• 제목/요약/키워드: Implicit Learning

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뇌졸중 편마비환자의 작업치료에 적용되는 운동학습의 원칙 (Motor Learning Concepts Applied to Occupational Therapy With Adults With Hemiplegia)

  • 심선화;박지혁
    • 재활치료과학
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    • 제1권2호
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    • pp.14-22
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    • 2012
  • 서론 : 뇌줄중 환자의 상지 운동 결손은 일상생활에서 수행하는 많은 활동에 큰 어려움을 겪게 만든다. 작업치료사들은 다양한 활동을 제공함으로써 일상생활의 참여를 돕기 위해서 노력하지만 학습자의 특성과 환경을 고려하지 않은 채 훈련이 이루어지고 있다. 따라서 본 연구는 운동 학습 이론과 원칙에 대해 알아보고 작업치료 영역에 적용하기 위한 임상적 고려에 대해 제언해보고자 한다. 본론 : 운동학습의 원칙으로는 학습의 단계, 과제의 형태, 실행 또는 연습, 피드백이 있는 학습의 단계에 따라 운동학습의 원칙을 적용할 수 있을 것이다. 초기단계에서는 학습목표와 작업환경에 대한 충분한 이해가 선행되어야 하며 지속적이며 차단된 연습, 전체 과제 연습이 학습을 촉진시킨다. 후기단계에서는 내제적 피드백에 의존하도록 유도하여야 하며 열린과제, 무작위 연습이 수행을 증진시킨다. 결론 : 치료기전으로 제공되는 다양한 운동학습의 원칙을 적용하기 위해서는 치료계획 수립 시에 체계적으로 결정되어야 할 것이다. 작업치료사들은 환자 각각의 평가결과를 바탕으로 환자의 수준에서 수행을 증진시킬 수 있는 효과적인 운동학습의 원칙을 계획하고 치료적 변화를 계속 모니터링하면서 변경시켜나가야 할 것이다.

Examination of Implicit Interactivity in Wiki-based Learning in University

  • 서봉현;강인애;남선우
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2010년도 제42차 하계학술발표논문집 18권2호
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    • pp.485-491
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    • 2010
  • The arrival of the Web 2.0 age, which is characterized by such key words as participation, sharing and openness, provides a learning environment in which both instructors and students can experience interactivity. In the educational area, we are particularly witnessing a growing interest in the social software like Wiki as one of the communication tools that reflects the characteristics of Web 2.0 and focuses on the interactivity with others. Based on this background, this study aims to examine into the meanings of interactivity inherent in the Wiki-based learning by studying such cases where Wiki is being used as a learning tool. For the purpose of our study, we practiced the Wiki-based learning method on the study subjects of the 17 junior students from U- University and 18 junior students from K- University during their 2009 fall semester teacher training courses. Through a comprehensive analysis of the questionnaires, interviews, Interactivity Measurement Diagram, examinations on the Wiki uses, Daily Self-reflection Records, and any other materials collected throughout the program, we could garner the following results: First, most of the students acknowledged that the use of Wiki was a useful communication means and helped promote their interactivity during their learning activities. Second, the interactivity of the Wiki-based learning was found to be more dynamic in the team-based projects or the community-based Wiki uses than in the instructor-oriented cases. Third, the Wiki-based learning is judged effective in expanding the scope of thinking and improving the learning capabilities through the collaborative knowledge-building process. The educational employment of the social software like Wiki in this web 2.0 age has great potentials for the true establishment of the learner-oriented learning environment, which has long remained at a standstill.

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아동의 그림 표상 발달과정 및 언어화를 통한 표상의 촉진 (The Development and the Effects of Verbalization on Representational Redescription in Children's Drawings)

  • 박희숙
    • 아동학회지
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    • 제34권6호
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    • pp.139-158
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    • 2013
  • Karmiloff-Smith was first to propose the 'Representational Redescription model'. It describes a process through which children elaborate their knowledge from the unconscious and implicit levels to the conscious and explicit levels. The model also assumes that children in perfectly explicit levels are able to express their own representation of knowledge verbally. This study was conducted to investigate Karmiloff-Smith's Representational Redescription(RR) model(1990, 1992, 1999) within the drawing domain. Additionally, how verbalization training influences children's development of representational redescription in drawing were also examined. First, 331 children (4- to 6-year-olds and an older comparison group of 7- to 9-year-olds) were asked to create six drawings of both familiar and novel topics. From these drawings, children were measured for procedural rigidity and developmental differences. Thereafter 80 5-year-olds children who were not able to manipulate their drawings with flexibility were selected. They were divided into an experimental group and two control groups. A group of verbalization training was given a session using 5 tasks. Compared to the control groups, children who practiced verbalization in the training group showed more advanced levels of representation than their previous levels in the pretest. The results were interpreted as meaning that verbalization is likely to facilitate children's reorganization of implicit knowledge within the drawing domain and to transfer this toward explicit forms. Further research needs to pay more attention to the educational applications of learning processes based on representational redescription.

