• Title/Summary/Keyword: 사용행동변화

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A Performance Improvement Technique for Nash Q-learning using Macro-Actions (매크로 행동을 이용한 내시 Q-학습의 성능 향상 기법)

  • Sung, Yun-Sik;Cho, Kyun-Geun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.11 no.3
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    • pp.353-363
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    • 2008
  • A multi-agent system has a longer learning period and larger state-spaces than a sin91e agent system. In this paper, we suggest a new method to reduce the learning time of Nash Q-learning in a multi-agent environment. We apply Macro-actions to Nash Q-learning to improve the teaming speed. In the Nash Q-teaming scheme, when agents select actions, rewards are accumulated like Macro-actions. In the experiments, we compare Nash Q-learning using Macro-actions with general Nash Q-learning. First, we observed how many times the agents achieve their goals. The results of this experiment show that agents using Nash Q-learning and 4 Macro-actions have 9.46% better performance than Nash Q-learning using only 4 primitive actions. Second, when agents use Macro-actions, Q-values are accumulated 2.6 times more. Finally, agents using Macro-actions select less actions about 44%. As a result, agents select fewer actions and Macro-actions improve the Q-value's update. It the agents' learning speeds improve.

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Developing game program for infant's emotional education using web camera (Web 카메라 인식을 통한 유아용 감성 교육 게임 프로그램 개발)

  • Park, Jae-Eon;Hwang, Min-Cheol;Yu, Hun;Kim, Min-Ji;Kim, Min-Hyeong;Park, Jeong-Rim;Park, Hyeon-Ho;Park, Hye-Jin
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.247-250
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    • 2009
  • 본 연구는 가상 캐릭터인 3D Pooh 와의 감성 교감이 이루어지는 유아용 감성 교육 게임 개발이 목적이다. Web 카메라를 이용하여 사용자의 위치 정보 및 영역을 검출하고 사용자는 화면에 보이는 가상 공간에 손과 마커를 이용하여 행동을 가하게 된다. 사용자의 행동 입력 방식에 따라 Pooh 의 상태를 나타내는 게이지와 행동의 다양한 변화를 제공하며, 이로써 사용자들이 가상 캐릭터인 3D Pooh 와 인터렉션을 할 수 있도록 제공한다. 기존의 감성 교감 연구 방법 분석 결과 뇌파와 체온 등의 생리신호를 이용한 방법과 사용자의 행동패턴을 분석하는 방법 등이 있으며, 현재는 생리신호를 이용하는 방법이 더 많이 활용되고 있다. 생리신호 측정 시 사용자는 신체에 센서를 착용해야 하므로 착용 부담감과 움직임이 자유롭지 못하다는 단점이 있다. 본 프로그램은 기존 연구의 단점인 센서 착용의 부담감을 줄이고 자유롭고 편리한 인터렉션이 가능하도록 개발하였으며, 직관적인 인터페이스를 기반으로 유아들도 쉽고 편리하게 즐길 수 있도록 구현된 감성 교육 게임이 될 것으로 기대된다. 또한 카메라 이외의 다른 하드웨어 장치 사용을 최소화하여 경제성과 사용 편의성을 동시에 고려한 효율적인 유아용 감성 교육 게임으로 활용될 수 있다.

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Longitudinal Patterns of Stages of Changes in Smoking Behaviors among Korean Adult Smokers: Applying the Transtheoretical Model of Change (범이론적 모델에 기반을 둔 흡연자의 금연행동 변화단계에 대한 탐색적 연구)

  • Park, Hyunyong;Jun, Jina;Sohn, Sunju
    • Korean Journal of Social Welfare Studies
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    • v.49 no.1
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    • pp.5-28
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    • 2018
  • Smoking is one of the important public health concerns because it is preventable causes regarding individuals' negative health consequences and increased social and economic cost. However, few studies have examined longitudinal patterns of stages of changes(SOC) in smoking behaviors among the general population. The purpose of the study is to explore the latent patterns of SOC over time among Korean adult smokers using the 2008-2016 Korea Welfare Panel Study. A repeated measure latent class analysis is employed in the present study. The finding of the present study are as follows: First, four latent groups were identified: (1) action/maintenance stage(33.6%), (2) contemplation/preparation to action/maintenance stage(14.8%), (3) continuously contemplation/preparation stage(29.6%), and (4) continuously pre-contemplation stage(22.1%). Second, the results of a multinomial logistic regression found that socio-demographic and clinical characteristics were associated with the identified longitudinal patterns of smoking behaviors. Compared to a continuously pre-contemplation stage, higher levels of depressive symptoms and drinking behavior were associated with increased odds of being in action/maintenance stage. The findings of the present study highlight that a tailored intervention is needed for individuals with continuously pre-contemplation stage and contemplation stage.

