• 제목/요약/키워드: field learning

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강화학습 에이전트 시야 정보 차이에 의한 학습 성능 비교 (Comparison of Learning Performance by Reinforcement Learning Agent Visibility Information Difference)

  • 김찬섭;장시환;양성일;강신진
    • 한국게임학회 논문지
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    • 제21권5호
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    • pp.17-28
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    • 2021
  • 인공지능 스스로가 자신을 발전시켜 최적의 문제 해결 방법을 찾는 강화학습은 여러 분야에서 활용 가치가 높은 기술이다. 특히 게임 분야는 강화학습 인공지능에 문제 해결을 위한 가상환경을 제공할 수 있다는 장점이 있으며 강화학습 에이전트는 주어진 환경에 대한 정보인 관측변수를 사용하여 자신의 상황과 환경에 대한 정보를 파악하여 환경에 대한 문제를 해결한다. 본 실험에서는 롤플레잉 게임의 인스턴트 던전 환경을 간략화하여 제작하고 에이전트에게 관측변수 중 시야에 관련된 관측변수를 다양하게 설정하였다. 실험 결과 각 설정된 변수들이 학습속도에 얼마나 영향을 주는지를 파악할 수 있었고, 이러한 결과는 롤플레잉 게임 강화학습 연구에 참고할 수 있다.

IC-PBL 기반의 패션 소비트렌드 분석 수업 개선 및 교육적 효과 (Improvement and Educational Effectiveness of Fashion Consumption Trend Analysis Class Based on IC-PBL)

  • 이재경
    • 패션비즈니스
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    • 제27권5호
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    • pp.121-134
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    • 2023
  • With the development of information and communication technology, interest in new educational approaches that can enhance the learning performance of learners with improved information literacy skills is increasing, and universities are actively promoting educational innovation to foster the talents required by society. In the field of fashion studies education, which is closely related to the fashion industry, there is a strong need to develop field-linked educational programs that reflect the trends in the industry and changes in the educational system. The purpose of this study was to introduce industry-coupled problem-based learning (IC-PBL) to the course "Understanding Fashion Consumption Trends" for non-fashion majors to reflect the current needs and strengthen the educational effectiveness of the learners through a survey. A seven-step curriculum (introduction to the class, practitioner's problem, learner's problem analysis, organizing concepts related to variables, information collection and scenario writing, presentation and scenario proposal, and evaluation) not only enhanced learners' understanding of fashion consumption trends and the fashion industry but also greatly amplified learners' satisfaction with the class. The results of the survey showed that the seven-step curriculum was effective in increasing learners' self-directed learning ability, problem-solving ability, and confidence in learning. Self-directed learning ability was stronger than other factors, consistent with the core principle of problem-based learning to empower learners to take the initiative and promote self-directed learning. Each factor analyzed was positively correlated.

유적탐사 지능형 학습 환경 (An Intelligent Learning Environment for Heritage Alive)

  • 김용세;김성아;;박범진;전경자;조윤정
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2004년도 추계학술대회 논문집
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    • pp.1061-1065
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    • 2004
  • The knowledge-based society of the 21st century requires effective education and learning methods in each professional field because the development of human resource determines its competence more than any other factors. It is highly desirable to develop an intelligent tutoring system, which meets ever increasing demands of education and learning. Such a system should be adaptive to each individual learner's demands as well as the continuously changing state of the learning process, thus enabling the effective education. The development of a learning environment based on learner modeling is necessary in order to be adaptive to individual learning variants. An intelligent learning environment is being developed targeting the heritage education, which is able to provide a customized and refined learning guide by storing the content of interactions between the system and the learner, analyzing the correlations in learning situations, and inferring the learning preference from the learner's learning history. This paper proposes a heritage learning system of Bulguksa temple, integrating the ontology-based learner modeling and the learning preference which considers perception styles, input and processing methods, and understanding process of information.

