• Title/Summary/Keyword: 행동 요소

Search Result 1,303, Processing Time 0.024 seconds

Model of Change in Emotional Factors as Recognition of Situation based on Events (이벤트에 기초한 상황구성의 인식에 따른 감정요소의 변화모델)

  • 황원택;지세진;우영욱;이은희;박종희
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2001.04b
    • /
    • pp.259-261
    • /
    • 2001
  • 가상환경을 구축하는 있어 상황은 동적인 형태로 존재한다. 즉, 어떤 객체의 등장이나 소멸, 변화 혹은 서로 다른 두 객체간의 관계에서 상황은 형성된다. 또한, 이런 상황은 시간의 흐름에 따라서 구성하는 에이전트의 행동에 의해 바꾸어 질 수 있는데, 이러한 상황은 어떠한 형태로 가상세계를 구성하며, 에이전트에 인식되어 질 것이다. 만약 에이전트의 행동에 의해 만들어지는 상황이 다른 어떤 객체에게 있어 예측할 수 없었던 상황이라면, 기존의 스크립트 기반 시스템에서는 어떻게 될 것인가\ulcorner 본 연구에서는 이런 각각의 상황을 이벤트의 구성으로 표현함과 동시에 등장 에이전트의 구성된 상황에 대한 인식과 에이전트의 내부환경요소 즉 감정요소를 도입함으로써 발생 상황에 능동적으로 대처하는 시스템에 대한 환경을 제안하고자 한다.

  • PDF

A Development of the Contents for the Reading Attitude Survey Questionnaire through the Analysis of Reading Attitude Models (독서태도 모형 분석을 통한 독서태도 조사 설문 내용 개발)

  • Byun, Woo-Yeoul
    • Journal of Korean Library and Information Science Society
    • /
    • v.43 no.4
    • /
    • pp.139-159
    • /
    • 2012
  • The purpose of this research is to increase understanding about 'an attitude' and to develop the contents of the reading attitude survey questionnaire through the analysis and comparison of reading attitude models. An attitude has an individual's perception and feeling about events, problems, people or things, and it also includes the state prepared for reaction. An attitude consists of emotion, cognition and behavior and it is formed by experience, learning or value judgment. Reading attitudes are composed of cognitive factors that represent beliefs or opinions about reading, emotional factors that represent evaluation and emotion about reading, and behavioral factors that represent intentions or behavior to reading. The analysis of the components of the reading attitude models shows the fact that the influencing factors of reading attitude formation are the reading experience, beliefs of reading results, beliefs about others' expectations and reading environments. Thus, the contents of reading attitude survey questionnaires should include such contents as reading experience, beliefs of reading results, beliefs about others' expectations, and reading environments.

Research on the Effect of Experiential Elements on Brand Attitude, Visitor's Satisfaction, Revisit Intention - Focusing on Regional Product Festival - (체험요소가 브랜드 태도, 방문객 만족 및 재방문 의사에 미치는 영향 - 지역특산물 축제를 중심으로 -)

  • Moon, Sul-Ah;Byun, Gwang-In
    • Culinary science and hospitality research
    • /
    • v.22 no.2
    • /
    • pp.189-205
    • /
    • 2016
  • The purpose of this study is to examine the effect of experiential elements on visitors' satisfactions, brand attitude, and revisit intention and to suggest the marketing strategy for differentiated festival experiences by validating the mediating effect of brand attitude and visitors' satisfaction among constructs. Collected data were analyzed by using SPSS 22.0 and AMOS 22.0. The results from the data analysis are as follows. First, among experiential elements, the effect of three elements (feel, think, and act) on visitors' satisfaction was significant. Second, feel showed significant effect on brand attitude. Third, think and act showed significant effect on revisit intention. Fourth, visitors' satisfaction showed significant effect on brand attitude. Fifth, visitors' satisfaction and brand attitude showed direct effect on revisit intention and also indicated the mediating effect between experiential elements and revisit intention.

A Study on Participation of Korean University Students at LINC Applying the Expectancy Theory (국내 대학생의 기대이론을 적용한 LINC 참여 연구)

  • Yang, Jong-Gon;Kwon, Se-In
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.18 no.12
    • /
    • pp.230-241
    • /
    • 2017
  • The main purpose of this study was to empirically investigate the effects of participation behavior and performance improvement on motivation factors of Korean university students which participated in LINC by utilizing Vroom's Expectancy Theory. Three motivation factors of valence, instrumentality, and expectancy were examined in this study. In addition, two different models (valence and force model) analyzed the causal relationships regarding participation behavior and performance improvement. 236 data were collected and findings of this study were as follows: First, comparative analysis between demographic characteristics including university, major, and residence had no significant differences in mean value. However, females had higher levels of recognition related to valence (attractiveness) relative to males. Second, valence and the force model were significant predictors of LINC participation behavior and performance improvement. Furthermore, the coefficient of determination and beta coefficient of the force model were higher compared with the valence model. Third, the level of mediation effects including direct, indirect, and total effect of the force model was higher than the valence model. LINC participation behavior had a partial mediating effect between the three motivation factors and performance improvement variable.

