• Title/Summary/Keyword: 실제기억

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Effects of the Manner of Deleting Typical Items in a Scene on False Memory (풍경 그림에서 전형적인 정보의 삭제 방법이 오기억에 미치는 영향)

  • Do, Kyung-Soo;Bae, Kyung-Sue
    • Korean Journal of Cognitive Science
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    • v.18 no.2
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    • pp.113-138
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    • 2007
  • The effects of schema on accurate and false memories of items in a scene were investigated in two experiments: Recognition of items in a scene was tested immediately in Experiment 1 and three days later in Experiment 2. In both experiments, the following three variables were manipulated: Exposure time (250ms or 10000ms), picture mode (completed pictures or scrambled pictures), and manipulation mode (missing item or substituted item). Experiment 1 had yielded three important results: First, although accurate memory for presented items got increased when the exposure time was longer, false memory of the critical lures was not changed. Second, false memory of critical lures in the missing condition, where there was not any conflict between verbatim information and gist information, was higher than that of the substituted condition, where verbatim information of the item that replaced the lure was in conflict with the gist information. Third, accurate memory for atypical items in the substituted rendition, which had replaced the critical lures and in conflict with the schema, was higher than that in the missing condition. In Experiment 2, recognition test were administered 72 hours after the participants saw the picture. The three effects mentioned in Experiment 1 had disappeared in Experiment 2. The results of Experiment 2 might be due to the selective weakening of verbatim information compared to the persistence of the gist (or schematic) information. The results of Experiments 1 and 2 showed that false memory of critical lures is more persistent than the accurate memory of non-critical information. Theoretical implications of the results were considered in terms of the function of the verbatim and gist information.

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Analyses of Behaviors of a Shape-Memory-Alloy Torque Tube Actuator (형상기억합금 비틀림 튜브 작동기의 거동 해석)

  • Kim, Jun-Hyoung;Kim, Cheol
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.34 no.8
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    • pp.1083-1089
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    • 2010
  • Shape memory alloys (SMAs) are smart materials. The unique characteristics of SMAs enable the production of large force and displacement. Hence, SMAs can be used in many applications such as in actuators and active structural acoustic controllers; the SMAs can also be used for dynamic tuning and shape control. A SMA torque tube actuator consisting of SMA tubes and superelastic springs is proposed, and the behaviors of the actuator are investigated. From the results of heat transfer analysis, it is proved that the SMA torque tube actuator with both resistive heating of SMA itself and a separate conventional heating rod in the tube core has good performance. The behavior of an actuator system was analyzed by performing a contact analysis, and the twisting motion was noticed when checking the actuation. 3D SMA nonlinear constitutive equations were formulated numerically and implemented by performing a nonlinear analysis by using Abaqus UMAT.

An Efficient Incremental Parsing for LR Parsers (LR 파서를 위한 효율적인 점진적 파싱)

  • An, Hui-Hak
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.6
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    • pp.1660-1669
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    • 1998
  • 본 논문에서는 실제 사용에 있어서 시간과 기억 장소를 상당히 요구하는 기존의 점진적 파싱 알고리즘들을 조사하여, 이들보다 효율적인 점진적 LR 파싱 알고리즘을 제안한다. 문법 기호를 포함하는 확장형 LR 파싱표를 본 논문에서 제안한 점진적 LR 파싱 알고리즘을 적용한다. 여러 문장의 경우에 본 점진적 LR 파싱 알고리즘을 이용하여 파싱 단계와 기억 장소를 감소시켰다. 본 알고리즘은 복잡하고 큰 문법의 경우에 더욱 효과적이다.

