• Title/Summary/Keyword: 인지적 행동

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Analysis of driver behavior related to frontal vehicle collision direction (정면충돌의 충돌방향과 관련된 운전자의 행동분석)

  • Lee, Myung-Lyeol;Kim, Ho-Jung;Lee, Kang-Hyun;Kim, Sang-Chul;Lee, Hyo-Ju;Choi, Hyo-Jueng
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.5
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    • pp.530-537
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    • 2016
  • This study investigates frontal crashes, analyzes the driver's action related to the change of the collision direction and determines the severity of (bodily injury). This study was conducted from August, 2013, to January, 2014, and the data for the car damage and human body damage were collected by emergency medical teams. In terms of data collection, we collected the accident vehicle, crash direction, body damage, etc., based on the Korea In-depth Accident Study (KIDAS) and Injury Severity Score (ISS). We used Minitab 17 and SPSS 22.0 to do the frequency analysis and ANOVA. In the analysis results, the prevalence of frontal collisions was 55.8% and mostly occurred in the 12 o'clock direction. In the analysis of the frontal crash direction according to age, the average ages for the 11, 12 and 1 o'clock directions were $46.46{\pm}13.47$, $44.43{\pm}13.40$ and $52.46{\pm}12.04$, respectively, so the older age drivers had a high probability of the accident occurring in the 1 o'clock direction. In the analysis of men's frontal collision direction according to age, the average ages in the 11, 12 and 1 o'clock directions were $47.10{\pm}13.88$, $45.24{\pm}13.78$ and $55.73{\pm}13.38$, respectively, so older aged men had a high probability of having collisions in the 1 o'clock direction. However, the statistical analysis of the frontal crash direction according to age in women didn't show any meaningful trend. When comparing the ISS according to age of the men and women in the collision direction, the men were less likely to have a 12 o'clock collision when $ISS{\geq}9$ and more likely to have a 1 o'clock collision when ISS<9. As a result, frontal crashes are more likely to occur in the 12 o'clock direction and the ISS decreases because the likelihood of frontal crashes in the 1 o'clock direction increases with increasing age. Therefore, when men recognize that they are heading for a 12 o'clock direction collision, they try to steer to the left to reduce the body damage.

Safe Driving Inducement Effect Analysis of Smart Delineator through Driving Simulation Evaluation (도로 주행 시뮬레이션 평가를 통한 스마트 델리네이터의 안전운전 유도 효과분석)

  • Ko, Han-Geom;Kim, Ji-Ho;Seong, Myung-Jae;Lee, Jin-Soo
    • Journal of Korean Society of Transportation
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    • v.30 no.4
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    • pp.43-59
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    • 2012
  • Assuming a completed Smart Highway road & communication environment that allows real-time information collection and transmission of road traffic condition ahead, the purpose of this study is to develop a plan for inducing a network-level safe driving pattern by providing road traffic condition and safety information to multiple drivers through a road information provision device. In this study, the device with a function that displays different colors according to the hazard level to the existing delineator has been named 'Smart Delineator'. Smart Delineator is a device that provides not only alignment information but also safety information for drivers to receive real-time warning information and intuitively recognize road traffic condition ahead so that drivers can respond. To examine the effects of safety driving inducement level on drivers, a simulation test was conducted using driving simulator as well as a satisfaction survey. The result showed that the Smart Delineator was able to identify the location of occurrence and affecting driving according pattern, either adhering to recommended speed or reducing speed according to the pre-defined hazard level.

Needs of the elderly with dementia in long-term care facilities: from the perspectives of patients and caregivers (장기요양시설 거주 치매 노인의 욕구: 대상자와 간호제공자의 관점을 중심으로)

  • Kang, Hyunwook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.1
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    • pp.260-269
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    • 2018
  • This study investigated the needs of the elderly with dementia from the perspectives of patients and caregivers in long-term care facilities. A total of 145 older adults with dementia and 62 nurses from 3 geriatric hospitals were enrolled in this study. The cognitive function, behavioral and psychological symptoms, activities of daily living (ADL), and instrumental activities of daily living (IADL) were measured. The mean number of needs reported by the elderly with dementia was 11.94 and those with unmet needs were 2.91 on average. Nurses showed that the mean number of needs and unmet needs of the elderly with dementia was 14.71 and 1.94, respectively. The largest number of older adults with dementia (42.2%) perceived that the needs for daytime activities were unmet. On the other hand, only 24.1% of nurses evaluated that the needs for daytime activities were unmet. The factors influencing the needs of the elderly with dementia were dependency in ADL and IADL. Therefore, caregivers in long-term care facilities need to take the perception of older adults with dementia into consideration when evaluating the met and unmet needs of the elderly with dementia. In addition, sufficient assistance to IADL and ADL would help reduce the needs of people with dementia.

