• Title/Summary/Keyword: behavioral experiment

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Development of Information Visualization Tool using Knowledge Representation (지식 표상 방법을 이용한 정보 검색 시각화 도구 개발)

  • Ji, Hye-Sung;Park, Ki-Nam;Lim, Heui-Seok
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.383-390
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    • 2012
  • In this paper, we suggest an information retrieval visualization tool using the knowledge representation method. Information retrieval visualization tool suggested in this paper is designed to automatically extract retrieval intention using user's search history data and visualize extracted retrieval intention in the knowledge representation method structure. A psychological knowledge representation methodology was adopted for schema for retrieval intention representation and its effectiveness has been proved through the behavioral experiments. Result of experiment revealed that information retrieval visualization tool has been improved approximately 39% in user satisfaction compared to existing retrieval method, suggesting a measure to solve re-retrieval problem in the process of information retrieval.

A basic study on the development of alternative bait for octopus pots (문어 통발용 대체 미끼 개발을 위한 기초연구)

  • AN, Young-il
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.56 no.3
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    • pp.202-212
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    • 2020
  • In order to replace sardine baits for octopus pot, an efficacy experiment to lure with alternative bait (fermented skate or chicken skin in artificial crab or northern clam) pots and sardine pot were conducted in a circular water tank. The soaking time of the sardine bait was divided into two categories: six days or less and seven days or more. The behavioral response of octopus to the artificial bait pots and sardine pot were investigated. In the comparison of the luring effects between pots with fermented skate inside artificial crab or northern clam and sardine pot, the pot with artificial crab + fermented skate had better results than the other pots in the section distribution (31.6%) and the number of times the pot was entered into (20.0%) (p > 0.05). In the comparison of the luring effects between pots with chicken skin inside artificial crab or northern clam and sardine pot, the pot with northern clam + chicken skin had better results than the other pots in the section distribution (22.6%) and number of times the pot was entered into (55.6%) (p < 0.05). The results were also better compared to those of pot with artificial crab + fermented skate. From these results, it seems that in the luring effect aspect, sardine bait can be replaced with artificial bait consisting of chicken skin inside northern clam.

Research of Dynamic Creation Method of Game Environment using Game Player's Behavior Pattern (게임 플레이 행동 패턴을 이용한 게임 환경 동적 생성 기법에 관한 연구)

  • Jang, Sae-Rom;Lee, Jae-Yeol;Choi, Young-Mee;Choo, Moon-Won;Yoon, Tae-Bok
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.3-10
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    • 2009
  • Recently, various ways are being explored for enhancing the fun of computer games and lengthening the life cycle of them. This paper proposes the more active game environment by reflecting the decision that is made by collecting and analyzing user's behavioral data. The game results and traveling information of user is using for dynamic map creation. For experiment of the proposed method, we created games using the XNA Framework and confirmed the game environment which changing properly according to the user's game play.

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The Development and Effects of a Medication Adherence Intervention Program for Hypertensive Patients (범이론 모형을 적용한 고혈압 환자 약물순응 중재 프로그램 개발 및 적용 효과)

  • Kim, Soon-Ock
    • Research in Community and Public Health Nursing
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    • v.22 no.3
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    • pp.342-354
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    • 2011
  • Purpose: This study was to estimate the effectiveness of an intervention program using the trans-theoretical model on the stages of change, the process of change, decisional balance, self-efficacy, the levels of medication adherence, and blood pressure difference. Methods: A similar experiment was conducted using a nonequivalent control group pre- and post-test design. The study subjects were 108 hypertensive patients. The program was administered to the experimental group while educational materials were given to the control group. Descriptive analysis, 2-test, t-test, and repeated measures ANOVA were used with SPSS 17.0 to analyze collected data. Results: After treatment with this program, the experimental group showed stage of change ($x^2=52.917$, p<.001), cognitive (F=13,528, p<.001), behavioral process of change (F=10.808, p<.001), benefits (F=5.569, p=.012), loss of medication adherence (F=15.661, p<.001), self-efficacy (F=5.407, p=.011), levels of medication adherence (F=51.442, p<.001). Conclusion: There was a significant improvement in the experimental group who participated in the TTM medication adherence intervention program. Given that this intervention program motivated and stimulated hypertensive patients to adhere to the prescribed medications, the TTM medication adherence intervention program is expected to be an effective and practical intervention method for health improvement.