Temporal Active Rules Associated with Event Frequency (사건 빈도와 연합된 시간능동규칙)

  • 박현님;윤종필
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10b
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    • pp.223-225
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    • 1998
  • 실시간 감시(monitor) 및 제어(control) 시스템의 데이터베이스는 계속적으로 감지기(sensors)에 의해 갱신된다. 연속적인 데이터의 변화에 의한 제약조건(constraints) 위반은 시스템에 심각한 문제를 발생시킨다. 이러한 시스템의 감시 및 제어를 능동적(active)으로 제공하기 위한 기능의 보편적인 형태로 능동규칙(Active rules)을 사용한다. 능동규칙은 정의된 사건(event)이 발생하면, 데이터베이스 상태의 변화에 대한 조건(condition)에 의해 행동(action)을 수행한다. 무결성(integrity) 제약조건을 능동규칙으로 선언함으로써 데이터베이스의 상태를 감시 및 제어하는 것이다. 일반적으로 사용되어온 능동규칙은 제한적인 시간상 무결성 제약조건 검사를 허용하고 있으며, 최근 능동규칙을 사용하여 시간상 연속적인 데이터베이스의 변화에 대한 제약조건 및 트리거(trigger)를 제공하기 위한 연구의 필요성이 대두되고 있다. 이 논문은 사건 빈도와 연합된 시간상에 연속적인 데이터베이스 상태 변화의 확장된 시간조건 상술을 지원하는 시간능동 규칙을 제안한다.

Relations between Exercise Self-Schema and Temptation of Quitting Exercise according to the Stages of Exercise Change among Participants in Sports for All (생활체육참여자의 운동변화단계에 따른 운동자기도식과 운동중단유혹의 관계)

  • Song, Ki-Hyun;Lim, Hyun-Muk;Kim, Seung-Yong
    • Journal of the Korea Convergence Society
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    • v.10 no.4
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    • pp.219-227
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    • 2019
  • The purpose of this study was to analyze relations among the stages of exercise change, exercise self-schema, and temptation of quitting exercise to figure out changes to the exercise behavior according to a psychological process. For this purpose, the study used total 297 questionnaires from adults using a public sports center. Collected data was treated with the SPSS 18.0 program, being put to the test through exploratory factor analysis, MANOVA, multiple regression analysis, and discriminant analysis. The findings were as follows: first, there were differences in exercise self-schema according to the stages of exercise change; second, there were differences in the temptation of quitting exercise between coaches and burnout according to the stages of exercise change; third, behavioral self-schema and burnout were major factors to distinguish the stages of exercise change; and finally, exercise self-schema had negative effects on burnout, and cognitive-emotional self-schema had negative effects on affect.

Design of Dynamic-Game Environment based on Behavior Patterns of Game Player (게임 플레이어의 행동 패턴을 이용한 동적인 게임 환경의 설계)

  • Yoon, Tae-Bok;Hong, Byung-Hoon;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.125-133
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    • 2009
  • Game artificial intelligence is usually used to provide intelligent and adjusted game environment for user. Previously, it was used for Non-player character(NPC) playing a role of a company or an enemy through collecting and analyzing a user's behaviour. However, it was just mimicking the user's behavior. This paper introduces a method to change game environment by analyzing a user's game behavior. Game behavior data has been used to understand user's game preference. Also, the user's preference was used to provide more active game environment by reflecting decision of geographical features, items and distribution of NPC. For experiment of the suggested method, we utilized a real 2D action game and confirmed the game environment which changing properly according to the user's game play.

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Contribution of Emotional Labor to Burnout and Work Engagement of School Foodservice Employees in Daegu and Gyeongbuk Province (대구·경북 일부지역 학교급식 조리종사자의 감정노동이 직무 소진 및 직무 열의에 미치는 영향)

