• Title/Summary/Keyword: 심성 모형

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Understanding and Designing Teachable Agent (교수가능 에이전트(Teachable Agent)의 개념적 이해와 설계방안)

  • 김성일;김원식;윤미선;소연희;권은주;최정선;김문숙;이명진;박태진
    • Korean Journal of Cognitive Science
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    • v.14 no.3
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    • pp.13-21
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    • 2003
  • This study presents a design of Teachable Agent(TA) and its theoretical background. TA is an intelligent agent to which students as tutors teach, pose questions, and provide feedbacks using a concept map. TA consists of four independent Modules, Teach Module, Q&A Module, Test Module, and Resource Module. In Teach Module, students teach TA by constructing concept map. In Q&A Module, both students and TA ask questions and answer questions each other through an interactive window. To assess TA's knowledge and provide feedback to students, Test Module consists of a set of predetermined questions which TA should pass. From Resource Module, students can search and look up important information to teach, ask questions, and provide feedbacks whenever they want. It is expected that TA should provide student tutors with an active role in learning and positive attitude toward the subject matter by enhancing their cognition as well as motivation.

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The Effect of User-Centered Categorization System of Homepages on Directory Search (사용자 중심의 홈페이지 분류체계가 분류 검색에 미치는 효과)

  • 박창호;염성숙;이정모
    • Korean Journal of Cognitive Science
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    • v.11 no.1
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    • pp.47-65
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    • 2000
  • Categorization systems of homepages in search engines are likely to be constructed considering system's efficiency only but not user-centered. This study I investigated user's mental model of superordinate and subordinate categories using category terms of major Korean search engines. From this result, we constructed two kinds of categorization system; redundant system and singular system. In the redundant system, for example, a subordinate category can belong to a number of superordinate categories, but in the singular system to only one superordinate category Three prototype categorization systems, with 'Simmani', were designed and search performances of each system were observed repetitively Overall results, with frequency of correct a answers, number of steps and time taken in solution taken into account, showed the redundant system was superior to the other two systems. This indicates that categorization search could be improved with appropriate categorizaton system. However. l in recognition test score in singular system was the best, which indicates that search performance and recognition memory of categorization reveal different aspects of categorization system learning. Issues of category organization. ways of interface, prior knowledge, exploratory learning, and application areas are discussed further.

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A Leading-price Analysis of Wando Abalone Producer Prices by Shell Size Using VAR Model (VAR 모형을 이용한 크기별 완도 전복가격의 선도가격 분석)

  • Nam, Jongoh;Sim, Seonghyun
    • Ocean and Polar Research
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    • v.36 no.4
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    • pp.327-341
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    • 2014
  • This study aims to analyze causality among Wando abalone producer prices by size using a vector autoregressive model to expiscate the leading-price of Wando abalone in various price classes by size per kg. This study, using an analytical approach, applies a unit-root test for stability of data, a Granger causality test to learn about interaction among price classes by size for Wando abalone, and a vector autoregressive model to estimate the statistical impact among t-1 variables used in the model. As a result of our leading-price analysis of Wando abalone producer prices by shell size using a VAR model, first, DF, PP, and KPSS tests showed that the Wando abalone monthly price change rate by size differentiated by logarithm were stable. Second, the Granger causality relationship analysis showed that the price change rate for big size abalone weakly led the price change rate for the small and medium sizes of abalone. Third, the vector autoregressive model showed that three price change rates of t-1 period variables statistically, significantly impacted price change rates of own size and other sizes in t period. Fourth, the impulse response analysis indicated that the impulse responses of structural shocks for price change rate for big size abalone was relatively more powerful in its own size and in other sizes than shocks emanating from other sizes. Fifth, the variance decomposition analysis indicated that the price change rate for big size abalone was relatively more influential than the price change rates for medium and small size abalone.

Influential Factors on the Interactivity in the Interactive Space I ; Focus on the Analysis of Intersubject & Interaction Factors (상호작용 공간의 상호작용성 영향요인 I ; 인터서브젝트(Intersubject)와 인터랙션(Interaction) 요인의 세부유형 분석을 중심으로)

  • Lee, Jeong-min
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.152-164
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    • 2010
  • Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user-centered design methodology which uses the influential factors on the interactivity. This research is the first one of three linked- studies and categorizes the three main factors on the interactivity-Interface /Intersubject/Interaction. 'Interface' is the field for the interactivity. It will be the main subject for the second study. 'Intersubject' is the performer for the interactivity. Its specific attributes are analyzed in terms of user's needs for interactivity and six subdivisions are analyzed-functional & artistic need /external & subconscious need/info-communication & sympathy need. 'Interaction' is the performance for the interactivity. Its specific attributes are discussed in terms of behavioral interactive process and again sixsub-steps are analyzed-junction/immersion/ mental model/action/transformation/neo-experience.

Resolving the Game Design Discrepancy between the Game Designer and the Gamer by Employing a Knowledge Representation Model (지식표상모델을 활용한 개발자 및 사용자의 게임기획에 대한 불만족 해소방안)

  • Park, Yong-Hyun;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.127-136
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    • 2009
  • According to 2008 game white paper, it is reported that both the game developer's and the gamer's dissatisfactions about a game design have been increased recently. It is required to enhance the style of the development work flow and the communication manners to reduce such dissatisfactions. This paper suggests a method which can be used not only to simplify the development work flow but also to provide a satisfactory communication skill between the developer and the users. By speculating the mental recognition model, a knowledge representation model based on UML(Unified Modeling language) has been devised. Our approach can be successfully employed to conceive the user feedback and to articulate the original game design elements, thus provides a more concrete and flexible design process.