Web Page Evaluation based on Implicit User Reactions and Neural Networks

  • Lee, Dong-Hoon;Kim, Jae-Kwang;Lee, Jee-Hyong
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제12권2호
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    • pp.181-186
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    • 2012
  • This paper proposes a method for evaluating web pages by considering implicit user reaction on web pages. Usually users spend more time and make more reactions, such as clicking, dragging and scrolling, while reading interesting pages. Based on this observation, a web page evaluation method by observing implicit user reaction is proposed. The system is designed with Ajax for observing user reactions, and neural networks for learning correlation between user reactions and usefulness of pages. The amounts of each type of user reactions are inputted to neural networks. Also the numbers of characters and images of pages are used as inputs because the amount of users' behaviors has a tendency to increase as the length of pages increase. The experiment is conducted with 113 people and 74 pages. Each page is ranked by users with a questionnaire. The proposed method shows more close ranking results to the user ranks than Google. That is, our system evaluates web pages more closely to users' viewpoint than Google. Although our experiment is limited, our result shows powerful potential of new element for web page evaluation. Some approaches evaluate web pages with their contents and some evaluate web pages with structural attributes, particularly links, of pages. Web page evaluation is for users, so the best evaluation can be done by users themselves. So, user feedback is one of the most important factors for web page evaluation. This paper proposes a new method which reflects user feedbacks on web pages.

폴라니의 인식론과 문제해결의 암묵적 차원 (Polanyi's Epistemology and the Tacit Dimension in Problem Solving)

  • 남진영;홍진곤
    • 한국수학사학회지
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    • 제22권3호
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    • pp.113-130
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    • 2009
  • 수학 문제해결 교육에 가장 많은 영향을 끼친 것은 폴리아(G. Polya)의 이론이다. 폴리아가 제시하는 발견술은 수학 문제해결 과정을 명시적으로 세분화여 드러내고 정리한 것이다. 이와는 달리, 수학 문제해결 과정의 암묵적 차원을 강조하고 있는 폴라니(M. Polanyi)의 이론은 폴리아의 이론과 상보적 관계에 있는 것으로 조명될 필요가 있다. 이 글에서는 폴라니의 인식론을 개관하고, 이를 바탕으로 하는 그의 문제해결 교육 이론을 고찰한다. 지식과 앎을 개인의 마음의 총체적 작용으로 보는 폴라니는 문제해결에 있어서 지적, 정서적 부분과 함께 헌신과 몰두를 강조한다. 또한 명시적 앎 이면에 있는 묵식에 있어서 교사의 역할을 중시한다. 이와 같은 폴라니의 관점은 현재 우리나라 학생들의 수학 문제 해결 양상을 이해하고 문제점을 파악하는 데에도 의미 있는 시사를 제공한다.

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Self-Relaxation for Multilayer Perceptron

  • Liou, Cheng-Yuan;Chen, Hwann-Txong
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 1998년도 The Third Asian Fuzzy Systems Symposium
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    • pp.113-117
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    • 1998
  • We propose a way to show the inherent learning complexity for the multilayer perceptron. We display the solution space and the error surfaces on the input space of a single neuron with two inputs. The evolution of its weights will follow one of the two error surfaces. We observe that when we use the back-propagation(BP) learning algorithm (1), the wight cam not jump to the lower error surface due to the implicit continuity constraint on the changes of weight. The self-relaxation approach is to explicity find out the best combination of all neurons' two error surfaces. The time complexity of training a multilayer perceptron by self-relaxationis exponential to the number of neurons.

