• Title/Summary/Keyword: Experience Based Method

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A Survey on Prognostics and Comparison Study on the Model-Based Prognostics (예지기술의 연구동향 및 모델기반 예지기술 비교연구)

  • Choi, Joo-Ho;An, Da-Wn;Gang, Jin-Hyuk
    • Journal of Institute of Control, Robotics and Systems
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    • v.17 no.11
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    • pp.1095-1100
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    • 2011
  • In this paper, PHM (Prognostics and Health Management) techniques are briefly outlined. Prognostics, being a central step within the PHM, is explained in more detail, stating that there are three approaches - experience based, data-driven and model based approaches. Representative articles in the field of prognostics are also given in terms of the type of faults. Model based method is illustrated by introducing a case study that was conducted to the crack growth of the gear plate in UH-60A helicopter. The paper also addresses the comparison of the OBM (Overall Bayesian Method), which was developed by the authors with the PF (Particle Filtering) method, which draws great attention recently in prognostics, through the study on a simple crack growth problem. Their performances are examined by evaluating the metrics introduced by PHM society.

A Basic Study on the Development of a Mobile Data Sampling Method based on ESM to Examine Child-care Teachers' Emotional Experience (ESM기반 보육교사 정서 연구를 위한 데이터 표집기술 개발에 관한 기초연구)

  • Kim, Soojung;Lee, Yungil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.199-206
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    • 2017
  • The experience sampling method (ESM) is an innovative research method to study the immediate real emotional experience experienced in real life through the immediate reaction of research participants. ESM, which has received significant attention in recent, is considered as the research method particularly for child care teachers' emotions and happiness. This method has been shown to be able to overcome the limitations in current research methods, based on teachers' recall or surveys, in assessing child care teachers' emotional states or stress levels. Despite the expectation that the need for further research on the increased stress and negative emotional experiences of child care teachers and its appropriateness as the alternative research method to study child care teachers' immediate emotional experience, ESM has deficiencies in that research participants need to have their pencil-and-paper survey packages on hand whenever their electronic beepers randomly beep. Furthermore, ESM demands much more researcher energy and efforts to handle the voluminous data collected from each participant in effectively creating a database. In this paper, in order to apply ESM successfully to the study of child care teachers' emotional experience, we aim to develop a software program that uses mobile communication technology. Given that traditional types of data collection methods in social science research can prove too burdensome to encourage participation in surveys in the first place or ensure the return of completed surveys, the present study adopts a convergent research approach to develop a software program that is able to obtain ESM participants' answers immediately on their personal smart phones. This study deals with system construction and prototyping for software development as a basic research and evaluates the research results through indepth interview with experts.

Computer use experience of nurses working in hospital

  • Kim, Jung-ae;Cho, Eui-young
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.31-39
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    • 2018
  • The purpose of this study was to examine the meaning and structure of nurses' computer using experience. To do this, we conducted a total of three interviews with 11 nurses working between the ages of 26 and 48. Interview data were interpreted using Giori method (1985) and Lincoln & Guba method (1985). As a result, 112 semantic units were derived, and then 18 sub-components were divided into 5 final components. As a result of the analysis, the computer experience that the nurses used in the hospital consisted of 'used for almost every task', 'usefulness', 'important', 'convenience', 'burden', 'anxiety', desire', simple work level', 'no problems', 'eye, muscle and movement discomfort', 'depends on task', 'more complex', 'accuracy', 'organize contents', 'simple', 'incomparable', and 'easy'. Based on the above conclusions, the nurses' experiences of using the computer in the hospital could be concluded as follows. Currently, almost all nursing jobs in hospitals are using computers. However, most of the tasks related to simple computer tasks related to the ability to use the computer was low, and because of this, the computer did not work properly, or when new programs were introduced to feel the burden and anxiety, want more systematic computer education Found. Especially, according to the career, the difference between computer and hand work was different, Nurses over 20 years said that computers can handle simple tasks that are a bit more complicated than manual tasks, whereas emotional tasks were handicapped, in the 10 to 20 years of experience, computer work was more accurate and appropriate to organize content, Nurses under 10 years were not only easy to work with computers but also have no experience in manual work, they could not compare the computer and the hand work. This study suggests that the use of computers in nurses' work is essential and that more systematic computer-based education should be provided. In addition, due to the nature of the nursing service, the professional opinions of the nurses should be reflected in the development of programs for the emotional nursing work.

