• Title/Summary/Keyword: 휴먼

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The Characteristics and Transitional Process of the Communication Behavior between Korean Husbands and Wives among Generations (부부간 의사소통 행태의 세대별 특성과 변천과정 연구)

  • Lee, Du Won
    • Korean Journal of Communication Studies
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    • v.17 no.1
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    • pp.129-151
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    • 2009
  • Human communication researchers have suggested that good communication between husbands and wives is a key to a healthy marriage. Although interpersonal communication itself cannot "fix" all problems in one's marriage, the importance of good communication in a marital-relationship cannot be overstated. Regardless of its importance, the communication behavior between husbands and wives as a research topic has been paid little attention by human communication scholars in Korea. Because of the "intimacy" Korean couples who have been influenced with the long tradition of Confucius culture tend to overlook the communicative problems in a marital-relationship. Yet, it is "the belief" of the intimacy that creates much of the communicative problems in a marriage. This study is designed to explore the characteristics and transitional process of the communication behavior between Korean husbands and wives among generations. Married couples in their 20's, 30's, 40's, and 50's were surveyed with five levels of interpersonal communication process-open attitudes, problem-solving, expression, listening, and feedback. The study result reveals each generation's characteristics and transitional process of marital communication behavior from younger couples to older couples as their intimacy and "shared" lived-experience get accumulated.

Domestic Occupational Therapist Awareness Survey for the Need to Apply Artificial Intelligence Measurement Technology for Clinical Observation Evaluation Based on Sensory Integration (감각통합에 기초한 임상 관찰 평가의 AI 측정 기술 적용 필요성을 위한 국내 작업치료사 인식 조사)

  • Cho, Sun-Young;Jung, Young-Jin;Kim, Jung-Ran
    • Therapeutic Science for Rehabilitation
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    • v.12 no.1
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    • pp.23-35
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    • 2023
  • Objective : This study is to examine the practical use of clinical observational evaluation of sensory integration therapy and the difficulty and importance of measuring results for each sub-item, and through this, to confirm the usefulness of the application of Artificial Intelligence measurement technology in clinical observational measurement and the need for application. Methods : The questionnaire consisted of the actual use of the sensory integration evaluation tool, the difficulty of measurement for each detailed item of clinical observation, the usefulness of AI measurement technology, the importance of evaluation for each detailed item, and the need for developing AI measurement technology. Results : The detailed items that were difficult to measure during clinical observation were the Finger-to-Nose Test and Postural control (71.0%), followed by Eye movement and Protective Extension Test (67.7%). 83.9% of the study subjects answered that it would be useful to apply AI measurement technology when observing images. Postural control (on the ball) (90.3%) was the highest item that answered that AI measurement technology was needed, followed by Eye movement (83.9%), and Prone Extension and Protective Extension Test (77.4%). Conclusion : The results confirmed the desire of therapists that clinical observation is an important evaluation tool in the field of child occupational therapy in Korea.

Study on the development of automatic translation service system for Korean astronomical classics by artificial intelligence - Focused on system analysis and design step (천문 고문헌 특화 인공지능 자동번역 서비스 시스템 개발 연구 - 시스템 요구사항 분석 및 설계 위주)

