• 제목/요약/키워드: behavior-based

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학습자 중심의 교수역량에 근거한 교수행동 분석 (Analysis of Teaching Behavior Based on the Learner-Centered Teaching Competency)

  • 박성미;심미자
    • 수산해양교육연구
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    • 제23권3호
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    • pp.374-387
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    • 2011
  • The purpose of this study was to analyze teaching behavior based on the learner-centered teaching competency. For the study, the related literatures were reviewed focusing on the experiences and suggestions in developing of learner-centered teaching competency. In addition, interviews with 6 professors were conducted and their teaching design were analyzed. The keys of analysis were perspective of teaching behavior, self-monitoring of teaching behavior, consulting of teaching behavior based on the learner-centered teaching competency. The findings of this study were as follows; most of professors recognized correlations of teaching and learning. But, there were some barriers co-work of learners in teaching behavior.

군집 로봇 기반 공간 탐색을 위한 행동 제어 알고리즘 (Behavior Control Algorithm for Space Search Based on Swarm Robots)

  • 탁명환;주영훈
    • 전기학회논문지
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    • 제60권11호
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    • pp.2152-2156
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    • 2011
  • In this paper, we propose the novel behavior control algorithm by using the efficient searching method based on the characteristic of the swarm robots in unknown space. The proposed method consists of identifying the position and moving state of a robot by the dynamic modelling of a wheel drive vehicle, and planing behavior control rules of the swarm robots based on the sensor range zone. The cooperative search for unknown space is carried out by the proposed behavior control. Finally, some experiments show the effectiveness and the feasibility of the proposed method.

Behavior Tree-based Scenario Development Technology to Induce Various Experiences of VR content

  • Seo, Jinseok;Yang, Ungyeon
    • Journal of Multimedia Information System
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    • 제7권4호
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    • pp.263-268
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    • 2020
  • This paper introduces an event modeling and simulation system using behavior trees. The system aims to overcome the limitations of existing fixed, simple scenario-based training content, and to extend the behavior of objects to enable various experience deployments. To achieve this goal, we made specific tasks of behavior trees can change according to users' reaction and developed an adaptive simulation module that can analyze and execute behavior trees that changes at runtime. In order to validate our approach, we applied the adaptive behavior tree simulation to the scenarios in our virtual reality simulation-based fire training system we have been developing and demonstrated the implementation results.

웹(web)기반의 국내 의류쇼핑몰 관련 기존 연구 분석 (The Analysis of Previous Domestic Online Fashion Store Studies)

  • 이정우;김미영
    • 한국의류산업학회지
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    • 제14권5호
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    • pp.778-790
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    • 2012
  • This research categorizes and analyzes different online fashion store studies conducted over the past 10 years based on study type. The results are as follows. First, it was found that 116 studies out of 118 studies on online fashion stores conducted from 2000 to 2012 were based on PC web. Second, the studies on PC web-based fashion stores were reclassified into 9 different categories based on their topics: purchase behavior, word-of-mouth behavior, website, and product information presentation as well as products for sale, return behavior, customer service, system, present condition, marketing strategy, and promotions. However, mobile web-based studies were categorized into 2 categories of introduction of the fashion stores and purchase behavior. Third, we reclassified the studies chronologically to observe studies conducted at different times. In the early phase (in addition to studies on purchase behavior) studies on present condition, marketing strategy, and website constituted the majority of studies conducted because the field research was just starting to grow; however, studies conducted in the latter phase showed new patterns of study, such as word-of-mouth effect, and return behavior. Future studies conducted on competitive PC web-based fashion stores require a more specific classification of studies (according to their purpose) to develop an effective marketing strategy.

계획된 행동이론을 적용한 소비자들의 부적절한 불만행동 유형별 분석 (An Analysis of Inappropriate Consumer Compliant Behavior Type Based on the Theory of Planned Behavior)

  • 이영애
    • 가정과삶의질연구
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    • 제32권2호
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    • pp.13-26
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    • 2014
  • The theory of planned behavior proposed by Ajzen predicts that certain behaviors are determined by behavioral intentions which are affected by an attitudinal belief toward the behavior, the subject norms, and the individual's perception of their control over the behavior. This study's aim is to examine consumers' inappropriate complaint behaviors, using the theory of planned behavior. Consumers' inappropriate complaint behaviors are defined by two types, which are low -and high-intensity inappropriate complaint behavior based on the primary data collected from a group of consumer affairs professionals in the business field. The survey questionnaire was administered to 1,000 consumers via an on-line survey. The two models were assessed with path analysis in order to predict consumers' inappropriate complaint behaviors, using the theory of planned behavior. The results are as follows: First, two types of inappropriate compliant behaviors were identified according to the results of an exploratory study conducted by professionals who had been employed at the department of consumer affairs. Second, the theory of planned behavior is adequately fitted to examine the factors related to consumers' inappropriate complaint behaviors. Also, all three variables based on the theory of planned behavior, -perceived behavior control, subjective norm, and attitude-had a significant effect on inappropriate complaint behavior intention. Third, consumers' inappropriate complaint behavior intention played the most significant role in low-intensity inappropriate complaint behavior, whereas attitude was found to play a significant role in high-intensity inappropriate complaint behavior. The significance and implication were discussed in terms of effective customer management strategies.

