• Title/Summary/Keyword: Communication Action

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Rhyme of Truce, Training Program for moral psychology in Cyberspace

  • Cho, JeongHee;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.176-183
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    • 2019
  • Rhyme of Truce is an educational program that helps you develop the ability to cope with cyber violence rightly. we aim to produce educational contents that will last a long time in the memory of specially children. By combining the room escape game and Leap motion / VR, the program reflects the user's motion and action in real time. The Keyboard Worrier comes into contact with the user and causes violence, and the user who is attacked by the monster see several negative messages written in red and hears abuses sound. Users enter the virtual space decorated as the cyber world. They can experience cyber-violence indirectly but vividly, and if language violence, which has been overlooked and recognized only as "letters", is executed offline, it will directly wonder if cyber-violence should also be regarded as a means of violence. Users have the opportunity to cope with violence autonomously. When a user is attacked by an in-game monster, there are two ways to choose from. First, fighting against with a keyboard (which is a symbol of language violence) just like a monster. Second, report the abuser to cyber bureau police. Both methods make them to escape the room, but when they get out of the room and return to the home and read the message through the monitor, users can recognize which action was right for.

A hidden anti-jamming method based on deep reinforcement learning

  • Wang, Yifan;Liu, Xin;Wang, Mei;Yu, Yu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.9
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    • pp.3444-3457
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    • 2021
  • In the field of anti-jamming based on dynamic spectrum, most methods try to improve the ability to avoid jamming and seldom consider whether the jammer would perceive the user's signal. Although these existing methods work in some anti-jamming scenarios, their long-term performance may be depressed when intelligent jammers can learn user's waveform or decision information from user's historical activities. Hence, we proposed a hidden anti-jamming method to address this problem by reducing the jammer's sense probability. In the proposed method, the action correlation between the user and the jammer is used to evaluate the hiding effect of the user's actions. And a deep reinforcement learning framework, including specific action correlation calculation and iteration learning algorithm, is designed to maximize the hiding and communication performance of the user synchronously. The simulation result shows that the algorithm proposed reduces the jammer's sense probability significantly and improves the user's anti-jamming performance slightly compared to the existing algorithms based on jamming avoidance.

Relationship among necessity, importance of creative teaching methods, and strengthening core competencies

  • Choi, Hye-Jung;Park, Jung-Hyun;Kim, Min-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.169-176
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    • 2022
  • This study was conducted to find out the relationship between the perception of the necessity and importance of creative teaching methods and core competencies in universities. A total of 142 people who voluntarily agreed to participate in the study were selected and surveyed using the Naver online questionnaire. It was found that the necessity and importance of creative teaching methods was related to the sub-factors of core competencies such as practical field competency, problem-solving competency, convergence competency, communication competency, job ethics, community consciousness. University education should actively introduce and apply creative teaching methods such as action learning and PBL, focusing on improving core competencies, which are actual abilities to be performed in the field.

The Effect of Postural Training through Action Observation on Craniovertebral Angle and Cranial Rotation Angle of Forward Head Posture (동작관찰훈련을 통한 자세교육이 머리전방자세의 머리척추각과 머리회전각에 미치는 영향)

  • Shon, Myung-Ju;Roh, Jung-Suk;Choi, Houng-Sik;Oh, Dong-Sik
    • Journal of Korean Physical Therapy Science
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    • v.19 no.2
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    • pp.17-24
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    • 2012
  • Purpose : The purpose of this study was to show the effect of postural training through action observation (AO) on craniovertebral angle (CVA) and cranial rotation angle (CRA) of forward head posture (FHP). Methods : From 16 subjects of having the FHP who consist of postural training through the AO (n = 8) and control group (n = 8) were training to three times per one week during three weeks. FHP measurements for pre and post the intervention use to Wiz-pacs(Wiz-Picture Achiving Communication System) from X-ray change of CVA and CRA. Results : The study for the change within the group pre and post the intervention, CVA and CRA were found the significant differences only in the postural training group through the AO (p<.05). In the comparison of the rates of change between the groups pre and post the intervention CVA and CRA all showed the significant differences (p<.05), and in the comparison of the rates of average change of individual variables in each groups, the postural training group through the AO showed more change rates. Conclusion : The study suggests that when people with FHP received the postural training, the postural training through the AO resulted in more change into the correct postures.