  • Seo, Yoon Kyung;Kim, Sang Hyuk;Ahn, Young Sook;Choi, Go-Eun;Choi, Young Sil;Baik, Hangi;Sun, Bo Min;Kim, Hyun Jin;Lee, Sahng Woon
    • The Bulletin of The Korean Astronomical Society
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    • v.44 no.2
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    • pp.62.2-62.2
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    • 2019
  • 한국의 고천문 자료는 삼국시대 이후 근대 조선까지 다수가 존재하여 세계적으로 드문 기록 문화를 보유하고 있으나, 한문 번역이 많이 이루어지지 않아 학술적 활용이 활발하지 못한 상태이다. 고문헌의 한문 문장 번역은 전문인력의 수작업에 의존하는 만큼 소요 시간이 길기에 투자대비 효율성이 떨어지는 편이다. 이에 최근 여러 분야에서 응용되는 인공지능의 적용을 대안으로 삼을 수 있으며, 초벌 번역 수준일지라도 자동번역기의 개발은 유용한 학술도구가 될 수 있다. 한국천문연구원은 한국정보화진흥원이 주관하는 2019년도 Information and Communication Technology 기반 공공서비스 촉진사업에 한국고전번역원과 공동 참여하여 인공신경망 기계학습이 적용된 고문헌 자동번역모델을 개발하고자 한다. 이 연구는 고천문 도메인에 특화된 인공지능 기계학습 기법으로 자동번역모델을 개발하여 이를 서비스하는 것을 목적으로 한다. 연구 방법은 크게 4가지 개발을 진행하는 것으로 나누어 볼 수 있다. 첫째, 인공지능의 학습 데이터에 해당되는 '코퍼스'를 구축하는 것이다. 이는 고문헌의 한자 원문과 한글 번역문이 쌍을 이루도록 만들어 줌으로써 학습에 최적화한 데이터를 최소 6만 개 이상 추출하는 것이다. 둘째, 추출된 학습 데이터 코퍼스를 다양한 인공지능 기계학습 기법에 적용하여 천문 분야 특수고전 도메인에 특화된 자동번역 모델을 생성하는 것이다. 셋째, 클라우드 기반에서 참여 기관별로 소장한 고문헌을 자동 번역 모델에 기반하여 도메인 특화된 모델로 도출 및 활용할 수 있는 대기관 서비스 플랫폼 구축이다. 넷째, 개발된 자동 번역기의 대국민 개방을 위해 웹과 모바일 메신저를 통해 자동 번역 서비스를 클라우드 기반으로 구축하는 것이다. 이 연구는 시스템 요구사항 분석과 정의를 바탕으로 설계가 진행 또는 일부 완료되어 구현 중에 있다. 추후 이 연구의 성능 평가는 자동번역모델 평가와 응용시스템 시험으로 나누어 진행된다. 자동번역모델은 평가용 테스트셋에 의한 자동 평가와 전문가에 의한 휴먼 평가에 따라 모델의 품질을 수치로 측정할 수 있다. 또한 응용시스템 시험은 소프트웨어 방법론의 개발 단계별 테스트를 적용한다. 이 연구를 통해 고천문 분야가 인공지능 자동번역 확산 플랫폼 시범의 첫 케이스라는 점에서 의의가 있다. 즉, 클라우드 기반으로 시스템을 구축함으로써 상대적으로 적은 초기 비용을 투자하여 활용성이 높은 한문 문장 자동 번역기라는 연구 인프라를 확보하는 첫 적용 학문 분야이다. 향후 이를 활용한 고천문 분야 학술 활동이 더욱 활발해질 것을 기대해 볼 수 있다.

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Study on the development of automatic translation service system for Korean astronomical classics by artificial intelligence - Focused on development results and test operation (천문 고문헌 특화 인공지능 자동번역 서비스 시스템 개발 연구 - 개발 결과 및 시험 운영 위주)

  • Seo, Yoon Kyung;Kim, Sang Hyuk;Ahn, Young Sook;Choi, Go-Eun;Choi, Young Sil;Baik, Hangi;Sun, Bo Min;Kim, Hyun Jin;Choi, Byung Sook;Lee, Sahng Woon;Park, Raejin
    • The Bulletin of The Korean Astronomical Society
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    • v.45 no.1
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    • pp.56.1-56.1
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    • 2020
  • 한국의 고문헌 중에는 다양한 고천문 기록들이 한문 형태로 존재하며, 이를 학술적으로 활용하기 위해서는 전문 번역가 투입에 따른 많은 비용과 시간이 요구된다. 이에 인공신경망 기계학습에 의한 인공지능 번역기를 개발하여 비록 초벌 번역 수준일지라도 문장 형태의 한문을 한글로 자동번역해 주는 학술 도구를 소개하고자 한다. 이 자동번역기는 한국천문연구원이 한국정보화진흥원이 주관하는 2019년도 Information and Communication Technology 기반 공공서비스 촉진사업에 한국고전번역원과 공동 참여하여 개발 완료한 것이다. 이 연구는 고천문 도메인에 특화된 인공지능 기계학습용 데이터인 천문 고전 코퍼스를 구축하여 이를 기반으로 천문 고전 특화 자동번역 모델을 개발하고 번역 서비스하는 것을 목적으로 한다. 이를 위해 구축되는 시스템은 크게 세 가지이다. 첫째, 로그인이 필요 없이 누구나 웹 접속을 통해 사용이 가능한 클라우드 기반의 고문헌 자동번역 대국민서비스 시스템이다. 둘째, 참여 기관별로 구축된 코퍼스와 도메인 특화된 번역 모델의 생성 및 관리할 수 있는 클라우드 기반의 대기관 서비스 플랫폼 구축이다. 셋째, 개발된 자동번역 Applied Programmable Interface를 활용한 한국천문연구원 내 자체 서비스가 가능한 AITHA 시스템이다. 연구 결과로서 먼저 구축된 천문 고전 코퍼스 60,760건에 대한 샘플링 검수 결과는 품질 순도 99.9% 이상이다. 아울러 도출된 천문 고전 특화 번역 모델 총 20개 중 대표 모델에 대한 성능 평가 결과는 기계 번역 텍스트 품질 평가 알고리즘인 Bilingual Evaluation Understudy 평가에서 40.02점이며, 전문가에 의한 휴먼 평가에서 5.0 만점 중 4.05점이다. 이는 당초 연구 목표로 삼았던 초벌 번역 수준에 충분하며, 현재 개발된 시스템들은 자체 시험 운영 중이다. 이 연구는 특수 고문헌에 해당되는 고천문 기록들의 번역 장벽을 낮춰 관련 연구자들의 학술적 접근 및 다양한 연구에 도움을 줄 수 있다는 점에서 의의가 있다. 또한 고천문 분야가 인공지능 자동번역 확산 플랫폼 시범의 첫 케이스로써 추후 타 학문 분야 참여 시 시너지 효과도 기대해 볼 수 있다. 고문헌 자동번역기는 점차 더 많은 학습 데이터와 학습량이 쌓일수록 더 좋은 학술 도구로 진화할 것이다.

