• 제목/요약/키워드: Emotional learning

검색결과 581건 처리시간 0.031초

Robotics Projects at Pusan National University

  • Kwak, Seung-Chul;Sung, Ji-Hoon;Shim, In-Bo;Yoon, Joong-Sun
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.814-819
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    • 2004
  • Soft engineering, based on symbiotic coexistence of human, machines and environment, is a new engineering field to explore the proper technology and the proper way of engineering. To explore soft engineering intents easily, various robot projects at Pusan National University conducted are presented. Thought experiment, interactive e-leaning, rapid prototyping engineering, biomimciry, tangibility, and ubiquity are concepts to be explored. Thought experiments projects are organized and performed, which include robot assembly game, Turing test, and robotics in science fiction. "Junk robot project" and "ubiquitous Pusan National University (u-PNU) project" have been organized. Also, bug robot project, interactive robot project, and interactive emotional robot projects are introduced. Weekly science fiction films are shown and discussed.

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Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권3호
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    • pp.213-219
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    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.

The effect of switching costs on resistance to change in the use of software

  • Perera, Nipuna;Kim, Hee-Woong
    • 한국경영정보학회:학술대회논문집
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    • 한국경영정보학회 2007년도 International Conference
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    • pp.539-544
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    • 2007
  • People tend to resist changing their software even alternatives are better then the current one. This study examines the resistance to change in the use of software from the switching costs perspective based on status quo bias theory. For this study, we select Web Browsers as software. Based on the classification of switching costs into three groups (psychological, procedural, and loss), this study identifies six types of switching costs (uncertainty, commitment, learning, setup, lost performance, and sunk costs). This study tests the effects of six switching costs on user resistance to change based on the survey of 204 web browser users. The results indicate that lost performance costs and emotional costs have significant effects on user resistance to change. This research contributes towards understanding of switching costs and the effects on user resistance to change. This study also offers suggestions to software vendors for retaining their users and to organizations for managing user resistance in switching and adopting software.

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간호학생의 인체해부관찰경험 (A Study of Student Nurses' Observation Experiences of Human Body Dissection)

  • 김미희;채명정
    • Journal of Korean Biological Nursing Science
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    • 제14권2호
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    • pp.94-102
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    • 2012
  • Purpose: This study attempted to describe the essential structure of nursing students' experiences as observers of human body dissection. Methods: The research was undertaken as qualitative research. The data was collected through written sources of 169 students majoring in nursing. The analysis of data was made using the phenomenological analytic method suggested by Colaizzi (1978). Results: In this study, five categories of themes emerged. They were: 'unfamiliar wait','standing at the edge of chaos','growth through reflection', 'be immersed in practice', 'winging to be a nurse'. Conclusion: This study will prove helpful not only in understanding nursing students' observation experiences of human body dissection but also in describing their needs for systematic and emotional support.

Emotion Modeling for Emotion-based Personalization Service

  • Kim, Tae Yeun;Bae, Sang Hyun
    • 통합자연과학논문집
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    • 제13권3호
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    • pp.97-104
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    • 2020
  • This study suggests the emotion space modeling and emotion inference methods suitable for personalized services based on psychological and emotional models. For personalized emotion space modeling taking into account the subjective disposition based on the empirical assessment of the personal emotions felt by the personalization process of emotion space was used as a decision support tool, the Analytic Hierarchy Process. This confirmed that the special learning to perform personalized emotion space modeling without considering the subjective tendencies. In particular to check the possible reasoning based on fuzzy emotion space modeling and sensitivity for the quantification and vague human emotion to it based on the inherent human sensitivity.

초등과학 영재 학생의 영재 학급에 대한 효과성 조사 (A Survey on the Effect for the Science Gifted Class of Gifted Student in Elementary)

  • 최선영
    • 한국초등과학교육학회지:초등과학교육
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    • 제27권4호
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    • pp.437-445
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    • 2008
  • The purpose of this study was to examine about science gifted class student's effect of education for the science gifted class. For this, 21 item-questionnaires were given to 292 students at the 4th, 5th and 6th graders in 3 elementary gifted schools located in Incheon. The results of this study were as follows: First, science gifted students were positive in effect of gifted class. This was more positive as class is low. Second, gifted students are thinking that it is helped to own learning that study at gifted class in cognitive side but appeared relatively low regarding school record or utterance, study method, thinking faculty, creativity. Third, they did not think that is exerting a lot of effects about own habit that study, interest, pride in emotional side. Fourth, they thought that is effective in relation with new friends more than teachers and parents in sociocultural side. Fifth, in private tutoring side they thought that is not influencing to solve academy taking a course of decrease.

