• Title/Summary/Keyword: 행동사례

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An Applicability Study of Action-Benefit-Cost Model and Statistical Model Checking for System of Systems Goal Achievement Verification (시스템 오브 시스템즈 수준의 목표 달성 검증을 위한 행동-이익-비용 모델과 통계적 모델 체킹 적용 연구)

  • Kim, Junho;Shin, Donghwan;Bae, Doo-Hwan
    • KIISE Transactions on Computing Practices
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    • v.23 no.4
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    • pp.256-261
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    • 2017
  • The notion of System of Systems (SoS), which is composed by many independent systems (i.e., Constituent Systems, CS), has emerged in various domains including social infrastructure. It is widely expected that complex requirements, which cannot be achieved in each CS-level, will be achieved in an SoS-level. While verification of SoS-level goal achievement is one of the most important problems, concrete case studies on SoS modeling and verification are still rare. In this paper, we focus on the fact that each CS performs an action for its own purpose by its own decision-making mechanism. We propose a novel Action-Benefit-Cost (ABC) SoS model which caters to the independent decision-making mechanisms of CSs. Using an abstract SoS example, this proposal provides a case study for the modeling and quantitative verification of the ABC SoS model.

A Study of the Influence of The Interesting Elements of Public Welfare Games on the User's Game Experience - Focused on 'Mountaineering LightsUp' (공익성게임의 재미요소가 유저의 게임체험에 미치는 영향 분석 - <등산행동(燈山行动)>사례를 중심으로)

  • Jeon, Wan-Sin;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.323-329
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    • 2021
  • Based on the research of the Public Welfare Games 'Mountaineering LightsUp', which is the main theme of helping the disadvantaged in society, this study uses the questionnaire method to obtain user data, and collects the data by using AMOS analysis for the effect of game interest elements on the experience of players. The results showed that the interesting elements (goal, obstacles, sense of belonging, atmosphere, story, information, and player to player communication) of the game were positively influenced by the experience of the game. And the questionnaire showed that the game still had problems such as playing simple, difficulty, lack of popularity, lack of feedback, and lack of storytelling. This paper also puts forward some proposals for these deficiencies. In future research, the research sample will be expanded, the research content will be improved, and the future Public Welfare Games will be designed and developed.

Navigational Structure and User Behavior Modeling for Restructuring of Web-based Information Systems (웹기반 정보시스템의 재구성을 위한 항해구조 및 사용자행동 모델링)

  • 박학수;황성하;이강수
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.730-744
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    • 2002
  • A Web-Based Information System(WBIS), a typical structure of recently information systems, should be dynamically restructured in order to satisfy user's need and make a profit. Thus, we should analyze and modelize the navigational structure of WBIS and utilize it by modeling the navigational structure of behavior of user through log-file as system restructuring. In this paper, we propose the modeling method for navigational structure and user behavior to restructure WBIS including shopping mall. Also, we suggest the structural model, state transition model, Petri net model and analysis method and analyze and implement modeling algorithm for user behavior to analyze log-file of it. Then, we propose some restructuring heuristic and apply the methods to the example of WBIS.

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A Comparative Study of on-site Action Manual for People with Disaster Vulnerability (재난취약자의 현장조치 행동매뉴얼 비교연구 - 한국과 일본의 장애인 대상으로)

  • Kim, Soodong;Lee, Sahong;Choi, Kilhyun;Cheung, Chongsoo
    • Journal of the Society of Disaster Information
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    • v.13 no.2
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    • pp.155-162
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    • 2017
  • This study has some issues about the elderly, the disabled, and the vulnerable groups whose economic ability is low even if the disaster or disaster situation is not a big problem for the people. we should emphasize the necessity of disaster preparedness action manual considering the characteristics of disaster vulnerable classes and taking serious risks to them even in the same situation. We also want to conduct research only for people with disabilities who are choosing the same definition of the world among the vulnerable groups. I would like to provide a basis for developing a site action manual for people with disabilities by comparing the cases of Korea and Japan. Therefore, through the cases of Japan and Korea, it is possible to maintain the independence of everyday life during disasters, the communication function in disasters, the method of moving information and mobile information, the function of recognizing emergency response, Action Emphasize the urgency of developing action manuals. From this domestic situation, we will conclude the discussion on the disaster safety and action manual for the disabled.

