• Title/Summary/Keyword: learning difficulty

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Friction Compensation of X-Y robot Using a Learning Control Technique (학습제어기법을 이용한 X-Y Table의 마찰보상)

  • Sohn, Kyoung-Oh;Kuc, Tae-Yong
    • Journal of Institute of Control, Robotics and Systems
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    • v.6 no.3
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    • pp.248-255
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    • 2000
  • Whereas the linear PID controller is widely used for control of industrial servo systems a high precision positioning system is not easy to control only with the PID controller due to uncertain nonlinear dynamics such as friction backlash etc. As a viable means to overcome the difficulty a learning control scheme is proposed in this paper that is simple and straightforward to implement. The proposed learning controller takes full advantage of current feedback capability of the inner-loop of the control system in that electrical motor dynamics as the well as mechanical part of X-Y positioning system is included in the learning control scheme, The experimental results are given to demonstrate its feasibility and effectiveness in terms of convergence precision of tracking and robustness in comparison with the conventional control method.

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Face Recognition System with SVDD-based Incremental Learning Scheme (SVDD기반의 점진적 학습기능을 갖는 얼굴인식 시스템)

  • Kang, Woo-Sung;Na, Jin-Hee;Ahn, Ho-Seok;Choi, Jin-Young
    • The Journal of Korea Robotics Society
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    • v.1 no.1
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    • pp.66-72
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    • 2006
  • In face recognition, learning speed of face is very important since the system should be trained again whenever the size of dataset increases. In existing methods, training time increases rapidly with the increase of data, which leads to the difficulty of training with a large dataset. To overcome this problem, we propose SVDD (Support Vector Domain Description)-based learning method that can learn a dataset of face rapidly and incrementally. In experimental results, we show that the training speed of the proposed method is much faster than those of other methods. Moreover, it is shown that our face recognition system can improve the accuracy gradually by learning faces incrementally at real environments with illumination changes.

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A STUDY ON THE STIMULATIONOF INTEREST IN LEARNING STATISTICS THROUGH SPREADSHEET (엑셀을 활용한 통계 수업의 흥미도 신장 방안)

  • 김동제;박용범
    • School Mathematics
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    • v.3 no.1
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    • pp.109-129
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    • 2001
  • The concern of this paper is to provide learning opportunities to participate in the class of statistics with interest for the students who dislike mathematics and especially find difficulty in understanding statistics. The students were encouraged to arrange data collected in their daily life by the use of spreadsheet program and to interpret the result of data with graphs, so that they could have a great interest in statistics and make steady progress in their voluntary study. The further study to use computers in teaching mathematics should be continued and recommended in the rapid age of information and knowledge-based.

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Effect of Expectancy-Value and Self-Efficacy on the Satisfaction with Metaverse Learning (메타버스를 활용한 교육에 대한 학습자의 기대 - 가치와 자기효능감이 교육 만족도에 미치는 영향)

  • Shin, Ji-Hee;Chung, Dong-Hun
    • Informatization Policy
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    • v.29 no.4
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    • pp.26-42
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    • 2022
  • In order to evaluate the usefulness of metaverse learning from the learner's point of view, this study 1) evaluated whether the expectancy-value of the class was satisfied before and after the learner used the metaverse learning platform and 2) verified factors affecting metaverse learning satisfaction with regard to the self-efficacy and expectancy-value of learners. Expectancy-value was evaluated by the learning effect, communication, class involvement, and learning attitude, whereas self-efficacy was evaluated by preference for task difficulty, self-regulation efficacy, and self-confidence. As a result of a study targeting 70 college students who applied for a few courses using the metaverse platform at a university in the northeastern part of Seoul, learners were found to have high expectations and values for learning before using the metaverse platform, but both were not statistically satisfied after use. In addition, the higher the self-efficacy of the learner, the higher the satisfaction with the metaverse learning, and statistically significant results were found in the task-difficulty preference and self-regulatory efficacy among the sub-factors of self-efficacy. There is a negative causal relationship between expectancy-value factors and satisfaction with metaverse learning. This study implies that it is a learner-centered evaluation of metaverse learning, revealing the expectancy-value effect and factors influencing the satisfaction with metaverse learning.

A study on the development of CAI program and its application for improving problem-solving - Focused on circular equations - (문제해결력 신장을 위한 CAI프로그램 개발 및 적용에 관한 연구 - 원의 방정식을 중심으로 -)

  • 박달원;홍성기
    • Journal of the Korean School Mathematics Society
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    • v.2 no.1
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    • pp.231-242
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    • 1999
  • The focus of this development program is to input multimedia materials into learning according to the trend of recent social changes and to maximize the learning effect for improving problem-solving by offering familiar teaching materials. The expecting effects of this study are as follows: 1. This program helps students acquire mathematical concepts and principles about circular equation through concrete examples using a variety of media - text, voice, sound, and animation and so on - , makes it possible individual learning which was difficult for students to expect at the existing multitude class as progressing learning each unit on the screen and the perfect learning by offering FEED BACK 2. This program varied the difficulty of learning contents to learn according to learning abilities of learners by using animation and making the most of merits of computer and was able to improve learning effect by studying in a mutual way with managing learning procedure nonsuccessively. 3. Class using CAI program about developed circular equation unit has a positive effect on improving problem-solving by becoming from teacher centered class to student centered one. 4. This program makes students understand the contents of auxiliary learning in multimedia computer more efficiently, and cultivate abilities to adopt in accordance with changes in the future society by forming familiar computer mind.