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대학교육에서의 CHANGE 플립러닝(Flipped Learning) 수업모형 개발 -교육방법및교육공학교과를 중심으로- (The Development of CHANGE Flipped Learning Instructional Model in Higher Education - base on the 'educational method and technology')

  • 정주영
    • 수산해양교육연구
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    • 제28권6호
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    • pp.1834-1847
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    • 2016
  • Main objectives of the this study are: to develop a model of "Flipped Leaning" that is designed to enhance self-directed learning, learning motivation and self-control, and to verify its effectiveness-in higher education. The verification process initially concentrated on the feasibility study of the model with a thorough literature review and case analyses; then, its general and practical applicability were tested with a field study. As a result, first, the CHANGE Class Model, specifically designed for effective and efficient "Flipped Learning", was developed. It is thus named for the stages that the learning process takes place in the model-i.e., (1) Check ${\rightarrow}$ (2) Ask ${\rightarrow}$ (3) Notice ${\rightarrow}$ (4) Group presentation ${\rightarrow}$ (5) Evaluation, and it emphasizes the dynamic, questions centered (i.e. back and forth between the students and the instructor as well as between the students) learning process. Second, the Model was instrumental in enhancing self-directed learning, learning motivation and self-control; thus, as a result, it significantly improved the effectiveness, the level of concentration and the attractiveness of the learning process. The value of this study lies in pointing to a clear plan to allow a student in higher learning to set-up a self-directed learning plan, to be able to control it while being continuously motivated to complete it.

Predicting Learning Achievements with Indicators of Perceived Affordances Based on Different Levels of Content Complexity in Video-based Learning

  • Dasom KIM;Gyeoun JEONG
    • Educational Technology International
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    • 제25권1호
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    • pp.27-65
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    • 2024
  • The purpose of this study was to identify differences in learning patterns according to content complexity in video-based learning environments and to derive variables that have an important effect on learning achievement within particular learning contexts. To achieve our aims, we observed and collected data on learners' cognitive processes through perceived affordances, using behavioral logs and eye movements as specific indicators. These two types of reaction data were collected from 67 male and female university students who watched two learning videos classified according to their task complexity through the video learning player. The results showed that when the content complexity level was low, learners tended to navigate using other learners' digital logs, but when it was high, students tended to control the learning process and directly generate their own logs. In addition, using derived prediction models according to the degree of content complexity level, we identified the important variables influencing learning achievement in the low content complexity group as those related to video playback and annotation. In comparison, in the high content complexity group, the important variables were related to active navigation of the learning video. This study tried not only to apply the novel variables in the field of educational technology, but also attempt to provide qualitative observations on the learning process based on a quantitative approach.

7학년 과학 교과 생명 및 물질 영역의 과학 학습 개념의 수준 분석 (Analysis of Level of Science Learning Concepts Presented in Life and Matter Fields of the 7th Grade Science Textbooks)

  • 심규철;박종석;김현섭;김재현;박영철;류해일
    • 한국과학교육학회지
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    • 제22권3호
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    • pp.432-443
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    • 2002
  • 본 연구는 제 7차 교육과정에 따른 7학년 과학 교과서 생물 및 물질 영역에 제시된 과학 개념을 구체적 개념 수준과 형식적 개념 수준으로 나누어 비교 분석 하였다. 분석 교과서는 검정되어 현재 학교에서 사용되고 있는 6종을 대상으로 하였으며, 생명 영역의 '생물의 구성', '소화와 순환', '호흡과 배설', 물질 영역의 '물질의 세 가지 상태', '분자의 운동', '상태변화와 에너지' 단원 등 총 6개 단원의 과학 개념을 분석하였다. 7학년 과학교과서에 제시된 총 개념의 수는 생명 영역에서 305개, 물질 영역이 73개로 물질 영역 보다 생명에서 훨씬 많은 개념이 제시된 것으로 조사되었다. 교과서별로는 제시된 개념의 수가 다소 차이를 보였는데, 생명 역역에서는 179${\sim}$201개, 물질 영역은 33${\sim}$39개로 나타났다. 각 영역별로 구체적 개념과 형식적 개념의 비율을 살펴보면, 생명 영역은 각각 58%, 42%, 물질 영역은 각가 14%, 86%로 영역에 따라 극명한 차이를 나타내는 것으로 조사되었다. 이는 교육과정 및 교과서 개발 시 학습자의 인지 수준을 고려한 과학 개념의 제시 또는 교과 영역의 특서엥 따라 단원 구성에 있어서 차별화 해야함을 시사한다고 하겠다.

