• Title/Summary/Keyword: 행동패턴

Search Result 772, Processing Time 0.029 seconds

Development of Timing Regulation Rhythm-Based Music Intervention Protocol for Children With ADHD (ADHD 아동 대상 타이밍 조절 리듬 기반 음악중재 프로토콜 개발)

  • Cho, Mi-Ran;Park, Hye-Young
    • Journal of Music and Human Behavior
    • /
    • v.21 no.2
    • /
    • pp.1-30
    • /
    • 2024
  • The purpose of this study is to develop a rhythm-based music intervention protocol to enhance timing regulation in children with ADHD and investigate its feasibility. For this purpose, a three-phase study was conducted involving ADHD children and typically developing children. In the first phase, group-specific baseline measurements were taken for auditory attention (KAT), motor timing, and perceptual timing. In the second phase, a rhythm-based music intervention protocol incorporating key factors was developed. In the third phase, the developed protocol was applied to ADHD children to investigate the variables affecting timing regulation and to verify its effectiveness. Results from the first phase revealed significant differences in the timing values of children with ADHD, particularly in tasks requiring discrimination of sound duration and precision in rhythm patterns. Additionally, exploratory factor analysis of KAT results and motor/perceptual timing identified three clusters: attentional responsiveness, attentional synchronization, and attentional sophistication. In the second phase, a protocol consisting of tasks involving synchronization, attentional shifting, and rhythm production at various difficulty levels was developed and validated for expert validity. In the third phase, individual application of the protocol to children with predominantly inattentive and hyperactive-impulsive ADHD subtypes demonstrated changes in timing regulation tasks. This study provided basic data for using rhythm as an effective facilitation tool that leads from voluntary to involuntary attention in children with ADHD.

Embryology of Jeffersonia dubia Baker et S. Moore (Berberidaceae) and comparison with allied genera (깽깽이풀의 발생과 근연속간 비교)

  • Ghimire, Balkrishna;Heo, Kweon
    • Korean Journal of Plant Taxonomy
    • /
    • v.42 no.4
    • /
    • pp.260-266
    • /
    • 2012
  • Because the embryological features of Jeffersonia dubia are poorly understood, we conducted the first embryological study comparing it to other related genera of Berberidaceae. Important embryological features of J. dubia are as follows: the anther is tetrasporangiate, anther wall formation confirms basic type, glandular tapetum cells are two nucleate, the epidermis persistent, and the endothecium develops fibrous thickenings, anther dehiscence by two valves, meiosis in a microspore mother cell is accompanied by simultaneous cytokinesis, microspore tetrads are usually tetrahedral, pollen grains two cells at the time of anthesis. The ovule is bitegmic, anatropous and crassinucellate, archesporium single celled, development of the embryo sac Polygonum type, a mature embryo sac is ellipsoidal in shape. Endosperm formation is of Nuclear type and embryogeny Onagrad type. Seeds are arillate and seed coat exotestal type. Embryological comparisons showed that Jeffersonia resemble to Epimedium and Vancouveria rather than Berberis and Mahonia in some features, like as number of tapetal cells, cytokinesis in meiosis, and thickness of exotesta. It also resembles to Gymnospermium in mode of anther wall formation, number of tapetal cells, formation of nucellar cap, and nature of antipodal cells. Nevertheless, Jeffersonia and Gymnospermium differ from several other embryological features and molecular data too. Therefore, embryological evidences support that Jeffersonia is closely related with Epimedium and Vancouveria.

Learning for Environment and Behavior Pattern Using Recurrent Modular Neural Network Based on Estimated Emotion (감정평가에 기반한 환경과 행동패턴 학습을 위한 궤환 모듈라 네트워크)

  • Kim, Seong-Joo;Choi, Woo-Kyung;Kim, Yong-Min;Jeon, Hong-Tae
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.14 no.1
    • /
    • pp.9-14
    • /
    • 2004
  • Rational sense is affected by emotion. If we add the factor of estimated emotion by environment information into robots, we may get more intelligent and human-friendly robots. However, various sensory information and pattern classification are prescribed for robots to learn emotion so that the networks are suitable for the necessity of robots. Neural network has superior ability to extract character of system but neural network has defect of temporal cross talk and local minimum convergence. To solve the defects, many kinds of modular neural networks have been proposed because they divide a complex problem into simple several subproblems. The modular neural network, introduced by Jacobs and Jordan, shows an excellent ability of recomposition and recombination of complex work. On the other hand, the recurrent network acquires state representations and representations of state make the recurrent neural network suitable for diverse applications such as nonlinear prediction and modeling. In this paper, we applied recurrent network for the expert network in the modular neural network structure to learn data pattern based on emotional assessment. To show the performance of the proposed network, simulation of learning the environment and behavior pattern is proceeded with the real time implementation. The given problem is very complex and has too many cases to learn. The result will show the performance and good ability of the proposed network and will be compared with the result of other method, general modular neural network.

