• Title/Summary/Keyword: 인간행동 분류

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Performance Patterns in Percussion Improvisation of Adolescents with Behavior Problems (청소년의 문제 행동 특성에 따른 타악기 즉흥연주 패턴 연구)

  • Kang, Hye Sook
    • Journal of Music and Human Behavior
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    • v.11 no.2
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    • pp.1-18
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    • 2014
  • This study investigated the performance patterns in percussion improvisation of adolescents with behavior problems. A total of 40 middle school students participated in this study. Based on prescreening test results, the participants were assigned to either the impulsive tendency or depressive tendency groups. Both groups received two 45-minute group percussion improvisation. During the improvisation, all playing behaviors were recorded and analyzed in terms of rhythm pattern, instrument selection, intensity, and tempo of performance and performance duration. The results showed that while they were differences in improvised rhythm patterns between the two groups, the groups showed a similar tendencies in their instrument selection. With regard to performance parameters, the two groups showed significant difference in the tempo and duration of performance, but no significant difference was found in terms of intensity. This indicates that adolescents who exhibit behavior problems may be different in their playing patterns depending on their behavioral tendencies. Based on the results, music therapists can have a better understanding of how musical features expressed by this population relate to their inherent emotional and behavioral traits and how therapists should facilitate musical expression of these adolescents to address their needs.

Analysis of Emotion Pattern for Game Player on Quest System : Towards of Tutorial Mode in Mabinogi Game (퀘스트 시스템에 대한 게임플레이어의 감정패턴 분석 : 마비노기 Tutorial Mode를 중심으로)

  • Kim, Mi-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.15-22
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    • 2010
  • The purpose of this research is to analyze players' emotion pattern for conducting a quest in Role Playing Game(RPG). We have rebuilt up the action and content of gameplay related to category to set up five action classes of game players based on the literature review about the human behavior classification. Moreover, Mabinogi game includes the composition of various quests by story-centered expanse. We classified the quest structure of the tutorial mode, initial state, of its game into the cognitive action. We build the model of the correlation between cognitive behavior patterns of gameplay and emotions derived from targeting ten novices. The result of this research reveals that gameplayers' stimulus levels are identified to emotion pattern. It is enable to grope to concrete the design of the quest and the level in a specified state. Moreover, players' emotion variation is indicated to the type of expression of fun elements. We expect to use a device to induce the curiousness and the challenge for conducting the higher goal of game in the whole.

Detection The Behavior of Smartphone Users using Time-division Feature Fusion Convolutional Neural Network (시분할 특징 융합 합성곱 신경망을 이용한 스마트폰 사용자의 행동 검출)

  • Shin, Hyun-Jun;Kwak, Nae-Jung;Song, Teuk-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.9
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    • pp.1224-1230
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    • 2020
  • Since the spread of smart phones, interest in wearable devices has increased and diversified, and is closely related to the lives of users, and has been used as a method for providing personalized services. In this paper, we propose a method to detect the user's behavior by applying information from a 3-axis acceleration sensor and a 3-axis gyro sensor embedded in a smartphone to a convolutional neural network. Human behavior differs according to the size and range of motion, starting and ending time, including the duration of the signal data constituting the motion. Therefore, there is a performance problem for accuracy when applied to a convolutional neural network as it is. Therefore, we proposed a Time-Division Feature Fusion Convolutional Neural Network (TDFFCNN) that learns the characteristics of the sensor data segmented over time. The proposed method outperformed other classifiers such as SVM, IBk, convolutional neural network, and long-term memory circulatory neural network.

THE ROLE OF IMITATION IN CHILD LANGUAGE DEVELOPMENT : DISCUSSION OF RESEARCH METHODS (아동의 언어발달에서의 모방의 역할 : 각 이론에 따른 연구절차 분석)

