• Title/Summary/Keyword: 난이도 조절

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Effect of Motor Cues and Secondary Task Complexity on Driving Performance and Task Switching While Driving (운전 중 IVIS 조작 상황에서 Motor Cue와 과제의 난이도가 과제 전환과 운전 주행에 미치는 영향)

  • Ryoo, Eunhyun;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.21 no.2
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    • pp.29-42
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    • 2018
  • As information technology is more actively incorporated into automobiles, the role of IVIS (In-Vehicle Infotainment System) is becoming increasingly important for providing convenience and entertainment for drivers. However, using the infotainment systems while driving requires task switching and attending to two visual resources simultaneously. We simulated a setting where participants have to drive while interacting with the infotainment system and examined how task difficulty and motor cues impact driver task-switching and driving performance, specifically whether the effects of motor cues differ depending on task difficulty. For the infotainment display, we used two types of number array depending on the congruency between the digit repetition and the chunking unit, while task difficulty was manipulated by the size of the touch-keys. Participants were instructed to dial two numbers on the screen while we recorded the dialing time, lateral position, inter-key press intervals, and steering wheel control. We found that dialing time and lateral position were affected by task difficulty, while the type of number array had no effect. However, the inter-key press intervals between chunked numbers and steering wheel movement both increased when participants had to use an incongruent number array, which indicates that, if number digits are repeated, chunking is ignored by the drivers. Our findings indicate that, in a dual-task condition, motor cues offset the effect of chunking and can effectively signal the timing for task switching.

Card Battle Game Agent Based on Reinforcement Learning with Play Level Control (플레이 수준 조절이 가능한 강화학습 기반 카드형 대전 게임 에이전트)

  • Yong Cheol Lee;Chill woo Lee
    • Smart Media Journal
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    • v.13 no.2
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    • pp.32-43
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    • 2024
  • Game agents which are behavioral agent for game playing are a crucial component of game satisfaction. However it takes a lot of time and effort to create game agents for various game levels, environments, and players. In addition, when the game environment changes such as adding contents or updating characters, new game agents need to be developed and the development difficulty gradually increases. And it is important to have a game agent that can be customized for different levels of players. This is because a game agent that can play games of various levels is more useful and can increase the satisfaction of more players than a high-level game agent. In this paper, we propose a method for learning and controlling the level of play of game agents that can be rapidly developed and fine-tuned for various game environments and changes. At this time, reinforcement learning applies a policy-based distributed reinforcement learning method IMPALA for flexible processing and fast learning of various behavioral structures. Once reinforcement learning is complete, we choose actions by sampling based on Softmax-Temperature method. From this result, we show that the game agent's play level decreases as the Temperature value increases. This shows that it is possible to easily control the play level.

Implementation of Bursting Ballon Game using Android for Children's Color Study (유아의 색 학습을 위한 안드로이드용 풍선 터뜨리기 게임 구현)

  • Ahn, Byeong-Ik;Lee, Jae-Hoon;Kim, Soo-Kyun;Hong, Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.267-268
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    • 2015
  • 인간은 태어날 때부터 접하게 되는 모든 것이 색으로 이루어져 있으며, 색상은 인간의 건강과 정신적 측면에 많은 영향을 끼친다. 어린 시절부터 색상 학습을 통해 색 자극을 지속적으로 주게 되면, 정서적인 안정감뿐만 아니라 감성 발달까지 유도할 수 있다. 본 논문에서는 안드로이드 운영체제 기반의 유아의 색 학습을 위한 안드로이드용 풍선 터뜨리기 게임을 구현하였다. 로그인 시스템을 적용하여 사용자 개개인의 학습 결과를 제공하고, 통합적인 데이터베이스를 구축하여 사용자의 랭킹 시스템을 구현하였다, 직관적인 조작이 가능하도록 UI를 적용하여 유아에게도 쉽게 색상 공부를 하도록 하였다. 추후 다양한 색들을 추가하여 다른 색도 학습할 수 있도록 개선하고, 개수와 속도조절을 통한 난이도 조절기능이 추가된다면 유아의 색의 학습뿐만 아니라 두뇌발달에도 도움이 되고 나아가서 손가락 재활이나 치매예방 등 다양한 분야에 적용될 수 있을 것으로 예상된다.