Teaching Korean Living through the Method of Currere (쿠레레(Currere) 방법을 활용한 한국의 실생활문화 교육방안)

  • Chung, Ho-Jin;Park, Sung-Sil
    • Cross-Cultural Studies
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    • v.19
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    • pp.339-358
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    • 2010
  • This paper aims to propose teaching plans based on individual learner's experience and from a cross-cultural viewpoint by applying Currere as a method of Korean life-culture education. Current Korean culture education programs are not systematic, and are being executed without differentiation from language education. Thus, this study proposes Korean life-culture teaching plans based on the method of Currere. We suggested Currere teaching-learning stages and strategies for Korean language learners by adapting Pinar's and Jeong Seong-a's method of Currere. The Currere teaching-learning stages consisted of introduction, regression, progression, theme analysis, data analysis, group discussion, and integration. Although the method of Currere is implemented through autobiographic writing, this study added the strategies of 'personal experience telling' and 'schema utilization and background knowledge provision'. In order to enhance the applicability of Currere to Korean life-culture education, we suggested teaching plans for the theme of "How to dispose rubbish" as an example. We suggested detailed teaching plans that teachers can apply in the actual classroom. We expect that these teaching plans may be applied to actual classes so that Korean culture education may not be limited to the acquisition of knowledge, but be linked to their real life.

Spatial experience based route finding using ontologies

  • Barzegar, Maryam;Sadeghi-Niaraki, Abolghasem;Shakeri, Maryam
    • ETRI Journal
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    • v.42 no.2
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    • pp.247-257
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    • 2020
  • Spatial experiences in route finding, such as the ability of finding low-traffic routes, exert a significant influence on travel time in big cities; therefore, the spatial experiences of seasoned individuals such as taxi drivers in route finding can be useful for improving route-finding algorithms and preventing using routes having considerable traffic. In this regard, a spatial experience-based route-finding algorithm is introduced through ontology in this paper. To this end, different methods of modeling experiences are investigated. Then, a modeling method is chosen for modeling the experiences of drivers for route finding depending on the advantages of ontology, and an ontology based on the taxi drivers' experiences is proposed. This ontology is employed to create an ontology-based route-finding algorithm. The results are compared with those of Google maps in terms of route length and travel time at peak traffic time. According to the results, although the route lengths of route-finding method based on the ontology of drivers' experiences in three cases (from nine cases) are greater than that based on Google maps, the travel times are shorter in most cases, and in some routes, the difference in travel time reaches only 10 minutes.

A Study on the Daily Life Experience of Medical Students using the Experience Sampling Method

  • Yoo, Hyo Hyun;Jun, Soo-Koung;Kim, Seong Yong;Park, Kwi Hwa
    • International Journal of Contents
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    • v.13 no.4
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    • pp.16-22
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    • 2017
  • The purpose of this study was to investigate the daily life experiences of medical students and to explore gender differences in these experiences using the Experience Sampling Method (ESM) as the method. The instrument, the Experience Sampling Form (ESF), consisted of questions on the external and internal experiences of the respondents. Data were collected from 2,035 ESFs by 91 students (male=52, female=39) at three medical schools for one week. The data was analyzed using the statistical tests of the t-test and ${\chi}^2$ test. Activity places were significantly different by gender (${\chi}^2=16.576$, p=.001). Males spent more time in learning places such as schools, libraries, etc., whereas females spent their time in personal places, including their homes, dormitories, etc. Males undertook more learning activities than did females, and females undertook more social/leisure activities and basic life activities than did male students (${\chi}^2=18.753$, p=.001). They were in a learning place and performing learning activities. There were significant perceptual differences between males and females about their flow levels, competency levels, and difficulty levels, based on the activity type. These results can help us to understand the daily lives of medical students and can be useful in developing counseling programs and educational activities for students.