Analysis of Players' Eye-Movement Patterns by Playing Experience in FPS Game (FPS게임 플레이경험에 따른 플레이어의 시선경로 패턴 분석)

  • Choi, GyuHyeok;Kim, Mijin
    • Smart Media Journal
    • /
    • v.5 no.2
    • /
    • pp.33-41
    • /
    • 2016
  • FPS Games are usually centered on a combat game play where the player plays through a first-person perspective as the in-game character, in order to strike the opponent in accordance with each level's objective. In such type of game play, the decision making that leads the player to take certain actions is carried out based on the player's visual cognitive information, and information collected both directly/indirectly via previous game play experiences. Particularly in the case of a FPS game where the mutual interaction between the player and each game level is the key, an analysis of a FPS game player's visual cognitive information can provide intelligence which can help design or adjust structures of a game level. For this thesis, a sample group has been collected and divided into a novice group and an expert group based on their level of experience with FPS games. Then, using eye-tracking equipments, the point of gaze of players in each group were recorded whilst they were playing levels of a well-known FPS title. The point of gaze in the moment the player starts to take actions -right before/after the start of a combat- was recorded in 500 play videos, and as a result each group's intrinsic pattern of gaze could be identified. Through these results, the author plans to develop a methodology that can enhance the difficulty setting and the playability of FPS game levels.

Adaptive Evolution of Behavioral Memory Circuits in Evolution of Artificial Individuals (인공개체 진화에서 행위기억회로의 적응적 진화)

  • Jung, Bo-Sun;Jung, Sung Hoon
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.53 no.3
    • /
    • pp.67-75
    • /
    • 2016
  • This paper investigates how artificial individuals with behavioral memory circuits adaptively evolve with respect to given environments on a cell-level simulation framework simulating artificial individuals. This makes it possible for us to analyse the advantages of artificial individuals with behavioral memory circuits against the simple artificial individuals that can do only simple reactions with respect to the environments and to know which advanced reactions are possible. In order to do this analysis, we experimented various tests on a specific prey pattern and examined the results. As a first experiment, we tested that artificial individuals with four memory steps competed against from those without memory step to those with three memory steps. Experimental results showed that the artificial individuals with four memory steps were superior to most others. However, artificial individuals with two memory steps were better than those with four memory steps. This was caused that the artificial individuals with two memory steps could evolve faster than those of four memory steps. In a second experiment that all types of artificial individuals are simultaneously evolved, the artificial individuals with two memory steps also showed the best result in the experiment. We could conclude that the artificial individuals with memory was better than those without memory and the best memory steps of artificial individuals were depended on the complexity of prey patterns.

A Study on Spatial Planning of Children's Library: Focused on the Aspect of Space Use According to the Age Step of Children (어린이 도서관의 공간계획에 관한 연구: 어린이의 연령 단계별 공간이용 실태를 중심으로)

  • Lee Jeong-Mi;Kwak Chul-Wan
    • Journal of Korean Library and Information Science Society
    • /
    • v.36 no.4
    • /
    • pp.177-198
    • /
    • 2005
  • The objective of this paper is to obtain the knowledge for spatial Planning of children's library which serves various users. The study method is to observes the children and their parents' space use according to the age step of children in public library, and analyzes it in the relation with the classified 4-types of children's section. Five characteristics were identified. First, children area was influenced by library location and user's characteristics. Second, children area was used various aged group with children. Third, there were different use patterns based upon age. Fourth, various reading space was needed through areas. And, last the behavior and the characteristics of area and furnishings were described.

