• Title/Summary/Keyword: Technology Learning

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Path Planning of Unmanned Aerial Vehicle based Reinforcement Learning using Deep Q Network under Simulated Environment (시뮬레이션 환경에서의 DQN을 이용한 강화 학습 기반의 무인항공기 경로 계획)

  • Lee, Keun Hyoung;Kim, Shin Dug
    • Journal of the Semiconductor & Display Technology
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    • v.16 no.3
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    • pp.127-130
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    • 2017
  • In this research, we present a path planning method for an autonomous flight of unmanned aerial vehicles (UAVs) through reinforcement learning under simulated environment. We design the simulator for reinforcement learning of uav. Also we implement interface for compatibility of Deep Q-Network(DQN) and simulator. In this paper, we perform reinforcement learning through the simulator and DQN, and use Q-learning algorithm, which is a kind of reinforcement learning algorithms. Through experimentation, we verify performance of DQN-simulator. Finally, we evaluated the learning results and suggest path planning strategy using reinforcement learning.

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Semi-Supervised Learning for Fault Detection and Classification of Plasma Etch Equipment (준지도학습 기반 반도체 공정 이상 상태 감지 및 분류)

  • Lee, Yong Ho;Choi, Jeong Eun;Hong, Sang Jeen
    • Journal of the Semiconductor & Display Technology
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    • v.19 no.4
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    • pp.121-125
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    • 2020
  • With miniaturization of semiconductor, the manufacturing process become more complex, and undetected small changes in the state of the equipment have unexpectedly changed the process results. Fault detection classification (FDC) system that conducts more active data analysis is feasible to achieve more precise manufacturing process control with advanced machine learning method. However, applying machine learning, especially in supervised learning criteria, requires an arduous data labeling process for the construction of machine learning data. In this paper, we propose a semi-supervised learning to minimize the data labeling work for the data preprocessing. We employed equipment status variable identification (SVID) data and optical emission spectroscopy data (OES) in silicon etch with SF6/O2/Ar gas mixture, and the result shows as high as 95.2% of labeling accuracy with the suggested semi-supervised learning algorithm.

The Effect of Learners' Interactions on Learning Satisfaction in Non-face-to-face Classes

  • Min Ju, Koo;Jong Keun, Park
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.304-315
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    • 2022
  • The effect on learning satisfaction was compared and analyzed according to the interaction of learners in non-face-to-face classes. 38 students enrolled in the Department of Chemistry Education at G University in Gyeongnam were selected for the study. As a result of analyzing the change in learning satisfaction according to learners' interactions, positive correlations between them were shown in non-face-to-face classes. The type of classes mainly consisted of non-face-to-face real-time classes, and despite the non-face-to-face classes environment, learners focused on classes and put a lot of effort to strengthen learning. Among learners' interactions, the effect of learner-content interaction on learning satisfaction was relatively the highest, while the effect of learner-learner interaction and learner-instructor interaction on learning satisfaction was low. It was found that learners' teaching-learning in non-face-to-face classes relied heavily on learning content, and interactions with fellow learners and instructors were very limited.

Exploring the Relationships Between Emotions and State Motivation in a Video-based Learning Environment

  • YU, Jihyun;SHIN, Yunmi;KIM, Dasom;JO, Il-Hyun
    • Educational Technology International
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    • v.18 no.2
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    • pp.101-129
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    • 2017
  • This study attempted to collect learners' emotion and state motivation, analyze their inner states, and measure state motivation using a non-self-reported survey. Emotions were measured by learning segment in detailed learning situations, and they were used to indicate total state motivation with prediction power. Emotion was also used to explain state motivation by learning segment. The purpose of this study was to overcome the limitations of video-based learning environments by verifying whether the emotions measured during individual learning segments can be used to indicate the learner's state motivation. Sixty-eight students participated in a 90-minute to measure their emotions and state motivation, and emotions showed a statistically significant relationship between total state motivation and motivation by learning segment. Although this result is not clear because this was an exploratory study, it is meaningful that this study showed the possibility that emotions during different learning segments can indicate state motivation.

A Proposal for Developing a Situated Learning Support Systems-Based on an MMORPG

  • PIAO, Cheng Ri
    • Educational Technology International
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    • v.6 no.2
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    • pp.59-67
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    • 2005
  • The primary purposes of this study are to develop a Situated Learning Support System based on an MMORPG (Massively Multiplayer Online Role Playing Game) and to investigate applications of Situated Learning theory both hypothetically and practically. In Situated Leaning theory, cognition is interpreted as a dynamic system related to situation, context and activity. According to this theory, learning context, social interaction and personal direct experience are also emphasized. A virtual reality learning system based on an MMORPG provides context, social interaction and a learning environment able to provide direct experiences. However, such a system has been difficult for teachers to develop. This study aims to develop a support system facilitating the construction of a Situated Learning System based on an MMORPG. This study proposes new research and practical applications of Situated Learning theory using educational games.

