• Title/Summary/Keyword: use for learning

Search Result 4,737, Processing Time 0.029 seconds

Development of Instructional Models for Problem Solving in Quadratic Functions and Ellipses (이차함수와 타원의 문제해결 지도를 위한 멀티미디어 학습자료 개발)

  • 김인수;고상숙;박승재;김영진
    • Journal of Educational Research in Mathematics
    • /
    • v.8 no.1
    • /
    • pp.59-71
    • /
    • 1998
  • Recently, most classrooms in Korea are fully equipped with multimedia environments such as a powerful pentium pc, a 43″large sized TV, and so on through the third renovation of classroom environments. However, there is not much software teachers can use directly in their teaching. Even with existing software such as GSP, and Mathematica, it turns out that it doesn####t fit well in a large number of students in classrooms and with all written in English. The study is to analyze the characteristics of problem-solving process and to develop a computer program which integrates the instruction of problem solving into a regular math program in areas of quadratic functions and ellipses. Problem Solving in this study included two sessions: 1) Learning of basic facts, concepts, and principles; 2) problem solving with problem contexts. In the former, the program was constructed based on the definitions of concepts so that students can explore, conjecture, and discover such mathematical ideas as basic facts, concepts, and principles. In the latter, the Polya#s 4 phases of problem-solving process contributed to designing of the program. In understanding of a problem, the program enhanced students#### understanding with multiple, dynamic representations of the problem using visualization. The strategies used in making a plan were collecting data, using pictures, inductive, and deductive reasoning, and creative reasoning to develop abstract thinking. In carrying out the plan, students can solve the problem according to their strategies they planned in the previous phase. In looking back, the program is very useful to provide students an opportunity to reflect problem-solving process, generalize their solution and create a new in-depth problem. This program was well matched with the dynamic and oscillation Polya#s problem-solving process. Moreover, students can facilitate their motivation to solve a problem with dynamic, multiple representations of the problem and become a powerful problem solve with confidence within an interactive computer environment. As a follow-up study, it is recommended to research the effect of the program in classrooms.

  • PDF

Use of Minimal Spanning Trees on Self-Organizing Maps (자기조직도에서 최소생성나무의 활용)

  • Jang, Yoo-Jin;Huh, Myung-Hoe;Park, Mi-Ra
    • The Korean Journal of Applied Statistics
    • /
    • v.22 no.2
    • /
    • pp.415-424
    • /
    • 2009
  • As one of the unsupervised learning neural network methods, self-organizing maps(SOM) are applied to various fields. It reduces the dimension of multidimensional data by representing observations on the low dimensional manifold. On the other hand, the minimal spanning tree(MST) of a graph that achieves the most economic subset of edges connecting all components by a single open loop. In this study, we apply the MST technique to SOM with subnodes. We propose SOM's with embedded MST and a distance measure for optimum choice of the size and shape of the map. We demonstrate the method with Fisher's Iris data and a real gene expression data. Simulated data sets are also analyzed to check the validity of the proposed method.

The Analysis of the APT Prelude by Big Data Analytics (빅데이터 분석을 통한 APT공격 전조 현상 분석)

  • Choi, Chan-young;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.6
    • /
    • pp.1129-1135
    • /
    • 2016
  • The NH-NongHyup network and servers were paralyzed in 2011, in the 2013 3.20 cyber attack happened and classified documents of Korea Hydro & Nuclear Power Co. Ltd were leaked on december in 2015. All of them were conducted by a foreign country. These attacks were planned for a long time compared to the script kids attacks and the techniques used were very complex and sophisticated. However, no successful solution has been implemented to defend an APT attacks(Advanced Persistent Threat Attacks) thus far. We will use big data analytics to analyze whether or not APT attacks has occurred. This research is based on the data collected through ISAC monitoring among 3 hierarchical Korean Defense System. First, we will introduce related research about big data analytics and machine learning. Then, we design two big data analytics models to detect an APT attacks. Lastly, we will present an effective response method to address a detected APT attacks.

