• Title/Summary/Keyword: 행동오류

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Online Reinforcement Learning to Search the Shortest Path in Maze Environments (미로 환경에서 최단 경로 탐색을 위한 실시간 강화 학습)

  • Kim, Byeong-Cheon;Kim, Sam-Geun;Yun, Byeong-Ju
    • The KIPS Transactions:PartB
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    • v.9B no.2
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    • pp.155-162
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    • 2002
  • Reinforcement learning is a learning method that uses trial-and-error to perform Learning by interacting with dynamic environments. It is classified into online reinforcement learning and delayed reinforcement learning. In this paper, we propose an online reinforcement learning system (ONRELS : Outline REinforcement Learning System). ONRELS updates the estimate-value about all the selectable (state, action) pairs before making state-transition at the current state. The ONRELS learns by interacting with the compressed environments through trial-and-error after it compresses the state space of the mage environments. Through experiments, we can see that ONRELS can search the shortest path faster than Q-learning using TD-ewor and $Q(\lambda{)}$-learning using $TD(\lambda{)}$ in the maze environments.

A study on the intelligent USN middleware platform based on the group concept (그룹 개념 기반 지능형 USN 미들웨어 플랫폼 연구)

  • Lee, Chang-Yeol
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.6
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    • pp.1666-1672
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    • 2008
  • USN Middleware plays roles of broker between sensors and applications. It collects sensor data, decides the situation and sends the result to the applications. It is not good to decide the situation from one sensor data, because it may error data or reflect small part of all. In this paper, we propose sensor 'group' concept. Group is the primary unit to decide the situation. It consists of several sensors which were installed in the same place and had the same pre-defined condition to act. For example, all fire sensors in the room simultaneously trigger the ring when the same pre-defined temperature is recorded. Then, the all fire sensors are included to the same one sensor group. All operations of the intelligent USN middleware are based on the 'group' unit. We studied the intelligent rules of USN middleware based on the group.

Measurement Method on Aesthetic Experience of Game Player (게임플레이어의 미적경험 데이터 측정방법)

  • Choi, Gyu-Hyeok;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.207-215
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    • 2020
  • Studies on aesthetic experience in games mostly focus on engineering approach centered on structural determination of specific target within the game as well as humanistic·social approach in forms of artistic conversation on game play experience. This paper have established a theoretic guideline regarding the progress of aesthetic experience which allows analysis from the perspective of player experience acquired during game play. Based on such guideline, the study classifies cognitive data (Eye-Tracking, Playing Action, Facial Expression) on aesthetic experience and suggests the methods to measure such data. By deducing errors and points to be considered related to measuring methods through pilot tests, this study will contribute to the execution of empirical study focused on player perspective.

Effects of Music Therapy on Cognitive function and Agitation, Anxiety and Depression in Dementia Elderly: a Systematic Review and Meta-analysis of Randomized Controlled Trials (음악요법이 치매노인의 인지기능, 초조행동, 불안 및 우울에 미치는 효과: 체계적 고찰 및 메타분석)

  • Chai, Gong Ju;Lee, Mi-Kyung;Nam, Eun Sook;Lee, Ho Yeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.520-530
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    • 2021
  • Objectives: This study aimed to identify the effects of music therapy on cognitive function, agitation, anxiety and depression in the elderly with dementia. Method: A comprehensive literature search was performed on PubMed, EMBASE, Cochrane Library, CINAHL, Web of Science, Google scholar and PsycINFO, for the period 2010 to 2019. In the meta-analysis, the standardized mean difference (Hedges' g) and 95% confidence interval were calculated as summary measure, and the random effect model and inverse variance method were applied using the RevMan 5.4 program. A total of 13 studies were included; all were determined to be acceptable, based on the Cochrane collaboration's tool for assessing risk of bias. Results: The effect size (Hedges' g) was 0.31 (95% CI: -0.02, 0.65) for cognition and -0.03 (95% CI: -0.17, 0.11) for agitation behavior as the primary outcomes, and 0.61 (95% CI: -1.17, -0.05) for anxiety and -0.44(95% CI: -0.88, 0.00) for depression as the secondary outcomes. Subgroup analysis by type of music intervention revealed that combined music therapy has a significantly increasing beneficial effect on cognition of dementia patients (g=0.45[95% CI: 0.03, 0.87]). Conclusion: Music therapy was determined to exert beneficial effects in reducing anxiety and depression, and combined music therapy demonstrated improved cognitive functions in elderly patients with dementia.