Blended e-Learning Strategies for Effective Teaching in Traditional Universities

  • LEE, Hye-Jung;KIM, In-Su
    • Educational Technology International
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    • v.8 no.1
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    • pp.71-90
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    • 2007
  • The purpose of this study was to suggest instructional strategies applicable to Blended e-Learning. After examining how traditional universities utilized e-learning, it is attempted to have an interview with three working-level people and seven instructors, who widely applied e-learning to their classes. As a result, it is found that the instructors had some wrong understanding of e-learning, and their wrong perception was rooted in their lack of experience of providing e-learning and their reliance on fragmentary, superficial information. It deterred them from putting e-learning into active practice. Besides, it's additionally attempted to describe how blended e-learning could respectively be applied to different types of lectures, how to improve its social presence and how it could be used for evaluation

Analysis of Trends in Domestic Learning Counseling Research Using Text Mining Methods (텍스트 마이닝 방법을 활용한 국내 학습상담 연구 동향 분석)

  • Hyun, Yong-Chan;Yang, Ji-Hye;Park, Jung-Hwan
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.302-310
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    • 2022
  • This study examined the results obtained using the text mining method for research trends related to learning counseling among adolescents and suggested subsequent research directions. The top 1 and 2 of Korean youth concerns are learning and career paths. Topic modeling analysis was conducted using text mining techniques that can minimize researcher's subjectivity and prejudice for 201 academic papers above KCI registration candidates through RISS with keywords such as Learning Counseling and Academic Counseling. Learning counseling topic results showed counseling experience [topic 1], group counseling research [topic 2], parent counseling [topic 3], and learning technology program development [topic 4]. Research related to learning counseling is developing counseling for emotional stability. Group counseling, parent counseling, and learning technology programs. Learning counseling to solve adolescents' concerns is expected to continue research on integrated support through psychological emotion, parent counseling, and collaboration with learning technology experts.

A Study on the Learning Experience of Participating in a Collaborative Problem-Solving Learning Model from a Student's Perspective: Qualitative Analysis from Focus Group Interviews

  • Lee, Sowon;Kim, Boyoung;Kim, Seonyoung
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.160-169
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    • 2022
  • This qualitative study aimed to investigate ways to improve effective cooperative learning from students' perspective by understanding and analyzing the learning experiences of nursing students who participated in a collaborative problem-solving learning model. Data were collected through focus group interviews and reflection journals of six second-year nursing students from G-university in J-city who participated in a collaborative problem-solving learning model course. The interview data were analyzed and divided into 3 categories and 10 subcategories according to the six-step thematic analysis method proposed by Braun and Clarke. The results of analyzing the interviews were considered based on three areas: preparation before learning, the process of collaborating as a cooperative learning experience, and solutions and expectations after learning. The participants felt frustrated because collaborative problem-solving took more time for individual learning than traditional methods did and would not allow them to check the correct answers immediately. However, they gained new experiences by solving problems and engaging in discussions within their learning community. The participants' expectations included material that could help their learning, measures to prevent free-riders, and consideration of the learning process in evaluation factors. Although this study has sample limitations by targeting nursing students in only one region, it can be used to help operate collaborative problem-solving classes, as it reflects the real experiences and opinions of students.

A Case Study of Problem-Based Learning and Action Learning at a University

  • CHANG, Kyungwon
    • Educational Technology International
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    • v.11 no.1
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    • pp.145-169
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    • 2010
  • Many universities are searching for educational methods to cultivate problem-solving ability and cooperative learning ability or already trying to implement them. Problem Based Learning(PBL) and Action Learning(AL) are effective teaching and learning methods to cultivate men of talent qualified for problem-solving and cooperative learning abilities that universities are seeking after. PBL and AL have something in common in that learning is accomplished while learners are solving the authentic problem. But, in spite of this similarity, PBL and AL have differences. However, most literatures and cases on these two models introduce only the outline of commons and differences and do not provide teachers with actual helping aids to select a model appropriate for the actual design or operation of classes. Accordingly, many teachers usually select and utilize a familiar model rather than select a proper model to the nature of a subject and the educational goal. Teaching and learning methods or learning environment should be selected appropriately to the educational goal. This study indicates the characteristics of PBL and AL that are being introduced and utilized as a principal teaching and learning method of college education and then shows how this method can be realized in the university by comparing the cases of classes applied in two methods.

Quantifying the Technology Level of Production System for Technology Transfer

  • Yamane, Yasuo;Takahashi, Katsuhiko;Hamada, Kunihiro;Morikawa, Katsumi;Bahagia, Senator Nur;Diawati, Lucia;Cakravastia, Andi
    • Industrial Engineering and Management Systems
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    • v.10 no.2
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    • pp.97-103
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    • 2011
  • This paper develops a technology level quantification (TLQ) model by utilizing a learning curve. Original learning curve shows the relationship between cumulative number of units and the required time for the unit. On the other hand, in our developed model, the technology level, such as speed of production and quality of the produced items, is expressed as a function of not cumulative number of units but time, for increasing generality. Furthermore, for expressing each learning that consists of conceptual learning and operational learning, S-curve is utilized in our developed model. By fitting the S-curve and/or decomposing into some activities, our TQL model can be applied to approximate organizational and complicated process. Some variations in time and levels, parameters of our developed model are shown. By using the parameters, the procedure to identify our developed model is proposed. Also, the influential factors for the parameters of our developed model are discussed with classifying the factors into technoware, infoware, humanware, and orgaware. The expected technology level is utilized for expecting the capacity of production system, and the expected capacity can be utilized in predicting various changes in the organization and deciding managerial decision about TT. A case study in manufacturing industry shows the effectiveness of the developed model.