  • PDF

Goods Recommendation Sysrem using a Customer’s Preference Features Information (고객의 선호 특성 정보를 이용한 상품 추천 시스템)

  • Sung, Kyung-Sang;Park, Yeon-Chool;Ahn, Jae-Myung;Oh, Hae-Seok
    • The KIPS Transactions:PartD
    • /
    • v.11D no.5
    • /
    • pp.1205-1212
    • /
    • 2004
  • As electronic commerce systems have been widely used, the necessity of adaptive e-commerce agent systems has been increased. These kinds of adaptive e-commerce agents can monitor customer's behaviors and cluster thou in similar categories, and include user's preference from each category. In order to implement our adaptive e-commerce agent system, in this paper, we propose an adaptive e-commerce agent systems consider customer's information of interest and goodwill ratio about preference goods. Proposed system build user's profile more accurately to get adaptability for user's behavior of buying and provide useful product information without inefficient searching based on such user's profile. The proposed system composed with three parts , Monitor Agent which grasps user's intension using monitoring, similarity reference Agent which refers to similar group of behavior pattern after teamed behavior pattern of user, Interest Analyzing Agent which personalized behavior DB as a change of user's behavior.

U-health Service Model for Managing Health of Chronic Patients in Multi-platform Environment (멀티플랫폼 환경의 만성 질환자 건강관리를 위한 유헬스 서비스 모델)

  • Park, Dong-Kyun;Kim, Jong-Hun;Kim, Jae-Kwon;Jung, Eun-Young;Lee, Young-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.8
    • /
    • pp.23-32
    • /
    • 2011
  • U-health services have been progressed as treatment and management for specific diseases and prevention services for providing the behavior management to customers according to the increase in chronic patients. The conventional U-health services provide required services and bio-information monitoring only through remote diagnoses and counsels and that represent limitations in preventing and managing metabolic syndrome patients like chronic patients. Thus, in this study a multi platform based U-health service model for managing the health of chronic patients is proposed. The multi-platform based U-health service model can provide continuous health information, diet, and exercise services regardless of the location of customers through PCs and smart phones. In addition, it is able to provide prescription services to doctors and nurses using a CDS (Clinical Decision Support) module based on clinical information. Doctors can identify the life pattern of patients through a behavior modification program and provide customized services to patients. The U-health service model provides effective services in multi-platform environments to customers and that will improve the health of chronic patients.

Designing a Healthcare Service Model for IoB Environments (IoB 환경을 위한 헬스케어 서비스 모델 설계)

  • Jeong, Yoon-Su
    • Journal of Digital Policy
    • /
    • v.1 no.1
    • /
    • pp.15-20
    • /
    • 2022
  • Recently, the healthcare field is trying to develop a model that can improve service quality by reflecting the requirements of various industrial fields. In this paper, we propose an Internet of Behavior (IoB) environment model that can process users' healthcare information in real time in a 5G environment to improve healthcare services. The purpose of the proposed model is to analyze the user's healthcare information through deep learning and then check the health status in real time. In this case, the biometric information of the user is transmitted through communication equipment attached to the portable medical equipment, and user authentication is performed through information previously input to the attached IoB device. The difference from the existing IoT healthcare service is that it analyzes the user's habits and behavior patterns and converts them into digital data, and it can induce user-specific behaviors to improve the user's healthcare service based on the collected data.

Multi - Modal Interface Design for Non - Touch Gesture Based 3D Sculpting Task (비접촉식 제스처 기반 3D 조형 태스크를 위한 다중 모달리티 인터페이스 디자인 연구)

  • Son, Minji;Yoo, Seung Hun
    • Design Convergence Study
    • /
    • v.16 no.5
    • /
    • pp.177-190
    • /
    • 2017
  • This research aims to suggest a multimodal non-touch gesture interface design to improve the usability of 3D sculpting task. The task and procedure of design sculpting of users were analyzed across multiple circumstances from the physical sculpting to computer software. The optimal body posture, design process, work environment, gesture-task relationship, the combination of natural hand gesture and arm movement of designers were defined. The preliminary non-touch 3D S/W were also observed and natural gesture interaction, visual metaphor of UI and affordance for behavior guide were also designed. The prototype of gesture based 3D sculpting system were developed for validation of intuitiveness and learnability in comparison to the current S/W. The suggested gestures were proved with higher performance as a result in terms of understandability, memorability and error rate. Result of the research showed that the gesture interface design for productivity system should reflect the natural experience of users in previous work domain and provide appropriate visual - behavioral metaphor.