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Fuzzy Logic Architecture for Deciding the Ranking at Racing Games (레이싱 게임에서 순위 결정을 위한 퍼지 논리 아키텍처)

  • Lee Se Il
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.1 s.33
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    • pp.133-140
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    • 2005
  • If a Player car precedes from start to the end or a fuzzy car wins every day during computer or racing games, most players will lose their interest in the games soon after several times. In order to solve this Problem and increase amusement at racing games, the more important thing than anything else is decide the ranking. In this thesis, in order to give amusement In racing games, the researcher made a fuzzy car and made it race with player cars. Because the preceding fuzzy car runs ahead of player cars, it can recognize their behaviors according to change of following player cars' speed and distance, and the fuzzy car changes its memory, but doesn't enforce actual behaviors. If the fuzzy car would make decision, it has to do behaviors to compete the ranking on the basis of the contracts it has memorized under the situation where a timer is awarded. In addition, although an accompanying fuzzy car has different contents of memory, it is operated in the same way as mentioned above. At the time of experiments, the researcher applied the actual value to the test program and drew result for ranking competition. In conclusion, the researcher could confirm that we can have modeling of various behaviors by means of the method using fuzzy logic rather than simple if-then method.

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Modeling and Simulation of a Shape Memory Release Device (형상기억합금을 이용한 분리장치의 모델 및 모사에 관한 연구)

  • Lee, Yeung-Jo
    • Journal of the Korean Society of Propulsion Engineers
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    • v.10 no.3
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    • pp.99-108
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    • 2006
  • Aerospace applications use pyrotechnic devices with many different functions. Functional shock, safety, overall system cost issue, and availability of new technologies, however, question the continued use of these mechanisms on aerospace applications. Release device is an important example of a task usually executed by pyrotechnic mechanisms. Many aerospace applications like satellite solar panels deployment or weather balloon separation need a release device. Several incidents, where pyrotechnic mechanisms could be responsible for spacecraft failure, have been encouraging new designs for these devices. The Frangibolt is a non explosive device which comprises a commercially available bolt and a small collar made of shape memory alloy (SMA) that replace conventional explosive bolt systems. This paper presents the modeling and simulation of Frangiblot by the change of bolt size and notch geometry. This analysis may contribute to improve the Frangibolt design.

Literary Significance and Cultural Character of 'Personal Narrative' ('체험이야기'의 문학적 의의와 문화적 성격)

  • Kyung-Seop Kim;Jeong-Lae Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.133-140
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    • 2023
  • The origin of texts we refer to as literary or artistic may be imagination, but many are based on experiences. In fact, experiences can be the source of artistic imagination since imagination often builds upon experiences. Therefore, the act of verbalizing human experiences using them as raw material can become a great form of art. Transforming past experiences into stories and infusing them with vitality inevitably requires a creative process of reconstruction, which is essentially a literary process. As such, 'Personal Narrative' holds significance as a literary process that weaves facts into stories and shapes them into forms. Individual experiences are stored as personal memories, and these 'personal memories' continuously generate stories. Collections of individual stories are stored as multiple memories, which gradually form 'collective memories' with distinct social and cultural inclinations through the passage of time and invisible yet potent societal and cultural censorship. The problem lies in the fact that individuals may tend to align their own memories with the inclinations of collective memory rather than simply recalling what they personally experienced. In the context of actual history, personal memories and collective memories communicate with each other, producing non-fictional content close to reality and sometimes manifesting as fiction content enriched with imagination. 'Personal Narrative' holds a significant genre as one genre of non-fiction content within our culture.

The Influence of an Aesthetically Appealing Product on the Using Time, Flow, and Recall Memory (제품의 심미성이 제품의 사용시간, 몰입도, 정보 기억도에 미치는 영향)

  • Lee, Jae-Hwa;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.257-270
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    • 2008
  • Three experiments were carried out in order to determine whether users have longer using time, better recall of product information, and flow in an aesthetically appealing product (media player) in products offering good usability. For the experiment, fourteen emotional words were employed which were made up of 8 aesthetic and 6 usability words. In a preliminary experiment, the subjects freely used three media players and selected emotional words by a 7-point likert scale to distinguish a group of similar usability value and another group contrary to the other in aesthetic and usability value. (N=18) In the main experiment, it was hypothesized that users use more and have more flow and recalled information in the case of the aesthetically appealing product. Therefore, in the main experiment, we measured how much time subjects spent using the product and asked them to make an assumption regarding the time spent by the group that has the same usability value. We then examined the time they spent and the gap between the actual and estimated time. We also calculated the amount of menu information recalled via a questionnaire. In the last experiment, we selected the group of products contrary to each other in aesthetic and usability value and assessed the differences in using time, recall of product information, and flow. (N=18) The empirical results provide evidence that aesthetically appealing products are associated with greater flow and recall of product information than other products, thus supporting the hypothesis. In addition, it was found that there is a positive correlation between the aesthetically appealing product and flow index as well as with recalled information.