Design and Implementation of Indoor Location Recognition System based on Fingerprint and Random Forest (핑거프린트와 랜덤포레스트 기반 실내 위치 인식 시스템 설계와 구현)

  • Lee, Sunmin;Moon, Nammee
    • Journal of Broadcast Engineering
    • /
    • v.23 no.1
    • /
    • pp.154-161
    • /
    • 2018
  • As the number of smartphone users increases, research on indoor location recognition service is necessary. Access to indoor locations is predominantly WiFi, Bluetooth, etc., but in most quarters, WiFi is equipped with WiFi functionality, which uses WiFi features to provide WiFi functionality. The study uses the random forest algorithm, which employs the fingerprint index of the acquired WiFi and the use of the multI-value classification method, which employs the receiver signal strength of the acquired WiFi. As the data of the fingerprint, a total of 4 radio maps using the Mac address together with the received signal strength were used. The experiment was conducted in a limited indoor space and compared to an indoor location recognition system using an existing random forest, similar to the method proposed in this study for experimental analysis. Experiments have shown that the system's positioning accuracy as suggested by this study is approximately 5.8 % higher than that of a conventional indoor location recognition system using a random forest, and that its location recognition speed is consistent and faster than that of a study.

Suggestions for Social Enterprise Status and Sustainability (사회적기업 현황과 지속가능성을 위한 제언)

  • Lee, Deok-Soo
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.21 no.6
    • /
    • pp.95-107
    • /
    • 2016
  • This paper discussed the status of a social enterprise that is being actively pursued in recent years. In addition, the study looked at the social enterprise in Gangwon actually about what the factors affecting the sustainability of social enterprises. The most important priority is 'value creation and communication of the stakeholders' category i) Communication with the social mission of an ongoing quest and corporate internal and external stakeholders, efforts to enhance the social reputation, ii) social organizations in the community and productive relationships with suppliers were two appeared to be the most important factor, "Finance and support" sector, was found to be an important factor in the efficient operation through the effective use of government policy support and sponsorship projects generate operating income. Second, the it was a 'internal business processes' communication efforts and conflict resolution mechanisms through the involvement of employees in the internal affairs division appeared to be important, Finally, we showed that expression and whether the existence of a successor group of entrepreneurial leadership, learning and innovation sector is an important factor affecting the sustainability of the social enterprise.

Towards Real Time Detection of Rice Weed in Uncontrolled Crop Conditions (통제되지 않는 농작물 조건에서 쌀 잡초의 실시간 검출에 관한 연구)

  • Umraiz, Muhammad;Kim, Sang-cheol
    • Journal of Internet of Things and Convergence
    • /
    • v.6 no.1
    • /
    • pp.83-95
    • /
    • 2020
  • Being a dense and complex task of precisely detecting the weeds in practical crop field environment, previous approaches lack in terms of speed of processing image frames with accuracy. Although much of the attention has been given to classify the plants diseases but detecting crop weed issue remained in limelight. Previous approaches report to use fast algorithms but inference time is not even closer to real time, making them impractical solutions to be used in uncontrolled conditions. Therefore, we propose a detection model for the complex rice weed detection task. Experimental results show that inference time in our approach is reduced with a significant margin in weed detection task, making it practically deployable application in real conditions. The samples are collected at two different growth stages of rice and annotated manually

A Web-based Chinese Characters Training System (웹 기반의 한자 쓰기 교육 시스템)

  • Lee, Hye-Sun;Kwon, Hoon;Kim, Jeong-Hee;Lee, Sang-Jun;Kwak, Ho-Young
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.292-295
    • /
    • 2006
  • As Chinese characters occupies more than 70% of words we currently use, the education of Chinese characters is becoming important day by day to accurately deliver the meaning of words in our language life. In recent, there are increasing concerns on writing Chinese characters correctly as well as reciting, books and Internet contents on Chinese character writing is emerging. However, currently available Internet media on the Chinese characters education only illuminates recitation and interpretation. Moreover, the writing part is merely provided in the form of paper by printing the characters, thus, writing materials are insufficient. In this paper, we propose a design and implementation of Web based Chinese characters writing system. Using the system, a user can write Chinese characters with mouse device. The learning progress is accordingly managed for the user. In addition, the proposed system can be used any place in where Internet is connected.

