• Title/Summary/Keyword: Learn

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Applying the Multiple Cue Probability Learning to Consumer Learning

  • Ahn, Sowon;Kim, Juyoung;Ha, Young-Won
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.159-172
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    • 2013
  • In the present study, we apply the multiple cue probability learning (MCPL) paradigm to examine consumer learning from feedback in repeated trials. This paradigm is useful in investigating consumer learning, especially learning the relationships between the overall quality and attributes. With this paradigm, we can analyze what people learn from repeated trials by using the lens model, i.e., whether it is knowledge or consistency. In addition to introducing this paradigm, we aim to demonstrate that knowledge people gain from repeated trials with feedback is robust enough to weaken one of the most often examined contextual effects, the asymmetric dominance effect. The experiment consists of learning session and a choice task and stimuli are sport rafting boats with motor engines. During the learning session, the participants are shown an option with three attributes and are asked to evaluate its overall quality and type in a number between 0 and 100. Then an expert's evaluation, a number between 0 and 100, is provided as feedback. This trial is repeated fifteen times with different sets of attributes, which comprises one learning session. Depending on the conditions, the participants do one (low) or three (high) learning sessions or do not go through any learning session (no learning). After learning session, the participants then are provided with either a core or an extended choice set to make a choice to examine if learning from feedback would weaken the asymmetric dominance effect. The experiment uses a between-subjects experimental design (2 × 3; core set vs. extended set; no vs. low vs. high learning). The results show that the participants evaluate the overall qualities more accurately with learning. They learn the true trade-off rule between attributes (increase in knowledge) and become more consistent in their evaluations. Regarding the choice task, there is a significant decrease in the percentage of choosing the target option in the extended sets with learning, which clearly demonstrates that learning decreases the magnitude of the asymmetric dominance effect. However, these results are significant only when no learning condition is compared either to low or high learning condition. There is no significant result between low and high learning conditions, which may be due to fatigue or reflect the characteristics of learning curve. The present study introduces the MCPL paradigm in examining consumer learning and demonstrates that learning from feedback increases both knowledge and consistency and weakens the asymmetric dominance effect. The latter result may suggest that the previous demonstrations of the asymmetric dominance effect are somewhat exaggerated. In a single choice setting, people do not have enough information or experience about the stimuli, which may lead them to depend mostly on the contextual structure among options. In the future, more realistic stimuli and real experts' judgments can be used to increase the external validity of study results. In addition, consumers often learn through repeated choices in real consumer settings. Therefore, what consumers learn from feedback in repeated choices would be an interesting topic to investigate.

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Effect of pranayama

  • Kuma, Amit
    • The Journal of Pediatrics of Korean Medicine
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    • v.20 no.3
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    • pp.171-177
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    • 2006
  • Pranayama Is One Of The Part Of "Astang Yoga". It Is Controlled Breathing Exercise. The Script Basically Emphasize The Ancient Indian Yogic Science & Effect Of Pranayama On Various Human Body System. Basically This Is A Review Script Which Helps The Common People, Scientist & Other Person Related In This Field To Learn About The Effect Of Pranayama.

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Pronunciation of English consonant clusters by Koreans

  • Lee, Ho-Young
    • Proceedings of the KSPS conference
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    • 2000.07a
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    • pp.75-85
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    • 2000
  • Koreans and English have different phonotactic constraints and phonological rules. It causes Korean learners to have difficulty in pronouncing certain English consonant clusters correctly. This paper aims to discuss what English consonant clusters are difficult for Korean learners to learn and why this difficulty arises by comparing phonotactic constraints and phonological rules of English and Korean.

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Teaching Tolerance in School Education

  • Sasse, Werner
    • Cross-Cultural Studies
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    • v.20
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    • pp.203-210
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    • 2010
  • Tolerance education must be based on the fact that tolerance like democracy cannot be achieved once and for all. Students must learn to constantly watch political and cultural processes for negative developments. Tolerance for others' values and behaviour can be learnt by studying previous historiographical views. The basic attitude to be learnt is repect for other cultures - within one's own culture as well as foreign cultures.

중국 '과학구국' 사상과 현대 과학 이념 발전연구

  • Han, Seong-Gu
    • 중국학논총
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    • no.62
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    • pp.143-162
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    • 2019
  • 中国现代科学的发展与"科学救国"思想密切相关. 自从传统科学(格致)从哲学领域独立出来后, 中国科学一直被一种必须为国家的经济和国防建设作出贡献的理念所规定. 鸦片战争时期提出的"师夷长技"理论成为科学救国思想的萌芽, 进入新中国后提出的一系列科学相关的思想, 政策, 理念也不例外. 论文以中国科学救国思想的形成和发展过程为中心, 探讨了毛泽东的科学理念和"向科学进军", "科学技术是第一生产力", "科教兴国"等新中国以后提出的科学理念及政策.

