• Title/Summary/Keyword: Experience feedback

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Feedback Order and Problem-Solving Experience in Competitive Problem-Solving : An Empirical Analysis of Online Innovation Contests (경쟁적 문제 해결 과정에서 피드백 순서와 문제 해결 경험 : 온라인 혁신 경진 대회의 실증 분석)

  • Mun, Hee Jin;Chung, Yerim;Park, Kyung Min
    • Journal of the Korean Operations Research and Management Science Society
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    • v.38 no.1
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    • pp.29-44
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    • 2013
  • This study suggests that as receiving feedback is moved back, the effectiveness of problem-solving increases. Utilizing data from innovation contests in which a number of problem solvers compete with each other, we answer questions such as whether the order of receiving first feedback affects problem-solving effectiveness and how problem-solving experience moderates the relationship between the first feedback order and problem-solving effectiveness. Empirical results based on data collected from Kaggle, an online platform for innovation contests, showed that the order that contest participants receive the first feedback increases problem-solving effectiveness. Furthermore, the more prior experience of contest participants accentuates the suggested relationship between the order of receiving the first feedback and problem-solving effectiveness.

A Case Study on the Development & Application of Journal Feedback Program in Pre-librarians' Library Field Experience (예비사서의 도서관실습을 위한 저널피드백 프로그램의 개발 및 적용 사례 연구)

  • Jung, Jong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.42 no.2
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    • pp.277-297
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    • 2011
  • This study aims to develop the journal feedback program, based on the ways of writing journal and abstract, for applying it to the course of library field experience in the university, to apply this program to the course of library field experience, and to explore the effects of this program after applying it to the course of the library field experience for pre-librarians and pre-teacher librarians. The results of this study are like these: (1) The thinking level was increased after some feedbacks. (2) Journal feedback program was regarded to be necessary in the library field experience. (3) The program helped them to solve their problems in the course of the library field experience.

The Effect of Informal Learning Activities on Competency Development: Focused on 3-Way Interaction Effect of GRIT and Spiritual Leadership (무형식학습 활동이 역량개발에 미치는 영향: 그릿과 영성리더십의 삼원 상호작용 효과를 중심으로)

  • Choi, Gyu-Deok;Kim, Chang-Eun
    • Journal of the Korea Safety Management & Science
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    • v.24 no.3
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    • pp.61-74
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    • 2022
  • In a rapidly changing environment, it is essential for companies to develop their capabilities for sustainable growth. To this end, informal learning at work plays an important role for small and medium-sized enterprises that are having difficulties in human resource development. If the GRIT of workers and the spiritual leadership of leaders are maintained at an appropriate level, the effect of informal learning will increase. This study derived the following results through a survey of workers participating in the Work-learning Dual System in Korea. First, experience and feedback among informal learning activities have a significant positive effect on competency development. Second, the higher the level of the GRIT of workers, the greater the magnitude of the positive effect of experience and feedback on competency development, showing a positive moderating effect. Third, in the case of workers with high GRIT, capacity development is strengthened as experience or feedback increases, and the higher the level of spiritual leadership, the greater the scope of reinforcement. On the other hand, it can be seen that in the case of workers with low GRIT, competency development weakens as experience or feedback increases, and the higher the level of spiritual leadership, the greater the extent of the weakening.

A User Experience Study for Active Senior based on Interface Assessment (Interface Assessment를 통한 액티브 시니어의 사용자 경험 분석)

  • Huang, Yi Fan;Kim, Hyung Woo
    • Smart Media Journal
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    • v.6 no.4
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    • pp.79-87
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    • 2017
  • Differ from elder generation, active senior possesses the active characteristics of young people. In this research, the active senior users' UX problem was analyzed by Sundar's 'Interface Assessment'. According to Interface Assessment, the user's subjective user experience in GUI interactive can be divided into five elements, which are 'Visible', 'Desired Outcome', 'Immediate Feedback', 'Intuitiveness', 'Perceived Ease of Use'. Based on these five elements, user's behavior and perception experience during interface using were analyzed to classify UX problems. Next, Correlation Analysis was conducted to find out the relationship between the elements of Interface Assessment and user's subjective experience using PSSUQ as comparing data, and SPSS 22 version as statistic software. The result of this research was presented below: First, active senior user's biggest UX problem can be classified with 'Desired Outcome' in App using. Second, the correlation between the two elements, 'Desired Outcome', 'Perceived Ease of Use', and the PSSUQ result was statistically significant, but the correlation between the other three elements, 'Visible', 'Immediate Feedback', 'Intuitiveness', and the PSSUQ result were not statistically significant. According to the result, active senior users do have different characteristics compared with elder generation. The UX problems classified with 'Desired Outcome' and 'Perceived ease of use' apparently affect user's subjective experience, while the problems classified with 'Visible', 'Immediate feedback', 'Intuitiveness' show no evidence in affecting user's subjective experience. This phenomenon could be explained by the cumulative effects of PC or smartphone use. Through the analysis of multiple UX elements in this paper, better App interface could be developed according to active senior's needs.

