• 제목/요약/키워드: time learning

검색결과 6,410건 처리시간 0.041초

Development of an e-Learning Environment for Blended Learning

  • Ahn, Jeong-Yong
    • Journal of the Korean Data and Information Science Society
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    • 제17권2호
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    • pp.345-353
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    • 2006
  • Over the past few years, training professionals have become more pragmatic in their approach to technology-based media by using it to augment traditional forms of training delivery, such as classroom instruction and text-based materials. This trend has led to the rise of the term blended learning. Blended learning, an environment of e-learning, is a powerful learning solution created through a mixture of face-to-face and online learning delivered through a mix of media and superior learning experiences. In this article we design and implement an e-learning environment for blended learning. The environment focused on following factors: learning activity and participation of learners, and real time feedback of instructor.

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이족보행로봇의 걸음새 제어를 위한 지능형 학습 제어기의 구현 (Implementation of an Intelligent Learning Controller for Gait Control of Biped Walking Robot)

  • 임동철;국태용
    • 전기학회논문지P
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    • 제59권1호
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    • pp.29-34
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    • 2010
  • This paper presents an intelligent learning controller for repetitive walking motion of biped walking robot. The proposed learning controller consists of an iterative learning controller and a direct learning controller. In the iterative learning controller, the PID feedback controller takes part in stabilizing the learning control system while the feedforward learning controller plays a role in compensating for the nonlinearity of uncertain biped walking robot. In the direct learning controller, the desired learning input for new joint trajectories with different time scales from the learned ones is generated directly based on the previous learned input profiles obtained from the iterative learning process. The effectiveness and tracking performance of the proposed learning controller to biped robotic motion is shown by mathematical analysis and computer simulation with 12 DOF biped walking robot.

U-Learning: An Interactive Social Learning Model

  • Caytiles, Ronnie D.;Kim, Hye-jin
    • International Journal of Internet, Broadcasting and Communication
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    • 제5권1호
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    • pp.9-13
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    • 2013
  • This paper presents the concepts of ubiquitous computing technology to construct a ubiquitous learning environment that enables learning to take place anywhere at any time. This ubiquitous learning environment is described as an environment that supports students' learning using digital media in geographically distributed environments. The u-learning model is a web-based e-learning system that could enable learners to acquire knowledge and skills through interaction between them and the ubiquitous learning environment. Students are allowed to be in an environment of their interest. The communication between devices and the embedded computers in the environment allows learner to learn while they are moving, hence, attaching them to their learning environment.

The Balancing Act of Action and Learning: A Systematic Review of the Action Learning Literature

  • CHO, Yonjoo
    • Educational Technology International
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    • 제9권1호
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    • pp.1-23
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    • 2008
  • Despite considerable commitment to the application of action learning as an organization development intervention, no identified systematic investigation of action learning practices has been reported. Based on a systematic literature review, the purpose of this paper is to identify whether researchers strike a balance between action and learning in their studies of action learning. Research findings in this study included: (1) only 32 empirical studies were found from the electronic database search; (2) based on the hypothesized continuum of Revans' original proposition of balancing action and learning, the author categorized 32 studies into three groups: action-oriented, learning-oriented, and balanced action learning; (3) there were only nine studies on balanced action learning among 32 empirical studies, whose insights included an effective use of project teams, applications of action learning for organization development, and key success factors such as time, reflection, and management support; (4) case study was among the most frequently used research method and only six quality studies met key methodological traits; and (5) therefore, more rigorous empirical research employing quantitative methods as well as case studies is needed to determine whether researchers strike a balance between action and learning in studies on action learning.

수학 자기효능감과 수학성취도의 관계에서 학습전략의 매개효과 - 잠재성장모형의 분석 - (Mediating Effect of Learning Strategy in the Relation of Mathematics Self-efficacy and Mathematics Achievement: Latent Growth Model Analyses)

  • 염시창;박철영
    • 한국수학교육학회지시리즈A:수학교육
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    • 제50권1호
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    • pp.103-118
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    • 2011
  • The study examined whether the relation between mathematics self-efficacy and mathematics achievement was partially mediated by the learning strategies, using latent growth model analyses. It was also examined the auto-regressive, cross-lagged (ARCL) panel model for testing the stability and change in the relation of mathematics self-efficacy and learning strategy over time. The study analyzed the first-year to the third-year data of the Korean Educational Longitudinal Survey (KELS). The result of ARCL panel model analysis showed that earlier mathematics self-efficacy could predict later learning strategy use. There were linear trends in mathematics self-efficacy, learning strategy, and mathematics achievement. Specifically, mathematics achievement was increased over the three time points, whereas mathematics self-efficacy and learning strategies were significantly decreased. In the analyses of latent growth models, the mediating effects of learning strategies were overall supported. That is, both of initial status and change rate of rehearsal strategy partially mediated the relation of mathematics self-efficacy and mathematics achievement. However, in elaboration and meta-cognitive strategies, only the initial status of each variable showed the indirect relationship.