A Gamer Perception Study of Analyzing by Ecological Psychology in Virtual Environment -Focus on Battleground- (생태학적 심리학관점에서 분석한 게이머의 가상환경 지각연구 -배틀그라운드 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.50
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    • pp.239-273
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    • 2018
  • There have been many topics in gamer research on gamers' game addiction, education, and psychological interest. This paper investigates how to perceive the virtual environment of gamers based on James Gibson 's theories of cognitive science. Gibson's theory is not a stimulus input through individual sensory receptors, but rather a learning process such as establishing a cognitive relationship between perceptual systems, external invariant property separation, behavioral learning, invariant property separation of events, selectiveism development. Based on this analysis tool, I collected and verified gamers' perception of game environment of by FGI survey method. The results of the analysis showed that Gibson 's perceptual learning process was perceived as a virtual environment as in reality, and there was also perceptual difference found only in games. Patterned perception develops in the direction of classifying invariant properties appearing in the game based on the purpose of the game. In this study, it can be seen as a result of the research that FGI interview can be summarized as patterning (typification) perception process based on the goal consciousness of gamers. But,The results of the study suggest that the psychological analysis of the gamer can not be presented by the FGI results alone. In the future, we need a model study to confirm the causality and the verification through statistical analysis.

A Study on the Telemetry System for the Inhabitant Environment and Distribution of Fish-II -Current Direction, Velocity, Sea Ambient Noise and Distribution of Fishes- (어류의 서식환경과 분포생태의 원격계측에 관한 연구 - II -유향, 유속 및 환경소음과 어류의 분포생태-)

  • 신형일;안영화;신현옥
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.35 no.2
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    • pp.129-135
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    • 1999
  • The telemetry system for the current speed and direction, the underwater ambient noise and the distribution ecology of fishes was constructed by the author and his collaborator in order to product and manage effectively in shallow sea culture and setnets fisheries, and then the experiments for the telemetry system carried out at set net fishing ground located Nungpobay in Kojedo from October 1996 to June 1997. As this results, the techniques suggested in the telemetry system gave full display its function even though far away 1.5 km from transmitting part, but with the suggested telemetry system could not be ascertained relationship between physical environment and distribution ecology of fishes.

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5An Empirical Study on effect between Mobile Device Property and Customer Satisfaction (이동전화단말기 속성이 고객만족에 미치는 영향에 관한 실증적 연구)

  • Choi, Seung-Il;Kim, Dong-Il
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.5
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    • pp.1856-1862
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    • 2010
  • Last rapidly changing mobile handset market in many industries, as well as market conditions affect the prevalence of various content types of consumer spending in general is affecting. Changes in mobile handset market by separating the various consumer-tier analysis, or differentiated in consumers' purchasing behavior are being reflected in the property analysis and overview of customer satisfaction can be assessed by measuring. These mobile devices and the purchase of the devices to investigate the tendency to analyze and weigh the various content industries, you can see how important one can be considered. The development of mobile communication systems and wireless internet and multimedia applications can lead the industry accelerated. In this study, tried to investigate that the mobile communication systems in consideration of the special form of mobile handsets, and customer satisfaction of mobile phone handsets, and the relationship between customer loyalty. Outcome of this study, the mobile properties and the mobile handset brand, price, design and related details to be statistically significant variables were analyzed. In this study, the characteristics of future mobile handset market with a wide range of content-based guidelines for the development of the industry is expected to be able to provide.

Analysis of Recognition on Business Risks and Entrepreneurial Intention (사업위험에 대한 인지가 창업의욕 및 사업유지의욕에 미치는 영향 분석)

