• Title/Summary/Keyword: Logical model

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An Analysis on Student Burden Double Reduction Policy in China - Based on Kingdon's Policy Stream Model (중국 의무교육단계 학생 부담경감 정책의 흐름 분석 - Kingdon의 정책흐름모형을 중심으로)

  • Xiaohui Li
    • Journal of the International Relations & Interdisciplinary Education
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    • v.4 no.1
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    • pp.35-56
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    • 2024
  • Based on Kingdon's policy stream model, the logical mechanism of student burden double reduction policy agenda setting process in China was analyzed from three aspects: problem stream, policy stream, political stream. It was found that the direct reflection of data, the feedback and improvement of current policies constitute the problem stream.The high attention of government departments, the suggestions of CPPCC members and experts and scholars, the strong voice of schools, and the continuous voice of stakeholders constitute the policy stream. The ruling party's governing idea and educational policy, national mood and interest game during the transition period constitute the political policy stream. The three streams, coupling interaction, open the policy window, promoting the introduction of the 'double reduction' policy.

A Study on the Web Building Assistant System Using GUI Object Detection and Large Language Model (웹 구축 보조 시스템에 대한 GUI 객체 감지 및 대규모 언어 모델 활용 연구)

  • Hyun-Cheol Jang;Hyungkuk Jang
    • Annual Conference of KIPS
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    • 2024.05a
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    • pp.830-833
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    • 2024
  • As Large Language Models (LLM) like OpenAI's ChatGPT[1] continue to grow in popularity, new applications and services are expected to emerge. This paper introduces an experimental study on a smart web-builder application assistance system that combines Computer Vision with GUI object recognition and the ChatGPT (LLM). First of all, the research strategy employed computer vision technology in conjunction with Microsoft's "ChatGPT for Robotics: Design Principles and Model Abilities"[2] design strategy. Additionally, this research explores the capabilities of Large Language Model like ChatGPT in various application design tasks, specifically in assisting with web-builder tasks. The study examines the ability of ChatGPT to synthesize code through both directed prompts and free-form conversation strategies. The researchers also explored ChatGPT's ability to perform various tasks within the builder domain, including functions and closure loop inferences, basic logical and mathematical reasoning. Overall, this research proposes an efficient way to perform various application system tasks by combining natural language commands with computer vision technology and LLM (ChatGPT). This approach allows for user interaction through natural language commands while building applications.

A Proposal of Quality Assessment for System Model

  • Onozuka, Yuki;Ioki, Makoto;Shirasaka, Seiko
    • Journal of the Korean Society of Systems Engineering
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    • v.12 no.2
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    • pp.59-67
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    • 2016
  • Recently, the increased complexity of systems has made systems engineering necessary. It is very useful for system designers to understand the whole context of the concerned system based on systems engineering. A system model can be used to describe the outcome of a system design. A system model describes the system from the viewpoint of the stakeholder's needs using the mutually exclusive and collectively exhaustive principle. A system model can be used to smoothly design a large and complicated system based on the systems engineering development process. Many companies and countries are attempting to apply model-based systems engineering, and the significance of the system model quality is increasing as system models are referenced during system development. In this paper, we propose a quality assessment method for ontology which is one of system models by focusing on the system development process. First, in this process, a system developer should explicitly show the relationship between viewpoints. Then, the system developer should select dependent rather than independent viewpoints. With dependent viewpoints, each viewpoint used to describe the system has some logical relationship. The set of viewpoints makes it possible to show, not only tangible and physical system parts, but also conceptual system parts. In this paper, we develop an ontological system model of a Japanese weather observation system. By comparing some ontological system models, we verify the effectiveness of explicitly describing the relationships between viewpoints and select dependent viewpoints.

Development of Performance Model for EA Service and AHP Analysis of Quality Items (EA 서비스 성과모형 개발 및 품질항목별 AHP 분석)

  • Shin, Daul;Park, Il-Kyu
    • Journal of Information Technology and Architecture
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    • v.10 no.4
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    • pp.467-478
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    • 2013
  • The necessity of research for EA service and performance is surfacing while nation-level and individual agency level performances utilizing Government-wide EA information. In this study, performance model for EA service has been developed categorizing characteristic elements of EA as service. And weight differences between quality items that constitute performance model have been calculated using AHP analysis method. To achieve the stated, SERVQUAL applied performance model for EA service has been developed working through logical reasoning and a broad range of theoretical studies concerning EA service. Moreover, relative weight differences between quality items that constitute the model have been calculated. The results of weight analysis find that importance differences between quality items in order of significance are as follows: EA administrator > EA information > EA education > EA policy > EA operating system. This study, as the nation's first research to graft the public-sector EA service onto SERVQUAL Model that is capturing remarkable attention, has considerable practical and theoretical implications.

Individualized Learning System based on Learning Object, through Semantic Sequencing by Learning Task Types (학습과제 유형별 유의미 연결을 통한 학습객체 기반 개별화 학습 시스템)

  • Hong, Ji-Young;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.7 no.6
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    • pp.47-58
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    • 2004
  • To generate individualized and adaptive course, it's required to have the foundation structure in which learning objects are connected with each other with logical relevances. Each learner can have peculiar learning path at each point of time of learning through the logical relevancy between those learning objects and various links, considering individual learner. The purpose of this study is to design a learning object-basis individualized learning system structure, considering semantic sequencing by learning task types. It is our understanding that the individualized learning system design model of this study, considering the relevancy between learning objects, can be a fresh trial to accommodate semantic learning and true educational spirits in e-Learning at this point of time when criticism, such as the learning object based course design is simply a collection of meaningless objects, etc., is becoming influential.

