• 제목/요약/키워드: Active Motivation

검색결과 236건 처리시간 0.023초

Development of Anthropomorphic Robot Hand SKK Robot Hand I

  • Taehun Kang;Park, Hyoukryeol;Kim, Moonsang
    • Journal of Mechanical Science and Technology
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    • 제17권2호
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    • pp.230-238
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    • 2003
  • In this paper, a three-fingered anthropomorphic robot hand, called SKK Robot Hand 1, is presented. By employing a two-DOF joint mechanism, called Double Active Universal Joint (abbreviated as DAUJ from now on) as its metacarpal joint, the hand makes it possible to mimic humanlike motions. We begin with addressing the motivation of the design and mention how the anthropomorphic feature of a human is realized in the design of SKK Hand I Also, the mechanism of the hand is explained in detail, and advantages in its modular design are discussed. The proposed hand is developed for use as a testbed for dextrous manipulation. It is expected to resolve the increasing demand for robotic applications in unstructured environments. We describe its hardware construction as well as the controller structure including the preliminary results of experiments.

유기농마케팅조직의 성공사례 및 성공요인 연구 (A Study on Success Factors and Successful Case of Organic Marketing Initiatives)

  • 유덕기
    • 한국유기농업학회지
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    • 제19권2호
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    • pp.157-184
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    • 2011
  • This work is based on the experience of active and successful organic marketing initiatives, and aims to provide advice for genuine and practical sustainability. To make successful marketing possible we describe, on the one hand, the main challenges of the market and policy environment for organic marketing initiatives and, on the other hand, key factors for management. Management planning is a key issue for successful marketing and is therefore the focus of special attention in this work. This paper summarises and highlights those key factors which influence the operations of an organic marketing initiative. These include the role of key individuals, the role of innovation, the importance of strategic planning and clear objectives, the role of coherence, motivation and identity, brand policy, the role of networks, the importance of market research, public funding, economies of scale, systematized cooperation, hazards and risks in general.

The National Innovation System and Policy Implications for Entrepreneurship in Taiwan and Japan

  • Tung, Cheng-Mei
    • STI Policy Review
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    • 제4권1호
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    • pp.54-73
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    • 2013
  • In a knowledge economy, accelerating the pace of knowledge building and the rapid acquisition of knowledge are keys to innovative development. However, the development of the commercialization of research results and formation of new start-up companies are often not as active as they should be with a lack of motivation and incentive being one of the contributing factors for the failure to take action. In Taiwan and Japan, the reason that widely advocated idea of industry-academia collaboration is to help advance the technological capabilities of research and development as well as produce economic benefit. The assistance rendered by the government during the transformation and the assessment of outcomes from entrepreneurial pursuits are key issues explored in this study. The results indicate that the network system in the national innovation system is important for entrepreneurship development. The domestic market of Taiwan is not as large as Japan and new entrepreneurs have to face global market challenges.

중등수학 탐구를 위한 예비수학교사의 수학프로그램(GrafEq.) 활용 사례 (The Case Study of Using GrafEq, by Pre-service Mathematics Teachers for Exploring Secondary School Mathematics)

  • 김남희
    • 한국수학교육학회지시리즈A:수학교육
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    • 제43권4호
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    • pp.405-417
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    • 2004
  • This study is on the use of mathematics program for School Mathematics Education. According to the ‘technology principle’ by NCTM and teaching-learning methods by the 7th curriculum, we developed mathematics learning activities with mathematics program. This activity is to construct designs with graphs by using mathematics program(GrafEq.). In this study, we practiced these learning activities with pre-service mathematics teachers. The mathematics educational effects of these learning activities in this study are analyzed as follows; active & spontaneous search for mathematical knowledge, the experience of problem solving, affirmative view-point of mathematics, understanding of practical use of mathematics, acquisition an interest & motivation of learning mathematics etc. When students learn graphs of function, the concept of inequality in secondary school mathematics class., mathematics teachers can make a good use of constructing designs by mathematics program(GrafEq.). This will help to practice of teaching-learning methods by the 7th curriculum.

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A Study on the Teaching Method of English Literature through the Internet and Its Effect -L2 Acquisition through British-American fiction in CCDL class between Kangwon National University and Waseda University-

  • Baek, Nak-Seung
    • 영어어문교육
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    • 제8권1호
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    • pp.1-13
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    • 2002
  • One of the benefits of the internet-assisted instruction is that it can improve L2 Learners' motivation to express themselves in English. The purpose of this paper is to investigate an effective approach to British-American fiction learning in Korean universities, which can emphasize communicative strategies drawing on video-conferencing system, a chat system(CUSeeMe), and an e-mail system. Students are passive participants who cannot assert their creativity in the traditional teaching method of British-American fiction, which mainly relies upon reading and translation far from literature lessons. In CCDL(Cross-cultural distance learning) class, students can play active roles in asserting their own ideas and assuming considerable responsibility for making a presentation in English. A professor can play a role as a coordinator in supporting the students' activities and in winding up the class. The main significance of this article lies in providing a paradigm for CCDL class beyond the limitation of the traditional teaching method of British-American fiction in Korea and futhermore in exploring the eclectic integration of the traditional one and CCDL.

