• Title/Summary/Keyword: Learning Tool

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ART1 Neural Network for the Detection of Tool Breakage (공구파단 검출을 위한 ART2 신경회로망)

  • 고태조;김희술;조동우
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1995.04b
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    • pp.451-456
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    • 1995
  • This study investigates the feasibility of the real time detection of tool breadage in face milling operation. The proposed methodology using an ART2 neural network overcomes a cumbersome task in terms of the learning or determining a threshold value. The features taken in the researchare the AR parameters modelled from a RLS, and those are proven to be good features for tool breakage from experiments. From the results of the off line application, we can conclude that an ART2 neural network can be well applied to the clustering of tool states in real time regardless of the unsupervised learning.

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The Mediating Role of Self-Regulation Between Digital Literacy and Learning Outcomes in the Digital Textbook for Middle School English

  • LEE, Jeongmin;MOON, Jiyoon;CHO, Boram
    • Educational Technology International
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    • v.16 no.1
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    • pp.58-83
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    • 2015
  • Digital textbooks draw attention as a new format of educational material, using the advantages of information technology; this innovative learning tool requires consideration as a part of successful and effective learning. The main purpose of the article is to investigate the mediating role of self-regulation between digital literacy and learning outcomes (academic performance and learning motivation) when using digital textbooks as a learning tool in Middle School English. Both descriptive and regression analysis were used as data analyses methods. The main findings of this study were as follows: first, digital literacy and self-regulation significantly predicted academic performance and learning motivation; second, self-regulation fully mediated between digital literacy and academic performance; third, self-regulation partially mediated between digital literacy and learning motivation. The research results proved the effects of digital literacy and self-regulation on the learning outcomes and mediating role of self-regulation between digital literacy and learning outcomes. These results help to design and implement effective lessons when using a digital textbook in Middle school English.

DEBUGGING TOOL FOR MOBILE NUMERICAL CODE LEARNING SYSTEM

  • KIM, SANG-BAE
    • Journal of applied mathematics & informatics
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    • v.38 no.3_4
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    • pp.255-260
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    • 2020
  • Today most students have a smartphone. Students learning numerical analysis can practice coding using their smartphone in the classroom without going to the computer lab. The tool NAPHP[1] makes it easy to practice coding using PHP in an internet web browser without installing a coding app on your smartphone. This paper introduces a debugging tool for the NAPHP.

Development of Intelligent Learning Tool based on Human eyeball Movement Analysis for Improving Foreign Language Competence (외국어 능력 향상을 위한 사용자 안구운동 분석 기반의 지능형 학습도구 개발)

  • Shin, Jihye;Jang, Young-Min;Kim, Sangwook;Mallipeddi, Rammohan;Bae, Jungok;Choi, Sungmook;Lee, Minho
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.11
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    • pp.153-161
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    • 2013
  • Recently, there has been a tremendous increase in the availability of educational materials for foreign language learning. As part of this trend, there has been an increase in the amount of electronically mediated materials available. However, conventional educational contents developed using computer technology has provided typically one-way information, which is not the most helpful thing for users. Providing the user's convenience requires additional off-line analysis for diagnosing an individual user's learning. To improve the user's comprehension of texts written in a foreign language, we propose an intelligent learning tool based on the analysis of the user's eyeball movements, which is able to diagnose and improve foreign language reading ability by providing necessary supplementary aid just when it is needed. To determine the user's learning state, we correlate their eye movements with findings from research in cognitive psychology and neurophysiology. Based on this, the learning tool can distinguish whether users know or do not know words when they are reading foreign language sentences. If the learning tool judges a word to be unknown, it immediately provides the student with the meaning of the word by extracting it from an on-line dictionary. The proposed model provides a tool which empowers independent learning and makes access to the meanings of unknown words automatic. In this way, it can enhance a user's reading achievement as well as satisfaction with text comprehension in a foreign language.

Synthesizing Image and Automated Annotation Tool for CNN based Under Water Object Detection (강건한 CNN기반 수중 물체 인식을 위한 이미지 합성과 자동화된 Annotation Tool)

  • Jeon, MyungHwan;Lee, Yeongjun;Shin, Young-Sik;Jang, Hyesu;Yeu, Taekyeong;Kim, Ayoung
    • The Journal of Korea Robotics Society
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    • v.14 no.2
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    • pp.139-149
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    • 2019
  • In this paper, we present auto-annotation tool and synthetic dataset using 3D CAD model for deep learning based object detection. To be used as training data for deep learning methods, class, segmentation, bounding-box, contour, and pose annotations of the object are needed. We propose an automated annotation tool and synthetic image generation. Our resulting synthetic dataset reflects occlusion between objects and applicable for both underwater and in-air environments. To verify our synthetic dataset, we use MASK R-CNN as a state-of-the-art method among object detection model using deep learning. For experiment, we make the experimental environment reflecting the actual underwater environment. We show that object detection model trained via our dataset show significantly accurate results and robustness for the underwater environment. Lastly, we verify that our synthetic dataset is suitable for deep learning model for the underwater environments.