  • Woo, Nam Hee
    • Korean Journal of Child Studies
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    • v.13 no.1
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    • pp.5-15
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    • 1992
  • 아동의 언어습득 과정에서의 모방은 흔히 볼 수 있는 현상이지만 한편 인간의 독특하고 신기한 일면이기도 하다. 이 모방에 관하여 그동안 많은 연구들이 되어왔으나 그 중요성이나 역할에 대한 연구들의 결론이 모두 일치하는 것은 아니다. 본 논문에서는 이 모방현상에 대한 그 동안의 연구들을 이론별로 분류해 보고 각 이론들이 모방의 역할을 밝히기 위하여 사용해 온 연구방법, 절차들을 분석해 보았다. 행동주의와 사회학습이론에서는 언어습득에서의 모방의 역할을 특히 강조하고 있으며 이 모방의 효과를 입증하기 위하여 다른 어떤 이론보다도 훨씬 조직적인 실험연구를 해 왔다. 이와는 대조적으로, 언어 심리학적 접근에서는 언어습득에서의 생득성과 창의성을 강조하므로 모방의 역할은 중시하지 않으며, 모방의 정의를 엄격하게 규정하고 자연적인 관찰 중심의 연구를 주로 하여 언어습득에서의 모방의 역할이 미비하다는 결론을 내리고 있다. Piaget 중심의 인지발달적 접근에서는 모방을 인간의 전체 발달의 한 측면으로 보아 모방은 인지발달과 함께 점진적으로 발달되는 것으로 설명하고 있다. 특히 언어발달에서의 지연모방의 중요성을 강조하고 있으며, 대부분의 연구는 자연적인 관찰연구를 통하여 모방의 발달과정을 밝히고 있다. 언어발달에서의 모방의 역할에 대한 지금까지의 일치하지 않는 연구 결과들은 각각의 이론들이 나름대로 달리 모방을 정의하고, 언어의 다른 측면들을 다루어 왔기 때문으로 밝혀 졌다. 앞으로 언어발달이 아동의 발달 전체의 맥락 속에서 연구되어지고, 언어습득과정에서 보이는 아동들의 개인차까지도 고려되어지는 포괄적인 연구가 이루어지면 모방의 역할도 좀더 명백하고 일관성 있게 밝혀지리라 본다.

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Analysis of Message Usage Pattern and Relationship Formation Pattern of SNS Super Nodes (SNS 수퍼 노드의 메시지 사용 패턴 및 인맥 형성 패턴 분석)

  • An, Hyeong-Bae;Park, Jongmoon;Lee, Myung-Joon;Park, Yang-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.332-340
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    • 2013
  • As a means for users to interact online, Social Network Service focuses on facilitating the building of social relation. Also, Social Network Service(SNS) provides various functions for managing relationships and sharing information based on relationships. Analyzing behavioral characteristics and the process of relationship formation can help to identify the characteristics of the model for online human relationship. In this paper, we analyze usage pattern based on characteristics posted messages of influential users in Twitter. Also, classifying Facebook users into influential group and uninfluential group based on the number of their social relations, we analyze and compare characteristics of relationship formation patterns of the two classified groups. In addition, we present characteristics of human relation model in social network according to the pattern analysis.

Characterizing Strategy of Emotional sympathetic Robots in Animation and Movie - Focused on Appearance and Behavior tendency Analysis - (애니메이션 및 영화에 등장하는 정서교감형 로봇의 캐릭터라이징 전략 - 외형과 행동 경향성 분석을 중심으로 -)

  • Ryu, Beom-Yeol;Yang, Se-Hyeok
    • Cartoon and Animation Studies
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    • s.48
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    • pp.85-116
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    • 2017
  • The purpose of this study is to analyze conditions that robots depicted in cinematographic works like animations or movies sympathize with and form an attachment with the nuclear person and organize characterizing strategies for emotional sympathetic robots. Along with the development of technology, the areas of artificial intelligence and robots are no longer considered to belong to science fiction but as realistic issues. Therefore, this author assumes that the expressive characteristics of emotional sympathetic robots created by cinematographic works should be used as meaningful factors in expressively embodying human-friendly service robots to be distributed widely afterwards, that is, in establishing the features of characters. To lay the grounds for it, this research has begun. As the subjects of analysis, this researcher has chosen robot characters whose emotional intimacy with the main person is clearly observed among those found in movies and animations produced after the 1920 when robot's contemporary concept was declared. Also, to understand robots' appearance and behavioral tendency, this study (1) has classified robots' external impressions into five types (human-like, cartoon, tool-like, artificial bring, pet or creature) and (2) has classified behavioral tendencies considered to be the outer embodiment of personality by using DiSC, the tool to diagnose behavioral patterns. Meanwhile, it has been observed that robots equipped with high emotional intimacy are all strongly independent about their duties and indicate great emotional acceptance. Therefore, 'influence' and 'Steadiness' types show great emotional acceptance, the influencing type tends to be highly independent, and the 'Conscientiousness' type tends to indicate less emotional acceptance and independency in general. Yet, according to the analysis on external impressions, appearance factors hardly have any significant relationship with emotional sympathy. It implies that regarding the conditions of robots equipped with great emotional sympathy, emotional sympathy grounded on communication exerts more crucial effects than first impression similarly to the process of forming interpersonal relationship in reality. Lastly, to study the characters of robots, it is absolutely needed to have consilient competence embracing different areas widely. This author also has felt that only with design factors or personality factors, it is hard to estimate robot characters and also analyze a vast amount of information demanded in sympathy with humans entirely. However, this researcher will end this thesis as the foundation for it expecting that the general artistic value of animations can be used preciously afterwards in developing robots that have to be studied interdisciplinarily.

