• Title/Summary/Keyword: 피드백 게인

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Robustness Recovery of Observer Based Multivariable Control Systems (관측기를 이용한 다변수 제어계의 로바스트성 회복)

  • Kim, Sang-Bong;Jeong, Seok-Kwon
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.25 no.1
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    • pp.18-23
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    • 1989
  • An approach for robustness recovery of the observer-based control system is presented. The approach is developed by adding a loop with appropriate constant matrix to the observer-based closed-loop system. It will be shown that if there exists an added-loop matrix M satisfying F=MC for a feedback gain F and output matrix C, then the observer-based control systems have the same loop transfer functions as full-state feedback implementations, in other words, the former has the same relative stability and robustness as the latter.

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Daily Quest Design for Mobile Arcade Games -The Effect of Player's Tendency on Motivation- (모바일 아케이드 게임의 일일 퀘스트 디자인 연구 -플레이어의 성향과 동기를 중심으로-)

  • Ahn, Sihyeong;Lee, Sangwon
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.83-91
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    • 2019
  • These days, virtually every mobile game has a daily quest system. Daily quest is a great tool that can attract game players by providing daily rewards as the player conducts designated missions. However, conducting similar tasks repeatedly has a risk of becoming tedious duties, and maintaining an enjoyable daily quest is critical in enhancing the overall experience of a game. Based on the awareness on the need for academic research on daily quest systems, this study categorized the types of quests systems implemented in the current mobile games, observed how preferred type differs by player's propensity, and analyzed how motivation of a player can be improved using quest types. The results are (1) the staged rewards after each clearance of a task improve a player's motivation, (2) players with high autonomy should be given a freedom to choose their own quests, and (3) players who values their playing skills higher are motivated by providing a feedback on the completion of a task.

Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component (게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과)

  • Jeon, Shin-young;Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.139-150
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    • 2021
  • This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.

Design and Implementation of the Smart Clicker for Active Learning (액티브 러닝을 위한 스마트 클리커의 설계 및 구현)

  • Kim, Eun-Gyung;Koo, Bon-Chul;Kim, Young-Jin;Kim, Jin-Hwan;Park, Je-Yeong;Jeong, Se-Hee
    • Journal of Practical Engineering Education
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    • v.5 no.2
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    • pp.101-107
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    • 2013
  • Clickers that are personal response systems are a technology used to promote active learning and most research on the benefits of using clickers has shown that students become engaged and enjoy using them. But, existing clickers consisting of hardware devices and aggregation software provide simple response and aggregation function and it costs a lot. In this paper, in order to resolve the limitation of the existing clickers, we've designed and implemented the Smart Clicker consisting of a smartphone application for students and a web application & a MFC program for professors. Students can answer professor's questions with O/X or numbers or text and even ask questions with text messaging by using Smart Clicker in the classroom. Professors can see students' answers or questions immediately and check up students' response participation rate on the web page. Besides, the Smart Clicker will help professors actively engage students during the entire class period and gauge their level of understanding of the material being presented, and provide prompt feedback to student questions. As a result, we expect that quality of education will be increased.

User Innovation Empowerment in Open Market Systems: A Case Study on Participatory Game Communities (오픈마켓 시스템에서의 사용자 혁신 위임: 참여적 게임 커뮤니티에 대한 사례연구)

  • Kwon, Hee-Jung;Kim, Jin-Woo
    • Information Systems Review
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    • v.12 no.3
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    • pp.75-88
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    • 2010
  • Business models in open market systems targeting smart phone users are determined by several important factors. First, by providing developers efficient technical platforms, it contains a setting for developers to learn, apply and improve the skills relating to the product category easily while they stay beyond a corporate boundary. Second, by the first condition, a huge population of talented developers becomes to join a specific open market where will invite more customers to use their applications. Hence it will attract more and more developer participants who will finally give a rise to a persistent market growth. Third, the evaluation system between platform providers and application producers, and one between application producers and application users may underlie the trust relationships between them. The research conducted a multiple embedded case study to test the success factors of open market based business models. It focused on smart phone game communities that have installed user evaluation, and feedback systems. The user innovation empowerment model within the social game networks has highlighted the theories on the roles and characteristics of lead users, and lead user network behaviors for future NPD participations.