Measurement Method on Aesthetic Experience of Game Player (게임플레이어의 미적경험 데이터 측정방법)

  • Choi, Gyu-Hyeok;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.207-215
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    • 2020
  • Studies on aesthetic experience in games mostly focus on engineering approach centered on structural determination of specific target within the game as well as humanistic·social approach in forms of artistic conversation on game play experience. This paper have established a theoretic guideline regarding the progress of aesthetic experience which allows analysis from the perspective of player experience acquired during game play. Based on such guideline, the study classifies cognitive data (Eye-Tracking, Playing Action, Facial Expression) on aesthetic experience and suggests the methods to measure such data. By deducing errors and points to be considered related to measuring methods through pilot tests, this study will contribute to the execution of empirical study focused on player perspective.

Understanding the Concept of User Experience Based on the Extended Concept of Usability

  • Lee, Dong-Hun;Chung, Min-K.
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.2
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    • pp.299-308
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    • 2012
  • Objective: This study presents the conceptual framework and the conceptual model to account for user experience by expanding the existing concepts of usability, in particular considering the user-interface environment in digital convergence. Background: To better understand a variety of users interacting with a converged product based on digital technologies, there seems to be a limit to consider the existing concepts of usability. All possible aspects of user's interaction with a product in a context of use need to be taken into consideration. Method: This study identifies the concept of user experience through a comprehensive literature review. Results: First, this study reviews the existing concepts of usability and user experience. And then this study describes four main components in the conceptual framework of user experience: user's internal states, user's external states, a product, and various outcomes, each of which encompasses distinct sub-components. The conceptual model of user experience accounts for how user's internal states change over time and for how different sub-components affect actual behavior of use. Conclusion: It is expected that these user experience concepts can be used in basic resources to better understand different behavioral characteristics of users and to better design interactive products in converged digital environments.

An Exploratory Case Study on Types of Teaching and Learning with Digital Textbook in Primary Schools

  • SUNG, Eunmo;JUNG, Hyojung
    • Educational Technology International
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    • v.19 no.1
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    • pp.35-60
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    • 2018
  • The purpose of this study was to analyze the types of lesson and its effectiveness with digital textbook. To address those goals, we had observed five classes of the primary school, which designated as a research pilot school for digital textbook. Based on the result of observation, 3 types of lesson with digital textbook were categorized: Teacher-directed lecture (type 1), Blended learning (type 2), and Flipped learning (type 3). Depending on the type of lesson was analyzed the positive and negative effectiveness by means of matrix analysis method. As a result, in Teacher-directed lecture (type 1), there was found out the participation of the lesson in atmosphere of stable and comfortable as positive experience, also digital textbook operating immature and boring as negative experience. In Blended learning (type 2), there was found out the fun by sharing the product and peer feedback, and flow by learning transfer as positive experience, also digital textbook operating immature and understanding the difference between assignments as negative experience. In Flipped learning (type 3), there was shown the positive attitude and ownership in the lesson as positive experience, also distracting and boring in the lesson when learner was excluded in participation as negative experience. Based on the results, we suggested some strategies for improving positive experience and protecting negative experience in the lesson with using digital textbook.

Discovering Community Interests Approach to Topic Model with Time Factor and Clustering Methods

  • Ho, Thanh;Thanh, Tran Duy
    • Journal of Information Processing Systems
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    • v.17 no.1
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    • pp.163-177
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    • 2021
  • Many methods of discovering social networking communities or clustering of features are based on the network structure or the content network. This paper proposes a community discovery method based on topic models using a time factor and an unsupervised clustering method. Online community discovery enables organizations and businesses to thoroughly understand the trend in users' interests in their products and services. In addition, an insight into customer experience on social networks is a tremendous competitive advantage in this era of ecommerce and Internet development. The objective of this work is to find clusters (communities) such that each cluster's nodes contain topics and individuals having similarities in the attribute space. In terms of social media analytics, the method seeks communities whose members have similar features. The method is experimented with and evaluated using a Vietnamese corpus of comments and messages collected on social networks and ecommerce sites in various sectors from 2016 to 2019. The experimental results demonstrate the effectiveness of the proposed method over other methods.