• Title/Summary/Keyword: 행동 요소

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Implementation of Swarm Intelligence of Fuzzy Rules for Autonomous Mobile Robots (퍼지규칙에 의한 자율이동로봇의 군행동 구현)

  • Kim, Seo-Kwang;Kong, Seong-Gon
    • Proceedings of the KIEE Conference
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    • 2000.07d
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    • pp.3016-3018
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    • 2000
  • 생명체는 자신을 이루고 있는 단순한 구성요소들이 적은 수의 근본 규칙들에 의하여 국부적 상호작용을 함으로써 복잡한 생명 현상을 보이고있다. 이 연구에서는 생명 현상을 보이고 있는 개체가 많은 수의 단순한 구성 요소들의 집합으로 이루어져 있으며 그러한 구성 요소들이 적은 수의 근본 규칙들에 의하여 서로 국부적인 상호작용을 함으로써 복잡한 행동패턴들을 나타낸다는 가정 아래, 여러 대의 자율이동로봇 (autonomous mobile robot)들의 군지능을 나타낼 수 있는 적은 수의 근본 규칙을 찾아내고 찾아진 근본규칙들을 퍼지규칙으로 표현하는 것을 목표로 한다. 각 자율 이동로봇은 기능이 매우 제한되어 있으며. 자신만의 독특한 신호를 발생한다 이신호를 "heartbeat"이라 부르며 이를 이용하여 대략적으로 자신의 위치와 현재상태를 다른 개체에게 알리는 역할을 한다. 이 논문에서는 "heartbeat"을 이용한 로봇간의 통신과 자재반송이라는 군행동을 퍼지시스템으로 구현하고 이를 평가한다.

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The Effects of Relational Efforts on Gratitude, Indebtedness and Purchase Behaviors in Service Encounter (서비스 접점에서 종업원의 관계투자가 감사, 신세 그리고 구매행동에 미치는 영향)

  • Cho, Sang-Lee;Kang, Myong-Ju
    • Management & Information Systems Review
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    • v.34 no.4
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    • pp.83-95
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    • 2015
  • This study examines influences of service employees' relational efforts on gratitude, indebtedness and purchase behaviors. The results follower like these. First, service employees' relational efforts have positive effects on gratitude(feelings of gratitude and gratitude-based reciprocal behaviors). And gratitude has a positive effect on purchase behaviors. Second, service employees' relational efforts have positive effects on indebtedness and indebtedness has a positive effect on purchase behaviors. It means gratitude and indebtedness can use marketing factors to influence on consumer behavior. But, indebtedness showed significantly close to the threshold, and the impact of indebtedness on purchase behaviors has the lowest than feelings of gratitude and gratitude-based reciprocal behaviors. Thus, it needs to be careful to use indebtedness as a marketing factor.

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Abnormal Behavior Analysis Algorithm Development Based on User Profile in Ubiquitous Home Network (유비쿼터스 홈 네트워크에서 사용자 프로파일에 기반한 비정상 행동 분석 알고리즘)

  • Kang, Won-Joon;Shin, Dong-Kyoo;Shin, Dong-Il
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06c
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    • pp.463-468
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    • 2010
  • 본 논문은 본 연구팀이 행동패턴 분석을 위하여 개발한 BPP(Behavior Pattern Prediction)알고리즘의 가중치(weight) 속성을 객관적으로 수식화 하는 방법과 가중치와 행동 프로파일을 이용하여 정상/비정상 행동여부를 판단하는 ABA(Abnormal Behavior Analysis) 알고리즘을 제안한다. 가중치는 거주자의 방과 행동 사이의 연관성을 나타내며 가중치가 제한된 범위 내에서 증가 할수록 행동에 대한 관심이 크다. 구축한 사용자 프로파일의 주요 구성 요소로는 행동이 지속된 시간 과 행동 발생 횟수이다. ABA 알고리즘은 가중치와 행동 발생 횟수, 행동 지속시간과의 상관분석 결과를 참조 하였으며, 이산 가중치 데이터를 분석하여 비정상적인 행동을 탐지한다.