Generative AI parameter tuning for online self-directed learning

  • Jin-Young Jun;Youn-A Min
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.31-38
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    • 2024
  • This study proposes hyper-parameter settings for developing a generative AI-based learning support tool to facilitate programming education in online distance learning. We implemented an experimental tool that can set research hyper-parameters according to three different learning contexts, and evaluated the quality of responses from the generative AI using the tool. The experiment with the default hyper-parameter settings of the generative AI was used as the control group, and the experiment with the research hyper-parameters was used as the experimental group. The experiment results showed no significant difference between the two groups in the "Learning Support" context. However, in other two contexts ("Code Generation" and "Comment Generation"), it showed the average evaluation scores of the experimental group were found to be 11.6% points and 23% points higher than those of the control group respectively. Lastly, this study also observed that when the expected influence of response on learning motivation was presented in the 'system content', responses containing emotional support considering learning emotions were generated.

A Machine Learning Model Learning and Utilization Education Curriculum for Non-majors (비전공자 대상 머신러닝 모델 학습 및 활용교육 커리큘럼)

  • Kyeong Hur
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.31-38
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    • 2023
  • In this paper, a basic machine learning model learning and utilization education curriculum for non-majors is proposed, and an education method using Orange machine learning model learning and analysis tools is proposed. Orange is an open-source machine learning and data visualization tool that can create machine learning models by learning data using visual widgets without complex programming. Orange is a platform that is widely used by non-major undergraduates to expert groups. In this paper, a basic machine learning model learning and utilization education curriculum and weekly practice contents for one semester are proposed. In addition, in order to demonstrate the reality of practice contents for machine learning model learning and utilization, we used the Orange tool to learn machine learning models from categorical data samples and numerical data samples, and utilized the models. Thus, use cases for predicting the outcome of the population were proposed. Finally, the educational satisfaction of this curriculum is surveyed and analyzed for non-majors.

Design and Implement an Internet-Based Courseware (인터넷 기반의 코스웨어의 설계 및 구현)

  • Lee, Geon-Jin
    • Journal of The Korean Association of Information Education
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    • v.1 no.1
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    • pp.82-91
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    • 1997
  • The purpose of thesis is to design and implement an efficient Internet-Based courseware which facilitates the problem solving learning. This courseware was developed in order to provide important foundations of learning in open-education environment using WWW. The targeted level is elementary students, To do this, the definition of problem solving, its processes, and advantages or pitfalls of computer-based problem solving learning were examined, with the advantage of using WWW as an educational tool. The theme of implemented courseware was selected from SATIS which is relevant for the problem solving learning. The courseware has three main parts; learning activity module, teaching activity module, and learning tool module. The learning activity module controls courseware flows and was implemented in accordance with the problem-based teaming processes. It: can be proceeded either sequential way or random access by setting linker. The advantage of random accessing method is that it may facilitate student learning because each student can regulate their learning processes which correspond to their own experiences. The teaching activity module provides for teachers useful informations for helping student's learning and it also can be used as an assessment tool for student's achievements, The learning: tool module consists of conversational note, e-mail address, help, and search tool. It is linked with learning activity module and teaching activity module so that teachers and students can actively participate in teaching-learning processes.

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Development of a Self Instrument Learning Tool Using an Electronic Keyboard and PC Software (전자건반악기를 이용한 악기 자율학습기 개발)

  • Lim, Gi-Jeong;Lee, Jung-Chul
    • Journal of Korea Multimedia Society
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    • v.15 no.1
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    • pp.51-62
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    • 2012
  • In this paper, we propose a self instrument learning tool using a PC-based software and an external electronic keyboard instrument with USB interface to help primary school students to learn playing piano more easily and effectively. The PC-based learning software and the external electronic keyboard instrument interact through the USB interface. This tool has a help window to provide information how to play and support interesting game mode for exercise. The external electronic keyboard instrument receives a selective information through the USB interface and display it on LEDs and 7-segment for novices to easily know the relation between the notes and the positions in the keyboard. The external keyboard instrument can detect false inputs, display them on LEDs and on the information window. We implemented a self instrument learning system and our feasibility tests showed its validity of the self learning tool to improve the learning efficiency.

TCAD Based Power Semiconductor Device e-Learning Tool

  • Landowski, Matthew M.;Shen, Z. John
    • Journal of Power Electronics
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    • v.10 no.6
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    • pp.643-646
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    • 2010
  • An interactive web-based teaching tool for a power semiconductor course at the University of Central Florida is presented in this paper. A novel approach is introduced using Technology Aided Design Tools (TCAD) to generate time-lapsed 2D semiconductor device cross-section embedded in a webpage using $Adobe^{(R)}$ Flash (web design tool) platform to create interactive movies that demonstrate complex device physical phenomenon. Students can step through the interactive movies forward, backward, pausing, or looping. Each step represents a giving bias condition. Current-voltage plots are represented along with the semiconductor device and a visual point is placed on the IV curve to indicate the current bias conditions. The changes are then reflected in the 2D cross-section movie area and the IV plot. This tool was implemented in a classroom setting to augment the lectures or for discovery learning.