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실험시장접근법을 이용한 먹는 물 수질개선에 대한 지불의사 측정 (Valuing Drinking Water Risk Reductions Using Experimental Market Method)

  • 엄영숙
    • 자원ㆍ환경경제연구
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    • 제9권4호
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    • pp.747-771
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    • 2000
  • This paper reports the results of a study to elicit willingness to pay (WTP) for changes in health risks from exposure to As, Pb, THM in tap water using experimental market method. The experimental market method, compared with other non-market valuation methods, allows us to use incentive compatible demand revealing scheme, to acquire market-like experience through repetitive auctions, and to incorporate learning process by providing new information during the session. Participants seemed to utilize the objective risk information in a 'rational' manner, and to change their WTP bids accordingly. Moreover they were able to reduce the 'ambiguity' in risk perception processes when objective risk probabilities provided are quite different from their subjective perceptions. Nonetheless, anchoring effects appeared to be still persistent in spite of market-like experience and learning opportunity. And implicit values entailed by WTP bid/risk tradeoffs indicate a wide variation in values across alternative risk reductions and overrated responses to very small risk reductions.

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퍼지 분류자 시스템을 이용한 자율이동로봇의 충돌 회피 학습 (Learning Rules for AMR of Collision Avoidance using Fuzzy Classifier System)

  • 반창봉;전효병;심귀보
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 2000년도 춘계학술대회 학술발표 논문집
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    • pp.179-182
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    • 2000
  • A Classifier System processes a discrete coded information from the environment. When the system codes the information to discontinuous data, it loses excessively the information of the environment. The Fuzzy Classifier System(FCS) makes the classifier system be able to carry out the mapping from continuous inputs to outputs. It is the FCS that applies this ability of the machine learning to the concept of fuzzy controller. It is that the antecedent and consequent of classifier is same as a fuzzy rule of the rule base. In this paper, the FCS is the Michigan style and fuzzifies the input values to create the messages. The system stores those messages in the message list and uses the implicit Bucket Brigade Algorithms. Also the FCS employs the Genetic Algorithms(GAs) to make new rules and modify rules when performance of the system needs to be improved. We will verify the effectiveness of the proposed FCS by applying it to AMR avoiding the obstacle.

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뇌졸중 재활에 있어서 운동심상의 치료적 접근 (Therapeutic Approach of Motor Imagery in Stroke Rehabilitation)

  • 김식현
    • PNF and Movement
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    • 제13권2호
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    • pp.55-72
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    • 2015
  • Purpose: The purpose of this study was to propose a new therapy algorithm that combines motor imagery and physiotherapy as a physiotherapeutic clinical intervention technique that can stimulate the recovery of damaged physical function for patients with stroke. Methods: A variety of scientific research results related to motor imagery were reviewed and analyzed to investigate their applicability to physiotherapy in clinics. Results: As a new therapy algorithm for the therapeutic approach of motor imagery in stroke rehabilitation, a therapy algorithm that combines motor imagery with physiotherapy is proposed, which consists of three stages or steps: STEP 1 motor imagery familiarization, STEP 2 explicit learning stage, and STEP 3 implicit learning. Conclusion: The new therapy algorithm proposed in this study is expected to be a very useful clinical therapeutic approach for stimulating the recovery of damaged physical function in patients with stroke. It is believed that it will be necessary to confirm and standardize the effects of the therapeutic algorithm proposed in this study in the future by conducting diverse clinical studies.

Android malicious code Classification using Deep Belief Network

  • Shiqi, Luo;Shengwei, Tian;Long, Yu;Jiong, Yu;Hua, Sun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권1호
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    • pp.454-475
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    • 2018
  • This paper presents a novel Android malware classification model planned to classify and categorize Android malicious code at Drebin dataset. The amount of malicious mobile application targeting Android based smartphones has increased rapidly. In this paper, Restricted Boltzmann Machine and Deep Belief Network are used to classify malware into families of Android application. A texture-fingerprint based approach is proposed to extract or detect the feature of malware content. A malware has a unique "image texture" in feature spatial relations. The method uses information on texture image extracted from malicious or benign code, which are mapped to uncompressed gray-scale according to the texture image-based approach. By studying and extracting the implicit features of the API call from a large number of training samples, we get the original dynamic activity features sets. In order to improve the accuracy of classification algorithm on the features selection, on the basis of which, it combines the implicit features of the texture image and API call in malicious code, to train Restricted Boltzmann Machine and Back Propagation. In an evaluation with different malware and benign samples, the experimental results suggest that the usability of this method---using Deep Belief Network to classify Android malware by their texture images and API calls, it detects more than 94% of the malware with few false alarms. Which is higher than shallow machine learning algorithm clearly.