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      • KCI등재

        유형-2 퍼지 논리 기반 그린 IT 깊이 성숙도 모델

        문경일,김철,Moon, Kyung-Il,Kim, Chul 한국정보교육학회 2010 정보교육학회논문지 Vol.14 No.2

        복잡계 관점에서 트래픽 패턴, 도시 및 다세포 생물학적 유기체 등이 하나의 창발적인 현상인 것처럼, '그린 IT'의 개념 또한 지구 온난화 문제로 인해 인간 세계에서 태동할 수밖에 없는 불가피한 창발적인 현상이다. 복잡계 이론의 관점에서 그린 IT는 무작위한 것으로부터 대단히 복잡한 방식으로 상호작용을 하는 상당히 뒤얽힌 시스템으로 발전할 가능성이 높다. 그렇지만, 그린 IT 시스템 또한 하나의 복잡계라 할 때, 그러한 시스템을 구동시키고 억제시키는 미지의 끌개들이 존재한다. 이러한 맥락에서 본 논문은 그린 IT 시스템의 잠정적인 끌개들을 식별하고, 평가할 수 있는 하나의 새로운 모델을 제안하고, 이를 교육적으로 활용하는데 있다. 구체적으로 그린 IT의 끌개라 할 수 있는 그린 IT 너비-깊이 행렬을 기반으로 그린 IT 진화 및 자기조직화 되어가는 과정을 측정할 수 있는 유형-2 퍼지 시스템을 구축한다. Emergent process or behaviour can be seen in many places, from any multicellular biological organism to traffic patterns, cities or organizational phenomena in computer simulations. Similarly, the concept of 'Green IT' refers to the way complex systems and patterns arise inevitably among groups due to environmental concerns in real world. Green IT has good possibility to evolve as very chaotic system, in which the number of interactions between components increases geometrically with the number of components, thus potentially allowing for many new types of behaviour to emerge. However, when Green IT system regards as a complexity one, there exits some attractors to derive and control the system. In this context, this paper presents a new model based on type-2 fuzzy logic system to identify and assess the attractors of Green IT system which correspond to Reach-Richness matrix of Green IT.

      • 임베디드 시스템용 키패드의 알파벳 모양에 의한 영문자 입력방법

        문경일,이현엽 湖南大學校 情報通信硏究所 2003 정보통신연구 Vol.13 No.-

        In this paper, a new method capable of directly inputting English characters using the characteristic shapes of alphabets for a small keypad used in the imbedded systems has been introduced. The new method selects keypad buttons for each character by its ending and crossed points of the character line in order to input a specific character. This method is capable of directly inputting characters to the system through keypad since it utilizes the characteristics of each character and also the user does not need to read small character arrays written in keypad buttons, thus the rapid input of alphabets are possible and the fatigue in user's eyes can greatly be reduced, which leads to the improvement in overall embedded system performance.

      • KCI등재
      • KCI등재후보

        창의적 실과 교육프로그램 적용이 아동의 창의성 신장과 학업성취도에 미치는 효과

        문경일,김용익 한국실과교육연구학회 2003 實科敎育硏究 Vol.9 No.2

        The present study aimed at examining the effects of the application of a creative practical arts education program on children's academic achievement and creativity. The research result can be interpreted in two ways. First, high creativity does not necessarily result in high academic achievement. That is, to enhance academic achievement, children need concentrative and repetitive learning in addition to creative thinking power. Second, the traditional examination questions are mainly to assess students' memory. Even if classes are developed in the direction of improving children's creativity, examination questions advantageous to students who are good at memory work will hinder the development of creativity. Accordingly, schools need to set examination questions with the intention of enhancing students' creativity. Based no the result, this study makes the following suggestions.First, teachers must be given opportunities of field training for developing students' creativity. Second, there must be experimental research on the effects of creative problem-solving class models related to other units in practical arts to improve the effects of learning by applying the models.Third, this study proposed a creative problem-solving class model as a class model for developing children's creativity through practical arts education. However, it is necessary to develop a class model that reflects the characteristics of practical arts education so that the model can develop children's advanced thinking power including basic functional skills, senses of future direction and creative ability, which are suggested as the objectives of practical arts education. 결론 및 제언1. 요약

