• Title/Summary/Keyword: 반응 행동

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The process of estimating user response to training stimuli of joint attention using a robot (로봇활용 공동 주의 훈련자극에 대한 사용자 반응상태를 추정하는 프로세스)

  • Kim, Da-Young;Yun, Sang-Seok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1427-1434
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    • 2021
  • In this paper, we propose a psychological state estimation process that computes children's attention and tension in response to training stimuli. Joint attention was adopted as the training stimulus required for behavioral intervention, and the Discrete trial training (DTT) technique was applied as the training protocol. Three types of training stimulation contents are composed to check the user's attention and tension level and provided mounted on a character-shaped tabletop robot. Then, the gaze response to the user's training stimulus is estimated with the vision-based head pose recognition and geometrical calculation model, and the nervous system response is analyzed using the PPG and GSR bio-signals using heart rate variability(HRV) and histogram techniques. Through experiments using robots, it was confirmed that the psychological response of users to training contents on joint attention could be quantified.

Improving Social Interaction Between Children With Autism Spectrum Disorder and Their Neurotypical Siblings Through a Cooperative Music Playing Intervention (자폐스펙트럼장애 아동과 비장애 형제간 상호작용 향상을 위한 협력적 악기연주 프로그램 적용 사례)

  • Jung, Jin Won
    • Journal of Music and Human Behavior
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    • v.20 no.2
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    • pp.61-88
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    • 2023
  • This case study examined whether a cooperative musical instrument playing could enhance interactions between children with autism spectrum disorder (ASD) and their neurotypical (NT) siblings. It involved three children with ASD aged 7-12 years and three NT siblings aged 6-11 years. Each group, comprising a child with ASD and their NT sibling, participated in a 40-minute sessions twice weekly for eight sessions over four weeks. The intervention included three stages: simultaneous action, complementary action, and achieving a joint goal. Evaluation criteria included the initiation and response behaviors of each child, and sequential interactive behaviors and cooperative behaviors between pairs were measured. Additionally, before and after the intervention, parents and NT sibling assessed their perceived sibling relationships. Results showed increased interactive and cooperative behaviors. Post-intervention, both parents and NT siblings rated the sibling relationship highly, despite little change in sibling conflict and competition consciousness. These findings indicate that interactive instrument playing can enhance perceptions of siblings as cooperative play partners and aid in teaching them how to collaborate during interactions.

foraging behavior of Amblyseius longispinosus (Acarina;Phytoseiidae) for Tetranychus urticae (Acarina: Tetranychidae) Eggs (점박이응애(Tetranychus urticae) 알에 대한 긴털이리응애 (Amblyseius longispinosus)의 채식행동)

  • 김동순;이준호
    • Korean journal of applied entomology
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    • v.33 no.1
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    • pp.33-38
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    • 1994
  • The expenment was conducted to study the foraging behavior of Amblyseius hngisp~nosus for eggs of Tetranychus urticoe. When preys were abundant, A. longispinosus repeated a series of foraging process (feeding, after-feeding movement, restmy, and searching) The time (Mean\ulcorner SD) spent for these components were 6 83+ 1.73. 3 OOi 1.66. 93.57+ 30 19. and -0.00 min., respectively. Afterfeeding movement was chractetired as a complex one-way circular moving path with a slow speed (0.09 mm/sec) and area-restricted Escaping movement was fast (0 31 mm/sec), more straight in direction, and edge-oriented walking. Positions of prey consumption of A. longispinosus were distributed in clump. KEY WORDS Foraging behavior, nlovlng path, Arnblyseius longispinosus, Tetranychus urtlcae.

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Social Behavior and Perceived Playfulness according to Personality Types of SNG Players (SNG 플레이어의 성격유형에 따른 사회적 행동과 유희성)

  • Kim, Yeongsil;Kim, Mijin
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.5-14
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    • 2013
  • This study is aimed at comparing and analyzing the response of playfulness level by personality type of players, according to the observations and results of behavior shown in SNG (Social Network Game) players during their play, in particular based on social behavior of SNG players. For this, the behavior of SNG players is classified into SC (Social Connectedness) and NC (Non-Social Connectedness) by space where they play games and the relations between behavior of each SNG player and their playfulness are confirmed by empirical experiment based on big-five personality traits possible standards of disposition expected from players. The results are presented that the playfulness for behavior of SNG players has distinct features by personality types and there is a significant difference between personality types for SC behavior. It could be useful for determining the proportion of playing behavior for Social Connect, generally known as one of main sources SNG provides when designing SNG play and considering personality types of players.

Reusing Technique of Primitive Motions for Effective Implementation of Complex Action (복합적 행동들을 효율적으로 구현하기 위한 기본 동작의 재활용 기법)

  • Choi, Jun-Seong;Park, Jong-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.1-13
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    • 2014
  • Apart from the physical realism, the implementation of various physical actions of an agent to respond to dynamically changing situations is essential for the design of an agent in a cyber world. To achieve a maximum diversity in actions, we develop a mechanism that allows composite actions to be constructed by reusing a set of primitive motions and enables an agent to instantly react to changes in the ambient states. Specifically we model an agent's body in terms of joints, and a primitive or composite motion is performed in a real time. To implement this mechanism, we produce an animation for basic joint movements and develop a method to construct overall motions out of the primitive motions. These motions can be assembled into a plan by which an agent can achieve a goal. In this manner, diverse actions can be implemented without excessive efforts. This approach has conspicuous advantages when constructing a parallel action, e.g., eating while walking, that is, two or more parallel actions can be naturally merged into a parallel action according to their priority. We implement several composite and parallel actions to demonstrate the viability of our approach.