5까지의 수 학습을 위한 수준별 웹 코스웨어 설계 및 구현 (Design and Implementation of a Web Based Courseware by Level Differentiated Curriculum for learning Number 0 to 5)

  • 김순옥;인치호
    • 정보학연구
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    • 제5권4호
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    • pp.89-97
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    • 2002
  • 본 논문은 초등학교 수학1-가 (5까지의 수) 단원의 수준별 학습을 위하여 웹을 기반으로 하는 코스웨어를 설계$cdot$구현하였다. 학습자의 능력차를 고려하여 수준별 학습 내용과 문제를 제공하고, 학습자의 그 해결 여부에 따라 적절한 피드백을 주어 스스로 학습할 수 있도록 하며, 웹 기반 코스웨어를 구현함으로써 학습자들이 시간과 공간의 제약 없이 효과적으로 학습할 수 있는 환경을 제공한다. 이로 인하여 수준별 학습$cdot$개별화 학습을 실현하고 학습자의 학습 흥미와 학업성취도를 높였다. 또한 주의 집중시간이 매우 짧은 초등학교 1학년 학생들의 주의 집중력의 향상과 학습자의 바른 학습 참여 자세를 유도하였다.

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딥 러닝에서 Labeling 부담을 줄이기 위한 연구분석 (An Analysis of the methods to alleviate the cost of data labeling in Deep learning)

  • 한석민
    • 문화기술의 융합
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    • 제8권1호
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    • pp.545-550
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    • 2022
  • 딥러닝은 많은 데이터를 필요로 한다는 것은 이미 널리 알려져있다. 이를 통해, 딥러닝에 쓰이는 신경망의 수없이 많은 parameter들을 학습시킨다. 학습과정에는 데이터뿐 아니라, 각 데이터별로 전문가가 입력한 label이 필요한 경우가 대부분인데, 이 label을 얻는 과정은 시간과 자원 소비가 심하다. 이 문제를 완화하기 위해, few-shot learning, self-supervised learning, weak-supervised learning등이 연구되어오고 있다. 본 논문에서는, label을 상대적으로 적은 노력으로 수행하기 위한 연구들의 동향을 살펴보고, 앞으로의 개선 방향을 제시하도록 한다.

전자무역 시뮬레이션 교육의 학습전략 (Learning Strategies on International e-Trade Simulation Education)

  • 이호형;김학민
    • 통상정보연구
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    • 제12권2호
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    • pp.109-132
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    • 2010
  • The purpose of this study is to survey the learning strategies and learning styles of the undergraduates in international e-trade simulation education. The set of learning strategies are investigated and the analysis is made how learning styles could affect the learning strategies. The subjects of this study were 112 undergraduates majored in international trade and their classes were using e-trade simulation. It is found that the undergraduates' learning strategy level is not high because the simulation education is not common yet in e-trade classes. The levels of self-efficacy and positive attitudes have high level whereas the expression strategy has the lowest. Strong results were not found among undergraduates' learning styles by each of the 11 strategies except two cases. One is that the undergraduates who had experiences of e-learning have higher level of social strategy than those of non e-learning experience group. The other is that the more the students spend the time in the simulation class, the more they have positive attitudes. This study supports that the simulation can increase the effectiveness of e-trade learning.

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상태 공간 압축을 이용한 강화학습 (Reinforcement Learning Using State Space Compression)

  • 김병천;윤병주
    • 한국정보처리학회논문지
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    • 제6권3호
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    • pp.633-640
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    • 1999
  • Reinforcement learning performs learning through interacting with trial-and-error in dynamic environment. Therefore, in dynamic environment, reinforcement learning method like Q-learning and TD(Temporal Difference)-learning are faster in learning than the conventional stochastic learning method. However, because many of the proposed reinforcement learning algorithms are given the reinforcement value only when the learning agent has reached its goal state, most of the reinforcement algorithms converge to the optimal solution too slowly. In this paper, we present COMREL(COMpressed REinforcement Learning) algorithm for finding the shortest path fast in a maze environment, select the candidate states that can guide the shortest path in compressed maze environment, and learn only the candidate states to find the shortest path. After comparing COMREL algorithm with the already existing Q-learning and Priortized Sweeping algorithm, we could see that the learning time shortened very much.

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Comparison of value-based Reinforcement Learning Algorithms in Cart-Pole Environment

  • Byeong-Chan Han;Ho-Chan Kim;Min-Jae Kang
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권3호
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    • pp.166-175
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    • 2023
  • Reinforcement learning can be applied to a wide variety of problems. However, the fundamental limitation of reinforcement learning is that it is difficult to derive an answer within a given time because the problems in the real world are too complex. Then, with the development of neural network technology, research on deep reinforcement learning that combines deep learning with reinforcement learning is receiving lots of attention. In this paper, two types of neural networks are combined with reinforcement learning and their characteristics were compared and analyzed with existing value-based reinforcement learning algorithms. Two types of neural networks are FNN and CNN, and existing reinforcement learning algorithms are SARSA and Q-learning.