A case study of learning attitude change according to programming learning experience (프로그래밍 학습 경험에 따른 학습 태도 변화 사례 연구)

  • Lee, Kyung-Sook
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.93-98
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    • 2021
  • The change of programming language learning experience on learning motivation was analyzed. Learning a programming language is generally evaluated as a difficult process even for majors. Measuring psychological changes related to programming learning at this point in expanding to non-majors is necessary for learner analysis. The overall learner attitude change was investigated by measuring achievement goals, academic interest, academic self-efficacy, cognitive involvement, and academic self-regulation, which are motivation-related factors. All factors related to learning attitude showed a decrease in the post-test results. This result is interpreted that the difficulty of the learning process decreased the motivation to learn programming. It was found that the greater the difficulty perceived by the learner, the greater the decrease in the motivation to learn. Based on the results of this study, it has implications that a learning environment and learning process that can give feedback and a situation that can reduce the level of learning difficulty felt by learners should be systematically given.

Factors Affecting Management Process Inefficiency of Knowledge Service Firms (지식서비스기업의 관리프로세스 비효율에 영향을 미치는 요인 연구)

  • Ahyun Kim;Bo Seong Yun;Yong Jin Kim
    • Information Systems Review
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    • v.21 no.4
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    • pp.69-97
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    • 2019
  • Knowledge service firms are able to have higher 'Organizational Performance (OP)' by improving efficiency in management processes on customer problem solving. This study explores the role of inefficiency that has been overlooked up to now compared to the management process efficiency. We also suggest in this study 'Hierarchical Culture (HC)' and 'IT Relatedness (IR)' as the factors influencing the inefficiency of management processes, and propose the moderating effect of 'Task Difficulty (TD)' on the relationship between independent factors and 'Inefficiency of Business Process(IP)'. The results of analysis show that 'HC' has a positive effect on 'IP', and 'IR' has a negative effect on 'IP'. 'TD' was significant moderator of between independent variables and 'IP'. 'IP' was shown to play a full mediating role between independent factors and 'OP'. In conclusion, knowledge service firms are desired to reduce 'HC' and enhance 'IR' by minimizing unnecessary formal procedures, securing flexibility in decision making through appropriate empowerment, creating a smooth flow of knowledge, and enhancing the level of IT resource management and utilization. In addition, in order to effectively reduce 'IP', it is required that a company with a high degree of 'TD' to more reduce a 'HC' and a company with a low degree of 'TD' to more enhance a 'IR'.

Effect of Technical Aspect in Practitioner on the Pregnancy and Abortion after Transfer of In Vitro Produced Korean Native Cow Embryos (한우 체외수정란이 이식된 수란우의 임신과 유산에 영향을 미치는 시술자 측 요인들)

  • Kim S. S.;Park Y. S.;Park Y. M.;Park H. D.;Shim H. S.;Kim N. H.
    • Journal of Embryo Transfer
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    • v.20 no.1
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    • pp.9-15
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    • 2005
  • This study was conducted to investigate the effects of various factors of practitioner's techniques such as skill, difficulty, consumed time, implantation depth, bleeding and altering of implant location, on pregnancy and abortion after transfer of in vitro produced Korean Native Cow embryos. The pregnancy rate of skilled transfer $(54.2\%)$ was significantly higher than that of unskilled transfer $(37.9\%)$, of 2/3 $(46.9\%)$ location in uterus was significantly higher than in 1/2 $(39.5\%)$ or 4/5 $(38.0\%)$ uterus, and of altering implantation location $(52.9\%)$ was significantly increased. There were no difference in pregnancy among the groups of difficulty of transfer, consumed time and bleeding of uterus. The abortion rates from skill, difficulty of transfer, implantation depth, consumed time, bleeding of uterus and altering of location were not differ.

