• Title/Summary/Keyword: 작업기반 훈련

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Improvement of Attention and Short-term Memory of Mild Dementia Using iPad Applications: A Single Case Study (아이패드를 이용한 경도 치매 노인의 주의집중력과 단기 기억력 증진 : 단일대상연구)

  • Hwangbo, Seung Woo;Kim, Moon-Young;Kim, Jongbae;Park, Hae Yean
    • Therapeutic Science for Rehabilitation
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    • v.7 no.3
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    • pp.47-58
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    • 2018
  • Objective : This study was conducted to investigate the effects of iPad applications on improvement of attention and short-term memory in mild dementia. Methods : A single-case experimental study using A-B-A design was conducted. A total of 20 sessions, including 5 each for baseline phase A and A' and 10 for the intervention phase, were provided to the subject. Interventions were only provided during the intervention phase and were iOS-based iPad applications named "Memorado-Moving Balls" and "Circles." "Fit Brains-Matching Pairs" and "Fit-Brains-Spot the Difference" were used for each session to evaluate attention and short-term memory. MMSE-K, K-TMT-e A and B, and DST assessment tools were used pre- and post-intervention to assess attention and memory. Result : Fit Brains scores indicated improvement in both attention and memory during the intervention phase. K-TMT-e A showed 3 increased correct points and 3 reduced error points, and B showed 7 increased correct points and 2 reduced error points in post-tests, but the DST and MMSE-K showed no meaningful change. Conclusion : This single-case study identified improvements in attention and short-term memory in a person with mild dementia using iPad applications. Further studies regarding different applications and larger samples with long-term designs are necessary.

A Development of a Mixed-Reality (MR) Education and Training System based on user Environment for Job Training for Radiation Workers in the Nondestructive Industry (비파괴산업 분야 방사선작업종사자 직장교육을 위한 사용자 환경 기반 혼합현실(MR) 교육훈련 시스템 개발)

  • Park, Hyong-Hu;Shim, Jae-Goo;Park, Jeong-kyu;Son, Jeong-Bong;Kwon, Soon-Mu
    • Journal of the Korean Society of Radiology
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    • v.15 no.1
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    • pp.45-54
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    • 2021
  • This study was written to create educational content in non-destructive fields based on Mixed Reality. Currently, in the field of radiation, there is almost no content for educational Mixed Reality-based educational content. And in the field of non-destructive inspection, the working environment is poor, the number of employees is often 10 or less for each manufacturer, and the educational infrastructure is not built. There is no practical training, only practical training and safety education to convey information. To solve this, it was decided to develop non-destructive worker education content based on Mixed Reality. This content was developed based on Microsoft's HoloLens 2 HMD device. It is manufactured based on the resolution of 1280 ⁎ 720, and the resolution is different for each device, and the Side is created by aligning the Left, Right, Bottom, and TOP positions of Anchor, and the large image affects the size of Atlas. The large volume like the wallpaper and the upper part was made by replacing it with UITexture. For UI Widget Wizard, I made Label, Buttom, ScrollView, and Sprite. In this study, it is possible to provide workers with realistic educational content, enable self-directed education, and educate with 3D stereoscopic images based on reality to provide interesting and immersive education. Through the images provided in Mixed Reality, the learner can directly operate things through the interaction between the real world and the Virtual Reality, and the learner's learning efficiency can be improved. In addition, mixed reality education can play a major role in non-face-to-face learning content in the corona era, where time and place are not disturbed.

On the Development of Agent-Based Online Game Characters (에이전트 기반 지능형 게임 캐릭터 구현에 관한 연구)