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The Gender Difference in the Longitudinal Effect of Employment on Depressive Symptoms among Older Adults (노년기 취업이 우울에 미치는 종단적 영향의 성차)

  • Jun, Hey Jung;Kim, Myoung-Yong
    • 한국노년학
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    • v.34 no.2
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    • pp.315-331
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    • 2014
  • The goal of this study was to examine the association between employment and depressive symptoms among older adults in Korea, including analysis of potential gender differences. Using a sample of Korean adults aged 60 years or older from the 2008(Time 2) and 2010(Time 3) national longitudinal survey data from the Korean Longitudinal Study of Ageing, we regressed measures of depressive symptoms at Time 3 on employment at Time 2 (and employment both at Time 2 and Time 3), controlling for Time 2 depressive symptoms, subjective physical health, and sociodemographic variables as well. First, there was no evidence that older adults with a job at Time 2 had significantly lower levels of depressive symptoms at Time 3 compared to their counterparts. However, multi-group analyses showed that the effect of employment at Time 2 on depression at Time 3 differed by gender. For older men, employment predicted better mental health over time. However, this was not the case for older women. As such work role provided benefits only for older men. Second, older adults with a job at both Time 2 and Time 3 reported significantly lower levels of depressive symptoms at Time 3 than older adults who did not have a job either at Time 2 or Time 3. However, only older men who were employed at both Time 2 and Time 3 reported significantly less depression than their counterparts. These findings suggest that the mental health effects of employment are contingent on gender.

AI-Based Object Recognition Research for Augmented Reality Character Implementation (증강현실 캐릭터 구현을 위한 AI기반 객체인식 연구)

  • Seok-Hwan Lee;Jung-Keum Lee;Hyun Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1321-1330
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    • 2023
  • This study attempts to address the problem of 3D pose estimation for multiple human objects through a single image generated during the character development process that can be used in augmented reality. In the existing top-down method, all objects in the image are first detected, and then each is reconstructed independently. The problem is that inconsistent results may occur due to overlap or depth order mismatch between the reconstructed objects. The goal of this study is to solve these problems and develop a single network that provides consistent 3D reconstruction of all humans in a scene. Integrating a human body model based on the SMPL parametric system into a top-down framework became an important choice. Through this, two types of collision loss based on distance field and loss that considers depth order were introduced. The first loss prevents overlap between reconstructed people, and the second loss adjusts the depth ordering of people to render occlusion inference and annotated instance segmentation consistently. This method allows depth information to be provided to the network without explicit 3D annotation of the image. Experimental results show that this study's methodology performs better than existing methods on standard 3D pose benchmarks, and the proposed losses enable more consistent reconstruction from natural images.

Development and Assessment of an ICT-Based Non-Face-to-Face Lifestyle Program to Improve the Mental Health of Older Adults: A Pilot Study (고령자의 정신건강을 위한 ICT 기반 비대면 라이프스타일 프로그램: 파일럿 연구)

  • Lee, Hey Sig;Park, Hae Yean;Jung, Min-Ye;Park, Ji-Hyuk;Hong, Ickpyo;Kim, Jung-Ran
    • Therapeutic Science for Rehabilitation
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    • v.13 no.1
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    • pp.99-114
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    • 2024
  • Objective : This study aimed to develop an information and communication technology (ICT)-based, non-face-to-face lifestyle program for older adults and assess its applicability. Methods : The program was developed on the basis of the ADDIE model which comprises 5 stages: analysis, design, development, implementation, and evaluation. In this study, a step-by-step identification was performed in 8 stages. Results : The results of the program analysis showed a significant decrease in depressive symptoms and loneliness scores, and an increased quality of life scores. Conclusion : The findings suggest that the ICT-based non-face-to-face lifestyle program developed in this study can motivate older adults to better understand their lifestyles for successful aging, while helping senior citizen centers resume stagnant projects.

