    • 2012
  • In this paper, I studied on reading instruction in the school library. Reading instruction is a very important role of school library. And it is an essential element of school education. In this paper, I tried an application of constructivism for reading instruction. Information literacy instruction of school library includes reading instruction. So the pattern of information literacy instruction of school library was accepted as reading instruction pattern of school library in this paper. And then constructivism for learning principle and reading strategies as reading instruction was analyzed in this paper. Gerard J. Westhoff categorized reading strategies into 4 parts. I applied this categorization of reading strategies to the reading instruction pattern. And I analyzed and synthesized these relative constructivism elements and reading strategies for the reading instruction pattern in this paper.

Development and Utilization of Mathematics Teaching Materials for Gifted Class by the Use of Polyominoes and What if (not)? Strategy (폴리오미노에 What if (not)? 전략을 적용한 영재 학급용 수학 수업 소재 발굴과 활용)

  • Ku, Bon-Wang;Song, Sang-Hun
    • School Mathematics
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    • v.13 no.1
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    • pp.175-187
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    • 2011
  • The purpose of this study is to develop and utilize various kinds of mathematics teaching materials for gifted class in elementary school by utilizing polyominoes and a what-if-not strategy. Blokus is used to let students understand the characteristics of polyominoes, and omok is utilized to let them grasp interior point. Thus, the activities that utilized the new materials, blokus and omok, are developed to teach Pick's theorem. Besides, recreation activities were additionally prepared to provide education in an easy, intriguing and creative manner. The findings of the study is as follows: First, each of the materials was utilized in a different manner when the students engaged in basic and enrichment learning. Second, the mathematically gifted students were able to discover Pick's theorem in the course of utilizing the materials that contained recreational elements. Third, the students were taught to foster their problem-solving skills about area, girth and interior point by making use of the materials that were designed to be linked to each other. Fourth, existing programs were just designed to attain particular objects, to be conducted at a fixed time and to cater to particular graders. Fifth, when the students made problems by making use of the what if (not) strategy and the materials, they responded in diverse ways and were able to apply them.

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A Study on Experiments and Two Interpretations of Probability in 《Probability and Statistics》 and Its Educational Implications (《확률과 통계》의 시행과 두 가지 확률에 대한 고찰 및 교육적 시사점)

  • Lee, Gi Don
    • Journal for History of Mathematics
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    • v.31 no.5
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    • pp.251-269
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    • 2018
  • Empirical probability and classical probability, which are two interpretations of Kolmogorov's axiom, are two ways to recognize the chances of events occurring in the real world. In this paper, I analyzed and suggested the contents of the high school textbooks ${\ll}$Probability and Statistics${\gg}$, associated with two interpretations of probability and experiments on which two interpretations are based. By presenting the cases required expressly stating what the experiment is for supporting students' understanding of some concepts, it was discussed that stating or not stating what the experiment is should be carefully determined by the educational intent. Especially, I suggested that in the textbooks we contrast the good idea of calculating the ratios of two possibilities in the imaginary world of the classical probability with the normal idea of grasping the chances of events through the frequencies in the real world of the empirical probability, with distinguishing the experiments in two interpretations of probability. I also suggested that in the textbooks we make it clear that the Weak Law of Large Numbers justifies our expectations of the frequencies' reflecting the chances of events occurring in the real world under ideal conditions. Teaching and learning about the aesthetic elements and the practicality of imaginary mathematical thinking supported by these textbooks statements could be one form of Humanities education in mathematics as STEAM education.