  • 이재호;박인준
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2002.11a
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    • pp.379-384
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    • 2002
  • 개발적인 측면에서 온라인 게임 환경에서의 NPC(Non Playable Character)들은 환경인식능력, 이동능력, 특수 능력 및 아이템의 소유 배분 등을 원활히 하기 위한 능력들을 소유해야 하며, 게임 환경을 인식, 저장하기 위한 데이터구조와 자신만의 독특한 임무(mission)를 달성하기 위한 계획을 갖고 행위를 해야 한다. 이런 의미에서 NPC는 자신만의 고유한 규칙과 행동 패턴, 그리고 목표(Goal)와 이를 실행하기 위한 계획(plan)을 소유하는 에이전트로 인식되어야 할 것이다. 그러나, 기존 게임의 NPC 제어 구조나 구현 방법은 이러한 요구조건에 부합되지 못한 부분이 많았다. C/C++ 같은 컴퓨터 언어들을 이용한 구현은 NPC의 유연성이나, 행위에 많은 문제점이 있었다. 이들 언어의 switch 문법은 NPC의 몇몇 특정 상태를 묘사하고, 그에 대한 행위를 지정하는 방법으로 사용되었으나, 게임 환경이 복잡해지면서, 더욱더 방대한 코드를 만들어야 했고, 해석하는데 많은 어려움을 주었으며, 동일한 NPC에 다른 행동패턴을 적용시키기도 어려웠다. 또한, 대부분의 제어권을 게임 서버 폭에서 도맡아 함으로써, 서버측에 많은 과부하 요인이 되기도 하였다. 이러한 어려움을 제거하기 위해서 게임 스크립트를 사용하기도 하였지만, 그 또한 단순 반복적인 패턴에 사용되거나, 캐릭터의 속성적인 측면만을 기술 할 수 있을 뿐이었다 이러한 어려움을 해소하기 위해서는 NPC들의 작업에 필요한 지식의 계층적 분화를 해야 하고, 현재 상황과 목표 변화에 적합한 반응을 표현할 수 있는 스크립트의 개발이 필수 적이라 할 수 있다 또한 스크립트의 실행도 게임 서버 측이 아닌 클라이언트 측에서 수행됨으로써, 서버에 걸리는 많은 부하를 줄일 수 있어야 할 것이다. 본 논문에서는, 대표적인 반응형 에이전트 시스템인 UMPRS/JAM을 이용하여, 에이전트 기반의 게임 캐릭터 구현 방법론에 대해 알아본다.퓨터 부품조립을 사용해서 Template-based reasoning 예를 보인다 본 방법론은 검색노력을 줄이고, 검색에 있어 Feasibility와 Admissibility를 보장한다.매김할 수 있는 중요한 계기가 될 것이다.재무/비재무적 지표를 고려한 인공신경망기법의 예측적중률이 높은 것으로 나타났다. 즉, 로지스틱회귀 분석의 재무적 지표모형은 훈련, 시험용이 84.45%, 85.10%인 반면, 재무/비재무적 지표모형은 84.45%, 85.08%로서 거의 동일한 예측적중률을 가졌으나 인공신경망기법 분석에서는 재무적 지표모형이 92.23%, 85.10%인 반면, 재무/비재무적 지표모형에서는 91.12%, 88.06%로서 향상된 예측적중률을 나타내었다.ting LMS according to increasing the step-size parameter $\mu$ in the experimentally computed. learning curve. Also we find that convergence speed of proposed algorithm is increased by (B+1) time proportional to B which B is the number of recycled data buffer without complexity of computation. Adaptive transversal filter with proposed data recycling buffer algorithm could efficiently reject ISI of channel and increase speed of convergence in avoidance burden of computational complexity in reality when it was experimented having

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Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

The Effect of Community-Based Cognitive Stimulation Program on Cognitive Fincion and Subject Memory in the Elderly with Mild Cognitive Impairment (지역사회기반 인지자극 프로그램이 경도인지장애 노인의 인지기능과 주관적 기억에 미치는 영향)

  • Mi Young Kim;Woo Kuon Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.67-71
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    • 2023
  • The purpose of this study is to investigate the effect of a community-based cognitive stimulation program on cognitive function and subjective memory in the elderly with mild cognitive impairment. This study was applied by selecting 15 users who understood the purpose of this study and agreed to participate in the shelter program for more than 3 months from April 2019 to August 2019 at the D Dementia Center in G located, Gyeonggi-do. The program consisted of a total of 36 cognitive stimulation programs 3 times a week a total of 3 months. Cognitive stimulation program stimulates cognitive function through various activities such as orientation reinforcement, cognitive training, recall, music, art, and physical play, and is used for the purpose of improving social function. It consists of folk songs, percussion instruments, national gymnastics, dance, games, and traditional games. As a result of the cognitive stimulation program, the average cognitive function increased by 2.13 points from 26.33 points before implementation to 28.46 points after implementation, and a statistically significant result was obtained (p=0.000). Subjective memory decreased by 3.53 points from the average of 7.13 points before the cognitive stimulation program was implemented to 3.60 points after the implementation, and a statistically significant result was obtained (p=0.000). It can be confirmed that this works. Dementia is leading to a cost burden, and congnitive function decreases the aqulity of life. It brings various burdens. It is necessary to study cognitive stimulation programs applied to various environments in the future.

