• Title/Summary/Keyword: Behavior state

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Analysis of Structural Relation between the Shipyard Workers' Ego-state, Safe and Unsafe Behaviors, and Industrial Accidents (조선업 작업자의 자아상태, 안전 및 불안전행동, 산업재해 간의 구조관계 분석)

  • Jeong, Inseok;Jeong, Daekyum
    • Journal of the Korean Society of Safety
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    • v.33 no.5
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    • pp.101-108
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    • 2018
  • This study was carried out to obtain baseline data on the causes of industrial accidents and their prevention by investigating structural models between the Shipyard workers' egogram ego-states (CP: Critical Parent, NP: Nurturing Parent, A: Adult, FC: Free Child, AC: Adapted Child), safe and unsafe behaviors, and industrial accidents (frequency/severity). In order to achieve this goal, 378 workers from 3 locations of major corporations in Geojedo Island and Ulsan took a questionnaire, which was then analyzed with a structural equation model using the SPSS 23.0 and AMOS 24 statistics package, and the main results of the study are as follows. First, NP and A's ego-states had a positive influence on safe behavior, AC's ego-state had a negative influence on safe behavior, and A's ego-state had the largest influence on safe behavior. Second, CP and AC's ego-states had a positive influence on unsafe behavior, and A's ego-state had a negative influence on unsafe behavior. AC's ego-state had the largest influence on unsafe behavior. Third, safe behavior did not have a significant influence on industrial accidents. However, unsafe behavior had a positive influence on industrial accident frequency and industrial accident severity, both sub-factors of industrial accidents. This study, despite its limitations, such as sampling limitations, has the following significance. First, this study verified that ego-state, a psychological characteristic, is an important factor for predicting unsafe behavior that induces industrial accidents. Second, in order to reduce industrial accidents, there is a need to stimulate the A ego-states, and promote continuous safety management and safety education to neutralize the AC ego-state. Third, previous studies were limited in the area of practical methods for reducing unsafe behaviors, but this study presents practical methods for reducing unsafe behaviors by verifying the structural relationship between safe/unsafe behaviors and industrial accidents by selecting ego-gram ego-states, variable personality theory, as an independent variable.

Deadlock Detection of Software System Using UML State Machine Diagram (UML State Machine Diagram을 이용한 소프트웨어 시스템의 데드락 탐지)

  • Min, Hyun-Seok
    • Journal of Convergence Society for SMB
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    • v.1 no.1
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    • pp.75-83
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    • 2011
  • Unified Modeling Language (UML) is widely accepted in industry and particularly UML State Machine Diagram is popular for describing the dynamic behavior of classes. This paper discusses deadlock detection of System using UML State Machine Diagram. Since a State Machine Diagram is used for indivisual class' behavior, all the State Machine Diagrams of the classes in the system are combined to make a big system-wide State Machine Diagram to describe system behavior. Generally this system-wide State Machine Diagram is very complex and contains invalid state and transitions. To make it a usable and valid State Machine Diagram, synchronization and externalization are applied. The reduced State Machine Diagram can be used for describing system behavior thus conventional model-checking technique can be applied. This paper shows how deadlock detection of system can be applied with simple examples. All the procedures can be automatically done in the tool.

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A Study on the Relationship between Perceived Health State, Personality, Situational Barrier, Health Promoting Behavior in Students (대학생의 지각된 건강상태, 성격특성, 상황적 장애, 건강증진 행위와의 관계 연구)

  • Kim, Myoung-Sook
    • Korean Journal of Adult Nursing
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    • v.16 no.3
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    • pp.442-451
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    • 2004
  • Purpose: The purpose of this study was to examine the relationship between perceived health state, personality, situational barrier, health promoting behavior, to provide the basic data for health promoting intervention. Method: This study was designed as a descriptive correlation study. Data were 396 undergraduate students of one university in Chung-Buk. The instruments for this study were the modified health promoting behavior scale developed by Bak, Insuk(1995), and the modified perceived health state scale developed by Im, Meeyoung (1998), the modified personality scale developed by Park, Youngbae(1998), the modified situational barrier scale developed by Im, Meeyoung(1998). Result: The results of this study showed that the mean score for perceived health state 2.72, personality 3.35, situational barrier 2.72 and health promoting behavior 2.67. The health promoting behavior categories, scores for 'sanitary life'(3.08), 'self-actualization and interrelationship'(2.93) were higher than the mean score, whereas scores for 'healthy diet'(2.64), 'rest and sleep'(2.62), 'exercise and stress management'(2.49), and 'diet management' (2.25) were lower than the mean score. This study revealed the negative correlation between perceived health state, personality, situational barrier and health promoting behavior in undergraduate students. Conclusion: Perceived health state accounted for 16% and personality accounted for 21.3% of the variance in health promoting behavior in students. Therefore, health promoting programs that increase health state and personality should be developed to promote health behavior and to diminish situational barrier for students in Korea.