A Study on the Concept of Emotional Function in Furniture Design -Focused on the Analysis of Contemporary Art Furniture- (가구 디자인에 있어서 감성적 기능의 개념에 대한 연구 -현대 아트퍼니처 작품분석을 중심으로-)

  • Choi, Byung-Hoon;Hong, Min-Jung
    • Journal of the Korea Furniture Society
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    • v.20 no.4
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    • pp.290-306
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    • 2009
  • This article aimed at broadening the view on 'the concept of function' in furniture design. In this context, we argued that the established concept of furniture function has confined itself to the rational perspective, so that the emotional action and influence of furniture hardly regarded as an important issue in furniture design, and this has been a hinderance to multidirectional discussions on the meaning of furniture in our life. Starting from the investigation on the basis that forms the different dimensions of our experience of furniture, we clarified that we should view the meaning of furniture within a wider sphere where the actions of furniture on our perceptional, behavioral, and emotional levels are inclusively considered. In this light, 'emotional function' of furniture was defined as a concept that explains a multidimensional action of furniture, which leads creative aesthetic experience which enrich the interplays between designer, furniture, and user. The feasibility of the concept has been examined by an analysis on the characteristics of contemporary Art Furniture, which is experimental approaches towards various aesthetic values of art and design. In order to realize emotional function of furniture, furniture should become an experiment for the new perception and emotion; invite more of the user's interplay and action in the meaning-making process; and arouse emotional echoes and reflections within user's mind.

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The Effect of Guibiondamtang(歸脾溫膽湯) in an Animal Model of Depression using Chronic Mild Stress (우울증(憂鬱症) 모델 흰쥐에 대한 귀비온담탕(歸脾溫膽湯)의 실험적(實驗的) 연구(硏究))

  • Kim Jong-Woo;Whang Wei-Wan;Kim Hyun-Taek;Kwak So-Young;Kim Min-Jung;Cha Yun-Ju
    • Journal of Oriental Neuropsychiatry
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    • v.12 no.2
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    • pp.53-68
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    • 2001
  • This study was performed to investigate the anti-depression effect of Guibiondamtang in rat model of depression. The rats in the experiment were stratified into 3 groups, ie, Guibiondamtang, saline, normal (non-stressed) groups. Chronic exposure to mild unpredictable stress such as white noise, flashing lights and restriction of food and water, causes the behavioral symptoms correspondent to depression. Consumption of 1% sucrose solution fell in rats exposed to CMS for 4 weeks. In the open field test , the exploratory activity ie. locomotion and centering decreased after CMS. We then evaluated the sucrose consumption and activity during 4 weeks of treatment with experimental drugs. The results were as follows: 1) There was no relation between sucrose intake and weight. 2) The Guibiondamtang(歸脾溫膽湯) group reinstated sucrose consumption within 5-6 weeks while having no influence on sucrose intake in normal group. 3) The Guibiondamtang(歸脾溫膽湯) group restored some exploratory activity in the open field test. 4) The Guibiondamtang-group had a-reduced potentiated startle response.