남해 해상 국립공원 신수도의 지질명소 및 3D 파노라마 야외학습장 개발 (The Development of Geosites and 3D Panoramic Geological Virtual Field Trips for Sinsu Island in Korea National Marine Park)

  • 조재희;윤마병
    • 대한지구과학교육학회지
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    • 제15권1호
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    • pp.91-102
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    • 2022
  • 남해 해상 국립공원의 신수도는 다양한 형태의 지질구조와 화성활동, 화석 등을 관찰할 수 있어 지질학습과 지질관광에 적합한 곳이다. 본 연구에서는 2015개정 과학과 교육과정의 핵심 요소를 분석하여 신수도의 8지점 지질명소를 탐색하고 3D 파노라마 야외학습장을 개발하였다. 신수도의 지질명소 탐색을 통한 3D 파노라마 야외학습장은 3단계 야외학습 모형에 따라 개발하였다. 8차시로 구성된 3D 파노라마 야외학습장은 모둠별 협동 학습으로 구성하여 자율적인 탐구 활동이 이루어지도록 하였다. 석회암 단괴, 박리작용, 염풍화 작용, 천공 조개 구멍, 퇴적구조와 퇴적환경, 공룡의 서식지, 화산활동을 통한 지질학습과 더불어 창의와 인성을 학습할 수 있는 융합 교육이 실현될 수 있도록 구성하였다. 5명의 전문가에 의해 델파이 분석방법을 활용하여 수정 및 보완되었고, 개발 목적과 방향에 대한 타당성을 검증받았다. 3D 파노라마 야외학습장에 대한 전반적인 만족도는 4.52로, 전체적으로 야외학습에 대한 높은 만족도를 나타내었다. 3D 파노라마 야외학습장과 관련한 학생들의 면담 의견을 반영하여 개인의 수준을 고려하고 안전교육을 강화하여 신수도의 야외학습장을 완성하였다. 신수도의 3D 파노라마 야외학습장은 지질학습 및 관광을 하면서 과학적 이해와 더불어 심미적으로 감상하고 추억을 생성할 수 있는 지질학습 및 관광의 좋은 사례가 될 것이다.

스마트 교육 지원을 위한 VR 체험학습 사례 연구 (Case study of VR experience studying for smart education support)

  • 김문석
    • 디지털산업정보학회논문지
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    • 제10권2호
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    • pp.131-141
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    • 2014
  • UX design e-learning systems in order to establish the reasonable structured modules that are based on interdisciplinary research. E-learning by focusing on technology-related education, information technology and psychology, business administration, etc. has been studied in the field. However, an important part of smart education, one of the students in the field of self-directed research is lacking UX design. UX Design the User Interface and Visual Identity is central to the success of the content of the important research areas in modern smart society. This case study is for smart education digital textbooks considered the characteristics of the study. Presented by the Ministry of Education on the basis of the standard of digital textbook content of the e-learning features, including multi-disciplinary analysis of UX design requires a structured model is proposed. Research data on the smart education and virtual education in UX design being used as the basis for studies forward.

한글 문자 익히기 및 서체 인식 시스템의 개발을 위한 표준 자소의 처리 및 유사도 함수의 정의 (Standard Primitives Processing and the Definition of Similarity Measure Functions for Hanguel Character CAI Learning and Writer's Recognition System)

  • 조동욱
    • 한국정보처리학회논문지
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    • 제7권3호
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    • pp.1025-1031
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    • 2000
  • Pre-existing pattern recognition techniques, in the case of character recognition, have limited on the application field. But CAI character learning system and writer's recognition system are very important parts. The application field of pre-existing system can be expanded in the content that the learning of characters and the recognition of writers in the proposed paper. In order to achieve these goals, the development contents are the following: Firstly, pre-processing method by understanding the image structure is proposed, secondly, recognition of characters are accomplished b the histogram distribution characteristics. Finally, similarity measure functions are defined from standard character pattern for matching of the input character pattern. Also the effectiveness of this system is demonstrated by experimenting the standard primitive image.

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Systematic Review of Bug Report Processing Techniques to Improve Software Management Performance

  • Lee, Dong-Gun;Seo, Yeong-Seok
    • Journal of Information Processing Systems
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    • 제15권4호
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    • pp.967-985
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    • 2019
  • Bug report processing is a key element of bug fixing in modern software maintenance. Bug reports are not processed immediately after submission and involve several processes such as bug report deduplication and bug report triage before bug fixing is initiated; however, this method of bug fixing is very inefficient because all these processes are performed manually. Software engineers have persistently highlighted the need to automate these processes, and as a result, many automation techniques have been proposed for bug report processing; however, the accuracy of the existing methods is not satisfactory. Therefore, this study focuses on surveying to improve the accuracy of existing techniques for bug report processing. Reviews of each method proposed in this study consist of a description, used techniques, experiments, and comparison results. The results of this study indicate that research in the field of bug deduplication still lacks and therefore requires numerous studies that integrate clustering and natural language processing. This study further indicates that although all studies in the field of triage are based on machine learning, results of studies on deep learning are still insufficient.