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Effect of Panax ginseng Extract on Passive Avoidance Retention in Old Rats

  • Jaenicke, Bernhard;Kim, Eun-Joo;Ahn, Jong-Woong;Lee, Hye-Sook
    • Archives of Pharmacal Research
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    • 제14권1호
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    • pp.25-29
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    • 1991
  • Female rats of two groups (6 and 27 months) were tested in the passive avoidance test to investigate the age-dependency of the learning ability. The results showed a significantly better avoidance behavior in the young adult animals compared to the older ones. The influence of a 13-day treatment with Panax ginseng (30 mg/kg/d, oral) on 27 month old rats caused a considerably prolonging of the latency time in comparison to the untreated control group of the same age. In the open field the treated rats exhibited neither an altered locomotion nor exploration nor a changed emotional reactivity which could explain the improved avoidance reaction.

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채팅 텍스트로부터의 회자 감정상태 학습 (Learning Emotional States of Chatting Partners from Text Data)

  • 문현구;장벽탁
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2001년도 봄 학술발표논문집 Vol.28 No.1 (B)
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    • pp.340-342
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    • 2001
  • 현재 인터넷 환경에서 텍스트는 다루기 쉽고 부하가 적어 가장 많이 사용되는 통신 수단이다. 그러나 화상 채팅과는 달리 자신의 표정이나 체스춰를 전달할 수 있는 방법이 없기 때문에 표현상의 한계가 있다. 이 글은 일상 대화를 텍스트로 입력받아, naive Bayes 알고리즘을 사용해 미리 정의된 감정 범주, 즉 울기, 웃기, 화내기 등으로 분류해 주는 방법에 관해 다루고 있다. 채팅사이트에서 수집된 학습데이터는 사람에 의해 해당 감정 범주로 태깅되고, 이렇게 태깅된 데이터가 학습엔진에 의해 통계 정보로 구축되면, 실제 채팅사이트에서 감정인식 엔진은 입력된 데이터를 분석해 해당 감정으로 분류한다. 연령별로 5개의 그룹으로 나눈 대화방에서 각각 1000문장씩 테스트해본 결과 평균 91.6%의 정확도를 얻을 수 있었다.

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청소년을 위한 '이동과학교실' 사례연구를 통한 재미있는 과학의 특성 연구 (Young People's Enjoyment of Science through the 'Mobile Science Lab' Program)

  • 황성원;최정훈;황북기
    • 한국초등과학교육학회지:초등과학교육
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    • 제24권5호특별호
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    • pp.602-611
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    • 2005
  • The 'Mobile Science Lab' is a public program designed to bring teenagers to be engaged in the activities of science and technology. In this study, we attended to elementary school students' participating actions in the program and intended to understand their enjoyment of science from sociocultural and practical perspectives. By drawing on case materials culled from our database, we articulated the features of the enjoyable science activities in the form of two major claims. First, students had rich opportunities to communicate emotionality, which therefore grounds emerging actions on the positive emotional valence. Second, ongoing actions opened up new action possibilities not only to the actors themselves, but also to other community members. The results of this study constitute theoretical frameworks for understanding enjoyment without dichotomizing emotion and cognition, and thereby contribute to designing enjoyable activities of learning science.

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개인의 감성분석과 머신러닝을 적용한 노래 추천 서비스 (A Song Recommendation System Using Personal Emotional Machine Learning Analysis)

  • 김동준;이지연;정수진;김윤재;김웅섭
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2017년도 추계학술발표대회
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    • pp.789-791
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    • 2017
  • 음악은 매장의 분위기를 결정짓는 중요한 요소이다. 그러나 현재 대부분의 매장에서는 음악 스트리밍 사이트에서 추천해주는 플레이리스트 혹은 개인의 취향에 의한 선곡이 이루어지고 있다. 이때 매장의 분위기와 적합하지 않는 곡이 선곡되는 경우가 발생하며 고객들로 하여금 불만스러운 경험을 제공할 수 있는 여지가 있다. 이에 본 연구는 기존의 음악 선곡 시스템을 고객 중심적으로 전환하고자 한다. 고객의 감정 분석, 상황 분석과 머신 러닝을 적용하여 현재 매장의 분위기와 어울리는 음악이 선곡되고 재생될 수 있도록 하는 것을 목표로 하고 있다.