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A Hybrid of Rule based Method and Memory based Loaming for Korean Text Chunking (한국어 구 단위화를 위한 규칙 기반 방법과 기억 기반 학습의 결합)

  • 박성배;장병탁
    • Journal of KIISE:Software and Applications
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    • v.31 no.3
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    • pp.369-378
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    • 2004
  • In partially free word order languages like Korean and Japanese, the rule-based method is effective for text chunking, and shows the performance as high as machine learning methods even with a few rules due to the well-developed overt Postpositions and endings. However, it has no ability to handle the exceptions of the rules. Exception handling is an important work in natural language processing, and the exceptions can be efficiently processed in memory-based teaming. In this paper, we propose a hybrid of rule-based method and memory-based learning for Korean text chunking. The proposed method is primarily based on the rules, and then the chunks estimated by the rules are verified by memory-based classifier. An evaluation of the proposed method on Korean STEP 2000 corpus yields the improvement in F-score over the rules or various machine teaming methods alone. The final F-score is 94.19, while those of the rules and SVMs, the best machine learning method for this task, are just 91.87 and 92.54 respectively.

Development of New Analytical Method Evaluating Working Memory on Y Maze (Y-미로에서 작업기억을 평가하는 새로운 방법 개발)

  • Gong, Da-Young;Choi, Yun-Sik
    • Journal of Life Science
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    • v.26 no.2
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    • pp.234-240
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    • 2016
  • The Y-maze is widely used to test working memory in behavioral science. For this purpose, spontaneous alternation behavior is monitored, and an increased percentage of spontaneous alternation is regarded as enhanced working memory. However, in some cases, the percentage of spontaneous alternation does not accurately reflect the extent of working memory in rodents. To complement the short-comings of this measure, we developed a new method to evaluate working memory on the Y-maze. This is done by defining all spontaneous alternation cases and Pi, the probability that the rodent achieved spontaneous alternation from each alternation case. After all Pi-values acquired in each animal are summarized, the result is considered as entropy. To validate the new analytical method, mice were raised under either control or an enriched environmental condition for 10 weeks, and working memory behavior on the Y-maze was monitored. The results showed that the new analytical method successfully reproduced significance. In addition, the new method turned out to be more accurate than measurement of the percentage of spontaneous alternation, meaning that, to get higher entropy, alternation should be recorded in all arms and directions. Together, these data indicate that the new analytical method is a useful supplement to the method that compares the percentage of spontaneous alternation, and thus is a good tool with which to evaluate working memory in rodents.

Single-Query Probabilistic Roadmap Planning Algorithm using Remembering Exploration Method (기억-탐험 방법을 이용한 단일-질의 확률 로드맵 계획 알고리즘)

  • Kim, Jung-Tae;Kim, Dae-Jin
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.4
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    • pp.487-491
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    • 2010
  • In this paper we propose a new single-query path planning algorithm for working well in high-dimensional configuration space. With the notice of the similarity between single-query algorithms with exploration algorithms, we propose a new path planning algorithm, which applies the Remembering Exploration method, which is one of exploration algorithms, to a path-planning problem by selecting a node from a roadmap, finding out the neighbor nodes from the node, and then inserting the neighbor nodes into the roadmap, recursively. For the performance comparison, we had experiments in 2D and 3D environments and compared the time to find out the path. In the results our algorithm shows the superior performance than other path planning algorithms.