The Effect of Self-Efficacy on Career Commitment: Mediating Effects of Career Identity and Conditional Effects of Goal Difficulty (자기효능감이 경력몰입에 미치는 영향: 경력정체성의 매개효과와 목표난이도의 조절된 매개효과)

  • Nayeon Lee;Hyunjeong Jo; Woocheol Kim
    • Journal of Practical Engineering Education
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    • v.15 no.3
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    • pp.649-662
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    • 2023
  • This study aimed to confirm the conditional effect of goal difficulty on the relationship between self-efficacy, career identity, and career commitment of workers in domestic companies. A survey targeting 500 employees of domestic companies was conducted to measure self-efficacy, career identity, career commitment, and goal difficulty. Data were analyzed using MPlus and SPSS PROCESS Macro. The results are as follows. First, self-efficacy was found to have a significant positive effect on career identity and career commitment. Additionally, career identity was found to have a significantly positive effect on career commitment. Second, the mediating effect of career identity on the relationship between self-efficacy and career commitment was significant and moderated by the level of goal difficulty. Based on the above research results, the academic and practical implications are presented.

The Effects of Teacher's Background Variables and Teacher Efficacy on Elementary School Teacher's Instructional Behavior in Student-Participatory Class (학생 참여형 수업에서 교사 배경변인과 교사효능감이 초등교사의 수업행동에 미치는 영향)

  • Kim, Do-Hyeong;Lee, Dong Yub
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.51-58
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    • 2020
  • The purpose of this study was to provide research results on how teacher background variables and teacher efficacy affect the teacher's instructional behavior of elementary school teachers in student participatory classes. A survey was conducted on 122 elementary school teachers in the G area and a regression analysis was conducted to analyze the relationship of influence between variables. As a result of the regression analysis, self-regulation efficiency and task difficulty preference had a significant impact on elementary teachers' instructional behavior. As for teaching knowledge, class motivation, which are sub-variable factors in class behavior, self-regulating efficacy had a higher influence than task difficulty preference and for class communication, task difficulty preference had a higher influence than self-regulating efficacy. Based on the results of the study, we considered ways to show desirable teaching behavior of elementary school teachers in student participatory classes.

A Learner Tailoring Question Recommendation System for Web based Learning Evaluation System (웹 기반 학습평가를 위한 학습자 중심 문제추천 시스템)

  • Jeong, Hwa-Young;Kim, Eun-Won;Hong, Bong-Hwa
    • 전자공학회논문지 IE
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    • v.45 no.4
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    • pp.68-73
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    • 2008
  • In this research, we proposed a learner tailoring question recommendation system for web based learning evaluation system. For teaming evaluation process, this system used the item difficulty Each question was stored and managed to the question bank. Item difficulty was recalculated during teaming process and feedback in next course. For learner tailoring question recommendation, learner could choice the teaming part and set the learning difficulty. In application result of proposal method, almost learner could improve learning score by controling teaming difficulty.

Game Elements Balancing using Deep Learning in Artificial Neural Network (딥러닝이 적용된 게임 밸런스에 관한 연구 게임 기획 방법론의 관점으로)

  • Jeon, Joonhyun
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.65-73
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    • 2018
  • Game balance settings are crucial to game design. Game balancing must take into account a large amount of numerical values, configuration data, and the relationship between elements. Once released and served, a game - even for a balanced game - often requires calibration according to the game player's preference. To achieve sustainability, game balance needs adjustment while allowing for small changes. In fact, from the producers' standpoint, game balance issue is a critical success factor in game production. Therefore, they often invest much time and capital in game design. However, if such a costly game cannot provide players with an appropriate level of difficulty, the game is more likely to fail. On the contrary, if the game successfully identifies the game players' propensity and performs self-balancing to provide appropriate difficulty levels, this will significantly reduce the likelihood of game failure, while at the same time increasing the lifecycle of the game. Accordingly, if a novel technology for game balancing is developed using artificial intelligence (AI) that offers personalized, intelligent, and customized service to individual game players, it would bring significant changes to the game production system.

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