• Title/Summary/Keyword: real-time online class

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Rolling Horizon Implementation for Real-Time Operation of Dynamic Traffic Assignment Model (동적통행배정모형의 실시간 교통상황 반영)

  • SHIN, Seong Il;CHOI, Kee Choo;OH, Young Tae
    • Journal of Korean Society of Transportation
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    • v.20 no.4
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    • pp.135-150
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    • 2002
  • The basic assumption of analytical Dynamic Traffic Assignment models is that traffic demand and network conditions are known as a priori and unchanging during the whole planning horizon. This assumption may not be realistic in the practical traffic situation because traffic demand and network conditions nay vary from time to time. The rolling horizon implementation recognizes a fact : The Prediction of origin-destination(OD) matrices and network conditions is usually more accurate in a short period of time, while further into the whole horizon there exists a substantial uncertainty. In the rolling horizon implementation, therefore, rather than assuming time-dependent OD matrices and network conditions are known at the beginning of the horizon, it is assumed that the deterministic information of OD and traffic conditions for a short period are possessed, whereas information beyond this short period will not be available until the time rolls forward. This paper introduces rolling horizon implementation to enable a multi-class analytical DTA model to respond operationally to dynamic variations of both traffic demand and network conditions. In the paper, implementation procedure is discussed in detail, and practical solutions for some raised issues of 1) unfinished trips and 2) rerouting strategy of these trips, are proposed. Computational examples and results are presented and analyzed.

Development of an Optimized Class Space and Map based on the Metaverse ZEP Platform (메타버스 ZEP 플랫폼 기반의 최적화된 수업 공간 및 맵 개발)

  • Ae-ran Park;Myung-suk Lee
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.439 -447
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    • 2023
  • This paper aims to develop a map for optimized class space using ZEP among the metaverse platforms. As a research method, the classroom space was organized so that the subject of learning became a learner, and the classroom space was modified and supplemented to optimize while being applied to elementary school computer classes. The contents of the study investigated learners' prior perception of metaverse, and compared and analyzed the advantages and disadvantages of the metaverse platform. In addition, the map was designed by reflecting the results of the survey, and after applying the map to the class, necessary APIs and apps were installed to supplement it. As a result, the learner became the subject of learning in the metaverse space, freely identified the space, and actively participated in the class. In particular, we found that students who were passive offline and those who had a low participation rate due to lack of skills participated more actively. In particular, students who were passive offline or whose participation was low due to lack of skills participated more actively. If API and JavaScript programs are added to collect log data of learners for learning analysis, real-time feedback is possible for learners, and learner feedback is possible for instructors with statistical data. If this is possible, the metaverse space can fully expect the role of a learning assistant for learners and a teaching assistant for instructors.

Development of PBL Package - focusing on dental hygienist roles - (치과위생사 역할중심의 문제중심학습 패키지 개발)

  • Jung, Young-Ran;Hwang, Yoon-Sook
    • Journal of Korean society of Dental Hygiene
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    • v.4 no.1
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    • pp.119-132
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    • 2004
  • The purpose of this study was to introduce PBL to dental hygienist education in an effort to raise a question about the inauthentic and inappropriate curriculum. PBL is one of learning methods to enhance the problem-solving ability of learners, and it's attempted to develop a PBL package focusing on dental hygienist roles to lay the foundation for producing competent and expert dental hygienists with a good problem- solving ability. The literature concerned was reviewed from November 2002 through January 2003 to determine whether or not PBL was applicable to dental-hygienist course, and that turned out to be effective for dental hygienist education. And then a PBL package was developed to train students to be knowledgeable and have a knowhow and excellent problem-solving skills. The characteristics of the PBL package could be described as follows: First, that focused on dental hygienist roles to serve the purpose of this study to remedy the current unrealistic and improper curriculum and improve the problem-solving skills of learners. Second, time factor was taken into account. In this four-week course for two credits, there are four classes a week, and it's required to take six or eight weeks to apply the PBL package, which is expected to demotivate students. Therefore, it's planned to conduct more weekly classes to make a proper progress. Third, a wide variety of teaching aids were put to use, and learner would be encouraged to be more interactive and utilize teaching aids properly, and eventually, they could have an opportunity to better express themselves. Fourth, online real-time learner discussion would be attended by this researcher. Learners would have a discussion in real time in the Internet cafe chat room, and different discussion time would be allocated to each team. This researcher would take part in each team's discussion once or more. Fifth, learners would prepare one or more journal(s) about four-hour Internet cafe learning. They have to make it twice a week at least, and it would be a good opportunity for learners to look back on themselves and their teams, and their learning effect would be greater. Specific rules were presented to help them make a successful self-examination. Sixth, there are some spaces in the lower part of objective test sheets to have students describe why they make a particular answer choice. They would be asked to depict the reason of their prior evaluation and lecture assessment especially because their responses would be important for more successful discussion and feedback. Seventh, problem-solving approach was designed to attain learning objectives, stimulate the creative thinking of learners and help them share a more systematic discussion. That would serve as a secondhand guide not to make them digress when they discuss by using information they acquire from a scenario presented in class.