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Effects of Issue Leadership and Learning Agility on Startup Employees' Innovation Behavior (이슈 리더십과 학습민첩성이 스타트업 구성원의 혁신행동에 미치는 영향)

  • Han, Young-chan;Lee, Sang-jik
    • Journal of Venture Innovation
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    • v.6 no.2
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    • pp.1-19
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    • 2023
  • This study was conducted to empirically analyze the impact of issue leadership and learning agility on the innovation behavior of startup employees. Issue leadership was subdivided into issue creation, audience engagement, and issue execution. Learning agility was subdivided into five factors: feedback seeking, information orientation, reflection, experimentation, and agility. The survey was conducted among employees working in startups. In this study, 300 valid surveys were analyzed. Hierarchical regression was used to test the hypotheses. The results of the empirical analysis were as follows Among the sub-factors of issue leadership, issue creation, audience engagement, and the sub-factors of learning agility, information orientation, reflection, experimentation, and agility had a significant positive effect on startup employees' innovation behavior. On the other hand, issue execution, a subcomponent of issue leadership, and feedback seeking, a subcomponent of learning agility, did not have a significant effect on innovative behavior. In addition, the magnitude of the effect on innovative behavior was in the order of experimentation, agility, issue creation, information orientation, audience engagement, and reflection. Therefore, this study on the effect of issue leadership and learning agility on innovative behavior concludes that issue creation, audience engagement, information orientation, reflection, experimentation, and agility play an important role.

Comparative study of the food Instrument design for the Design Preference and Creativity between Korea and Malaysia (음식도구에 있어 디자인선호와 창의성평가요소에 대한 비교 - 말레이시아와 한국을 중심으로 한 디자인 사례연구 -)

  • Lee, Sung-Pil;Hong, Jung-Pyo
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.225-232
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    • 2009
  • There are life-style and many different cultural differences between countries. Among them, food is different from other areas. Especially, if Food Tools are used by food type, even though the design factor is same, the function is different. Therefore, research and development of a Food Tool design is necessary to use a Universal Food Tool between countries. The purpose of this research is to develop a behavior analysis process for food, finding similarities and differences by food type; and cultural differences between countries; and to propose a design Food Tool design that can be used between countries. This research on methods and content is for the development of the consumer behavior analysis process about food, grafting theoretical studies about behavior analysis and working behavior analysis on the spot, to develop a food action analysis process. Second, do comparative analysis process of food order and evaluation between countries; and think about the problems and symptoms, then propose methods to resolve the problems. Third, each process is divided by category, to find the features by each category of foods between countries. Results may be obtained through research and the comparative analysis of each country's, foods, behavior and restaurant types. Specifically, researchers can use food tool design to obtain results and compare the same items between countries, compare university design education, and create new ideas through cooperation and complementary research.

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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.

공감, 도덕적 의무감, 사회적 지지에 대한 인식이 사회적 기업가적 의되에 미치는 영향

  • Lee, Chae-Won;O, Hye-Mi
    • 한국벤처창업학회:학술대회논문집
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    • 2017.11a
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    • pp.117-123
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    • 2017
  • 본 연구는 '의도(Intention)는 행동을 예측할 수 있다'는 사회 심리학자들의 연구에 근간을 두고 사회적 기업가적 의도(Social Entrepreneurial Intention)에 영향을 미치는 요소들이 무엇인지를 규명하고자 하였다. 그동안 기업가적 의도(Entrepreneurial Intention)에 대한 많은 연구들에서 Ajzen의 계획된 행동이론(Theory of Planned Behavior: TPB)과 Shapero의 기업가정신행동모델(Shapero's Model of the Entrepreneurial Event: SEE)에 근간하여 이루어졌다. 이러한 연구에 기반하여 본 연구는 사회적 기업가정신 맥락에서 사회적 공감(Compassion), 도덕적 의무감(Moral Obligation), 사회적 지지에 대한 인식(Perceived Social Support)이 사회적 기업가적 의도에 영향을 미치는 요소임을 밝히고자 하였다. 본 연구는 자발적으로 사회적 기업가정신 및 기업가정신 과목 수강을 선택한 대학생 271명을 대상으로 하였으며 회귀분석을 통해 가설검증을 하였다. 공감능력(인지적 공감, 정서적 공감, 사회문제 공감)과 주관적 규범으로의 도덕적 의무감은 사회적 기업가적 의도에 영향을 미치며, 외부 환경에 대한 인식 즉 사회적 지지에 대한 인식의 정도에 따라 사회적 기업가적 의도는 영향을 받는 것으로 나타났다. 기존의 사회적 기업가정신에 영향을 미치는 요소들을 규명하는 연구들이 주로 기존 기업가정신 연구에서 사용된 변수를 사용함으로써 사회적 기업가정신의 특성을 잘 설명하지 못한다는 한계를 가지고 있었다. 본 연구는 공감, 도덕적 의무감, 사회적 지지에 대한 인식이 의도(Intention)에 영향요소임을 밝힘으로써 사회적 기업가적 의도 연구 분야에 기여했다고 볼 수 있다. 그러나 사회적 기업가적 의도를 파악하는데 있어서 학생들만을 대상으로 한 것은 본 연구의 한계점이라고 할 수 있다.