Effects of Leisure Satisfaction on Health Promotion Behavior and Quality of Life of Participants In the Walking Program "Geod-Jyu" (걷기 프로그램 '걷쥬' 참여자의 여가만족이 건강증진행위 및 삶의 질에 미치는 영향)

  • Chi-Sub Hahn;Sung-Min Kim
    • Journal of The Korean Society of Integrative Medicine
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    • v.12 no.2
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    • pp.121-131
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    • 2024
  • Purpose : This study aimed to investigate the leisure satisfaction of participants in the Geod-Jyu walking program and to examine the relationship between health promotion behaviors and quality of life. In addition, we investigated the impact of leisure satisfaction with walking among program participants on health promotion behaviors and quality of life. By clarifying these relationships, we aimed to identify factors of leisure satisfaction with walking that could enhance participants' health promotion behaviors and quality of life. Methods : A survey was conducted among 301 participants enrolled in the Geod-Jyu walking program in Chungcheongnam-do, with 288 responses analyzed. Data analysis included Pearson's correlation, confirmatory factor analysis, and multiple regression analysis using SPSS 27.0. Result : Leisure satisfaction exhibited a positive correlation with health promotion behavior (r=.544, p<.01) and quality of life (r=.478, p<.01). Furthermore, health promotion behavior showed a positive correlation with quality of life (r=.636, p<.01). Leisure satisfaction positively influenced quality of life, with physiological satisfaction (β=.16, t=2.32) and relaxation satisfaction (β=.15, t=2.04) emerging as notable contributors. In addition, leisure satisfaction had a significant positive impact on health promotion behaviors, with psychological satisfaction (β=.24, t=3.09) and educational satisfaction (β=.20, t=3.09) playing key roles. Health promotion behavior had a positive impact on quality of life, with all sub variables exhibiting significant positive effects in the following order: self-actualization (β=.24, t=4.16), stress management (β=.22, t=3.97), exercise (β=.22, t=4.05), and health responsibility (β=.12, t=2.14). Conclusion : The findings indicate that factors related to physical and rest satisfaction, as well as health-promoting behaviors facilitated by walking, significantly affected the quality of life among Geod-Jyu participants. Thus, promoting leisure satisfaction and engaging in health-promoting activities through walking can enhance overall well-being. Encouraging participation in the Geod-Jyu walking program is critical for physical and psychological benefits, and for promoting healthier behaviors. Further development of Geod-Jyu is expected to enhance walking satisfaction, promote self-care skills for health management, and positively influence quality of life.

A Study on the Effect of Traditional Market Revitalization Factors on Management Performance (전통시장 활성화 요인이 경영성과에 미치는 영향)

  • Se-Yong Kwon;Mi-Rye Kang;Hyung-Ho Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.307-317
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    • 2024
  • The purpose of this study is to analyze the impact of merchants' perceptions of service quality, youth mall creation, and traditional market revitalization on management performance to derive factors that can improve the self-sustainability of the traditional market. In particular, it was intended to predict the practical effect of the youth mall creation project by including merchants' perceptions of the rapidly emerging youth mall to revitalize the traditional market. In this study, 430 small business owners from five private traditional markets in Iksan were surveyed, the research model was verified by analyzing the technical statistics, reliability, and validity of the data collected using the SPSS 21.0 program, and the hypothesis was verified through correlation and regression analysis. Although youth malls are actively promoted at the government level to revitalize traditional markets and improve management performance, this study confirmed that the creation of youth malls in traditional markets does not directly affect traditional market revitalization and management performance, confirming that policies to create youth malls that can actually help revitalize traditional markets and improve management performance in the future need to be promoted.

Exploring the Effects of Passive Haptic Factors When Interacting with a Virtual Pet in Immersive VR Environment (몰입형 VR 환경에서 가상 반려동물과 상호작용에 관한 패시브 햅틱 요소의 영향 분석)

  • Donggeun KIM;Dongsik Jo
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.125-132
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    • 2024
  • Recently, with immersive virtual reality(IVR) technologies, various services such as education, training, entertainment, industry, healthcare and remote collaboration have been applied. In particular, researches are actively being studied to visualize and interact with virtual humans, research on virtual pets in IVR is also emerging. For interaction with the virtual pet, similar to real-world interaction scenarios, the most important thing is to provide physical contact such as haptic and non-verbal interaction(e.g., gesture). This paper investigates the effects on factors (e.g., shape and texture) of passive haptic feedbacks using mapping physical props corresponding to the virtual pet. Experimental results show significant differences in terms of immersion, co-presence, realism, and friendliness depending on the levels of texture elements when interacting with virtual pets by passive haptic feedback. Additionally, as the main findings of this study by statistical interaction between two variables, we found that there was Uncanny valley effect in terms of friendliness. With our results, we will expect to be able to provide guidelines for creating interactive contents with the virtual pet in immersive VR environments.