• Title/Summary/Keyword: teach by showing

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The test bed for teleoperated space robot (우주로봇 원격제어 테스트 베드)

  • 김동구;박종오
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.760-763
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    • 1997
  • Using telesensor programming method, we control the space robot which has two 2-DOF manipulators. To make this control system, we devide total works by elemental operation. And we make a simulation system that can simulate sensors and robot. In the simulation system, we make a sensor data and robot paths by "Teaching by showing" method. And using these data, we control the real space robot. This off-line method can solve long time delay problem in teleoperation.operation.

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A Study on Rheumatoid Arthritis Treatment (류마티스 관절염 치료에 대한 고찰)

  • Choi, Hyun-Suk
    • Journal of Korean Physical Therapy Science
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    • v.4 no.4
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    • pp.511-518
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    • 1997
  • For the perfect cure of rheumatoid arthritis, the ultimate hope of patients and therapist, it is necessary to find a patient early and treat him properly and to teach him what rheumatoid arthritis is. 1. Although rheumatoid arthritis is a chronic disease and its cause is uncertain matke the patient understand that there are many ways to reduce symptoms and to prevent deformation. 2. Explain the peculiarity and the procedure of rheumatoid arthritis to the patient and encourage him. 3. Teach the patient how to protect his arthrosises by showing him concrete movement. 4. Teach the patient or his family the ways to relieve rheumatoid arthritis easily in his house for continuous remedy. In order to make that remedy most effective for the patient, a complex and balanced treatment, considering medication, surgical teatment and rehabilitative treatment, has to be applied, which needs team work. Team work occurs when doctors, physiotherapists, nurses, nutritionists, clinical psychologists, prosthesis manufacturers, social workers, employment agents and the family of the patient work together. The members of the tern have to onderstand the procedure of the treatment of rheumatoid arthritis and apply proper remedies according to the condition of the patient.

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A Development of Fixture Planning Module using Machine Learning (기계 학습을 이용한 치구 공정 계획 모듈의 개발)

  • 김선우;이수홍
    • Korean Journal of Computational Design and Engineering
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    • v.2 no.2
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    • pp.111-121
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    • 1997
  • This study intends to develop a fixture planning module as a part of the planning system for cutting. The fixture module uses machine learning method to reuse previous failure results so that the system can reduce the repeated failures. Machine learning is one of efforts to incorporate human reasoning ability into a computerized system. A human expert designs better than a novice does because he has a wide experience in a specific area. This study implements the machine learning algorithm to have a wide experience in the fixture planning area as a human expert does. When the fixture planner finds a setup failure for the suggested operations by a process planner, it makes the process planner store its attributes and other information for the failed setup. Then the process planner applies the learned knowledge when it meets a similar case so that the planner can reduce possibility of setup failure. Also the system can teach a novice user by showing a failed setup with a modified setup.

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A Study on the Manifestation of Tacit Knowledge through Exemplification (예 구성 활동을 통한 암묵적 지식의 현시에 관한 연구)

  • Lee, Keun-Bum;Lee, Kyeong-Hwa
    • School Mathematics
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    • v.18 no.3
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    • pp.571-587
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    • 2016
  • Nam(2008a) suggested that the role of teacher for helping students to learn mathematical structures should be the manifestor of tacit knowledge. But there have been lack of researches on embodying the manifestation of tacit knowledge. This study embodies the manifestation of tacit knowledge by showing that exemplification is one way of manifestation of tacit knowledge in terms of goal, contents, and method. First, the goal of the manifestation of tacit knowledge through exemplification is helping students to learn mathematical structures. Second, the manifestation of tacit knowledge through exemplification intends to teach students mathematical structures in the tacit dimension by perceiving invariance in the midst of change. Third, the manifestation of tacit knowledge through exemplification intends to teach students mathematical structures in the tacit dimension by constructing explicit knowledge creatively, reflection on constructive activity and social interaction. In conclusion, exemplification could be seen one way of embodying the manifestation of tacit knowledge in terms of goal, contents, and method.

Basic Study for Effective Sex Education of Home Economics in Middle School Curriculum (중학교 가정교과 과정 중 효과적인 성교육을 위한 기초 연구)

  • 조숙자
    • The Korean Journal of Community Living Science
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    • v.13 no.2
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    • pp.63-75
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    • 2002
  • The purpose of this study was to examine middle school students' needs for sex education as a basic study for effective sexuality education of Home Economics in middle school curriculum. 305 middle school students from two schools in Chung-ju were participated in this study. The results of this study are; (1) sexual intercourse was the highest checked item that the students want to know; however, prevention of sexual violence and contraception were the lowest responses; (2) showing video tape and sex education professional lecture methods were the most effective ways to teach sex education that the students believed; (3) the curiosity regarding sex that the students did not satisfied with current school sex education have met by watching sexual video tape or TV; and (4) the students believed that sex education should be started in the elementary school curriculum and they wanted to learn with sex education professional.

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A Research on Analysis of Eating Habits and Textbook Contents for Efficient Nutrition Education of Elementary School Students in Gangneung City (초등학생의 효율적인 영양교육을 위한 교과서분석 및 식습관 조사연구 -강릉시내 초등학생 대상으로-)

  • Kim, Yeong-Hwa;Jang, Mi-Ra
    • Journal of the Korean Dietetic Association
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    • v.13 no.4
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    • pp.379-388
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    • 2007
  • This study empirically examined the actual level of elementary school children's knowledge of nutrition and the extent of current nutrition education for the children through the use of textbooks. Two or three classes were sampled from each of six schools, respectively, in Gangneung; of the 562 questionnaires that were distributed, 537 were returned and used for analysis. Respondents were all sixth-graders, on average boys and girls were 153.02$\pm$8.19㎝ and 152.79$\pm$7.15㎝ in height and 45.27$\pm$10.32㎏ and 43.33$\pm$7.46㎏ in weight, respectively, which was consistent with others' research. Most children had two siblings and a working mother, considered that they were well off, and their mother prepared meals. Children regularly had breakfast and dinner, although more children had dinner than breakfast. As a whole, their knowledge of the main nutrients contained in foods was lower than their general knowledge of nutrition. There were significant differences in knowledge of the main nutrients contained in foods, with girls showing more knowledge than boys (p<0.01). Most of them learned about nutrition at school, followed by home. At school, Practical Technology classes taught them the most about nutrition. Although Physical Education classes were expected to teach about nutrition in a quantitative way, they accounted for just 4.7% of the overall knowledge. As for the children's understanding of nutrition education through use of a textbook at school, just 19% of the students gained a very good understanding. As for interest in nutrition education at school, 22.2% of the students had no interest, while girls were more likely to have their interest in nutrition education at school affected by knowledge of nutrition than boys. For both boys and girls, the most desired method of education was cooking practice. More research across subjects is necessary so that nutrition education concentrated on the curriculum for fifth-graders can be provided by stages from the lower grades. Since cooking practice or games were preferred, it is necessary to develop nutrition education methods to incite active interest rather than passive education.

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Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.