  • Heo, Chang-Goo;Lee, Kyung-A
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.44 no.4
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    • pp.610-618
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    • 2015
  • The purpose of this study was to analyze differences in emotional labor strategies, burnout, and work engagement according to general characteristics of school foodservice employees as well as verify differential effects of two emotional labor strategies on burnout and work engagement. Our survey was administered to 400 school foodservice employees in Gyeongbuk from March 3 to April 25, 2014. A total of 358 completed questionnaires were returned, and 350 questionnaires were used for final analysis. For verification of mean differences, the mean scores for surface acting, deep acting, burnout, and work engagement were shown to be 2.38/5.00, 3.46, 2.67, and 3.41, respectively. The mean surface acting was significantly different according to cooking certification (P<0.001), turnover number (P<0.001), salary (P<0.001), and school level (P<0.01). The mean deep acting was significantly different according to educational background (P<0.001), cooking certification (P<0.001), employment status (P<0.001), salary (P<0.001), school level (P<0.01), and meal service time (P<0.05). The mean burnout was significantly different according to educational background (P<0.01), cooking certification (P<0.05), employment status (P<0.001), school level (P<0.001), and meal service time (P<0.001). The mean work engagement was significantly different according to cooking certification (P<0.001), employment satus (P<0.001), salary (P<0.001), school level (P<0.01), and meal service time (P<0.05). Verification of causal models found that surface acting and deep acting increased burnout and deep acting, respectively (research model). Additionally, surface acting did not influence work engagement, and deep acting did not influence burnout (alternative models). In other words, we identified that emotional labor strategies have differential influences on burnout and work engagement. Finally, implications and limitations of this study are discussed.

A Study on the Sets of Behaviors of Cognitive Dimension in Mathematics Assessment Framework (수학과 평가에서의 인지적 행동 영역 분류에 대한 고찰)

  • Son, Hong-Chan;Ko, Ho-Kyoung
    • Journal of the Korean School Mathematics Society
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    • v.10 no.4
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    • pp.535-555
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    • 2007
  • The framework for mathematics assessments traditionally has been organized around two dimensions, a content dimension specifying the subject matter to be assessed within mathematics, and a cognitive dimension specifying the domains or thinking processes to be assessed. The cognitive dimensions describe the sets of behaviors expected of students as they engage with the mathematics content. The purpose of this paper is an attempt to make diversify and concrete the sets of behaviors by reviewing the current strands suggested by CAST(College Scholastic Ability Test), assessment framework developed by KEDI, and NAEA(National Assessment of Educational Achievement), and as famous foreign tests PISA, TIMSS, NAEP and NCTM.

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ASSESSMENT OF VITAL SIGNS IN PEDIATRIC DENTAL SEDATION USING CHLORAL HYDRATE AND HYDROXYZINE (소아환자에서 chloral hydrate와 hydroxyzine을 사용한 진정치료 시 생징후 평가)

  • Lee, Ju-Hyun;Park, Ho-Won
    • Journal of the korean academy of Pediatric Dentistry
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    • v.29 no.3
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    • pp.455-462
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    • 2002
  • Currently, the ages of the patients visiting dental hospital for dental care are becoming younger and the interest in the treatment for the handicapped and incapable of cooperation children increases. As a method for treatment of these patients, the sedation treatment is considered. A dental sedation using chloral hydrate and hydroxyzine of them were used widely and for a long time. In this study, the samples were consisted of incapable of cooperation or very young children required treatment of restoration under local anesthesia. Then, the vital signs were accessed in pediatric dental sedation using the combination of chloral hydrate and hydroxyzine. As a result of this study, the vital signs were little different in pediatric dental sedation using the combination of chloral hydrate and hydroxyzine. Simply, the respiration rate and pulse rate decreased according to sleeping of patients. Therefore, the sedation using the combination of chloral hydrate and hydroxyzine induced to appropriate sedation in incapable of cooperation or very young children with little effects of vital signs.

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Action Research about Intervention to the Aggressive Behaviors of Junseo (2세 학급 준서의 공격적인 문제행동 지도 실행연구)

  • Won, Kye Son;Kim, Su Jin;Oh, A Rum
    • Korean Journal of Childcare and Education
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    • v.11 no.1
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    • pp.23-42
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    • 2015
  • The purpose of this study was to find and to apply an effective intervention method to deal with the aggressive behaviors of Junseo, who is in a classroom for two-year olds. First, we collected the data about the aggressive behaviors by ABC event sampling, journal, recording the frequency of behaviors and the interview with the parents. Second, we drew an inference to the reason for his behaviors and tried to find an appropriate method to deal with them with colleagues and the professor. A time-out was applied to Junseo's aggressive behaviors and alternately, his parents were asked to applause him frequently on appropriate behaviors at home. The aggressive behaviors became better gradually while the intervention method was monitored and assessed for feedback. As a result, the approach procedure, which was used in this study, was suggested to deal with the aggressive behaviors of young children. And supporting the system for operating this procedure was further discussed.