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Factors Influencing Health Promoting Behavior among Hospital Registered Nurses - Mood States, Resourcefulness, and Health Perception - (일부 병원 간호사의 기분상태, 자원동원성 및 건강지각이 건강증진행위에 미치는 영향)

  • Yeun, Eun-Ja;Kim, Hee-Jeong;Jeon, Mi-Soon
    • Journal of Korean Academy of Nursing Administration
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    • v.17 no.2
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    • pp.198-208
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    • 2011
  • Purpose: This study was done to examine the effects of mood state, resourcefulness, and health perception on health promoting behavior of hospital nurses. Methods: Convenience sampling was conducted for nurses working at three University hospital and 336 nurses were selected. Data were analyzed using SPSS 18.0. Results: The results of the analysis showed that the score for nurses' mood state was $41.76{\pm}18.90$; for resourcefulness, $11.30{\pm}20.63$; for health perception, $3.32{\pm}.77$, and for health promoting behavior, $111.55{\pm}17.76$. Mood state, resourcefulness, and health perception were significantly correlated with health promoting behavior. The overall explanatory power of the effects of nurses' mood state, resourcefulness, and health perception on health promoting behavior was 27.8%. Conclusion: Study results indicate that better mood state, higher resourcefulness, and higher health perception result in more health promoting behavior.

A Robust Behavior Planning technique for Mobile Robots (이동 로봇의 강인 행동 계획 방법)

  • Lee, Sang-Hyoung;Lee, Sang-Hoon;Suh, Il-Hong
    • The Journal of Korea Robotics Society
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    • v.1 no.2
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    • pp.107-116
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    • 2006
  • We propose a planning algorithm to automatically generate a robust behavior plan (RBP) with which mobile robots can achieve their task goal from any initial states under dynamically changing environments. For this, task description space (TDS) is formulated, where a redundant task configuration space and simulation model of physical space are employed. Successful task episodes are collected, where $A^*$ algorithm is employed. Interesting TDS state vectors are extracted, where occurrence frequency is used. Clusters of TDS state vectors are found by using state transition tuples and features of state transition tuples. From these operations, characteristics of successfully performed tasks by a simulator are abstracted and generalized. Then, a robust behavior plan is constructed as an ordered tree structure, where nodes of the tree are represented by attentive TDS state vector of each cluster. The validity of our method is tested by real robot's experimentation for a box-pushing-into-a-goal task.

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Step Response of RF Plasma in Carbon Tetrafluoride($CF_4$)

  • So, Soon-Youl;Akinori Oda;Hirotake Sugawara;Yosuke Sakai
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2000.07a
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    • pp.930-933
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    • 2000
  • To understand the behavior of electron, ions and radicals on radio-frequency non-equilibrium plasma, it is necessary to know the basic information about its fundamental properties and reactions. Especially, the transient response of radio-frequency plasma has an important means of controlling selective etch rates and investigating the stability of a plasma chemical process. In this paper, we present the results of periodic steady-state behavior and transient behavior carbon Tetrafluoride(CF$_4$) discharge at 0.2 Torr in a 2 cm gap parallel-plate. After the number densities of charged particles became steady-state, the applied voltage was increased or decreased in an instant and the transient behavior of charged particles and radicals was investigated from one steady-state to the next steady state.