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Creating Adaptive Behaviors for Shooting Game Characters Behavior-based Artificial Intelligence (행동기반 AI를 이용한 슈팅게임 캐릭터의 적응형 행동생성)

  • 구자민;홍진혁;조성배
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2004.04a
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    • pp.89-92
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    • 2004
  • 로보코드는 사용자가 직접 제작할 수 있는 슈팅게임 환경으로서, 이를 이용한 경진대회가 개최되고 있다. 매우 다양한 작전을 구사하는 로봇들이 인터넷을 통해 공개되지만, 대부분의 전략은 사람이 직접 설계하여 행동이 단순하고, 변화하는 환경에 따라 행동을 구사하는데에 어려움을 가지고 있다. 이로 인해 아무리 훌륭한 전략을 가지고 있더라도 환경적 요소에 따라 예상치 못한 이벤트가 발생했을 경우 적절한 행동을 선택하여 행하기가 어렵다. 본 논문에서는 동적인 환경에서 적절한 행동을 선택하는 행동선택 네트워크를 이용하여 상대 전략에 따라 적절한 행동을 선택하는 방법을 제안하고 로보코드에 적용하여 실험하였다. 실험결과, 상대 탱크의 전략에 따라 다양한 행동들을 자동으로 선택하였으며, 경기 결과로 그 전략의 우수성이 입증되었다.

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Impact of Organizational Citizenship Behavior on Job Satisfaction through Empowerment

  • Ahn, SangJoon
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.207-212
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    • 2020
  • We propose a empirically analyzed the relationship between organizational citizenship behavior, empowerment and job satisfaction of 546 office workers in general companies in Seoul city using SPSS 23.0 and AMOS 21.0. The results of this study were as follows: First, participatory behavior positively influenced self-determination in the relationship between empowerment and organizational citizenship behavior. Second, altruism had a positive effect on job satisfaction in the relationship between organizational citizenship behavior and job satisfaction. Third, looking at the aspect of direct and indirect effects on job satisfaction, it was noticeable that the altruism of organizational citizenship behavior had a higher direct effect, and that participatory behavior had a higher figure of the indirect effect. On the other hand, self-determination and influence/meaning, which are factors of empowerment, showed a higher figure than organizational citizenship behavior. Therefore, it is noticeable that empowerment is the most important factor in terms of affecting job satisfaction. that is, continuous monitoring of the effectiveness of the empowerment granted to members and improvement of the meaning and self-determination of the role at the workplace through training will increase the autonomy and it will contribute to the activation of the organization.

Behavioral motivation-based Action Selection Mechanism with Bayesian Affordance Models (베이지안 행동유발성 모델을 이용한 행동동기 기반 행동 선택 메커니즘)

  • Lee, Sang-Hyoung;Suh, Il-Hong
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.46 no.4
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    • pp.7-16
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    • 2009
  • A robot must be able to generate various skills to achieve given tasks intelligently and reasonably. The robot must first learn affordances to generate the skills. An affordance is defined as qualities of objects or environments that induce actions. Affordances can be usefully used to generate skills. Most tasks require sequential and goal-oriented behaviors. However, it is usually difficult to accomplish such tasks with affordances alone. To accomplish such tasks, a skill is constructed with an affordance and a soft behavioral motivation switch for reflecting goal-oriented elements. A skill calculates a behavioral motivation as a combination of both presently perceived information and goal-oriented elements. Here, a behavioral motivation is the internal condition that activates a goal-oriented behavior. In addition, a robot must be able to execute sequential behaviors. We construct skill networks by using generated skills that make action selection feasible to accomplish a task. A robot can select sequential and a goal-oriented behaviors using the skill network. For this, we will first propose a method for modeling and learning Bayesian networks that are used to generate affordances. To select sequential and goal-oriented behaviors, we construct skills using affordances and soft behavioral motivation switches. We also propose a method to generate the skill networks using the skills to execute given tasks. Finally, we will propose action-selection-mechanism to select sequential and goal-oriented behaviors using the skill network. To demonstrate the validity of our proposed methods, "Searching-for-a-target-object", "Approaching-a-target-object", "Sniffing-a-target-object", and "Kicking-a-target-object" affordances have been learned with GENIBO (pet robot) based on the human teaching method. Some experiments have also been performed with GENIBO using the skills and the skill networks.