A Case Study of Group Music Psychotherapy for Improving Adolescents' Awareness of the Motivation Behind Their Excessive Online Gaming (게임 과몰입 청소년의 게임 이용동기 인식을 위한 그룹 음악심리치료 사례)

  • Song, Jisun
    • Journal of Music and Human Behavior
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    • v.17 no.2
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    • pp.1-28
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    • 2020
  • This case study aimed to investigate changes in adolescents' awareness of the motivation behind their excessive internet gaming after group music psychotherapy. Five middle school students participated in six 60-minute group sessions over 4 weeks. The group music psychotherapy program was developed to help participants understand their implicit reasons for excessive internet gaming. Verbal responses were obtained from pre-program and post-program interviews and original lyrics created by participants during program were collected for analysis. Obtained data were analyzed in terms of emotional and cognitive aspects in relation to the participants' awareness of the motivation behind their excessive gaming. The results showed that song writing as creative musical process allowed participants to be aware of positive and negative influence of gaming on themselves and express their motivation to change their perception on gaming behavior. Also, the participants reported that the use of musical product for their daily lives could be an effective coping strategy to manage their gaming behaviors and an alternative for gaming. The findings from this study support that group music psychotherapy can be an effective approach to promote awareness of adolescents' motives for excessive internet gaming and to help adolescents better manage their gaming behaviors.

A Suggestion of User Behavior analysis Framework (사용자 행동 분석 프레임워크 제안)

  • Kim, Hye Lin;Lee, Min Ju;Park, Seung Ho
    • Design Convergence Study
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    • v.16 no.5
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    • pp.203-217
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    • 2017
  • This study proposes and demonstrates the value of user - centered design methodology based on linguistic analysis. The results of the proposed user behavioural analysis framework suggested that the syntactic structure between the sentence structure and its components could be a logical basis for explaining the user's situation and behavior. Based on this, the definitions and classifications of user interactions and user contexts were conducted in a microscopically context. User behavior has also been established to identify pattern structures of purposeful nature and constitutes a user behavior sequence that prioritizes them. Next, the User Experience Analysis Framework was derived by defining the relationship between User Behavior and User Behavior and User Context and User Context. To verify the framework of the framework, a professional assessment was conducted to conduct a review of the user's experience and conduct a study of the framework of the framework and conduct of the framework of the framework of the framework and practical utility of the framework. Through this, it was possible to identify the value of the qualitative and quantitative framework of the framework and the future direction of development.

Therapeutic use of percussion instruments for children with aggressive behaviors - Case studies with quantitative and qualitative approaches - (공격성 아동을 위한 음악치료 -타악기 연주활동 중심의 사례연구-)

  • Han, Jee hyun
    • Journal of Music and Human Behavior
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    • v.2 no.2
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    • pp.33-56
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    • 2005
  • The purpose of this study is to measure the effect of musical activities on children's aggressiveness using percussion playing through case studies and to present the therapeutic programs. Musical activities using percussion playing were organized for three aggressive children. Twenty-one small group sessions were conducted over seven weeks with 30 minutes given each session. Fourth-grade children involved in using Aggressiveness Measuring Tool for Teachers-revised by Gwak Geum-Joo(1992) was selected for case studies. Children's impulsiveness was also tested through self-test measuring tool for impulsiveness-revision of 16 questions used by Cho Hae Yeon (2001) and Lee Joo Shik (2003). As quantitative method, comparative analysis was made between the pre and post test results using measuring tools for aggressiveness and impulsiveness of children as well as between aggressive behaviors occurring in the initial stage of the first three sessions and in the latter stage of the last three sessions. Qualitative method was used at the same time to examine the effect of percussion playing on children. After the musical activities, child A showed reduced Aggressive Measuring Tool scores from 19 to 18, with child B from 23 to 19 and child C from 21 to 18. The results show that occurrence of aggressive behaviors were lowered in the post test. Impulsiveness Measuring Tool scores in the post test were decreased as well in all three children. During the music therapy programs, it was also observed that the frequency of the target behaviors in all three children has reduced more in the latter stage than the initial stage of music therapy. The qualitative findings indicate that the children experienced releasing stress through self-expression after percussion playing. These findings indicate therapeutic effectiveness of music therapy using on percussion playing in reducing aggressiveness of children as well as the effectiveness of percussion as a therapeutic intervention for aggressive children. These results can be adapted and reapplied by teachers in primary schools to approach children with behavior problems, and can present a useful therapeutic approach to therapists practicing in clinical environments.