Sociality of Emotions through Communition of Drama (드라마의 소통을 통해 본 감정의 사회성)

  • Paik, Hoon-Kie
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.25-38
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    • 2019
  • For many years, emotions have been regarded as dangerous as well as obstructive to reason and rationality. Even in the history of dramatic genres based on human behavior, emotions are often portrayed as errors or flaws that lead to the collapse of characters, even though they are presented as powerful motives to evoke the characters' actions. Based on the development of the cognitive science field today, it is revealed how emotion is important for human thinking, judgment and action, and how closely reason and emotion are combined. This study examines emotions dealt with in drama genres on the basis of the sociality of emotions. Emotions also play a crucial role in the change and judgment of the audience of drama. This study examines the sociality of emotions and looks at the social aspect of individual emotions through the movie as a text. Just as horror movies attempt to communicate using and expanding feelings of fear, the movie uses the emotions of 'Sad' and 'Losing' to try to expand and share it. And I look into the mechanism in which the emotions of the characters in drama are transmitted to the audience in the form of empathy.

The Effect of Light Stimulation on the Reduction of Unilateral Neglect of Stroke Patients: Single Subject Research Design (뇌졸중 환자에게 불빛 자극이 편측무시 감소에 미치는 영향: 단일 사례 연구)

  • Lee, Ho-Seung
    • The Journal of Korean society of community based occupational therapy
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    • v.2 no.2
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    • pp.61-69
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    • 2012
  • Objective : The purpose of this study was to investigate the effect of left visual stimuli for reducing the severity of unilateral neglect. Method : This research used a reversal design(ABAB) of single case study. The subject was a 60-year-old male patient who had left unilateral neglect. Remedial approach is more valuable method than compensatory approach in term of reducing the unilateral neglect. One of the method of remedial approach is controlled sensory stimulation. Result : I performed the line bisection test before and after the stimulation, and while doing that, put blinking lights to the patient from the left side. The average errors in the line bisection test decreased in B B', the intervention period, compared with A A'. The MVPT left response behavior score increased from 13 to 18. Conclusion : This shows that the light stimulation is effective in the reduction of unilateral neglect.

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Study of Rate of Human Error by Workers in the Field based on Occupation (작업장 근로자의 직종별 Human Error 발생요인 연구)

  • Im Wan-Hee
    • Journal of Korea Society of Industrial Information Systems
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    • v.9 no.4
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    • pp.56-67
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    • 2004
  • This study analyzes human error of workers performing simple repetitive tasks, and in order to prepare preventative measures, 486 people were used as subjects. The results of the study are like the following. First, the biggest cause of human error showed to be the worker himself in $77.8\%$ of the cases, machinery showed to be the cause in $16.3\%$ of the cases and management showed to be the cause in $6.0\%$ of the cases. The results show that most of the human error occurred due to the worker performing simple repetitive tasks and the human errors showed to be caused more by bad ergonomics and long hours rather than by problems with machinery. In addition, the area with the highest rate of human error showed to be the Human Information Processing System with Task Input Error being the highest with $46.9\%$, followed by Judgement and Memory Error with $36.4\%$ and Recognition Verification Error with $16.7\%$. Although fully automated tasks may reduce the rate of human error we must focus on lowering the rate of problems arising from spontaneous errors caused by workers performing simple repetitive tasks by continuously renewing plans and budgets in order to standardize tasks by incorporating cyclic positioning according to experience and positional exchange and by inspecting the workplace to increase efficiency of the workers.