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A Case Study of Spatial CAD Education in Blended Learning Environment (혼합형 학습(Blended Learning) 환경에서의 공간디자인 CAD 수업 사례연구)

  • Hwang, Ji Hyoun;Lim, Haewon
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.115-126
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    • 2021
  • The purpose of this study is to closely analyze the case of blended-learning in order to provide a diverse and flexible learning environment while maintaining the nature of face-to-face classes, and to identify the learning environment that supports blended-learning in each class step and the educational experience of students. The experience and satisfaction of blended learning were investigated in various ways: course evaluation, LMS activity evaluation, and questionnaire before and after the class. As a result, the blended-learning is better than the traditional face-to-face classes, in providing real-time feedback, opportunities for various interactions, and textual conversations, anytime and anywhere. In addition, as a result of the preliminary survey, as a measure to solve the opinion that concentration was reduced due to problems such as networks and felt uncomfortable in the communication part, the theory and lectures of the design practice class were conducted non-face-to-face. The individual Q&A and feedback were conducted face-to-face and non-face-to-face. As a result of the follow-up survey, it was found that concentration and efficiency could be improved. This opens up possibilities for active use of the online environment in design practice classes.

A Study on Control of Access to Internal Network Information and Authority Set Up Management for Client by Class (제한된 내부 네트워크 정보 접근제어와 계층별 클라이언트 권한설정 관리에 관한 연구)

  • Seo, Woo-Seok;Park, Jae-Pyo;Jun, Moon-Seog
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.2
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    • pp.287-293
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    • 2012
  • It has been only few years that various contents information subject for information processing system has been remarkably increased in online. If we say the year 2000 is the technology based year when deluge of information and data such as real time sharing, the time since after 2000 until 2011 has been a period plentiful of application based functions and solutions. Also, as the applicable range of these information process systems extends, individual information effluence has been social issues twice in 2009 and 2010. Thus now there are continuous efforts made to develop technologies to secure and protect information. However, the range problem has been extended from the illegal access from outside to the legal access from internal user and damages by agents hidden in internal information process system and client system. Therefore, this study discusses the necessity for the studies on efficiency based information security by control of access to internal information and authority setting for administrator and internal users. Based on the result of this study, it provides data that can be used from SOHO class network to large scale for information security method.

The Item Distribution Method for the Party System in the MMORPG Using the Observer Pattern (Observer 패턴을 적용한 MMORPG의 파티 시스템 아이템 배분 방법)

  • Kim, Tai-Suk;Kim, Shin-Hwan;Kim, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.1060-1067
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    • 2007
  • We need various methods to develop MMORPG that is game genre which many users use among various game genre using Internet. Specially, to heighten efficiency of distributing work, Object-oriented language such as C++ is used and we need design techniques that can take advantage of enough object-oriented concept when making large-scale game. There is various pattern that can apply in software breakup design in GoF's design pattern for these design techniques. If you apply Observer pattern to Party System Design for forming community between game users, you can easily add new class and maintain system later. Party Play is one of the important system that is used to form game users' community in MMORPG games. The main point that must be considered in Party-Play-System is to divide evenly experience value and acquisition that is got by Party-Play among users according to each user's level. To implement Party Play System that consider maintenance of system, in this paper, we propose a method using GoF's Observer-Pattern, showing you that proposed method which has advantage to dynamic memory allocation and to virtual method call can be used usefully to change object to real time at program run and to add new class and to maintain system new.

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