      • 비선형 뉴런출력을 갖는 RBF 신경망 학습 알고리즘

        문경일 호남대학교 정보통신연구소 1997 정보통신연구 Vol.6 No.-

        RBF 신경망에 관해 가우스형의 기저함수 사용은 백프로게이션 네트워크에서 사용되는 구배 감소와 같은 학습 알고리즘의 수행이 용이하지 않은 단점을 가진다. 더 나아가서 뉴런 출력에 관해 선형의 전달함수를 사용하는 경우에 sensitivity 분석은 구배감소와 같은 학습 알고리즘이 잘못된 결과를 유도하게 된다. 광선형의 기저함수들은 반드시 가우스형의 지수함수에 의해서만 유도될 수 있는 것이 아니고, 선형함수의 생성자를 통해 유도될 수도 있다. 본 논문에서는 선형함수의 생성자를 사용한 RBF 네트워크의 구축과 뉴런 출력이 선형이 아닌 로그-시그모이드형의 일반적인 비선형인 경우에 있어서 학습 알고리즘을 나타낸다. 이러한 접근방법은 가우스 함수를 적용하는 모형을 포함한 모든 다양한 RBF 모형을 admissible하게 할 수 있다. 특히 모의실험 결과는 제안된 학습 알고리즘이 안정적이고, 보다 좋은 성질을 가질 수 있음을 나타내고 있다. The use of Gaussian basis functions prevents the development of a simple and easily implementable learning algorithm based on gradient descent such as the error backpropagation algorithm. Further, a sensitivity analysis explains the failure of gradient descent learning on radial basis function networks, which are used by alinear transfer function for neuron outron outputs. Admissible radial basis function models can be solved by replacing the exponential by a linear generator function. This paper presents a simple approach for building radial basis function networks and also proposes a learning algorithm based on sigmoidal transfer functions. This approach results in a broad variety of admissible radial basis function models, including those employing Gaussian radial basis functions. Experiments of the proposed learning algorithm indicate very satisfactory generalization ability.

      • NEFCLASS의 적용에 따른 초기 규칙베이스

        문경일 호남대학교 정보통신연구소 2000 정보통신연구 Vol.10 No.-

        Neuro-fuzzy systems have been considered for several years already. However, the term neuro-fuzzy still lacks proper definition, and still has the flavour of a buzzword to it. Few neuro-fuzzy methods do actually employ neural networks, even though they are very often depicted in form of some kind of neural network structure. However, all methods display some kind of learning capability, as it is known from neural networks. This article reviews neuro-fuzzy systems, which combine methods from neural network theory with fuzzy systems. Further, it presents NEFCLASS, an approach to neuro-fuzzy classification, and is discussed how a neuro-fuzzy classification, and is discussed how a neuro-fuzzy classifier can be initialized by rules generated by initial rule bases.

      • 지식레벨을 사용한 문화콘텐츠 기획 협동 에이전트 시스템

        문경일,배상빈 호남대학교 정보통신연구소 2006 정보통신연구 Vol.16 No.-

        Distributed cooperative culture contents planning system is the one that has various knowledge sources as well as culture planning capabilities to get information in a distributed and heterogeneous data environment. In a distributed cooperative information system, a control mechanism to facilitate the available information is very important, and usually the role of the control mechanism determines the behavior of the total system. In this research, we proposed a model of the distributed cooperative culture contents planning system which is based on the multi-agent paradigm. The proposed system makes the knowledge sources into agents and a special agent called 'facilitator' controls the cooperation between the knowledge agents. The facilitator uses the knowledge granularity level to determine the sequence of the activation of the agents. In other words, the knowledge source with simple but fast processing mechanism activates first while more sophisticated but slow knowledge sources are activated late. In an environment in which we have several knowledge sources for the same topic, the proposed system will simulate the focusing mechanism of human cognitive process.

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