• Title/Summary/Keyword: 난이도 조절

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Improvement of Cognitive Rehabilitation Method using K-means Algorithm (K-MEANS 알고리즘을 이용한 인지 재활 훈련 방법의 개선)

  • Cho, Ha-Yeon;Lee, Hyeok-Min;Moon, Ho-Sang;Shin, Sung-Wook;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.259-268
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    • 2018
  • The purpose of this study is to propose a training method customized to the level of cognitive abilities to increase users' interest and engagement while using cognitive function training contents. The level of cognitive ability of the users was based on the clustering based on the users' information and Mini-Mental Statue Examination-Korea Child test score using the K-means algorithm applied collaborative filtering. The results were applied to the integrated cognitive function training system, and the contents order and difficulty level of the cognitive function training area were recommended to the user's cognitive ability level. Particularly, the contents difficulty control was designed to give a high immersion feeling by applying the 'flow theory' method that users can repeatedly feel tension and comfort. In conclusion, the user-customized cognitive function training method proposed in this paper can be expected to be more effective and rehabilitative results than existing therapists' subjective setting of contents order and difficulty level.

Prediction of Correct Answer Rate and Identification of Significant Factors for CSAT English Test Based on Data Mining Techniques (데이터마이닝 기법을 활용한 대학수학능력시험 영어영역 정답률 예측 및 주요 요인 분석)

  • Park, Hee Jin;Jang, Kyoung Ye;Lee, Youn Ho;Kim, Woo Je;Kang, Pil Sung
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.11
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    • pp.509-520
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    • 2015
  • College Scholastic Ability Test(CSAT) is a primary test to evaluate the study achievement of high-school students and used by most universities for admission decision in South Korea. Because its level of difficulty is a significant issue to both students and universities, the government makes a huge effort to have a consistent difficulty level every year. However, the actual levels of difficulty have significantly fluctuated, which causes many problems with university admission. In this paper, we build two types of data-driven prediction models to predict correct answer rate and to identify significant factors for CSAT English test through accumulated test data of CSAT, unlike traditional methods depending on experts' judgments. Initially, we derive candidate question-specific factors that can influence the correct answer rate, such as the position, EBS-relation, readability, from the annual CSAT practices and CSAT for 10 years. In addition, we drive context-specific factors by employing topic modeling which identify the underlying topics over the text. Then, the correct answer rate is predicted by multiple linear regression and level of difficulty is predicted by classification tree. The experimental results show that 90% of accuracy can be achieved by the level of difficulty (difficult/easy) classification model, whereas the error rate for correct answer rate is below 16%. Points and problem category are found to be critical to predict the correct answer rate. In addition, the correct answer rate is also influenced by some of the topics discovered by topic modeling. Based on our study, it will be possible to predict the range of expected correct answer rate for both question-level and entire test-level, which will help CSAT examiners to control the level of difficulties.

The Impact of Self-efficacy on Job Engagement and Job Performance of SMEs' Members: SEM-ANN Analysis (중소기업 조직구성원의 자기효능감이 직무열의와 직무성과에 미치는 영향: 구조모형분석-인공신경망 분석의 적용)

  • Kang, Tae-Won;Lee, Yong-Ki;Lee, Yong-Suk
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.6
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    • pp.155-166
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    • 2018
  • The purpose of this study is to analyze the impact of self-efficacy of SMEs' organization members on job engagement and job performance, and to analyze the difference between gender and marital status by applying SEM-ANN analysis. To accomplish the study purpose, 285 valid samples were collected from 400 SMEs' organization members and analyzed. In this study, self - efficacy consisted of three sub-dimensions: self-confidence, self-regulation efficacy, and task difficulty preference. As a result of the analysis, self - efficacy such as self-confidence, self-regulation efficacy, and task difficulty preference had a positive direct effect on job engagement. In addition, self-efficacy and self-control efficacy have a positive effect on job performance, but the preference of task difficulty has no significant effect. In addition, job engagement has a positive(+) effect on job performance, and has a mediating role in the relationship between self-efficacy and job performance. Also, married males preferred self-regulation efficacy, while females preferred self-regulation and self-control efficacy regardless of marital status. The purpose of this study is to present the framework of self-efficacy-job engagement-job performance of SMEs by measuring the self-efficacy related researches mainly in education and service industries, and is meaningful that companies can help to find the basis of management of organization members by gender and marital status of organization members. In addition, the SEM-ANN analysis process of this study is different in that it explains the nonlinear (nonobservative) relationship that can analyze the influence or the combination of the reference variables in the linear (compensatory) relation using the SEM.