Current State of Vocational Rehabilitation Program for Individuals with Disabling Mental Illness in Korea (우리나라 정신장애인 직업재활 현황 조사연구)

  • Han, Myung Hun;Kim, Ji-Woong;Kim, Do Yoon;Park, Hye Sun;Park, Hanson;Hwang, Tae-Yeon;Seo, Yongjin;Kim, Seung-Jun;Im, Woo-Young;Lee, Sang Min
    • Korean Journal of Psychosomatic Medicine
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    • v.25 no.2
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    • pp.145-152
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    • 2017
  • Objectives : There has been long lasting trend of deinstitutionalization and public health centered care in management of individuals with disabling mental illness. We aimed to investigate current vocational rehabilitation state and effectiveness of system in korea. Methods : We carried basic survey via telephone and e-mail beforehand to figure out how many and which institutions are operating vocational rehabilitation programs to psychiatric patients. A questionnaire packages were sent to total of 108 institutions in Korea which were operating occupation rehabilitation program. Results : Of 108 institutions, 40.74% were returned with answers. The person in charge of vocational rehabilitation at each institution was mainly mental health social worker(48.8%), and the budget under \1,000,000 was the majority(61.5%) among surveyed institutions. The most commonly used vocational rehabilitation programs was case management(23.1%), followed by psychosocial rehabilitation program(21.2%), and on-the-job training(17.9%). The most effective program was case management(27.4%), followed by psychosocial rehabilitation program(19.8%), on-the-job training(17.9%). The main barrier of occupation rehabilitation to be conducted widely was 'worries about being excluded from beneficiary of National Basic livelihood Protection Act'. Conclusions : Our results suggest that, in spite of high demand in vocational rehabilitation programs, government financial support is still lacking.

A Case Study of Software Architecture Design by Applying the Quality Attribute-Driven Design Method (품질속성 기반 설계방법을 적용한 소프트웨어 아키텍처 설계 사례연구)

  • Suh, Yong-Suk;Hong, Seok-Boong;Kim, Hyeon-Soo
    • The KIPS Transactions:PartD
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    • v.14D no.1 s.111
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    • pp.121-130
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    • 2007
  • in a software development, the design or architecture prior to implementing the software is essential for the success. This paper presents a case that we successfully designed a software architecture of radiation monitoring system (RMS) for HANARO research reactor currently operating in KAERI by applying the quality attribute-driven design method which is modified from the attribute-driven design (ADD) introduced by Bass[1]. The quality attribute-driven design method consists of following procedures: eliciting functionality and quality requirements of system as architecture drivers, selecting tactics to satisfy the drivers, determining architectures based on the tactics, and implementing and validating the architectures. The availability, maintainability, and interchangeability were elicited as duality requirements, hot-standby dual servers and weak-coupled modulization were selected as tactics, and client-server structure and object-oriented data processing structure were determined at architectures for the RMS. The architecture was implemented using Adroit which is a commercial off-the-shelf software tool and was validated based on performing the function-oriented testing. We found that the design method in this paper is an efficient method for a project which has constraints such as low budget and short period of development time. The architecture will be reused for the development of other RMS in KAERI. Further works are necessary to quantitatively evaluate the architecture.

Analyses of Studies on Swallowing Rehabilitation Program for Stroke patients in Korea (뇌졸중 환자 대상의 연하재활프로그램에 대한 국내 연구 논문 분석)

  • Kwak, Hye-Weon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.7394-7402
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    • 2015
  • The purpose of this study was to investigate the status of studies on swallowing rehabilitation interventions for stroke patients that had been conducted in the past 5 years (2010-2014) in Korea and to examine their findings. A literature search was conducted through RISS, National Assembly Library, and KISS, and 12 papers were analyzed. Four articles were from nursing science, and 8 from other disciplines. Qualitative evaluation of the articles was conducted by using an evaluation framework that was designed by the researcher, which took into account the checklist presented by the Scottish Intercollegiate Guideline Network (2013). In the results of the qualitative evaluation on the papers, 4 studies scored 7 out of 10 points, 6 studies scored between 5 and 6 points, and 2 studies scored 4 points. Intervention sessions were conducted for 25 minutes, on average, each at a frequency of 4.1 sessions per week, for a total of 33.7 sessions. This study found that direct swallowing training and comprehensive intervention of respiratory and oral, including pharyngeal were effective in relieving difficulties in swallowing. In the future, such findings are expected to be used in nursing interventions for establishment of the basis for evidence-based nursing practice.