  • PDF

A Study on Cooperation between Kerberos system and Credit-Control Server

  • Choi, Bae-Young;Lim, Hyung-Jin;Chung, Tai-Myoung
    • Proceedings of the Korea Society of Information Technology Applications Conference
    • /
    • 2005.11a
    • /
    • pp.281-284
    • /
    • 2005
  • Kerberos is system that offer authorization in internet and authentication service. Can speak that put each server between client and user in distributed environment and is security system of symmetry height encryption base that offer authentication base mutually. Kerberos authentication is based entirely on the knowledge of passwords that are stored on the Kerberos Server. A user proves her identity to the Kerberos Server by demonstrating Knowledge of the key. The fact that the Kerberos Server has access to the user's decrypted password is a rwsult of the fact that Kerberos does not use public key cryptogrphy. It is a serious disadvantage of the Kerbercs System. The Server must be physically secure to prevent an attacker from stealing the Kerberos Server and learning all of the user passwords. Kerberos was designend so that the server can be stateless. The Kerberos Server simply answers requests from users and issues tickets. This study focused on designing a SIP procy for interworking with AAA server with respect to user authentication and Kerberos System. Kerberos is security system of encryption base that offer certification function mutually between client application element and server application element in distributed network environment. Kerberos provides service necessary to control whether is going to approve also so that certain client may access to certain server. This paper does Credit-Control Server's function in AAA system of Diameter base so that can include Accounting information that is connected to Rating inside certification information message in Rating process with Kerberos system.

  • PDF

A semiotic analysis of narrative structure in (<노다메 칸타빌레>의 내러티브 구조와 기호학적 분석)

  • Kwon, Jae-Woong;Choi, Se-Young
    • Cartoon and Animation Studies
    • /
    • s.27
    • /
    • pp.127-151
    • /
    • 2012
  • Created by Tomoko Ninomiya, was serialized in Japan from July 2001 to November 2009 and collected in 23 volumes. It has become a cultural syndrome after it was transferred to other media. Giving an attention to this cultural syndrome, this study aims to analyze narrative structure by means of semiotics. This study tries to use 'modele actantiel' and 'carre semiotique' of Greimas in order to clarify not only the meaning structure but also the course of narrative revealed in . The meaning structure of shows a unique relationship of genius and training. Although Nodame, a main character of this Japanese manga, is a straggler in music school because she does not show any passion for learning, she is depicted as a music genius. An education method called as apprenticeship is represented as the mechanism to bring out misfits in music. Dealing with her long journey to be a professional musician, this manga suggests how Nodame can be developed from as a misfit to as a professional pianist through introducing diverse education methods. Revealing critical perspective on music education in real world, gives a chance to rethink the relationship between genius and education in music.

Development of Sportainment Realistic Bike Simulator (스포테인먼트 실감 자전거 시뮬레이터 개발)

  • Youn, Jae-Hong;Choi, Hyo-Seung
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.2
    • /
    • pp.10-18
    • /
    • 2014
  • As the standard of living and leisure time of contemporary people is increasing, people who have interest not only in physical health activities but also in mental health activities are increasing. Also, people who have interest in sports activities, which include entertaining factors are gradually increasing. SporTainment is a compound of the words 'Sports' and 'Entertainment' and it possesses the meaning of doing sports and entertainment simultaneously. In addition, in the immersive media technology field, researches, which increase the feeling of existence and immersion through the stimulation of the consumer's emotional feedback technology, have been actively conducted. Such, emotional feedback technologies are based on fun and excitement and are activities, in which learning effects are included such as games, education, national defense etc. In addition, the emotional feedback technology is expanding in applied services, which maximize the feeling of existence and immersion of the consumers by adding reality effects in the virtual environment. In this research, the presence of the user was increased by developing a realistic bike simulation for the use of SporTainment, which combine emotional effects and reappearance devices in the bike simulation.