A Study on Proposing an Interaction Design Prototype that Reflects User Behavior Elements for VR Collaboration Tool (VR 협업 툴을 위한 사용자 행동 요소를 반영한 인터랙션 디자인 프로토타입 제안 연구)

  • Shin, Jongeun;Kang, Jeannie
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.4
    • /
    • pp.645-661
    • /
    • 2024
  • Today, the development of new technologies due to the 4th industrial revolution requires work performance methods such as non-face-to-face collaboration. In response to this, various VR collaboration tools are emerging, but VR collaboration tools for brainstorming, which are used in collaboration or design development work, are not provided. Therefore, despite the advantages and possibilities of VR for non-face-to-face collaboration, there are limitations in practical use. Accordingly, the development of VR collaboration tools in a digitalized work environment is necessary, and research on UI design development for this is required. The purpose of this study is to propose a VR collaboration tool prototype by developing an interaction UI design that applies user hand behavior elements that appear during collaboration sessions through user research. This study was a qualitative study. The research method was to conduct user research through observation and in-depth interviews, and as a result of analyzing the data obtained from this, five types of user hand behavior elements were derived. In this study, an interaction UI design was developed that reflects hand gestures as behavioral elements. And using Unity and the Oculus Integration SDK Kit, we created a prototype VR collaboration tool that can be used without a controller. As a result of conducting a user evaluation of the prototype produced in this study, it was found that users had difficulty making hand gestures accurately, and it was possible to find areas for improvement in UI design. It is expected that this study will help develop interaction UI design for VR collaboration tools that can increase work efficiency.

An Approach to Verifying C&C View Architecture with FSP Modeling (FSP Model을 이용한 C&C View 아키텍처의 검증)

  • Kim, Jung-Ho;Kang, Sung-Won
    • 한국IT서비스학회:학술대회논문집
    • /
    • 2006.11a
    • /
    • pp.177-184
    • /
    • 2006
  • 시스템의 동적 요소를 기술하고 분석하기 위해 C&C view 아키텍처를 주로 사용하지만 시스템의 실행 순서나 상태에 대한 정보가 부족하기 때문에 단지 C&C view 아키텍처로만 시스템의 동적 요소를 분석하기가 어렵다. FSP model은 시스템의 동작을 표현하기 위한 모델링 언어로써 시스템의 동작을 모델링 할 뿐만 아니라 LTSA라는 FSP 검증 툴을 이용하여 시스템의 특성을 자동으로 파악하기에도 용이한 특성을 가지고 있어 시스템 동적 요소 분석에 도움을 준다. 하지만 관련 정보를 얻기 어려워 FSP model을 구현하는데 어려움이 있다. 이 논문은 C&C view 아키텍처와 요구 사항(Use Case Scenario 혹은 Sequence diagram)을 근간으로 시스템의 동적 요소를 FSP로 모델링 하는 방법을 정의한다. 또한 LTSA 툴을 이용하여 자동적으로 시스템의 특성을 검증할 수 있고, 이를 통해 시스템 구현 전에 시스템의 에러를 찾아내고 해결하는 도움을 줄 수 있다. C&C view 아키텍처는 시스템의 컴포넌트와 커넥터에 대한 정보를 제공하여 주고 요구 사항은 소프트웨어 시스템의 행동에 대한 정보를 제공하여 줄 수 있다. 만약 우리가 컴포넌트와 커넥터에 대한 정보가 있고 시스템 동적 요소에 대해 알고 있다면 우리는 이것을 기반으로 메시지 흐름도를 구현할 수 있다. 메시지 흐름도는 Harel, Kugler 와 Pnueli에 의해 개발된 Synthesized 알고리즘을 이용하여 Statechart로 만들어지고 이것은 바로 FSP model로 변환될 수 있다. 우리가 소프트웨어 시스템에 대한 FSP model을 가지고 있다면 이것을 기반으로 시스템 행동 특성을 체크할 수 있으며 이는 향후 발생할 수 있는 결함을 미리 찾아내는데 유용한 도움이 될 수 있다. 우리는 간단한 예제를 통해 본 논문의 이론을 수립하였으며 이를 기반으로 실제 어플리케이션에 적용하여 그 효용성을 검증하였다.