Providing Effective Feedback within Pharmacy Practice Education (약학 실무실습교육에서의 효과적인 피드백)

  • Yoon, Jeong-Hyun
    • Korean Journal of Clinical Pharmacy
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    • v.27 no.2
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    • pp.55-62
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    • 2017
  • Experiential education is a core curriculum of pharmacy education. In experiential education, formative feedback is an integral component of learning and teaching process. Feedback is defined as information provided by a preceptor regarding student's performance based on direct observation. With effective feedback, students can have opportunities to reinforce or correct behaviors and to acquire knowledge or skills. Students highly value and appreciate feedback. They rank provision of effective feedback as one of the most important qualities of preceptors. Preceptors, however, lack an understanding of feedback or practical skills necessary for providing effective feedback. As a result in reality, the feedback provided to students can be differentially effective in improving students' learning. This article describes a theoretical understanding of feedback including definition and value, as well as types of feedback. In addition, practical aspects in providing feedback, such as contents, timing, techniques, and models, are addressed. By understanding the value of feedback and mastering various feedback skills, preceptors will promote students' learning and enhance educational outcomes of experiential education.

Digilog Book: Augmented Reality based Temple Bell Experience (디지로그 북: 증강현실 기반 범종 체험)

  • Ha, Tae-Jin;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.456-460
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    • 2008
  • Digilog Book lets users feel analog book and digital contents by combining each advantage of analog sensibility and digital sensation. This paper mentions about technical details for implementing an example of Digilog book: a temple bell experience system. Our system includes providing multisensory feedback to users, substituting fiducial marker with figure marker, presenting visual effect when a temple bell appearing on a 2D plane, pushing augmented buttons using bare fingers for observation of the bell, and lastly pointing a specific part of the bell for obtaining description on that part. The implemented temple bell experience system can motivate users to experience cultural heritages of our country as educational contents.

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Perceived Auditory Feedback and User Experience in Mobile Game: A Mediation Analysis of Enjoyment (모바일 게임 속 청각적 피드백 인지와 사용자 경험: 재미의 매개효과 분석)

  • Ahn, Jisoo;Heo, Ji-Yeon;Noh, Ghee Young
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.135-144
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    • 2019
  • This study examined the role of enjoyment in the relationship between perceived auditory feedback (PAF), which provides information about the situation during game play, and user experience factors. 100 undergraduates played a mobile game, 'Classy Royale' and took a survey about their user experience. As a result of analyzing the available data from 98 participants, PROCESS MACRO showed that PAF was positively associated with enjoyment, immersion, and intention to use; enjoyment mediated the effects of PAF on immersion and intention. These results can help game research and development regarding the functional value of audio factors.

Correlation between events with different safety significance in nuclear power plants

  • Simic, Zdenko;Veira, Miguel Peinador;Banov, Reni
    • Nuclear Engineering and Technology
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    • v.54 no.7
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    • pp.2510-2518
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    • 2022
  • The main purpose of collecting and analyzing operating experience events is to look for insights to improve safety. The underlying assumption is the correlation and causality between events with different safety significances. The analysis of this assumption could be valuable to optimize operating experience feedback programs and to enhance safety. This paper analyses the correlation between events with different safety significances. Groups of events from six nuclear energy related databases are considered. The findings are that a correlation exists but with various levels and not as large or consistent as might be expected across different databases. These results might be the basis for further work to analysis causality, to find out how a similarity in causes influences the correlation, and finally to improve the operating experience program.

Effects of auditory feedback and task difficulty on the cognitive load and virtual presence in a virtual reality dental simulation

  • Kim, Byunggee;Yang, Eunbyul;Choi, Namki;Kim, Seonmi;Ryu, Jeeheon
    • The Journal of the Korean dental association
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    • v.58 no.11
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    • pp.670-682
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    • 2020
  • This research examined the difference in cognitive load and the virtual presence depending on auditory feedback and task difficulty in haptic-based dental simulation. In the field of dental education, practice-centered training using handpiece has been crucial because a practitioner's psychomotor experience has a significant impact on the mastery of treatment skills. For the novice, it is necessary to reduce errors in dental treatment to enhancing skill acquisition in the haptic practice. In the training process, the force-feedback is crucial to elaborate subtle movement to guide what to do and how it should be hard or soft. However, It is not easy to add force-feedback to generate kinetic experience training. As an alternative method, we examined that auditory feedback can help learners' skill training. In this study, we analyzed how the presence/absence of auditory feedback at the different levels of task difficulty impacts learners' psychological demand and virtual presence in the virtual reality simulation. For this study, 29 dental college students participated in a dental simulation. The participants were grouped into two conditions that are with and without auditory feedback. Additionally, two consecutive tooth preparation tasks with different levels of difficulty were used in the simulation. The auditory feedback condition gives alarms to a learner when he treats a non-targeted tooth with a virtual handpiece. The user's cognitive load and virtual presence were measured to examine the effects of auditory feedback. The results revealed that the main effect was found in cognitive loads. Also, a significant interaction effect was shown in the virtual presence. We discussed the effective design methods for the virtual reality-based dental simulation through the result of this study.

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State Visualization Design of AI Speakers using Color Field Painting (색면추상 기법을 통한 AI 스피커의 상태 시각화 디자인 연구)

  • Hong, Seung Yoon;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.572-580
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    • 2020
  • Recently released AI speakers show a pattern of interacting with the user by mainly with voice and simultaneously displaying simple and formal visual feedback through status LED light. This is due to the limitations of the product characteristics of the speaker, which makes it difficult to interact variously, and even such visual feedback is not standardized for each product, and thus does not give a consistent user experience. By maximizing the visual elements that can be expressed through color and abstract movement to assist voice feedback, the product can provide the user with an extended experience that includes not only functional satisfaction but also emotional satisfaction. In this study, after analyzing the interaction methods of the existing AI speakers, we examined the theory of color communication in order to expand the visual feedback effect, and examined the meaning and expression technique of Color Field Painting, an art genre that maximizes the emotional experience by using only color. Through this, the AI speaker's visual communication function was expanded by designing a way to feedback communication status using LED light.