• Title/Summary/Keyword: 다중 참여 훈련

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Construction of Dialog Engagement Model using MovieDic Corpus (MovieDic 말뭉치를 이용한 대화 참여 모델의 구성)

  • Koo, Sangjun;Yu, Hwanjo;Lee, Gary Geunbae
    • 한국어정보학회:학술대회논문집
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    • 2016.10a
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    • pp.249-251
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    • 2016
  • 다중 화자 대화 시스템에서, 시스템의 입장에서 어느 시점에 참여해야하는지를 아는 것은 중요하다. 이러한 참여 모델을 구축함에 있어서 본 연구에서는 다수의 화자가 대화에 참여하는 영화 대본으로 구축된 MovieDic 말뭉치를 사용하였다. 구축에 필요한 자질로써 의문사, 호칭, 명사, 어휘 등을 사용하였고, 훈련 알고리즘으로는 Maximum Entropy Classifier를 사용하였다. 실험 결과 53.34%의 정확도를 기록하였으며, 맥락 자질의 추가로 정확도 개선을 기대할 수 있다.

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A Virtual Sailor Training Platform for Fire Drills on Ship (선박 화재 대응 훈련을 위한 가상 선원 훈련 플랫폼 개발)

  • Jung, Jin-Ki;Park, Jin-Hyoung
    • Journal of Navigation and Port Research
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    • v.40 no.4
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    • pp.189-196
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    • 2016
  • We propose a virtual sailor training platform which supports emergency drills for ship's fire in virtual environment. Proposed platform not only enhances training efficiency by providing immersiveness, but also enables a consolidated virtual training due to the network-based multiplayer capabilities. Based on the offline fire simulation results using FDS and CFAST the platform visualizes a realistic fire spread in real-time. The training platform on the basis of the fire training material of the maritime safety education institute induces equipment proficiency and environment adaptation throughout immersive virtual environment in addition to procedure proficiency as well. In the implementation we showed that the equipment and environment controls and telepresence improve the training proficiency and enable collaborative virtual training that participates multiple trainees and induces cooperation for a common goal. Implementation of the platform demonstrated the skill mastery capability of the drill such as efficient fire apparatus controls and passenger controls.

Learning/Training System Supporting Real Time Video Chatting on Web-based 3D Virtual Space (웹 기반 3차원 가상 공간에서 실시간 화상 대화 지원 학습/훈련 시스템)

  • 정헌만;탁진현;이세훈;왕창종
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.571-573
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    • 2000
  • 기존 분산 가상환경 시스템에서는 참여자들 사이의 언어 외적인 의사교환을 지원하기 위해 참여자의 아바타에 몸짓이나 얼굴 표정 등을 표현할 수 있도록 애니메이션 가능한 아바타를 사용한다. 하지만 아바타 애니메이션으로 참여자의 의사 및 감정 표현을 표현하는데는 한계가 있다. 따라서, 이 논문에서는 가상 환경 내의 다중 사용자들의 의사 교환 및 감정 표현을 극대화할 수 있는 방법으로 실시간 화상 대화 가상 환경 학습.훈련 시스템을 설계하였다. 설계한 시스템은 학습 참여자의 화상 및 음성 스트림을 전달함으로써 기존 응용들에 비해 풍부한 의사 교환을 지원하고, 가상 공간에서 학습에 필요한 다양한 모듈들을 포함하고 있다.

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Construction of Dialog Engagement Model using MovieDic Corpus (MovieDic 말뭉치를 이용한 대화 참여 모델의 구성)

  • Koo, Sangjun;Yu, Hwanjo;Lee, Gary Geunbae
    • Annual Conference on Human and Language Technology
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    • 2016.10a
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    • pp.249-251
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    • 2016
  • 다중 화자 대화 시스템에서, 시스템의 입장에서 어느 시점에 참여해야하는지를 아는 것은 중요하다. 이러한 참여 모델을 구축함에 있어서 본 연구에서는 다수의 화자가 대화에 참여하는 영화 대본으로 구축된 MovieDic 말뭉치를 사용하였다. 구축에 필요한 자질로써 의문사, 호칭, 명사, 어휘 등을 사용하였고, 훈련 알고리즘으로는 Maximum Entropy Classifier를 사용하였다. 실험 결과 53.34%의 정확도를 기록하였으며, 맥락 자질의 추가로 정확도 개선을 기대할 수 있다.

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Developing VR-based Sailor Training Platform Authoring Tool (가상현실 기반 선원 훈련 플랫폼 저작도구 개발)

  • Jung, Jinki;Lee, Hyeopwoo
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2016.05a
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    • pp.181-185
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    • 2016
  • In this paper we propose a VR-based Sailor Training Platform Authoring Tool which efficiently trains sailors in immersive ways. Proposed authoring tool consists of virtual environment reconstruction that imports real ship indoor environment into virtual environment and script editing which is able to implement various scenarios in emergency based on just drag-and-drop interface. The aim of importing real ship environment and supporting various VR devices is to enhance immersiveness and training so that trainees can deal with serious emergency events. Also the usefulness of the interface enables to reduce the cost of making training materials. Throughout scenario editing interface, the proposed authoring tool supports the editing of multi-user scenario and setting individual task for the evaluation.

