• Title/Summary/Keyword: Learning Together

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비선형 백스테핑 방식에 의한 차량 동력학의 적응-학습제어 (Adaptive-learning control of vehicle dynamics using nonlinear backstepping technique)

  • 이현배;국태용
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1997년도 한국자동제어학술회의논문집; 한국전력공사 서울연수원; 17-18 Oct. 1997
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    • pp.636-639
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    • 1997
  • In this paper, a dynamic control scheme is proposed which not only compensates for the lateral dynamics and longitudinal dynamics but also deal with the yaw motion dynamics. Using the dynamic control technique, adaptive and learning algorithm together, the proposed controller is not only robust to disturbance and parameter uncertainties but also can learn the inverse dynamics model in steady state. Based on the proposed dynamic control scheme, a dynamic vehicle simulator is contructed to design and test various control techniques for 4-wheel steering vehicles.

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An Optimization Method Wsing Simulated Annealing for Universal Learning Network

  • Murata, Junichi;Tajiri, Akihito;Hirasawa, Kotaro;Ohbayashi, Masanao
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1995년도 Proceedings of the Korea Automation Control Conference, 10th (KACC); Seoul, Korea; 23-25 Oct. 1995
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    • pp.183-186
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    • 1995
  • A method is presented for optimization of Universal Learning Networks (ULN), where, together with gradient method, Simulated Annealing (SA) is employed to elude local minima. The effectiveness of the method is shown by its application to control of a crane system.

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초등학교 통계영역의 심화 교수.학습 자료에 대한 연구 : 6학년을 중심으로 (A Study on Maturity materials for Teaching and Learning of Statistics in Grade 6)

  • 박영희
    • 한국수학교육학회지시리즈C:초등수학교육
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    • 제3권2호
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    • pp.109-113
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    • 1999
  • To improve the elementary student's ability to classify the data and obtain the information from the data through graphics, it is necessary to use the teaching and learning material which encourage the student to study with interest and is adjacent to the student's environment. In this thesis. several materials to satisfy the condition is proposed together with some remarks to direct the teaching. These materials is recommended to use for the maturity learning and teaching in grade 6.

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공업계 고등학교 '자동차기관'과목의 흡·배기 장치 정비 수업에서 협동학습이 학업 성취도에 미치는 효과 (The Effect of Cooperative Learning on Academic Achievement in the Subject of 'Automobile Engine' in Technical High School)

  • 김헌규;이상혁
    • 대한공업교육학회지
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    • 제32권1호
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    • pp.33-54
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    • 2007
  • 이 연구의 목적은 공업계 고등학교 자동차과 '자동차 기관'과목의 '흡 배기 장치의 정비'수업에서 함께 배우기 협동 학습과 전통적 수업이 학업 성취도에 미치는 효과를 알아본 것이다. 이러한 목적을 달성하기 위하여 다음과 같은 영가설을 설정하였다. 협동 학습에 의해 수업을 받은 학생들과 전통적 수업 방법에 의해 수업을 받은 학생들사이에서 (1)교육 목표 영역(인지적 영역, 정의적 영역, 심리 운동적 영역)과 (2)선행 학습 수준에 따른 학업 성취도에는 차이가 없을 것이다. 이와 같은 가설을 검증하기 위하여 공업계 고등학교의 자동차과 2학년 34명을 대상으로 '이질 집단 사후 검사 설계' 모형을 적용하였다. 실험 집단은 함께 배우기 협동 학습으로 학습을 하였고, 통제집단은 전통적 수업 방법으로 학습을 하여 실험 처치 후 사후 검사를 실시하고 유의도 수준 .05(p< .05)에서 t-검증을 실시하여 효과를 검증하였다. 이 연구에서 얻어진 결과는 다음과 같다. 첫째, 교육 목표 영역에 따른 학업 성취도의 향상은 협동 학습으로 학습한 실험 집단이 전통적 수업 방법으로 수업한 통제 집단보다 인지적 영역에서는 효과가 없었으나, 정의적 영역과 심리 운동적 영역에서는 효과적이었다. 둘째, 선행 학습 수준에 따른 학업 성취도의 향상은 협동 학습으로 학습한 실험 집단이 전통적 수업 방법으로 수업한 통제 집단보다 중위 집단에서는 효과가 없었으나, 상위 집단과 하위 집단에서는 효과적이었다.

Flipped Learning을 통한 원전학 교육에 대한 연구 (A Study on The Education of Medical Classics through Flipped Learning)

  • 최정빈;김용진
    • 대한한의학원전학회지
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    • 제31권2호
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    • pp.1-16
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    • 2018
  • Objective : The college of Korean medicine uses a variety of Korean medical classics. Thus, in order to overcome the natural difference of the details of their curriculum, this paper aims to study the usage of Flipped Learning as a way of standardizing the curriculum that teach Korean medical classics. Method : One effective teaching and learning methodology, which is called for by the changing educational paradigm, is Flipped Learning. To introduce this learning method, which is actively applied to different curriculum, the paper revises the goal of learning objectives and introduces a teaching model of Flipped Learning in order to suggest the standardization of Korean medical educations through the re-design of the curriculum for Korean medical classics. Result : The professors of the Korean medical classics must work together to use the revised learning objectives and teaching model and create a set of lectures to serve as a basis of educational standardization. Conclusion : The standardization of the education of Korean medical classics through the Flipped Learning method could pre-emptively deal with the Korean medical doctor's capacity model that is in development now.