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Near-Infrared Laser Stimulation of the Auditory Nerve in Guinea Pigs

  • Guan, Tian;Wang, Jian;Yang, Muqun;Zhu, Kai;Wang, Yong;Nie, Guohui
    • Journal of the Optical Society of Korea
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    • v.20 no.2
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    • pp.269-275
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    • 2016
  • This study has investigated the feasibility of 980-nm low-energy pulsed near-infrared laser stimulation to evoke auditory responses, as well as the effects of radiant exposure and pulse duration on auditory responses. In the experiments, a hole was drilled in the basal turn of the cochlea in guinea pigs. An optical fiber with a 980-nm pulsed infrared laser was inserted into the hole, orientating the spiral ganglion cells in the cochlea. To model deafness, the tympanic membrane was mechanically damaged. Acoustically evoked compound action potentials (ACAPs) were recorded before and after deafness, and optically evoked compound action potentials (OCAPs) were recorded after deafness. Similar spatial selectivity between optical and acoustical stimulation was found. In addition, OCAP amplitudes increased with radiant exposure, indicating a photothermal mechanism induced by optical stimulation. Furthermore, at a fixed radiant exposure, OCAP amplitudes decreased as pulse duration increased, suggesting that optical stimulation might be governed by the time duration over which the energy is delivered. Thus, the current experiments have demonstrated that a 980-nm pulsed near-infrared laser with low energy can evoke auditory neural responses similar to those evoked by acoustical stimulation. This approach could be used to develop optical cochlear implants.

Development of an Instrument for Measuring Action Competence on Climate Change within High School Students (고등학생 기후변화 대응 실천역량 검사도구의 개발)

  • Baek, Seongheui;Shin, Hyeonjeong;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.41 no.6
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    • pp.533-542
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    • 2021
  • This study aims to develop an instrument for measuring high school students' action competence on climate change (ACoCC). The instrument is defined as the construct comprised of seven factors and thirty-five items and takes approximately 15 minutes to fill out. A panel of experts and students' content validation were undertaken to modify the items. Five hundred and twenty-eight first and second graders in Korean high schools participated in the instrument survey. To assess the reliability and validity of ACoCC instrument, item analysis (mean, skewness, kurtosis, item-total correlation), internal consistency estimate, and confirmatory factor analysis were used. It was appropriate to use the 7-dimensional ACoCC instrument (knowledge about climate change, climate change sensibility, reflection, communication, integrated thinking, willingness, decision making), with 35 items for high school students. The following instrument was self-report given in the 5-point Likert scale (1=strongly disagree, 2=disagree, 3=neutral, 4=agree, 5=strongly agree). The internal consistency coefficient was shown as a whole was shown as 0.953, and the subscale's internal consistency coefficient ranged from 0.786 to 0.862.

A Study on analysis tools in the SWF file URL (SWF 파일의 URL정보 분석도구)

  • Jang, Dong-Hwan;Song, Yu-Jin;Lee, Jae-Yong
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.5
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    • pp.105-111
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    • 2010
  • SWF(Shock Wave Flash) file is a format file for vector graphics produced by Adobe. It is widely used for a variety of contents such as advertising at websites, widgets, games, education, and videos and it contains various types of data such as sound sources, script, API and images. Many SWF files contain URL information on action script for communication in the network and they can be used as important research data as well as PC users' Web Browser history in terms of forensic investigation. And a decompiler for analyzing SWF files exists by which SWF files can be analysed and URL information can be verified. However, it takes a long time to verify the URL information on action scripts of multiple SWF files by the decompiler. In this paper, analysis of URL information on action scripts and extraction of URL information from multiple SWF files by designing analysis tools for URL information in SWF files is studied.

