• Title/Summary/Keyword: Emotional learning

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Analysis of Learning and Fun Elements Inherent in Dance Game (댄스게임에 내재된 학습과 재미요소 분석)

  • Lee, Ji Seol
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.155-170
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    • 2015
  • This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning effects and fun elements that attract continuous and voluntary participation. Analysis was implemented based on the physical, cognitive, and emotional aspects for Learning elements and the aspects of graphics, sound, video, rewards, target-setting, difficulty levels, and control for fun elements. As a result, it was found that the practice and performance modes of Dance Central 2 have elements that can improve players dance skills. Of course, there may be difference in players' participation and effects depending on their goals and objectives. Consequently, the continuous use of the dance game supported by player's dance skills and commitment will improve learning.

Effects of Informal Learning and Positive Psychological Capital on Job Satisfaction and Customer orientation (무형식 학습과 긍정심리자본이 직무만족 및 고객지향성에 미치는 영향)

  • Kim, Joon-Hwan
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.195-202
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    • 2017
  • Previous studies on salesperson's performance have concentrated on increasing job satisfaction through compensations and benefits or effective communication processes and have not sufficiently considered the emotional aspect of salesperson's selling behaviors. The purpose of this study is to investigate informal learning and positive psychological capital on the relationship between job satisfaction and customer orientation of IT salespeople. Data were collected from 159 IT salespeople and analyzed by structural equation modeling (SEM). As a result, it was found that the informal learning of IT salesperson had a significantly positive impact on positive psychological capital. Positive psychological capital was significantly affect on job satisfaction and customer orientation. Positive psychological capital mediated the relationship between informal learning and job satisfaction/customer orientation. The results of this study suggest that there is a need to develop informal learning based on positive psychology and to strengthen the reflected job satisfaction and customer orientation.

The Influence of College Students' Achievement Emotions on their self-regulated learning strategies and self-handicapping strategies (대학생의 성취감성이 자기주도학습전략과 자기손상전략에 미치는 영향)

  • Song, Yun-Hee
    • Journal of Convergence for Information Technology
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    • v.8 no.4
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    • pp.231-236
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    • 2018
  • There has been a notable increased interest of the study of emotions in educational contexts. The purpose of this study was to analyze predicting emotional variables of self-regulated learning strategies and self-handicapping strategies with the university students. Participants were 143 students of undergraduates at A University and B University. Collected data were analyzed by correlation analysis and regression analysis, respectively. It turned out that class related emotions, learning related emotions, and test emotions predicted self-handicapping strategies negatively. However, achievement emotions didn't predict self-regulated learning strategies. The result of this study will provide the theoretical basis and practical usefulness of academic emotions.

Academic Procrastination As A Challenge For Students' Mental Health In The Context Of Distance Learning And The Virtual World During The Covid-19 Pandemic

  • Stoliarchuk, Olesia;Khrypko, Svitlana;Olga, Dobrodum;Ishchuk, Olena;Kokhanova, Olena;Sorokina, Olena;Salata, Karina
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.276-284
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    • 2022
  • The research aims to study the dynamics of academic procrastination and its impact on the mental health of students during the transition to distance learning during the COVID-19 pandemic. At the beginning of the COVID-19 pandemic, it was identified a declining tendency of overall rates of academic procrastination and at the same time increase in the number of carriers of mid and high levels of academic procrastination. The decline in the general rates of academic procrastination at the beginning of 2021 testifies to the adaptation processes experienced by students to the conditions of distance learning. It was documented that students' academic procrastination is accompanied by a steady negative emotional tension. During the transition to distance learning, the intensity of students' learning activity has increased, which altogether causes stress as one of the main reasons for the academic procrastination among future psychologists. The study identified a risk of academic procrastination manifestation among students for their mental health, which provides a basis for developing and testing a program to prevent the phenomenon of academic procrastination among degree-seeking students.

Design and implementation of trend analysis system through deep learning transfer learning (딥러닝 전이학습을 이용한 경량 트렌드 분석 시스템 설계 및 구현)

  • Shin, Jongho;An, Suvin;Park, Taeyoung;Bang, Seungcheol;Noh, Giseop
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.87-89
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    • 2022
  • Recently, as more consumers spend more time at home due to COVID-19, the time spent on digital consumption such as SNS and OTT, which can be easily used non-face-to-face, naturally increased. Since 2019, when COVID-19 occurred, digital consumption has doubled from 44% to 82%, and it is important to quickly and accurately grasp and apply trends by analyzing consumers' emotions due to the rapidly changing digital characteristics. However, there are limitations in actually implementing services using emotional analysis in small systems rather than large-scale systems, and there are not many cases where they are actually serviced. However, if even a small system can easily analyze consumer trends, it will help the rapidly changing modern society. In this paper, we propose a lightweight trend analysis system that builds a learning network through Transfer Learning (Fine Tuning) of the BERT Model and interlocks Crawler for real-time data collection.