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일본에 있어서의 전력계통공학 연구 (Present Status of Power Sustem Research in Japan)

  • Sekine, Yasuji
    • 전기의세계
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    • 제27권5호
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    • pp.5-12
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    • 1978
  • 1.Power utilities and CRIEPI are very active in almost all aspects of power systems research. 2.About 50% of research activity of CRIEPI is made under the joint work with power utilities. 3.Research motivation of manufactures are mainly stimulated by the need of power utilities and manufacturers are closely collaborating with power utilities. 4.Main effort of universities is concentrated upon the theoretical aspects of network analysis and the means of stability improvement. Univer sities are doing research rather independently of industry unless inexceptional cases. 5.Universities are making a significant contribution to the exploration of new horizon of power systems engineering, namely, in the research on the social impact on the future of power system. 6.Current main interest of power systems reserch is centered around the stability problem and power system operation and control. Research activity in power system planning is rather low as compared to that in these two major fields. A similar statement holds for the analysis of electromagnetic transients and short circuit analysis. However a new research field is sprouting in the area of power system protection.

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경제적부가가치 지식을 채택한 에이전트 기반의 지능형 ERP 개발 (Adopting EVA Knowledge to Agent-Based Intelligent ERP Development)

  • 권오병;정진홍
    • Asia pacific journal of information systems
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    • 제9권4호
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    • pp.41-67
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    • 1999
  • ERP is now one of the prevailing applications for integrated information systems, So far, the conventional ERPs lack how to manage knowledge of making decisions, that is one of the important goal of ERP. This gives a motivation on adding decision support capabilities to the ERPs: active advice for business analysis, evaluation and control. In this paper, we proposed an agent-based intelligent ERP that is operated on the Internet. In special, knowledge of economic value added (EVA) is explicitly acquired as a set of data, models and methodologies, A new knowledge representation format, MIF, is suggested to show the communication mechanism between agents, The agent-based knowledge processing is adopted to deliver intelligence on the Internet.

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Effects of Blended-TBL on Students' Self-Regulated Learning

  • PARK, Eunsook
    • Educational Technology International
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    • 제10권1호
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    • pp.137-155
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    • 2009
  • The purpose of this research is to develop Blended-TBL(Team Based Learning) model that emphasizes the active participation and teamwork of students in on-off blended learning environment, and apply it into the college course and explore whether self-regulated learning between one group pretest and posttest is different. For this, this research investigated the concept and the characteristics of Team Based Learning, and developed the Blended-TBL Model to apply it into the college course, and finally prove effects of Blended-TBL model on self-regulated learning using Motivated Strategies for Learning Questionnaire (MSLQ). The participants in this study were 57 college students. They participated in on-off blended-TBL course for 15weeks. Participants followed the content grounded and the problem solving steps in collaborative team-based learning. This research practiced a quantitative research to find out the statistical difference of the self-regulated learning between pretest and posttest using SPSS. The result revealed that Blended-TBL students improved self-regulated learning including motivation, cognitive, metacognitive, and resource management. Based on this result, this research discussed the effects of Blended-TBL on Self-Regulated Learning and suggested the further study.

Research on improving efficiency in VR game development

  • Kim Tae Gyu
    • International Journal of Advanced Culture Technology
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    • 제11권4호
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    • pp.74-80
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    • 2023
  • Currently, hardware companies such as Oculus, Samsung, and HTC are producing virtual reality devices, and game software development companies are developing or servicing VR games using these devices. Accordingly, the VR game market is expected to continue to grow in the future. However, in order for the VR game market to become active, various problems raised during game development and service must be resolved. This paper investigates solutions to problems raised during the development and service of VR games, such as cyber sickness, risk of injury due to environmental restrictions during play, and reconnection induction problems. Cybersickness can be alleviated by utilizing multiple GPUs for each display processing to achieve higher frame rates and optimizing play space design. Environmental constraints during play can be mitigated by optimizing space design, and the problem of inducing reconnection can be solved by continuously providing the motivation and purpose used in existing game methods. Through this, we were able to apply it to develop VR content that can be played continuously.

< Modeling Study for Developing Motivational and Cognitive Adaptive Agent >

  • Lee, Woo-Gul;Lee, Myung-Jin;Lim, Ka-Ram;Han, Cheon-Woo;So, Yeon-Hee;Hwang, Su-Young;Ryu, Ki-Gon;Yun, Sung-Hyun;Choi, Dong-Seong;Kim, Sung-Il
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 1부
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    • pp.918-925
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    • 2006
  • Recent development of teachable agent provides learners with active roles as knowledge constructors and focuses on the individualization. The aim of this adaptive agent is not only to maximize the learner's cognitive functions but also to enhance the interests and motivation to learn. In order to establish the relationships among user characteristics and response patterns and to extract the algorithm among variables, we measured the individual characteristics and analyzed logs of the teachable agent named KORI (KORea university Intelligent agent) through the student modeling. A correlation analysis was conducted to identify the relationships among individual characteristics, user responses, and learning outcomes. Among hundreds of possible relationships between numerous variables in three dimensions, nine key user responses were extracted, which were highly correlated with either individual characteristics and learning outcomes. The results suggest that certain type of learner responses or the combination of the responses would be useful indices to predict the learners' individual characteristics and ongoing learning outcome. This study proposed a new type of dynamic assessment for individual differences and ongoing cognitive/motivational learning outcomes through the computation of responses without measuring them directly. The construction of individualized student model based on the ongoing response pattern of the user that are highly correlated with the individual differences and learning outcome may be the useful methodology to understand the learner's dynamic change during learning.

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