A Model on Price Forecasting of Natural Resources with Restricted Market (제한적 시장을 가지는 천연자원의 가격예측 모형에 관한 연구)

  • Shim, S.C.;Lee, S.J.;Oh, H.S.;Kim, B.K.;Kim, O.J.;Shin, D.W.;Shin, S.N.;Cho, M.H.;Jung, Y.H.;Song, I.C.;Cho, J.H.
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.37 no.4
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    • pp.82-89
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    • 2014
  • Recently, the mineral resource protection policies and regulations in production countries of natural resources including rare metals are becoming more stringent. Such environment makes which market has malfunction. In other word, those are not perfect or pure market. Therefore because each market of natural resources have special or unique characters, it is difficult to forecast their market prices. In this study, we constructed several models to estimate prices of natural resources using statistical tools like ARIMA and their business indices. And for examples, Indium and Coal were introduced.

The Determinants of Intent to Leave of Dental Hygienists at Dental Clinics (치과의원에 근무하는 치과위생사의 이직의도 결정요인)

  • Kang, Ok-Hee
    • Journal of dental hygiene science
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    • v.6 no.2
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    • pp.107-111
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    • 2006
  • This study purports to investigate the determinants of intent to leave of dental hygienists working at dental clinics. The sample used in this study consisted of 356 dental hygienists selected from nationwide Korea. The independent variables contain three groups of determinants: 6 structural variables, 2 psychological variables and one environmental variable. Job satisfaction and organizational commitment were included in the model as intervening variables. Data were collected with self-administered questionnaires and analyzed using path analysis. The results of the path analysis indicate that the following variables have significant total effects on the intent to leave of dental hygienists: organizational commitment, supervisory support, job satisfaction, alternative job opportunity, positive affectivity, role conflict and job autonomy. The results imply that the administrators of dental clinics should make an effort to motivate dental hygienists by redesigning their work process, to provide them with more autonomy in doing their work, and to develop their job knowledge and skills through continuous training and education.

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User Types of Shared Mobility Services and UX Design Strategies: an application of Q Methodology (Q방법론을 적용한 공유 모빌리티 서비스의 이용자 유형 연구 및 모빌리티 서비스 UX 디자인 전략)

  • Hong, Seung-Hye;Byun, Young-Si;Lee, Jeong-Myeong
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.568-580
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    • 2019
  • With mobility-as-a-service(MaaS) drawing attention to its influence and ripple effect around the world, the mobility service market is currently growing rapidly mainly focusing on mobility sharing. In order to preemptively dominate the mobility service market following the full-scale spread of MaaS, it is important to first identify the recognition and experience of users in personal mobility sharing services, which are currently in the early stages of diffusion, and through which to understand the characteristics of potential consumers of the extended mobility service market. Therefore, the study aims to classify the user types of mobility service and establish a future user experience-oriented mobility service strategy using a subjectivity study method, Q methodology.

Development of the ENACT Model for Cultivating Social Responsibility of College Students in STEM Fields (이공계 대학생의 사회적 책임감 함양을 위한 ENACT 모형의 개발과 교육적 함의)

  • Lee, Hyunju;Choi, Yuhyun;Nam, Chang-Hoon;Ok, Seung-Yong;Shim, Sungok Serena;Hwang, Yohan;Kim, Gahyoung
    • Journal of Engineering Education Research
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    • v.23 no.6
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    • pp.3-16
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    • 2020
  • This study aims to introduce the ENACT model, which is a systematic teaching-learning model for cultivating social responsibility of science and engineering college students, and to discuss its educational implications. For the development of the ENACT model, we conducted extensive literature reviews on RRI, STEM education, and science and technology studies (STS). In addition, we examined exemplary overseas education programs emphasizing social responsibility of scientists/engineers and citizens. The ENACT model consists of five steps; 1) Engage in SSIs, 2) Navigate SSIs, 3) Anticipate consequences, 4) Conduct scientific and engineering practice, and 5) Take action. This model links Socioscientific Issues (SSI) education with engineering education, dividing the major elements of social responsibility education for scientists and engineers into the dimensions of epistemology and praxis, and reflected them in the model. This effort enables science and engineering college students to pursue more responsible and sustainable development by carrying out the responsible problem-solving process based on an understanding of the nature of science and technology. We plan to implement ENACT model based programs for science and engineering college students and to examine the effects.

An Analysis of Information Visualization Problems using User Interface Design Principles (이용자 인터페이스 설계 원칙에 의한 정보시각화 시스템 평가 및 문제점 분석)

  • Lee, Jee-Yeon
    • Journal of Information Management
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    • v.34 no.2
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    • pp.67-88
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    • 2003
  • There have been increased interests in information visualization. Information visualization has been considered as a way to summarize textual data so that the users can access large amount of data more efficiently and effectively. However, many information visualization techniques stem from scientific visualization techniques, which might be difficult for the regular users to understand. More importantly, the system models used by most of the information visualization techniques do not have real world counterpart. For example, most of the users do not represent or process the textual data in terms of fisheye view or a topological map. This means that there is no affordance on the current information visualization systems from the users point of view. In this paper, we analyzed this problem by using the user interface design principles to point out what lacks in the current information visualization systems. More specifically, we have applied Nielson's Heuristic Evaluation technique to review four representative information visualization techniques. The analysis results confirmed our original hypothesis on why the current information visualization systems are not part of the mainstream information systems. Finally, we suggested to invest more efforts in improving the currently prevalent and familiar bullet list type textual information presentation method based on the usability studies and the intelligent content analysis.