Abnormal Behavior Recognition Based on Spatio-temporal Context

  • Yang, Yuanfeng;Li, Lin;Liu, Zhaobin;Liu, Gang
    • Journal of Information Processing Systems
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    • 제16권3호
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    • pp.612-628
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    • 2020
  • This paper presents a new approach for detecting abnormal behaviors in complex surveillance scenes where anomalies are subtle and difficult to distinguish due to the intricate correlations among multiple objects' behaviors. Specifically, a cascaded probabilistic topic model was put forward for learning the spatial context of local behavior and the temporal context of global behavior in two different stages. In the first stage of topic modeling, unlike the existing approaches using either optical flows or complete trajectories, spatio-temporal correlations between the trajectory fragments in video clips were modeled by the latent Dirichlet allocation (LDA) topic model based on Markov random fields to obtain the spatial context of local behavior in each video clip. The local behavior topic categories were then obtained by exploiting the spectral clustering algorithm. Based on the construction of a dictionary through the process of local behavior topic clustering, the second phase of the LDA topic model learns the correlations of global behaviors and temporal context. In particular, an abnormal behavior recognition method was developed based on the learned spatio-temporal context of behaviors. The specific identification method adopts a top-down strategy and consists of two stages: anomaly recognition of video clip and anomalous behavior recognition within each video clip. Evaluation was performed using the validity of spatio-temporal context learning for local behavior topics and abnormal behavior recognition. Furthermore, the performance of the proposed approach in abnormal behavior recognition improved effectively and significantly in complex surveillance scenes.

한국 일부지역 성인의 건강행위이행에 관한 연구 (The Study on Health Behavior among Korean Adults)

  • 김애경
    • 대한간호학회지
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    • 제28권4호
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    • pp.931-940
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    • 1998
  • This study was done to describe health behavior and determine affecting factors in Korean adults, based on the Health Behavior Assessment tool. The subjects were sample of 298 adults from five cities. The instrument for this study were Health Behavior Assessment tool (30 items, 4 scale). Frequency, percentage, t-test, ANOVA, cluster analysis with SPSS program were used to analyze the data. The results of the study are as follows ; 1) The average item score for health behavior was 2.56, the highest score on the subscale was limitation of liking(M=3.16), followed by stress management (M=2.98), nutrition(M=2.82), energy conservation (M=2.67). 2) A significant difference between age, sex, perception of health, and health behavior were found. 3) Pattern of health behavior among Korean adults focused on stress management in order to obtain emotional stability, and balance and harmony in dietary life, and energy conservation. Patterns of health behavior in Korean adults is unique in each individual. Therefore nursing intervention skill for health promotion have to be developed based on the health behavior in each individual.

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Robot behavior decision based on Motivation and Hierarchicalized Emotions

  • Ahn, Hyoung-Chul;Park, Myoung-Soo;Choi, Jin-Young
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.1776-1780
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    • 2004
  • In this paper, we propose the new emotion model and the robot behavior decision model based on proposed emotion model. As like in human, emotions are hierarchicalized in four levels (momentary emotions, mood, attitude, and personality) and are determined from the robot behavior and human responses. They are combined with motivation (which is determined from the external stimuli) to determine the robot behavior.

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Defection Detection Analysis Based on Time-Dependent Data

  • Song, Hee-Seok;Kim, Jae-Kyeong;Chae, Kyung-Hee
    • 한국지능정보시스템학회:학술대회논문집
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    • 한국지능정보시스템학회 2002년도 추계정기학술대회
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    • pp.445-453
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    • 2002
  • Past and current customer behavior is the best predicator of future customer behavior. This paper introduces a procedure on personalized defection detection and prevention for an online game site. The basic idea for our defection detection and prevention is adopted from the observation that potential defectors have a tendency to take a couple of months or weeks to gradually change their behavior (i.e. trim-out their usage volume) before their eventual withdrawal. For this purpose, we suggest a SOM (Self-Organizing Map) based procedure to determine the possible states of customer behavior from past behavior data. Based on this representation of the state of behavior, potential defectors are detected by comparing their monitored trajectories of behavior states with frequent and confident trajectories of past defectors. The key feature of this study includes a defection prevention procedure which recommends the desirable behavior state for the ext period so as to lower the likelihood of defection. The defection prevention procedure can be used to design a marketing campaign on an individual basis because it provides desirable behavior patterns for the next period. The experiments demonstrate that our approach is effective for defection prevention and efficient for defection detection because it predicts potential defectors without deterioration of prediction accuracy compared to that of the MLP (Multi-Layer Perceptron) neural network.

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3D 행동 유도장 기반 대규모 에이전트 행동 시뮬레이션 (3D Affordance Field based Crowd Agent Behavior Simulation)

  • 옥수열;한명우;이석환
    • 한국멀티미디어학회논문지
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    • 제24권5호
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    • pp.629-641
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    • 2021
  • Crowd behavior simulations have been studied to further accelerated and refined by parallelism by inducing agent-interacting forces into the image field representing the forces of attraction and repulsion. However, it was difficult to consider rapidly changing environments such as fire situations in buildings because texture images must be generated in advance simulation starts and simulations can only be performed in 2D spaces. In this paper, we propose a crowd agent behavior simulation method based on agent's 3D affordance field for flexible agent behavior in variable geomorphological environments in 3D space. The proposed method generates 3D affordance field related to agents and sensors in 3D space and defines the agent behavior in 3D space for the crowd behavior simulation based on an image-inducing field to a 3D space. Experimental results verified that our method enables the development of large-scale crowd behavior simulations that are flexible to various fire evacuation situations in 3D virtual spaces.