A Question Example Generation System for Multiple Choice Tests by utilizing Concept Similarity in Korean WordNet (한국어 워드넷에서의 개념 유사도를 활용한 선택형 문항 생성 시스템)

  • Kim, Young-Bum;Kim, Yu-Seop
    • The KIPS Transactions:PartA
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    • v.15A no.2
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    • pp.125-134
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    • 2008
  • We implemented a system being able to suggest example sentences for multiple choice tests, considering the level of students. To build the system, we designed an automatic method for sentence generation, which made it possible to control the difficulty degree of questions. For the proper evaluation in the multiple choice tests, proper size of question pools is required. To satisfy this requirement, a system which can generate various and numerous questions and their example sentences in a fast way should be used. In this paper, we designed an automatic generation method using a linguistic resource called WordNet. For the automatic generation, firstly, we extracted keywords from the existing sentences with the morphological analysis and candidate terms with similar meaning to the keywords in Korean WordNet space are suggested. When suggesting candidate terms, we transformed the existing Korean WordNet scheme into a new scheme to construct the concept similarity matrix. The similarity degree between concepts can be ranged from 0, representing synonyms relationships, to 9, representing non-connected relationships. By using the degree, we can control the difficulty degree of newly generated questions. We used two methods for evaluating semantic similarity between two concepts. The first one is considering only the distance between two concepts and the second one additionally considers positions of two concepts in the Korean Wordnet space. With these methods, we can build a system which can help the instructors generate new questions and their example sentences with various contents and difficulty degree from existing sentences more easily.

A Serious Game Design and Prototype Development for Rehabilitation using KINECT Tools (KINECT를 활용한 재활 치료용 기능성 게임 개발)

  • Chae, Young Soog
    • Journal of Korea Multimedia Society
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    • v.17 no.2
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    • pp.248-256
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    • 2014
  • This paper designs a serious game for rehabilitation of patients with body pains because they sit down for a long time in the same position, or less physical movement. Activity-based game induces to player improvements in physical exercise with fun elements of the game through entertainment to help the body function and substantially increases the player's commitment during challenging goal. This research is a game design that combines the treatment of color and movement of body to the rhythm of the music. We constructed with XNA Game Studio and KINECT interface with gesture recognition technology. We need to research of evaluation system and test for the actual effect of the treatment and advanced functions of game playes like adding various musics and variety of motion.

The Effects of Health Department Undergraduates' Self-efficacy on Stress-coping Strategies : Focusing on multiple group analysis by grade and sex (건강보건 대학생의 자기효능감이 스트레스 대처전략에 미치는 영향 : 학년과 성별의 다중집단분석을 중심으로)

  • Baek, Yu-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.8
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    • pp.5273-5281
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    • 2015
  • The purpose of this study is to examine the effects of health related departments' self-efficacy on stress-coping strategies by setting up grade and sex as regulating variables and figure out their mediating effects. To attain the goal, a survey was conducted to 1,442 undergraduates attending S University, and the results went through analysis by using SPSS and AMOS. To sum up the study results, preference of difficult project exerted negative effects on avoidance-centeredness. Self confidence had negative effects on avoidance-centeredness. Self-regulating efficacy indicated positive effects on social support-orientation and problem solving-centeredness while avoidance-centeredness showed negative effects. Regarding effects among self-efficacy's subfactors, confidence, self-regulating efficacy, and preference for task difficulty, and stress-coping strategies' subfactors, social support-orientation, problem solving-centeredness, and avoidance-centeredness, there was difference found in the model by grade, but there was no difference found by sex.