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A Study on Flow-emotion-state for Analyzing Flow-situation of Video Content Viewers (영상콘텐츠 시청자의 몰입상황 분석을 위한 몰입감정상태 연구)

  • Kim, Seunghwan;Kim, Cheolki
    • Journal of Korea Multimedia Society
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    • v.21 no.3
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    • pp.400-414
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    • 2018
  • It is required for today's video contents to interact with a viewer in order to provide more personalized experience to viewer(s) than before. In order to do so by providing friendly experience to a viewer from video contents' systemic perspective, understanding and analyzing the situation of the viewer have to be preferentially considered. For this purpose, it is effective to analyze the situation of a viewer by understanding the state of the viewer based on the viewer' s behavior(s) in the process of watching the video contents, and classifying the behavior(s) into the viewer's emotion and state during the flow. The term 'Flow-emotion-state' presented in this study is the state of the viewer to be assumed based on the emotions that occur subsequently in relation to the target video content in a situation which the viewer of the video content is already engaged in the viewing behavior. This Flow-emotion-state of a viewer can be expected to be utilized to identify characteristics of the viewer's Flow-situation by observing and analyzing the gesture and the facial expression that serve as the input modality of the viewer to the video content.

Static Behavior of Gravelly Soil with State Parameter (상태정수에 따른 자갈질 흙의 정적거동)

  • Heo, Seungbeom;Yoon, Yeowon;Kim, Woosoon;Kim, Jaeyoun
    • Journal of the Korean GEO-environmental Society
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    • v.11 no.8
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    • pp.5-14
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    • 2010
  • Recent researches on the behavior of gravelly soils have been focused mainly on the relative density or on the gravel content. And some researchers presented the liquefaction behavior based on the relative density whereas others based on the gravel content of gravelly soil. However the relative densities vary with gravel content and relative density is not enough to fully express the behavior of gravelly soils. Therefore in this research state parameter which considers void ratio and effective confining pressure is introduced and Steady State Line(SSL) of gravelly soils for various gravel content are determined by undrained triaxial tests in order to express the behavior of gravelly soils. From the research the position of SSL moved downward with gravel content. And the same density of soil showed dense sand behavior or loose sand behavior depending upon the confining pressure. Especially relative density 80% of gravelly soil showed loose sand behavior under high confining pressure. However the gravelly soils with similar state parameters showed similar stress behaviors. It can bee seen that state parameter is useful tool to evaluate undrained behavior of gravelly soils. Also state parameter and undrained strength showed good correlations.

Effectiveness of Health Education for Elderly (복지시설 이용 노인을 위한 보건교육 효과분석)

  • Lim Hee Jin;Kim Cho Gang;Ha Gwi Yoem
    • Korean Journal of Health Education and Promotion
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    • v.22 no.1
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    • pp.117-134
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    • 2005
  • This study analyzes how health education program affect elderly's health knowledge, behavior and health state. Also purposes of this program are to have healthy lifestyle and change health behavior to improve life. The subject of study was over 60 years old 175 persons, which include 89 persons of experience group and 86 persons from social well-being center in seoul. The data was collected by measurement of knowledge, behavior on health. The pre-research was performed before health education and post-research was performed immediately after the education. Collected data were analyzed by using the SPSS win 11.0. The results of this study are as follows: 1. The health knowledge points of experience group improved than the control group's and there is statistically significant difference. 2. The health behavior points of experience group were higher than the control group's and the difference was statistically significant. 3. The perceived health state of experience group was better than the control group's and the difference was statistically significant. 4. There are correlations among knowledge, behavior and perceived health state: Knowledge and behavior are positively correlated and behavior and perceived health state have a positive correlation.

An Artificial Intelligence Evaluation on FSM-Based Game NPC (FSM 기반의 게임 NPC 인공 지능 평가)

  • Lee, MyounJae
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.127-136
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    • 2014
  • NPC in game is an important factor to increase the fun of the game by cooperating with player or confrontation with player. NPC's behavior patterns in the previous games are limited. Also, there is not much difference in NPC's ability among the existing games because it's designed to FSM. Therefore, players who have matched with NPCs which have the characteristics may have difficulty to play. This paper is for improving the problem and production and evaluation of the game NPC behavior model based on wolves hunting model in real life. To achieve it, first, the research surveys and studies behavior states for wolves to capture prey in the real world. Secondly, it is implemented using the Unity3D engine. Third, this paper compares the implemented state transition probability to state transition probability in real world, state transition probability in general game. The comparison shows that the number of state transitions of NPCs increases, proportions of implemented NPC behavior patterns converges to probabilities of state transition in real-world. This means that the aggressive behavior pattern of NPC implemented is similar to the wolf hunting behavior pattern of the real world, and it can thereby provide more player experience.