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Evaluation of Abnormal Behaviors Detecting System Using Piled Models (중첩된 모델들을 통한 비정상 행동 예측 시스템 평가)

  • Chae Hee-Seo;Lee Taek;Lee Dong-Hyun;In Hoh Peter
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06a
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    • pp.304-306
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    • 2006
  • 앞으로 있을 유비쿼터스 환경을 위해 Situation Aware 기반의 RFID 시스템의 다양한 응용사례로 비정상행동 예측 시스템을 제안하였고, 이렇게 제안된 SA-RFID 시스템을 바탕으로 비정상 행동 예측 시스템을 시나리오 별 모델로 분류하여 각 모델별 동작 메커니즘과 세부 고려사항등을 제안한다. 또한 이러한 각각의 모델들의 프로토타입 테스팅을 통해 모델들의 중첩으로 이루어진 전체 시스템을 모델별 평가를 통한 신뢰도의 합으로 검증 하고자 한다.

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To Reduce Problem Behaviors of Children with Developmental Disabilities Group Play Therapy Case Study-Focusing on the Daytime Protection Center Users with Disabilities (발달장애아동의 문제행동감소를 위한 집단놀이치료 효과에 대한 연구 -장애인 주간보호센터 이용자를 중심으로)

  • Shin, Jun-Ok
    • Journal of Convergence for Information Technology
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    • v.10 no.3
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    • pp.176-184
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    • 2020
  • The purpose of this study was to investigate whether group play therapy is effective in reducing problem behaviors of children with developmental disabilities. The subjects of study were in special schools and 5 children with disabilities using short-term care centers for the disabled, The research period was 12 sessions of 40 minutes twice a week using winter vacation from January 2, 2018 to January 28, The measuring tool, K-CBCL, was used to observe behavioral changes qualitatively. The summary of this study is as follows. First, children with disabilities significantly reduced their aggressiveness, atrophy, depression, and anxiety, and increased their activity during each session. Second, problem behaviors decreased after the intervention of group play therapy, and there were more decreases in internalization problems than externalization problems. The results of this study suggest that group play therapy is meaningful in reducing problem behavior according to the individual characteristics of children with disabilities.

Tourists' Excursion Behavior Analysis Considering Their Information Usage (관광객의 정보이용이 관광주유행동에 미치는 영향분석)

  • Kim, Hyun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.30 no.4D
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    • pp.339-349
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    • 2010
  • The objective of this paper is to develop a structural equations model system for the purpose of tourists' excursion behaviour analysis with their information usage. A tourist' excursion behavior defined as activities in the sightseeing region between arriving and leaving time includes indexes with respect to activity' time use and the number of spots. Additionally, such indexes can be modeled as endogenous variables in the structural equation model system on the assumption that they are influenced by the degree of familarity on the sightseeing region, the degree of information usage, and individual attributes. The case study application involves excursion behaviour data such as one-day excursion activity and information usage diary that are observed in the Fuji Five Lakes, Japan. Since the models presented in the paper are available to statistically analyze the covariance among the endogenous variables, they have the advantage of effectiveness analysis on information usage in the excursion area, compared to the prior approaches such as discrete choice models.