  • PDF

FACTORS AFFECTING 6 MONTHS' SHORT-TERM PROGNOSIS OF CONDUCT DISORDER IN THE ADOLESCENTS (청소년 행동장애의 6개월 단기 예후에 영향을 미치는 변인)

  • Chin, Tae-Won;Chae, Jeong-Ho;Choi, Choong-Sik
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • v.7 no.2
    • /
    • pp.153-160
    • /
    • 1996
  • The purpose of this study is to find out the factors that affect the prognosis of conduct disorder in the adolescents. According to the nature or behavioral problems during 6 months after discharge, the good prognosis group(N=37) and the poor prognosis group(N= 36) were selected and scores of Youth Self Report(YSR), MMPI, KWIS were compared between both groups. The following results were obtained. 1) In family environmental factors, no significant difference was found between both groups. 2) In YSL total problem score, score of externalizing syndrome and score of delinquent behavior were significantly higher in the poor prognosis group. 3) In MMPI, no significant difference was found between both groups. 4) In KWIS, total 1.0. did not show significant differences between both groups. Our hypothesis that the prognosis of conduct disorder in adolescent is poorer in cases with higher quantities of problematic behaviors is certified.

  • PDF

A Study on the Analysis of Ship Officers' Collision-Avoidance Behavior During Maritime Traffic Simulation (해상교통분석 시뮬레이션을 위한 항해사의 충돌회피 행동분석에 관한 연구)

  • Kim, Hongtae;Ahn, Young-Joong;Yang, Young-Hoon
    • Journal of Navigation and Port Research
    • /
    • v.44 no.6
    • /
    • pp.469-476
    • /
    • 2020
  • Modeling and Simulation (M&S) systems which deal with situational complexity often require human involvement due to the high-level decision-making that is necessary for ship movement, navigation, control center management, shipping company logistics, meteorological system information, and maritime transportation GIS. In order to properly simulate maritime traffic, it is necessary to accurately model the human decision-making process of the ship officer, including aspects of the ship officer's behavioral tendencies, personal navigation experience, and pattern of voyage errors, as this is the most accurate way in which to reproduce and predict realistic maritime traffic conditions. In this paper, which looks at agent-based maritime traffic simulation, we created a basic survey in order to conduct behavior analysis on ship operators' collision avoidance strategies. Using the information gathered throughout the survey, we developed an agent-based navigational behavior model which attempts to capture the behavioral patterns of a ship officer during an instance of ship collision. These results could be used in the future in further developments for more advanced maritime traffic simulation.

Boids′ Behavioral Modeling based Fuzzy Flocking (퍼지 플로킹 기반의 보이드 행동 모델링)

  • Kwon, Il-Kyoung;Lee, Sang-Yong
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.14 no.2
    • /
    • pp.195-200
    • /
    • 2004
  • Computer games use an intelligent method called flocking for boids' group behavioral modeling. Flocking can naturally model group behavioral patterns of unpredictable forms such as birds and fishes using some computer resource. In this paper, we implemented an ecosystem which is composed of predator and prey for group behavioral modeling of real underwater ecosystem. Also fuzzy logic is applied to implement instinct desire of ecosystem elements. As the result, we confirmed that the model can overcome breakdown of ecosystem and model naturally ecosystem behavior.

기업의 사회적 책임이 조직시민행동에 미치는 영향에 관한 연구: 직무만족의 매개효과와 조직몰입의 조절효과를 중심으로

  • Chu, Jeong-Wan;Heo, Cheol-Mu
    • 한국벤처창업학회:학술대회논문집
    • /
    • 2020.11a
    • /
    • pp.115-118
    • /
    • 2020
  • 최근 기업의 사회적 책임에 대한 관심이 커져가고 있으며, 사회의 구성원으로서 사회적 책임 활동은 선택이 아닌 필수적인 요소가 되어 가고 있으며 이에 대한 연구들도 활발히 진행되고 있다. 그러나 기업의 사회적 책임활동에 대한 연구들은 주로 사회적 책임활동과 기업의 이미지, 고객만족 및 재방문 등 기업의 성과와 관련한 연구가 주를 이루고 있다. 이에 기업의 사회적 책임활동이 직원들의 내부 고객인 직원들의 직무만족과 조직시민행동에 미치는 영향을 확인하고, 그 관계에서 조직몰입이 어떤 역할을 하는지를 규명해보고자 한다. 본 연구에서는 기업의 사회적 책임활동이 직원들의 직무만족을 증진하고, 증진된 직무만족이 조직시민행동에 영향을 미칠 것이라는 인과적 경로를 검증하고자 한다. 또한 사회적 책임활동과 직무만족, 조직시민행동의 관계에서 조직몰입을 조절 변수로 설정하여 본 연구를 진행하였다.

  • PDF