신선농산물 생산에서의 농약오염과 농약폭로-흡수 -일본을 중심으로-

  • 최진옥
    • Proceedings of the Korean Society of Postharvest Science and Technology of Agricultural Products Conference
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    • 2000.04a
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    • pp.14-15
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    • 2000
  • 현재의 농업에서 농약의 사용은 불가결한 것이다. DDT의 등장으로 농약만능시대의 막이 열린 이래 세계에서 10만종 이사의 농약이 탄생했다. 현재 전세계의 생산량은 매년 1천만 톤을 넘어섰고 일본의 경우 등록되어 있는 농약수는 원체(화합물종류)로서 367종, 상품명으로서는 약 5800 종류가 판매되고 있다. 년간 일본의 농약생산량은 약 60만 톤으로 농약의 수출량과 수입량이 거의 같기 때문에 생산량이 사용량에 상당하는 것으로 본다. 농약의 식품오염의 측면에서 보면, 단위 면적당 세계 제 1위의 농약 사용국인 일본은 시장에 유통되고 있는 농작물에도 상당한 양의 농약이 잔류하는 것으로 본다. 물론 식품위생법에 26종의 농약에 대해 53작물을 대상으로 하는 잔류농약기준이 있지만, 농약성분이 400종 이상이며 산포 대상이 되는 작물은 53작물보다 훨씬 많다. 또한 한 두 종류의 작물밖에 대상이 되지 않는 농약도 많아서 잔류농약기준은 식품의 안전성 확보면에서는 부족한 것이 많아. 따라서 농산물 생산자 스스로가 농약사용기준을 정확하게 지켜주기를 바랄 뿐이다. 한편으로는, 이러한 현실에 비추어서 농약사용이 일상화된 농업자에게 있어 농약으로 인한 건강상의 문제 또한 적지 않다. 농업자의 건강관리 대책의 일환으로 실시하는 건강진단 및 조사에 따르면, 만성적인 질환뿐만 아니라 농약산포작업후에 나타나는 증세(기침, 피부이상, 불쾌감, 두통, 인후염, 구토)를 경험한 작업자는 예방의학적인 견지에서 농업자의 농약폭로실태파악 및 교육을 해오고 있으나 그다지 설득력을 얻지 못하여 보다 확실한 인체내 흡수량을 측정하는 방법을 생각하게 되었다. 즉 뇨중 농약 대사물을 폭로지표로 하는 생물학적 모니터링(biological monitoring)을 시도, 농업현장에 있어서의 그 실증과 유용성에 대한 검토를 하고자 하였다. 농작업 가운데서 가장 위험하다고 보는 농약산포작업 (수동식 분무기를 이용한 하우스작물 및 동력분무기를 사용한 노지작물)을 대상으로 생물학적모니터링을 실시한 결과 업자의 뇨로부터 농약의 체내흡수를 반영하는 농략의 뇨 분비성 대사물을 측정할 수 있었다. 즉 뇨나 혈액등의 생체시료를 이용한 생물학적모니터링의 농약에의 응용은 서구와는 달리 대부분이 규제가 없는 소규모 자가영농으로 정해진 농약사용지침보다 많은 농약을 사용한다거나, 또는 개인의 습관이나 작업환경에 따라 폭로조건이 달라서 실질적인 폭로-흡수의 정도가 불분명한 경우등에도 충분히 대응할 수 있어 농약사용자 개개인의 농약 폭로-흡수의 정도를 분명하게 밝힐 수 있다. 게다가 평가의 결과를 농약사용의 일선에 있는 농업자에게 피드백 하여 주므로서 농약에 대한 인식을 새롭게 하고 농약취급시의 건강장해예방행동을 촉구하는 등의 효과도 높은 것으로 예방의학적인 유용성이 크다고 볼 수 있다.

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A Study on the Development of Emotional Content through Natural Language Processing Deep Learning Model Emotion Analysis (자연어 처리 딥러닝 모델 감정분석을 통한 감성 콘텐츠 개발 연구)

  • Hyun-Soo Lee;Min-Ha Kim;Ji-won Seo;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.687-692
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    • 2023
  • We analyze the accuracy of emotion analysis of natural language processing deep learning model and propose to use it for emotional content development. After looking at the outline of the GPT-3 model, about 6,000 pieces of dialogue data provided by Aihub were input to 9 emotion categories: 'joy', 'sadness', 'fear', 'anger', 'disgust', and 'surprise'. ', 'interest', 'boredom', and 'pain'. Performance evaluation was conducted using the evaluation indices of accuracy, precision, recall, and F1-score, which are evaluation methods for natural language processing models. As a result of the emotion analysis, the accuracy was over 91%, and in the case of precision, 'fear' and 'pain' showed low values. In the case of reproducibility, a low value was shown in negative emotions, and in the case of 'disgust' in particular, an error appeared due to the lack of data. In the case of previous studies, emotion analysis was mainly used only for polarity analysis divided into positive, negative, and neutral, and there was a limitation in that it was used only in the feedback stage due to its nature. We expand emotion analysis into 9 categories and suggest its use in the development of emotional content considering it from the planning stage. It is expected that more accurate results can be obtained if emotion analysis is performed by additionally collecting more diverse daily conversations through follow-up research.

An analysis of students' engagement in elementary mathematics lessons using open-ended tasks (개방형 과제를 활용하는 초등 수학 수업에서 학생의 참여 분석)

  • Nam, Inhye;Shin, Bomi
    • The Mathematical Education
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    • v.62 no.1
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    • pp.57-78
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    • 2023
  • Students' engagement in lessons not only determines the direction and result of the lessons, but also affects academic achievement and continuity of follow-up learning. In order to provide implications related to teaching strategies for encouraging students' engagement in elementary mathematics lessons, this study implemented lessons for middle-low achieving fifth graders using open-ended tasks and analyzed characteristics of students' engagement in the light of the framework descripors developed based on previous research. As a result of the analysis, the students showed behavioral engagement in voluntarily answering teacher's questions or enduring difficulties and performing tasks until the end, emotional engagement in actively expressing their pleasure by clapping, standing up and the feelings with regard to the topics of lessons and the tasks, cognitive engagement in using real-life examples or their prior knowledge to solve the tasks, and social engagement in helping friends, telling their ideas to others and asking for friends' opinions to create collaborative ideas. This result suggested that lessons using open-ended tasks could encourage elementary students' engagement. In addition, this research presented the potential significance of teacher's support and positive feedback to students' responses, teaching methods of group activities and discussions, strategies of presenting tasks such as the board game while implementing the lessons using open-ended tasks.