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Effects of the Energy Campaign Environmental Education on Pro-Environmental Attitudes of Elementary School Students (에너지 캠페인 환경교육이 초등학생의 환경친화적 태도에 미치는 영향)

  • Lim, Hae-Jin;Lee, Sang-Won
    • Hwankyungkyoyuk
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    • v.24 no.2
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    • pp.70-85
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    • 2011
  • The purpose of this study was to investigate the influence of the energy campaign environmental education of 3rd graders in elementary school in Seoul. The students were divided into an experiment group and a control group. A reconstructed questionnaire through Kim(2005) and Lee(2005)'s test tool was used to survey the effects of applying the energy campaign environmental education program. The i-STATistics program was used to analyze the results. The major results of this study are as follows. First, the researcher was able to develop and apply teaching-learning model for energy campaign environmental education by extracting and recreating the energy education-related contents from the lower grades(1, 2, 3 grade) in 2007 elementary school curriculum. Second, this program had a positive effect on pro-environmental altitudes of elementary school students. Third, this program had a positive correlation among the 3 subdomains of cognitive, affective and behavioral. Fourth, according to qualitative analysis, the students appear to be more concerned in the overall environmental problems containing energy problem and showed a higher will to act while participating in the environmental education through energy campaign program. In conclusion, this program is more directly effective than lectures on energy following the curriculum to improve student's pro-environmental altitudes. Therefore, more intensive research on teaching and learning activities should be highly considered.

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Multiple Inputs Deep Neural Networks for Bone Age Estimation Using Whole-Body Bone Scintigraphy

  • Nguyen, Phap Do Cong;Baek, Eu-Tteum;Yang, Hyung-Jeong;Kim, Soo-Hyung;Kang, Sae-Ryung;Min, Jung-Joon
    • Journal of Korea Multimedia Society
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    • v.22 no.12
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    • pp.1376-1384
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    • 2019
  • The cosmetic and behavioral aspects of aging have become increasingly evident over the years. Physical aging in people can easily be observed on their face, posture, voice, and gait. In contrast, bone aging only becomes apparent once significant bone degeneration manifests through degenerative bone diseases. Therefore, a more accurate and timely assessment of bone aging is needed so that the determinants and its mechanisms can be more effectively identified and ultimately optimized. This study proposed a deep learning approach to assess the bone age of an adult using whole-body bone scintigraphy. The proposed approach uses multiple inputs deep neural network architectures using a loss function, called mean-variance loss. The data set was collected from Chonnam National University Hwasun Hospital. The experiment results show the effectiveness of the proposed method with a mean absolute error of 3.40 years.

Implementation of Crowd Behavior of Pedestrain based AB and CA mathematical model in Intelligent Game Environment (게임환경에서 AB 와 CA 수학모델을 이용한 보행자들의 집단행동 구현)

  • Kim, Seongdong;Kim, Jonghyun
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.5-14
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    • 2019
  • In this paper, we propose a modeling and simulation of group behavioral movement of pedestrians using Agent based and Cellular Automata model in intelligent game environment. The social behaviors of the crowds are complex and important, and based on this, the prototype game-model was implemented to show the crowd interaction on AB and CA in the game environment. Our experiment revealed the promise of group behaviour as a cost-efficient, yet accurate platform for researching crowd behaviour in risk situations with real models.

The Effects of Online Uncivil Comments on Vicarious shame and Coping Strategies: Focusing on the Power of Social Identity and Social Recommendation

  • Kim, Jiwon
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.119-125
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    • 2020
  • Based on an online experiment, this research examined how uncivil expressions made by participants from the same political partisan group (in-group) influenced the emotional and behavioral intentions of other in-group members, especially when the incivility was supported by social recommendations such as "recommendations." As predicted, results showed that a higher level of vicarious shame was felt when participants perceived higher levels of incivility. However, no significant effects of social recommendations were found regarding levels of vicarious shame. That is, the level of shame was not significantly different between participants who were exposed to an in-group uncivil comment that received recommendations and participants who were exposed to in-group uncivil comment without recommendations. Findings further found two types of coping strategies -situation-reparation and situation-avoidance - among participants exposed to in-group uncivil comments. Yet no significant effects were found regarding coping strategies in response to the presence of social recommendations. Participants' feelings of shame were positively correlated with both types of coping strategies, supporting findings of previous studies. Implications of this study are further discussed.