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A Study on Individual Training Account System Experiences and Labor Market Outcomes of the College Graduate Youth (대졸 청년층의 내일배움카드제 참여경험과 노동시장 성과)

  • Kwon, Hye-Young
    • 한국사회정책
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    • v.23 no.1
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    • pp.151-178
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    • 2016
  • This study aims to look at the current status of college graduate youth' participating in Individual Training Account System of Korea and analyze the effects of their participation experience on the labor market outcomes. To achieve this, this study used the data from 2012 Graduates Occupational Mobility Survey(GOMS) and for analysis, used both multiple regression analysis and binomial logistic regression analysis. As a result, it was found that the number of young people who had ever heard about the Individual Training Account System was 2,707 individuals (27.6%), and among them, the number of young people who had actually participated in the System was 695(25.7%). As a result of analyzing the effect of participation experience with the Individual Training Account System on the outcomes of labor market, it was found that participation experience had a positive and significant impact on whether they were employed and the form of employment (permanent position), whereas it did not have a positive impact on average monthly wage. Based on these results, this study drew implications for further studies and suggested policy tasks for improving the policy effectiveness of the Individual Training Account System.

Effects of Participating in Tele-rehabilitation Service on Health Promotion and Quality of Life for Individuals with disability (원격재활서비스 참여가 지역사회 장애인의 건강증진 및 삶의 질에 미치는 영향)

  • Cha, Yerin;Jung, Bong-Keun;Lee, Seong A
    • 재활복지
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    • v.22 no.3
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    • pp.169-188
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    • 2018
  • The aims of this study was to investigate the effect of the Tele-rehabilitation service on health promotion and quality of life for individuals with disability. The subjects were 3 men who agreed with participating in service and were assessed of health promotion level with physical/psychological scales and quality of life. The service consists of 20 sessions for 13 weeks. The results are as follows: First, all participants improved psychosocial health promotion (subjective health level) factor. Second, physical health promotion (upper limb function, strength, range of motion) maintained and improved, but there was little change. Third, the quality of life was higher than before. In addition, qualitative research showed that participants experienced a positive change in subjective health status, emotional stability, benefit, and self efficacy, and they were satisfied with the service. Based on the results, it was shown that participation helps improve the health and quality of life of the individuals with disability in the community. This study can be used it as a basic data for establishing a Tele-rehabilitation service for individuals with disability in local community.

A Motion-driven Rowing Game based on Teamwork of Multiple Players (다중 플레이어들의 팀워크에 기반한 동작-구동 조정 게임)

  • Kim, Hyejin;Shim, JaeHyuk;Lim, Seungchan;Goh, Youngnoh;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.73-81
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    • 2018
  • In this paper, we present a motion-driven rowing simulation framework that allows multiple players to row a boat together by their harmonized movements. In the actual rowing game, it is crucial for the players to synchronize their rowing with respect to time and pose so as to accelerate the boat. Inspired by this interesting feature, we measure the motion similarity among multiple players in real time while they are doing rowing motions and use it to control the velocity of the boat in a virtual environment. We also employ game components such as catching an item which can accelerate or decelerate the boat depending on its type for a moment once it has been obtained by synchronized catching behaviors of the players. By these components, the players can be encouraged to more actively participate in the training for a good teamwork to produce harmonized rowing movements Our methods for the motion recognition for rowing and item catch require the tracking data only for the head and the both hands and are fast enough to facilitate the real-time performance. In order to enhance immersiveness of the virtual environment, we project the rowing simulation result on a wide curved screen.

The Relationship between Lifestyle Sports Leader's Leadership Style and Badminton Club Member's Performance: A Self-Efficacy Mediating Effect (생활스포츠 지도자 리더십유형과 배드민턴 동호인의 경기력 관계: 자기효능감 매개효과 검증)

  • Nam, Yoon Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.311-320
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    • 2021
  • The purpose of this study is to identify the mediating effect of self-efficacy in the relationship between the leadership style of badminton life sports leaders and the performance of club members. A total of 600 badminton club members were invited to participate and 593 were selected for this study. For data analysis, mediating effects were verified through frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and hierarchical regression analysis. For result section, first, it was found that training instruction behavior, authoritative behavior, and social behavior, which are sub-factors of the leader leadership type, have a positive effect on performance(p<.05). Second, it was found that training instruction behavior, which is a sub-factor of leader leadership type, had a positive effect on self-efficacy(p<.01), and that authoritarian behavior had a negative effect on self-efficacy(p<.01). Third, the mediating effect of self-efficacy was found indirectly in the relationship between leader leadership and performance(p<.001). Based on these results, it is judged that it will be easier to build a more effective training system if the direction for the leadership and guidance type of life sports is set by reflecting the needs of the participants.

Masseurs' Job Satisfaction of Persons with Visual Impairments in South Korea -Test of Integrative Work Satisfaction Model in Social Cognitive Career Theory- (우리나라 시각장애인 안마사들의 직업만족도에 대한 연구 -사회인지진로발달이론의 통합직업만족모델을 중심으로-)

  • Kim, Ki Hyun
    • 재활복지
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    • v.20 no.4
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    • pp.1-29
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    • 2016
  • The research regarding employees' job satisfaction is one of the most important indicators of their vocational adjustment or outcome. The purpose of this study is to investigate the level of job satisfaction of South Korean masseurs with visual impairments and what variables predict to this. The work satisfaction model of Social Cognitive Career Theory (Lent Brown, 2006a) was grounded. a total of 221 South Korean masseurs with visual impairments participated in this study. Multiple regression analysis indicated that as masseurs in this study experienced having a better fit with their job regarding their monetary aspects, as they felt efficacious with their massage skills, as they felt more positive, and as they considered their job duties fit their education or skills they learned, their level of job satisfaction was higher. However, fit with their organization values or cultures or how much they get social support from their family, friends, or significant others did not predict their job satisfaction. In addition, the analysis supported the existence of a moderating effect of positive affect on the relationship between subjective fit and job satisfaction, in addition to the moderating effect of social support on the relationship between work related self-efficacy and job satisfaction among study participants. Implications for policy makers, researchers, and career counselors were also provided.