중학교 가정과 의생활 영역의 협동학습 지도안 개발 (Development of Cooperative Learning Teaching Aids for clothing and Textiles in Middle School Home Economics)

  • 심은희;손원교
    • 한국가정과교육학회지
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    • 제13권1호
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    • pp.55-72
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    • 2001
  • This study is to develop teaching aids in the area of Clothing and Textiles based on cooperative learning as an alternative to increase the quality of Home Economics class. It is very difficult to control students because of noise coming from activities. when teachers teach students with cooperative learning strategy a classroom with restricted space. Sometimes the activities will disturb other classes in the school. which will harm the real purpose of cooperative learning. However. we have more positive results from cooperative learning method. because students have more chance to improve their personal skills. easily solve a problem together and openly express their opinions. Moreover. we found that they understand the subjects and increase their attention much better because they are tested right after learning. We anticipate that the developed teaching aids will be a great help to improve middle school Home Economics class.

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Comparison of Reinforcement Learning Activation Functions to Improve the Performance of the Racing Game Learning Agent

  • Lee, Dongcheul
    • Journal of Information Processing Systems
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    • 제16권5호
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    • pp.1074-1082
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    • 2020
  • Recently, research has been actively conducted to create artificial intelligence agents that learn games through reinforcement learning. There are several factors that determine performance when the agent learns a game, but using any of the activation functions is also an important factor. This paper compares and evaluates which activation function gets the best results if the agent learns the game through reinforcement learning in the 2D racing game environment. We built the agent using a reinforcement learning algorithm and a neural network. We evaluated the activation functions in the network by switching them together. We measured the reward, the output of the advantage function, and the output of the loss function while training and testing. As a result of performance evaluation, we found out the best activation function for the agent to learn the game. The difference between the best and the worst was 35.4%.

Learning-to-export Effect as a Response to Export Opportunities: Micro-evidence from Korean Manufacturing

  • HAHN, CHIN HEE;CHOI, YONG-SEOK
    • KDI Journal of Economic Policy
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    • 제43권4호
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    • pp.1-21
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    • 2021
  • This paper aims to investigate whether there is empirical evidence supporting the learning-to-export hypothesis, which has received little attention in the literature. By taking full advantage of plant-product level data from Korea during 1990-1998, we find some evidence for the learning-to-export effect, especially for the innovated product varieties with delayed exporters: their productivity, together with research and development and investment activity, was superior to their matched sample. On the other hand, this learning-to-export effect was not significantly pronounced for industries protected by import tariffs. Thus, our empirical findings suggest that it would be desirable to implement certain policy tools to promote the learning-to-export effect, whereas tariff protection is not justifiable for that purpose.

ICT를 활용한 家政科 Web기반 문제해결 학습환경의 개발 (Development of a Web Based Learning Environment for Problem Solving using ICT in Home Economics Education)

  • 박미정;채정현
    • 대한가정학회지
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    • 제40권7호
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    • pp.69-82
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    • 2002
  • The objective of this study was to develop a Web based learning environment for Home Economics Education(HEE) using ICT (Information & Communication Technology). For the study, the following procedures were performed: 1) the review of literature, 2) development of teaming environment and questionnaires based on Web for HEE using ICT. The Web based learning environment was investigated and designed, and evaluated by the users. The problems indicated through the evaluation were revised and complemented. In addition, 13 sets of Learning questionnaires, which were verified using the same procedure as above, were developed to provide problem solving ability through the Web based learning environment. Learning environment based on the Web entitled "Together with the classroom of HEE" has a main menu, which is composed of rooms for HEE, students, teachers, various topics, recommendation sites, chatting, and e-mail. A room for HEE, in which teaming activity mainly occurs by following the sequences of learning procedures, includes other sub-rooms for the guidance of Loaming, discussion, directories for reference, question and answer, submission of homework, evaluation, and an encyclopedia. Therefore, this study implicates: 1) achievement of teaming environment using the ICT mainly made by students who solve problems closely related to daily life, 2) development of practical learning questionnaires fitted in the present state, 3) preparation for the curriculum. Finally, from this study, I suggested that further studies are needed to develop models for learning, interaction between students and teachers, and the learning materials under the Web based loaming environment.

A Multi-Level Integrator with Programming Based Boosting for Person Authentication Using Different Biometrics

  • Kundu, Sumana;Sarker, Goutam
    • Journal of Information Processing Systems
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    • 제14권5호
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    • pp.1114-1135
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    • 2018
  • A multiple classification system based on a new boosting technique has been approached utilizing different biometric traits, that is, color face, iris and eye along with fingerprints of right and left hands, handwriting, palm-print, gait (silhouettes) and wrist-vein for person authentication. The images of different biometric traits were taken from different standard databases such as FEI, UTIRIS, CASIA, IAM and CIE. This system is comprised of three different super-classifiers to individually perform person identification. The individual classifiers corresponding to each super-classifier in their turn identify different biometric features and their conclusions are integrated together in their respective super-classifiers. The decisions from individual super-classifiers are integrated together through a mega-super-classifier to perform the final conclusion using programming based boosting. The mega-super-classifier system using different super-classifiers in a compact form is more reliable than single classifier or even single super-classifier system. The system has been evaluated with accuracy, precision, recall and F-score metrics through holdout method and confusion matrix for each of the single classifiers, super-classifiers and finally the mega-super-classifier. The different performance evaluations are appreciable. Also the learning and the recognition time is fairly reasonable. Thereby making the system is efficient and effective.