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Learning-associated Reward and Penalty in Feedback Learning: an fMRI activation study (학습피드백으로서 보상과 처벌 관련 두뇌 활성화 연구)

  • Kim, Jinhee;Kan, Eunjoo
    • Korean Journal of Cognitive Science
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    • v.28 no.1
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    • pp.65-90
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    • 2017
  • Rewards or penalties become informative only when contingent on an immediately preceding response. Our goal was to determine if the brain responds differently to motivational events depending on whether they provide feedback with the contingencies effective for learning. Event-related fMRI data were obtained from 22 volunteers performing a visuomotor categorical task. In learning-condition trials, participants learned by trial and error to make left or right responses to letter cues (16 consonants). Monetary rewards (+500) or penalties (-500) were given as feedback (learning feedback). In random-condition trials, cues (4 vowels) appeared right or left of the display center, and participants were instructed to respond with the appropriate hand. However, rewards or penalties (random feedback) were given randomly (50/50%) regardless of the correctness of response. Feedback-associated BOLD responses were analyzed with ANOVA [trial type (learning vs. random) x feedback type (reward vs. penalty)] using SPM8 (voxel-wise FWE p < .001). The right caudate nucleus and right cerebellum showed activation, whereas the left parahippocampus and other regions as the default mode network showed deactivation, both greater for learning trials than random trials. Activations associated with reward feedback did not differ between the two trial types for any brain region. For penalty, both learning-penalty and random-penalty enhanced activity in the left insular cortex, but not the right. The left insula, however, as well as the left dorsolateral prefrontal cortex and dorsomedial prefrontal cortex/dorsal anterior cingulate cortex, showed much greater responses for learning-penalty than for random-penalty. These findings suggest that learning-penalty plays a critical role in learning, unlike rewards or random-penalty, probably not only due to its evoking of aversive emotional responses, but also because of error-detection processing, either of which might lead to changes in planning or strategy.

An Effect for Sequential Information Processing by the Anxiety Level and Temporary Affect Induction (불안수준 및 일시적 유발정서가 서열정보 어휘처리에 미치는 효과)

  • Kim, Choong-Myung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.4
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    • pp.224-231
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    • 2019
  • The current paper was conducted to unravel the influence of affect induction as a background emotion in the process of cognitive task to judge the degree of sequence in groups with or without anxiety symptoms. Four types of affect induction and two sequential task types were used as within-subject variables, and two types of college students groups classified under the Beck Anxiety Inventory (BAI) as a between-subject variable were selected to determine reaction times involving sequential judgment among the lexical relevance information. DmDx5 was used to present a series of stimuli and elicit a response from subjects. Repeated measured ANOVA analyses revealed that reaction times and error rates were significantly larger with anxiety participants compared to the normal group regardless of affect and task types. Within-subject variable effects found that specific affect type (sorrow condition) and number-related task type showed a more rapid response compared to other affect types and magnitude-related task type, respectively. In sum, these findings confirmed the difference in tendency with reaction time and error rates that varied as a function of accompanying affect types as well as anxiety level and task types suggesting the that underlying background affect plays a major role in processing affect-cognitive association tasks.

Effects of Videos about Good and Evil on Moral Judgments Regarding Self and Others (인간의 선악을 보여주는 영상은 자신과 타인에 대한 도덕적 판단에 어떤 영향을 미치는가?)

  • Kim, ShinWoo;Lee, WonSeob;Li, Hyung-Chul O.
    • Science of Emotion and Sensibility
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    • v.22 no.2
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    • pp.29-36
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    • 2019
  • Previous resarch demonstrated that moral judgment is not an outcome of rational reasoning, but an independent variable determined by diverse factors. The effects of disgust on moral harshness, audience effect on moralistic punishment are some examples that support this view. The variability of moral judgment raises a question on what effects video stimuli might have on moral judgments. Although a few studies (Schnall, Roper, & Fessler, 2010) have shown that watching a prosocial video clip promote moral behavior, no research have simultaneously tested the effects of both positive and negative video clips on moral (not bahavior but) judgments. Hence, this research tested the effects of viewing videos about good and evil on moral judgments regarding the self and others. To this end, participants were asked to view a video clip depicting content of either positive or negative human behavior and required to make moral judgments on conduct described in a scenario assuming that the person committing the act was either themselves or another person. The results showed significant effects of both video contents (positive, negative) and the actor (self, others) on moral judgments, but they were qualified by the interaction between the two. In particular, participants who watched evil deed of others made harsher judgments on others' moral transgression. Theses results demonstrate that video contents influence moral judgments, and the effect depends on the actor of the immoral behavior. In general discussion, we interpreted the results based on moral disgust, framing effect, and fundamental attribution error.