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Effects of a Flipped Classroom using Khan Academy and Mathematical Modeling on Overcoming Difficulties in Learning Mathematics

  • Lee, Jiyoon;Shin, Dongjo
    • Research in Mathematical Education
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    • v.25 no.2
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    • pp.99-115
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    • 2022
  • This study examined difficulties middle school students have in learning mathematics and proposed a flipped classroom consisting of Khan Academy activities, small-group problem solving, and mathematical modeling to help improve their learning. A mixed-method approach was used to identify difficulties students have in learning mathematics, explore how the flipped classroom helped them reduce the learning difficulties identified, and examine if there were differences in students' mathematics achievement and their affective characteristics after participating in the flipped classroom. Qualitative analyses showed that students had difficulties in understanding mathematical concepts and finding effective ways to learn as well as negative views towards learning mathematics. This study also found that each activity of the flipped classroom had a different impact on student learning. Before class, the Khan Academy activities were most likely to help students understand mathematical concepts. In class, small-group problem solving activities were most helpful for students who had trouble finding effective learning methods and environments. Mathematical modeling activities were most likely effective in changing students' negative views towards mathematics. A quantitative analysis showed that the flipped classroom not only significantly improved the students' mathematics achievement, but also positively affected their confidence and motivation and how much they valued learning mathematics.

Design and Implementation of ELAS in AI education (Experiential K-12 AI education Learning Assessment System)

  • Moon, Seok-Jae;Lee, Kibbm
    • International Journal of Advanced Culture Technology
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    • v.10 no.2
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    • pp.62-68
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    • 2022
  • Evaluation as learning is important for the learner competency test, and the applicable method is studied. Assessment is the role of diagnosing the current learner's status and facilitating learning through appropriate feedback. The system is insufficient to enable process-oriented evaluation in small educational institute. Focusing on becoming familiar with the AI through experience can end up simply learning how to use the tools or just playing with them rather than achieving ultimate goals of AI education. In a previous study, the experience way of AI education with PLAY model was proposed, but the assessment stage is insufficient. In this paper, we propose ELAS (Experiential K-12 AI education Learning Assessment System) for small educational institute. In order to apply the Assessment factor in in this system, the AI-factor is selected by researching the goals of the current SW education and AI education. The proposed system consists of 4 modules as Assessment-factor agent, Self-assessment agent, Question-bank agent and Assessment -analysis agent. Self-assessment learning is a powerful mechanism for improving learning for students. ELAS is extended with the experiential way of AI education model of previous study, and the teacher designs the assessment through the ELAS system. ELAS enables teachers of small institutes to automate analysis and manage data accumulation following their learning purpose. With this, it is possible to adjust the learning difficulty in curriculum design to make better for your purpose.

Design and Implementation of Agent Systems based on Case Markup Language for e-Leaning (e-Learning을 위한 사례 마크업 언어 기반 에이전트 시스템의 설계 및 구현 :사례 기반 학습자 모델을 중심으로)

  • 한선관;윤정섭;조근식
    • The Journal of Society for e-Business Studies
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    • v.6 no.3
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    • pp.63-80
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    • 2001
  • The construction of the students knowledge in e-Learning systems, namely the student modeling, is a core component used to develop e-Learning systems. However, existing e-Learning systems have many problems to share the knowledge in a heterogeneous student model and a distributed knowledge base. Because the methods of the knowledge representation are different in each e-Learning systems, the accumulated knowledge cannot be used or shared without a great deal of difficulty. In order to share this knowledge, existing systems must reconstruct the knowledge bases. Consequently, we propose a new a Case Markup Language based on XML in order to overcome these problems. A distributed e-Learning systems fan have the advantage of easily sharing and managing the heterogeneous knowledge base proposed by CaseML. Moreover students can generate and share a case knowledge to use the communication protocol of agents. In this paper, we have designed and developed a CaseML by using a knowledge markup language. Furthermore, in order to construct an intelligent e-Learning systems, we have done our research based on the design and development of the intelligent agent system by using CaseML.

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Development of pLMIS based on SCORM for Personalized Learning (맞춤형 학습을 위한 SCORM 기반 pLMIS 개발)

  • Jeon, Chang-Young;Joung, Suck-Tae;Joo, Su-Chong;Han, Sung-Kook;Jeong, Young-Sik
    • The Journal of Korean Association of Computer Education
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    • v.8 no.6
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    • pp.85-94
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    • 2005
  • Today the web-based learning management information systems are developed as forms of many ordered learning information systems acting up to the personal characteristics, but the previous systems have difficulty in their mutual working, maintaining, and repairing between the systems, because of their one-sided "push" method or reuse of the contents. Also they were not managed together having the dissimilar learning management systems each. Therefore, I made up for the weak points of the previous systems and embodied the international standard SCORM-based ordered learning management information systems. After adapting to sequencing contents, all systems are supplied; giving lectures, solving the problems, evaluating the learners and the function of successive personalization learning based on the result of the learner evaluation systems.

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Two Circle-based Aircraft Head-on Reinforcement Learning Technique using Curriculum (커리큘럼을 이용한 투서클 기반 항공기 헤드온 공중 교전 강화학습 기법 연구)

  • Insu Hwang;Jungho Bae
    • Journal of the Korea Institute of Military Science and Technology
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    • v.26 no.4
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    • pp.352-360
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    • 2023
  • Recently, AI pilots using reinforcement learning are developing to a level that is more flexible than rule-based methods and can replace human pilots. In this paper, a curriculum was used to help head-on combat with reinforcement learning. It is not easy to learn head-on with a reinforcement learning method without a curriculum, but in this paper, through the two circle-based head-on air combat learning technique, ownship gradually increase the difficulty and become good at head-on combat. On the two-circle, the ATA angle between the ownship and target gradually increased and the AA angle gradually decreased while learning was conducted. By performing reinforcement learning with and w/o curriculum, it was engaged with the rule-based model. And as the win ratio of the curriculum based model increased to close to 100 %, it was confirmed that the performance was superior.