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A Study on the Development of Life Cycle Cost Database in Building (건축물의 LCC Database 구축에 관한 연구)

  • Jeon Chan-Min;Woo Kyung-Hun;Kim Joong-Hun;Kim Kyung-UP;Park Tae-Keun
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • autumn
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    • pp.537-540
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    • 2003
  • The importance of LCC analysis has been enlarged. Also, it would be necessary to computerize LCC analysis for accurate and logical analysis of LCC. In other papers, they showed LCC analysis model but the study of database development which could be applied in LCC analysis have been undeveloped. As a result, the final goal of this study is to develope LCC database. And this progress is devided 4 steps as design, construction, maintenance and disposal and derived the detailed cost item in the progresses. Futhermore, it would be possible to develope cost DB, fluent DB, general DB, building section DB, material DB and to propose database which would be applied in accurate and logical analysis of LCC.

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The Effects of the Presentation of Self-Made Problems on the Enhancement of Scholastic Achievement in Mathematics and Logicial Thinking (자작문제 발표방식이 수학과 학력신장에 미치는 영향)

  • 류재환
    • Journal of the Korean School Mathematics Society
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    • v.1 no.1
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    • pp.139-149
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    • 1998
  • The purpose of this study is to check out whether the method that students make problems and anouence them to both students and teacher in the next class influence on the students' intersts, attitudes, logical thinking ability and lerning achievement in mathematics. The following is the experimental design and procedure. First, the author divided students into two groups. One is the experimental group and the other is the control group. These two groups' students consist of the advanced level, the intermediate level and the elementary level according to the students' learning proficiency Second, the author used the different teaching method between the experimental group and the control group. The author gave the experimental group's students the learning assignment problems according to their three levels and made students present the problems to the instructor and classmates in the next class. On the other hand, the author gave the control group's students learning assignment problems according to their three levels, and made them only submit their assingment to the instructor. The results of this study are as follows : 1)The method of solving and presenting the self-made problems on the basis of the informations to solve the given preceding model learning problems according to students' levels made students' learning attitudes more positive even though the method couldn't enhance the students' interests in mathematics. 2)The method of solving and presenting the self-made problems was effective to improve the logical thinking ability for especially the intermediate level's students among the three levels. In addition, the intermediate level's students showed great positive changes in their improvements of the learning achievment. It is assumed that this result is caused by two major factors(reasons). One is students' confidence that they can solve the fundamental problems without difficulty. And the other is students' desire to solve the problems of the intermediate level or more advanced level.

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Development of the Constructing Integrated Interface for a MP3 Service Vending Machine (MP3 자판기를 위한 통합적 인터페이스 구축에 관한 연구)

  • 홍석기;김상일
    • Archives of design research
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    • v.13 no.1
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    • pp.139-148
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    • 2000
  • Development of the digital technology made possible the Integrated media that is combined computer with information network technology. Integrated media is the data transferring method through the multimedia, and has been developed by the similar form with the human's information transferring system. For that reason, interface has been developed as the important theme, Human Computer Interaction, according to the formal development. Using interface is not activated yet for the lack of connection with various divisions and the system of the product development although interfaces formatic development is re-arranged and re-established in design. This is the try to construct new model of the interface by re-arrange of the factors for the information transferring form development on the ground of the mp3 service vending machine development. Interface is divided into logical I formatic and hardware I software for he systematic classification and also arranged so that anybody can understand. Consequently, presenting of the new integrated interface paradigm can make possible to suggest the fundamental framework that is the new direction of the design re-arranged by the integrated media.

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A Study on Customized Software Education method using Flipped Learning in the Digital Age (디지털시대에 플립드 러닝을 활용한 학습자 맞춤형 소프트웨어 교육 방안 연구)

  • Kim, Kyungmi;Kim, Hyunsook
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.55-64
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    • 2017
  • The purpose of this study is to identify the difficulties of learners who started programming after entering college and to search an effective software education method as university liber arts for non-science major students. In order to do this, we analyzed the difficulties of learners in Python programming classes composed of students from various majors at H University through questioning and taught them using flipped class model with pre-questions. The questions that students submit are collected online before class every time, the data on the degree of the difficulty of feeling and the understanding of feeling were obtained through the questionnaire. As a result, for learners who are new to programming, the learners should allocate the process of making the problem into a logical abstraction at the beginning of the curriculum before learning the basic concept of computer language, each lesson should be practiced through the bottom-up problems enough to provide a logical understanding before actual coding. In addition, detailed curriculum should be developed according to characteristics of learner's major, contents and conducting level.

A Representation Method of Game Mechanics Using UML Notations in Game Design (UML 표기법을 활용한 게임메카닉스 설계내용 표현방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.47-53
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    • 2006
  • In the game development differently with general software development, game planers, programers, and graphic designers, the specialists of the various fields, accomplished one team and they are advanced all to their goal. So it is very difficult for the development participants to communicate each other accurately and efficiently. For successful game development, all development participants should understand accurately the contents of the game design document. Specially the game mechanics as a major part of game design, requires the no-error contents, the no-error expression, and the no-error readings to all development participants because it contains almost game-play logic. It becomes more difficult for the development participants to understand accurately the game mechanics which becomes larger and complicated as the size of game development becomes larger. And configuration management of the game mechanics becomes more complicated and inefficient. In this paper, we propose a new representation method of game mechanics using UML notations for solving this problem. The proposed method satisfies the visual expression and the logical expression simultaneous for the requirements of the game mechanics because of UML notations. And the proposed method could be an efficient management of configuration because the management is based on the UML model management. The proposed representation of game mechanics of "Capture The Dude" game, shows good visual expression and good logical expression.

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