The Effect of Implicit Motor Sequence Learning Through Perceptual-Motor Task in Patients with Subacute Stroke (아급성기 뇌졸중 환자에서 지각-운동 과제를 통한 내잠 학습의 효과)

  • Lee, Mi-Young;Park, Rae-Joon;Nam, Ki-Seok
    • The Journal of Korean Physical Therapy
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    • v.20 no.3
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    • pp.1-7
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    • 2008
  • Purpose: Implicit motor learning is the capacity to acquire skill through physical practice without conscious awareness of what elements of performance improved. This study investigated whether subacute stroke patients can implicitly learn a perceptual-motor task. Methods: We recruited 12 patients with subacute stroke and 12 age-matched controls. All participants performed a perceptual-motor task that involved pressing a button corresponding with colored circles (blue, green, yellow, red) on a computer screen. The task consists of 7 blocks composed of 10 repetitions for a repeating 12-element sequence (total 120 responses). Results: Both groups demonstrated significant improvement in acquisition performance. Reaction times deceased in both groups at similar rate within the sequential block trials (2-5 blocks), and reaction times increased at a similar rate when the task paradigm was transferred from the sequential block trial to the random block trial (5-6-7 blocks). Conclusion: The results of this study suggest that patients with sub-actue stroke can implicitly learn a perceptual motor skill. Although explicit instructions should be used to focus the learner's attention rather than provide information about the task, the application of implicit motor learning strategies in the rehabilitation setting may be beneficial.

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A Systematic Method of Hinting Interface Design (체계적인 힌팅 인터페이스 설계 방법의 연구)

  • Lee, Eun-A;Yun, Wan-Cheol;Park, Wan-Su
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.2
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    • pp.125-134
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    • 2006
  • Most users learn new, complex systems through trial-and-error experience rather than referring to the manuals in a cognitive process that is called 'exploratory learning'. While exploring a system, people find prototypical rules for using the system based especially on frequent tasks. The rules are formed from consistent task procedures and well-expected interface elements on the designed system. These rules play the role of the basis of users' knowledge for performing tasks. The decision making to select and apply those rules interacting with an interface can be aided by properly provided hints on the interface. With appropriate hints, users can learn new systems easily and use them with reduced usability problems. This paper first reports an observation of user behavior performing tasks with prototypical interaction rules and finds a sound set of criteria to extract prototypical interaction rules systematically. Two types of hints are defined. Extending hints prompt users to apply prototypical interaction rules beyond well-known tasks. Preventive hints guide users out of possible capture errors by drawing attention to the variation of rules. A systematic and practical method is proposed to identify the opportunities for both types in designing interfaces. It is then verified through a usability test that the proposed method is effective in identifying the locations and types of appropriate hints to reduce or mitigate usability problems.

Learning Opposite Concept for Incomplete Domain Theory (불완전한 영역이론을 위한 반대개념의 학습)

  • Tae, Gang-Su
    • Journal of KIISE:Software and Applications
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    • v.26 no.8
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    • pp.1010-1017
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    • 1999
  • 불완전한 계획 영역 이론은 오류 영역(noisy domain)에서 하나의 상태에 상반된 연산자들이 적용되는 불일치성 문제를 야기할 수 있다. 이 문제를 해결하기 위해서 본 논문은 상태를 기술하기 위해 다치 논리를 도입하여 제어지식으로서의 부정적 선행조건을 학습하는 새로운 방법을 제안한다. 기계에는 알려지지 않은 이러한 제어지식이 인간에게는 반대개념으로 잠재적으로 사용되고 있다. 이러한 잠재된 개념을 학습하기 위해 본 논문은 반대 연산자들로 구성된 사이클을 영역이론으로부터 기계적으로 생성하고, 이 연산자들에 대한 실험을 통해 반대 리터럴(literal)들을 추출한다. 학습된 규칙은 불일치성을 방지하면서 동시에 중복된 선행조건을 제거하여 연산자를 단순화시킬 수 있다.Abstract An incomplete planning domain theory can cause an inconsistency problem in a noisy domain, allowing two opposite operators to be applied to a state. To solve the problem, we present a novel method to learn a negative precondition as control knowledge by introducing a three-valued logic for state description. However, even though the control knowledge is unknown to a machine, it is implicitly known as opposite concept to a human. To learn the implicit concept, we mechanically generate a cycle composed of opposite operators from a domain theory and extract opposite literals through experimenting the operators. A learned rule can simplify the operator by removing a redundant precondition while preventing inconsistency.