BoF based Action Recognition using Spatio-Temporal 2D Descriptor (시공간 2D 특징 설명자를 사용한 BOF 방식의 동작인식)

  • KIM, JinOk
    • Journal of Internet Computing and Services
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    • v.16 no.3
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    • pp.21-32
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    • 2015
  • Since spatio-temporal local features for video representation have become an important issue of modeless bottom-up approaches in action recognition, various methods for feature extraction and description have been proposed in many papers. In particular, BoF(bag of features) has been promised coherent recognition results. The most important part for BoF is how to represent dynamic information of actions in videos. Most of existing BoF methods consider the video as a spatio-temporal volume and describe neighboring 3D interest points as complex volumetric patches. To simplify these complex 3D methods, this paper proposes a novel method that builds BoF representation as a way to learn 2D interest points directly from video data. The basic idea of proposed method is to gather feature points not only from 2D xy spatial planes of traditional frames, but from the 2D time axis called spatio-temporal frame as well. Such spatial-temporal features are able to capture dynamic information from the action videos and are well-suited to recognize human actions without need of 3D extensions for the feature descriptors. The spatio-temporal BoF approach using SIFT and SURF feature descriptors obtains good recognition rates on a well-known actions recognition dataset. Compared with more sophisticated scheme of 3D based HoG/HoF descriptors, proposed method is easier to compute and simpler to understand.

Adaptation of Neural Network based Intelligent Characters to Change of Game Environments (신경망 지능 캐릭터의 게임 환경 변화에 대한 적응 방법)

  • Cho Byeong-heon;Jung Sung-hoon;Sung Yeong-rak;Oh Ha-ryoung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.3 s.303
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    • pp.17-28
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    • 2005
  • Recently intelligent characters in computer games have been an important element more and more because they continually stimulate gamers' interests. As a typical method for implementing such intelligent characters, neural networks have been used for training action patterns of opponent's characters and game rules. However, some of the game rules can be abruptly changed and action properties of garners in on-line game environments are quite different according to gamers. In this paper, we address how a neural network adapts to those environmental changes. Our adaptation solution includes two components: an individual adaptation mechanism and a group adaptation mechanism. With the individual adaptation algorithm, an intelligent character steadily checks its game score, assesses the environmental change with taking into consideration of the lastly earned scores, and initiates a new learning process when a change is detected. In multi-user games, including massively multiple on-line games, intelligent characters confront diverse opponents that have various action patterns and strategies depending on the gamers controlling the opponents. The group adaptation algorithm controls the birth of intelligent characters to conserve an equilibrium state of a game world by using a genetic algorithm. To show the performance of the proposed schemes, we implement a simple fighting action game and experiment on it with changing game rules and opponent characters' action patterns. The experimental results show that the proposed algorithms are able to make intelligent characters adapt themselves to the change.

A Study on the types of PDA Icons and their Communication Capacity (개인용 정보단말기(PDA)에 사용되는 아이콘의 직관적 의미전달능력에 관한 연구)

  • 신명희
    • Archives of design research
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    • v.17 no.2
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    • pp.269-278
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    • 2004
  • This research categorizes various icons that used in PDAs according to symbolization patterns, operating systems and support for color display. Since different icons vary in communication capacity I executed this research to verify it positively. In result, PDA loons were found to have different intuitive communication capacity according to its functions, symbolization pattern, operating system and use of color. \circled1 Icons which have similar object as ones that are used on desktop computer and icons with accurate, simple expression seems to have higher intuitive communication capacity among the icons categorized by functions. \circled2 Among the icons categorized by symbolization pattern, ones that express the action related to their functions have the highest recognition accuracy and longer delay before recognition. \circled3 Among the icons categorized by operating systems, ones that have concrete expression of object and a number of representation elements have higher recognition accuracy and longer delay before recognition. \circled4 Among the icons categorized by color and grayscale, ones with color have superior communication capacity due to additional stimulation although LCDs in most PDAs have limited color depth.

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