User's Emotional Touch Recognition Interface Using non-contact Touch Sensor and Accelerometer (비접촉식 터치센서와 가속도센서를 이용한 사용자의 감정적 터치 인식 인터페이스 시스템)

  • Koo, Seong-Yong;Lim, Jong-Gwan;Kwon, Dong-Soo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.348-353
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    • 2008
  • This paper proposes a novel touch interface for recognizing user's touch pattern and understanding emotional information by eliciting natural user interaction. To classify physical touches, we represent the similarity between touches by analyzing touches based on its dictionary meaning and design the algorithm to recognize various touch patterns in real time. Finally we suggest the methodology to estimate user's emotional state based on touch.

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수학교육학에서의 질적 연구

  • Gye, Yeong-Hui
    • Proceedings of the Korea Society of Mathematical Education Conference
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    • 2010.04a
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    • pp.219-219
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    • 2010
  • 교육학의 질적 연구는 문헌 연구, 면담 연구, 비참여 관찰 연구, 참여 관찰 연구로 분류한다. 문헌연구에는 내용분석, 철학적 연구, 역사학적 연구, 문학적 비평이 들어가고, 면담연구에는 구술사, 전기, 탐문(探問) 저널리즘 등이 포함되고, 비참여 관찰연구에는 전문적 감정(鑑定), 인간의 종적 특성 연구, 관찰자 연구, 비개입적 행동 연구 등이 포함된다. 마지막으로 참여 관찰연구는 일반적 현장연구, 문화 기술적 연구가 포함된다. 질적 연구는 사람, 사물, 현상의 범주화나 수량화가 가해지기 이전의 상태, 즉 '있는 그대로'의 상태에 최대한 접근하는 방법으로써, 고정관념을 깨고 기존의 이론을 최대한 유보한 채 연구에 임하는 것으로 최근에 발달한 인문사회과학적 연구방법이다. 질적 인식이 자연언어에 주로 의존하는 데 비해 양적 인식은 인공언어에 많이 의존한다. 수식과 도형, 부호등은 대표적인 인공언어이다. 모든 사물이 질과 양의 속성을 다 가지고 있듯이 모든 연구는 질적 과정과 양적 과정을 다 포함하고 있다. 질적이냐, 양적이냐 하는 구분은 연구방법론의 문제인데 연구방법론은 연구논리와 연구기법을 포함한다. 본 연구는 인공언어인 수와 식에만 익숙한 수학교육에서, 질적 연구가 왜 필요한지, 어떤 특성이 있는지 논의함으로써 수학교육의 새로운 방법론을 제시하고자 한다.

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An Emotion Processing Model using Multiple Valued Logic Functions (다치 논리함수를 이용한 감성처리 모델)

  • Chung, Hwan-Mook
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.1
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    • pp.13-18
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    • 2009
  • Usually, human emotions are vague and change diversely on the basis of the stimulus from the outside. Plutchik classified the fundamental behavioral patterns into eight patterns, named each of them a genuine emotion, and furthermore suggested mixed emotions using a combination of genuine emotions. In this paper, we propose a method for processing Plutchik's emotion model using Multiple Valued Logic(MVL) Automata Model which utilizes the properties of difference in Multiple Valued Logic functions. This proposed emotion processing model can be widely applied to the analysis and processing of emotion data.

Clarifying the concept of praxis in Family and Consumer Science Education -In focusing of the concept of phronesis in Aristotle's Nicomachean Ethics- (아리스토텔레스의 덕론에 기초한 가정과교육에서의 실천 개념 고찰을 위한 시론 (I) -실천적 지혜(phronesis)와 다른 덕과의 관계에 대한 논의를 중심으로-)

  • Yoo, Tae-Myung
    • Journal of Korean Home Economics Education Association
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    • v.19 no.2
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    • pp.13-34
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    • 2007
  • This study approached the concept of practical or praxis in Family and Consumer Science based on the review of the concept of phronesis in Aristotle's Nicomachean Ethics. Aristotle divided human soul into rational part and irrational part. A virtue related with rational part is intellectual virtue and a virtue related with irrational part is moral virtue. Rational part is divided into calculative part and scientific part. Phronesis is one of an intellectual virtue in calculative part of soul. Aristotle defines phronesis as a state of soul that issues in praxis. Phronesis in narrow sense is a virtue which leads to praxis and it is differ from either sophia or techne. Phronesis in broad sense it includes both praxis and poiesis. Phronesis is closely related with moral virtue. Because moral virtues are habits according to right reason, hence right reasons should be considered, and this is intellectual virtue. It is called for attention that what the concept of practical or praxis in Family and Consumer Science Education should be for the determination of the relation with Practical Arts and Technology. This study proposed a tentative conceptualization of praxis and phronimos in context of Family and Consumer Science Education.clothing planning and the most categories(83.3%) had connections of repetitions. In the clothing material section, categories evaluated as gaps and developments were 55.6% and 44.4%. The clothing construction.

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