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RTI Model and Its Applicability in Educational Settings for Students with Achievement of Below Basic Proficiency Level

  • Jun, Myongnam;Kim, Namok;Yang, Myonghee;Kwon, Daehoon;Hong, Daewoo;Choi, Hyeonah
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.2
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    • pp.79-83
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    • 2015
  • The Response to Intervention(RTI) approaches is the method to help students who are at risk for learning difficulties in advance and provide an appropriate level of intervention. In this article, the characteristics of model RTI were reviewed for students with achievement of below basic proficiency level. We considered RTI as supporting system to document students' progress and its applicability for the general educational setting in Korean school. The tier of RTI make it possible the evidence based individual instruction and counseling, differentiated step-by step approach for students with achievement of below basic proficiency level. In conclusion, RTI can be used as educational tools for dealing with improvement of academic subjects learning, behavioral and emotional problem for students with achievement of below basic proficiency level. For building high quality implementing for RTI it is needed the collaboration of teachers, counselors and learning consultants and related educators.

Design Development of the Child-Oriented Furniture for Playing & Learning (놀이와 학습을 위한 아동용가구의 디자인방향 모색)

  • Lee, Mi-Hye;Yang, Seung-Hee
    • Journal of the Korea Furniture Society
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    • v.19 no.5
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    • pp.341-349
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    • 2008
  • This study intends to analyze the importance of design on the basis of the children' emotion, by instancing the child-oriented furniture that contributes to the healthy growing and emotion-development of children. This means the reflection of the will trying to see the main point of design for the child-oriented furniture and it's possibility from another new standpoint. It will be understood how far the furniture influences the children and for that the furniture among others for the preschool children having playing & leaning functions is taken as an object of the study. The scope of study is the child-oriented furniture having playing & learning functions that has been presented for displaying as well as for a commercial use, since 2005. The attempt to find objective factors working positively for the emotion- & behavior development of children through seeking a new design of the child-oriented furniture for playing & learning is for emphasizing the importance of the emotional function, not only the primary function of furniture, at designing the child-oriented furniture. The combination between applications of the specialized material for child education & studies, therefore, has to be handled more importantly. The child-oriented furniture for playing & leaning that stimulates a healthy growing of child not only physically, also emotionally should be constantly and more deeply specialized on child education and design aspects.

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Using Colours to alter Consumer Behaviour and Product Success

  • Page, Tom;Thorsteinsson, Gisli;Ha, Joong-Gyu
    • International Journal of Contents
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    • v.8 no.1
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    • pp.69-73
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    • 2012
  • This paper aims to present colour theories and show how they can be used to explain consumer's preferences of some products over others. It will, furthermore, attempt to link these theories to the design industry and look at how colour associations determine product success. Due to associative learning and personal preference, the colours of objects can cause consumers to either favour or dislike products over those with identical functions and efficiency. Age and gender affect the preferred colour choices of the individual, making some products more popular to particular groups of potential consumers. Designers can utilise colour theories to ensure that they use the most appropriate colour schemes to maximise and appeal to their targeted market successfully. A survey was conducted with 100 participants. It demonstrates the associative links between colours, emotions and product categories. It can be shown that the colour of an object can contribute to its success or failure in the market based on a number of different criteria. The design must use colour confidently to evoke certain emotions or connotations and must be carried out appropriately. The designer also has to consider whom it is that be viewing it and making the decision of preference.

Emotion Recognition of Low Resource (Sindhi) Language Using Machine Learning

  • Ahmed, Tanveer;Memon, Sajjad Ali;Hussain, Saqib;Tanwani, Amer;Sadat, Ahmed
    • International Journal of Computer Science & Network Security
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    • v.21 no.8
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    • pp.369-376
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    • 2021
  • One of the most active areas of research in the field of affective computing and signal processing is emotion recognition. This paper proposes emotion recognition of low-resource (Sindhi) language. This work's uniqueness is that it examines the emotions of languages for which there is currently no publicly accessible dataset. The proposed effort has provided a dataset named MAVDESS (Mehran Audio-Visual Dataset Mehran Audio-Visual Database of Emotional Speech in Sindhi) for the academic community of a significant Sindhi language that is mainly spoken in Pakistan; however, no generic data for such languages is accessible in machine learning except few. Furthermore, the analysis of various emotions of Sindhi language in MAVDESS has been carried out to annotate the emotions using line features such as pitch, volume, and base, as well as toolkits such as OpenSmile, Scikit-Learn, and some important classification schemes such as LR, SVC, DT, and KNN, which will be further classified and computed to the machine via Python language for training a machine. Meanwhile, the dataset can be accessed in future via https://doi.org/10.5281/zenodo.5213073.

Development of Artificial Intelligence Simulator of Seven Ordinary Poker Game (7포커 인공지능 시뮬레이터 구현)

  • Hur, Jong-Moon;Won, Jae-Yeon;Cho, Jae-hee;Rho, Young-J.
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.277-283
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    • 2018
  • Some innovative researchers have had a dream of self-thinking intelligent computer. Alphago, at last, showed its possibility. With it, most computer engineers including even students can learn easily how to do it. As the interest to the deep learning has been growing, people's expectation is also naturally growing. In this research, we tried to enhance the game ability of a 7-poker system by applying machine learning techniques. In addition, we also tried to apply emotion analysis of a player to trace ones emotional changes. Methods and outcomes are to be explained in this paper.