A Quantative Evaluation Method of the Quality of Natural Language Sentences based on Genetic Algorithm (유전자 알고리즘에 기반한 자연언어 문장의 정량적 질 평가 방법)

  • Yang, Seung-Hyeon;Kim, Yeong-Seom
    • Journal of KIISE:Software and Applications
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    • v.26 no.11
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    • pp.1372-1380
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    • 1999
  • 본 논문에서는 자연언어 문장의 객관적 정량적인 질 측정 방법의 구축에 대해 설명하고, 이를 문장 퇴고 시스템의 사례에 적용해 본다. 문장의 질을 평가한다는 것은 본질적으로 주관적이고 정량화가 어려운 작업이기 때문에, 이 과정에서 질의 객관적 계량화가 가능한지 여부가 가장 중요한 문제가 된다. 이 논문에서는 이러한 문제를 해결하기 위해 유전자 알고리즘을 이용한 진화적 접근 방법을 통해 객관적이고 정량적인 질의 측정 공식을 유도하는 방법론을 제시하였다. 이 논문에서 제시한 방법론의 핵심은 간단히 말해서 사람이 행하는 정성적인 판단을, 이에 가장 근접하는 정량적 측정 체계로 전환시키는 것이라고 보면 된다. 이것을 위해 정량화 문제를 문장의 단순 언어 특징들의 변화값을 이용한 최적화 문제로 환원시키고, 다시 이 최적화 문제를 유전자 알고리즘을 이용해 해결함으로써 문제를 효과적으로 해결할 수 있었다. 실험 결과를 보면, 본 논문에서 제시한 최적화 방법은 주어진 훈련용 예제와 검증용 예제 중 각각 99.84%, 99.88%를 만족시키는 해를 찾아내었으므로 정량적 질 평가 공식의 유도에 매우 효과적임을 알 수 있었다. 또한 도출된 측정 공식을 이용해서 실제 퇴고 시스템 평가에 적용한 결과 문장 질의 측정에 매우 유용하게 이용될 수 있음을 알 수 있었다. 이와 같이 질의 정량적 평가가 가능하다는 사실이 갖는 또 한가지 중요한 의미는 최종 사용자의 구매 의사나 개발자의 공학적 의사 결정을 위한 객관적 성능 평가 자료의 제공에 이 방법이 유용하게 사용될 수 있다는 점이다.Abstract This paper describes a method of building a quantitative measure of the quality of natural language sentences, particularly produced by document revision systems. Evaluating the quality of natural language sentences is intrinsically subjective, so what is most important as to the evaluation is whether the quality can be measured objectively. To solve such problem of objective measurability, genetic algorithm, an evolutionary learning method, is employed in this paper. The underlying standpoint of this approach is that building the quality measures is a task of constructing a formulae that produces as close results as can to the qualitative decisions made by humans. For doing this, the problem of measurability has been simply reduced to an optimization problem using the change of the values of simple linguistic parameters found in sentences, and the reduced problem has been solved effectively by the genetic algorithm. Experimental result shows that the optimization task satisfied 99.84% and 99.88% of the given objectives for training and validation samples, respectively, which means the method is quite effective in constructing the quantitative measure of the quality of natural language sentences. The actual evaluation result of a revision system shows that the measure is useful to quantize the quality of sentences. Another important contribution of this measure would be to provide an objective performance evaluation data of natural language systems on a basis of which end-users and developers can make their decision to fit their own needs.

A cognitive psychological consideration of Michael Chehov's acting techniques (미카엘 체홉 연기 테크닉에 대한 인지심리학적 고찰)

  • Jin, Hyun-Chung;Cho, Joon-Hui
    • (The) Research of the performance art and culture
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    • no.37
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    • pp.365-389
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    • 2018
  • This research aims to study Michael Chekhov's acting techniques scientifically, because his techniques has been studied only theoretically or empirically. Especially, this study focuses on 'imagination' and 'Psychological Gesture' from the perspective of cognitive psychology. Chekhov thought 'imagination' as the basis and core of all the works of acting. In cognitive psychology, it is called as 'imagery' and means 'a representation of the mind of the object not communicated by the sensory organs currently'. This study starts with defining imagery and takes a brief look at the features and kinds of imagery. Then the researcher will prove scientifically the possibility of training acting using imagery as Chekhov's assertion. For the proof of the validity of imagery, we'll look for the theoretical evidences-functional equivalence hypothesis, psychoneuromuscular theory, symbolic learning theory, psychophygiological information processing-and experimental ones-measurements of cerebral blood flow or event-related potential, experiments with fMRI(functional magnetic resonance imaging) or PET(positron emission tomography). As a result, we can see that imagery is functionally identical to perception and improves fulfillment of cognitive and physical tasks. As proving physical changes can draw out psychological changes(feeling) on the medium of imagery, we can also see the validity of Psychological Gesture. From the above research, even if Chekhov developed the acting techniques only on the basis of his experience, his techniques can be thought as having scientific validity. Though insufficient, this study can be a help for actors or students as they using Chekhov's techniques.