Research of Computerized Adaptive Testing System for Cyber Home Study (사이버가정학습을 위한 적응형 평가시스템 연구)

  • Yang, Dong-Yong;Han, Sun-Gwan
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.321-329
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    • 2004
  • 사이버 가정학습은 오늘날 학교교육에서 발생하는 많은 문제점을 해결할 수 있는 새로운 교육방법으로서의 잠재력을 갖고 있다. 본 연구에서의 평가시스템은 사이버 가정학습 체제에서 학습자의 수준에 반응하는 즉, 학습자의 성취도를 가장 정확하게 측정할 수 있는 문제를 추출하고 피험자의 수준에 알맞게 평가의 길이, 내용을 제시하며 평가 결과에 따라 난이도를 조절 할 수 있는 평가시스템이다. 그리고 IRT 기법을 사용하여 피험자의 능력 수준을 알기 위하여 준비된 모든 문항을 해결하지 않고 피험자의 능력 수준에 의해 선택된 몇 개의 문항만으로 피험자의 능력 수준을 측정할 수 있도록 하였다.

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Difficulty Control of a Scrolling-Shooter Game Using Fuzzy Reasoning (퍼지이론을 이용한 슈팅게임 난이도 조절)

  • Park, Chang Hoon;Seo, Jinseok
    • Journal of Korea Multimedia Society
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    • v.20 no.8
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    • pp.1464-1471
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    • 2017
  • One of the important factors in game design is difficulty adjustment. An appropriate level of difficulty makes users have a sense of challenge and interest. However, the adjustment of difficulty takes a lot of time and effort, because of its ambiguity. To solve the problem, we propose a difficulty control method using a fuzzy theory. In this paper, a simple demonstration is exemplified to verify the effectiveness of our method. Experimental results show that the difficulty of the game changes according to the user's skill.

Study of Game Level Design Controled by Artificial Emotion (인공감정을 적용한 게임 난이도 조절에 관한 연구)

  • Park, Jun-Hyoung;Hyun, Hye-Jung;Yeo, Ji-Hye;Ko, Il-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.181-183
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    • 2011
  • 최근 게임 산업에서는 게임을 인공지능적인 측면으로 접근하는 방식 중 하나로 인공감정을 주목하고 있다. 인공감정은 감정자극과 감정, 그리고 감정의 표현 방식이라는 총 3가지 기본요소로 이루어져 있다. 본 연구에서는 인공감정을 사람들에게 꾸준하게 인지도가 상승하고 있는 캐주얼 게임에 적용시켜 보았다. 캐주얼 게임은 다른 게임들에 비해 게임 속에서 감정을 느낄 수 있는 환경요소가 한정적이고, 표현할 수 있는 감정이 적어 인공감정에 대한 플레이어의 반응을 실험하기에 적합한 게임 장르이다. 본 연구에서는 쉽게 제작 가능한 버튼 클릭 방식의 캐주얼 게임을 만들었다. 그리고 게임에 플레이어의 행동을 통해 감정적 영향을 받는 인공감정이 적용된 게임 에이전트를 제작했다.

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Construction of Tailored Learning Contents by Learner's Level using LCMS (LCMS를 이용한 학습자 수준별 맞춤형 학습 콘텐츠 구성)

  • Jeong, Hwa-Young
    • Journal of Internet Computing and Services
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    • v.11 no.2
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    • pp.165-172
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    • 2010
  • In Web-based learning systems, the techniques, as self-regulated learning, self-directed learning, are used to improve the effect of learner's study. These techniques are methods considering learner's study level but to consider the learner's study ability properly, the tailored course for learner should be applied. In this research, the learning system considering learner's study ability was proposed. To decide a learner's study ability, IRT(Item Response Theory) was applied and learning contents and question items were developed and applied by the degree of difficulty.