  • Ha, Kyu Soo;Seo, Sang Hyuk
    • Journal of Korea Technology Innovation Society
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    • v.14 no.spc
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    • pp.1285-1311
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    • 2011
  • In this research, we investigated both present and potential entrepreneurs who are over 20 years old. The theme was that how businessmen's manners toward business and danger-perception have difference and are affected according to various factors. Besides, we also worked on the influence of manners toward enterprise and risk-perception variable on intention of starting and maintaining a business by using a decision-making model of consumers. The results are the followings. First, attitude toward enterprise was positive when the entrepreneur is man or unprofessional. This phenomenon was also observed if his or her parents had business foundation experience or he or she has self-realization motive rather than economical. Meanwhile, danger-recognition was high when the entrepreneur has no job, is more than 40 years old, has business background, or has affirmative enterprise attitude. Second, people who are man, have parents with business background or have self-realization motive on business foundation were more willing to start a business. Meanwhile, people who have affirmative enterprise manners, company with sales from 11 billion to 100 billion won or no business failure experience had high intention to maintain a business. Third, businessmen who are men, work in unprofessional job or have business experience had more strong desire to establish enterprise. Meantime, people who are old, have no jobs or have enterprise experience showed high danger-recognition level. At last, people who are men or jobless had strong will to start a business. So did the people who have positive attitude toward business or have parents who have business experience. Meantime, people with affirmative business manners or no experience of enterprise failure had strong intention to keep business.

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A Study on the Phobia Treatment Using 3D Virtual Reality System (3D 가상환경시스템 이용한 공포증 치료에 대한 연구)

  • Paek Seung-Eun
    • The Journal of Information Technology
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    • v.5 no.4
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    • pp.45-55
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    • 2002
  • Virtual Reality(VR) is a new technology which makes humans communicate with computer. It allows the user to see, hear, feel and interact in a three-dimensional virtual world created graphically. In this paper, we introduced VR into psychotherapy area and developed VR system for the exposure therapy of acrophobia. Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

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Somatic Symptoms after Psychological Trauma (심리외상 이후의 신체증상)

  • Park, Joo Eon;Ahn, Hyun-Nie;Kim, Won-Hyoung
    • Korean Journal of Psychosomatic Medicine
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    • v.24 no.1
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    • pp.43-53
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    • 2016
  • Objectives : Somatic symptoms after the exposure of psychological trauma frequently developed. However, the somatic symptoms are not covered under the diagnostic criteria of posttraumatic stress disorder(PTSD) in detail, although they are often associated with social and occupational functioning and patient-doctor relationships. The aim of this article is to highlight the potential mechanisms, the common manifestations, and the treatment of the somatic symptoms. Methods : This article studied the somatic symptoms searched using academic search engines like PubMed, Scopus, Google Scholar, KoreaMed and KISS from the earliest available date of indexing to March 31, 2016. Results : The mechanism of somatic symptoms after the exposure was described as psychological and physiological aspects. Psychological mechanism consisted of psychodynamic theory, cognitive behavioral theory, and others. Physiological mechanism involved changes in neuroendocrine and immune system, autonomic nervous system and central nervous system. Somatization associated with psychological trauma manifested various health conditions on head and neck, chest, abdominal, musculoskeletal, and dermatological and immune system. Few studies described the standardization of treatment for the somatic symptoms. Conclusions : Clinicians and disaster behavioral health providers should think of the accompanying somatic symptoms during intervention of psychological trauma and PTSD. Further studies are needed on the somatic symptoms seen in psychological trauma and PTSD.

Study for Feature Selection Based on Multi-Agent Reinforcement Learning (다중 에이전트 강화학습 기반 특징 선택에 대한 연구)

  • Kim, Miin-Woo;Bae, Jin-Hee;Wang, Bo-Hyun;Lim, Joon-Shik
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.347-352
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    • 2021
  • In this paper, we propose a method for finding feature subsets that are effective for classification in an input dataset by using a multi-agent reinforcement learning method. In the field of machine learning, it is crucial to find features suitable for classification. A dataset may have numerous features; while some features may be effective for classification or prediction, others may have little or rather negative effects on results. In machine learning problems, feature selection for increasing classification or prediction accuracy is a critical problem. To solve this problem, we proposed a feature selection method based on reinforced learning. Each feature has one agent, which determines whether the feature is selected. After obtaining corresponding rewards for each feature that is selected, but not by the agents, the Q-value of each agent is updated by comparing the rewards. The reward comparison of the two subsets helps agents determine whether their actions were right. These processes are performed as many times as the number of episodes, and finally, features are selected. As a result of applying this method to the Wisconsin Breast Cancer, Spambase, Musk, and Colon Cancer datasets, accuracy improvements of 0.0385, 0.0904, 0.1252 and 0.2055 were shown, respectively, and finally, classification accuracies of 0.9789, 0.9311, 0.9691 and 0.9474 were achieved, respectively. It was proved that our proposed method could properly select features that were effective for classification and increase classification accuracy.